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Smalls fixes for College, new assets for Club
Smalls fixes for College, new assets for Club
This commit is contained in:
parent
72fbf915d9
commit
789efc104a
17 changed files with 84 additions and 65 deletions
BondageClub
Assets.js
Assets/Female3DCG
Assets.js
Character.jsCharacterAppearance.jsCharacterCreation.jsCharacterLogin.jsInventory.jsCloth
C000_Intro/ChapterSelect
Common.js
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@ -27,8 +27,8 @@ function AssetGroupAdd(NewAssetFamily, NewAssetGroupName, NewAssetParentGroupNam
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// Adds a new asset to the main list
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function AssetAdd(NewAssetName, NewAssetValue, NewAssetHeightModifier) {
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var A = {
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Group: AssetCurrentGroup,
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Name: NewAssetName,
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Group: AssetCurrentGroup,
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Value: (NewAssetValue == null) ? 0 : NewAssetValue,
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HeightModifier: (NewAssetHeightModifier == null) ? 0 : NewAssetHeightModifier
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}
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@ -124,7 +124,7 @@ var AssetFemale3DCG = [
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Group: "Cloth",
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ParentGroup: "Body",
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Color: ["Default", "#202020", "#808080", "#bbbbbb", "#aa8080", "#80aa80", "#8080aa", "#aaaa80", "#80aaaa", "#aa80aa", "#cc3333", "#33cc33", "#3333cc", "#cccc33", "#33cccc", "#cc33cc"],
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Asset: [ { Name: "CollegeOutfit1", Value: -1 }, "StudentOutfit1", "StudentOutfit2", "SummerDress1", "SummerDress2", "TeacherOutfit1", "TennisOutfit1"]
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Asset: [ { Name: "CollegeOutfit1", Value: -1 }, "StudentOutfit1", "StudentOutfit2", "SummerDress1", "SummerDress2", "TeacherOutfit1", "TennisOutfit1", "ChineseDress1"]
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},
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{
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@ -148,12 +148,12 @@ var AssetFemale3DCG = [
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{
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Group: "Gag",
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Category: "Gag",
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Default: false,
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Color: ["Default"],
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Left: 200,
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Top: 80,
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Category: "Gag",
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Asset: [ { Name: "BallGag", Value: -1 }, { Name: "ClothGag", Value: -1 }, { Name: "TapeGag", Value: -1 }]
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Asset: [ { Name: "HarnessBallGag", Value: -1 }, { Name: "ClothOTMGag", Value: -1 }, { Name: "DuctTapeGag", Value: -1 }]
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}
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];
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BIN
BondageClub/Assets/Female3DCG/Cloth/ChineseDress1_Large.png
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BondageClub/Assets/Female3DCG/Cloth/ChineseDress1_Large.png
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BondageClub/Assets/Female3DCG/Cloth/ChineseDress1_Normal.png
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BondageClub/Assets/Female3DCG/Cloth/ChineseDress1_Normal.png
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BondageClub/Assets/Female3DCG/Cloth/ChineseDress1_Small.png
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BondageClub/Assets/Female3DCG/Cloth/ChineseDress1_Small.png
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BondageClub/Assets/Female3DCG/Cloth/ChineseDress1_XLarge.png
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BIN
BondageClub/Assets/Female3DCG/Cloth/ChineseDress1_XLarge.png
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@ -24,7 +24,7 @@ function CharacterReset(CharacterID, CharacterAssetFamily) {
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Character[CharacterID] = NewCharacter;
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// Creates the inventory and default appearance
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InventoryCreate(NewCharacter);
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InventoryLoad(NewCharacter, null, true);
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CharacterAppearanceSetDefault(NewCharacter);
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// Load the character image
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@ -1,36 +1,53 @@
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var CharacterAppearanceOffset = 0;
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var CharacterAppearanceHeaderText = "Select your appearance";
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var CharacterAppearanceBackup = null;
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var CharacterAppearanceAssets = [];
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// Builds all the assets that can be used to dress up the character
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function CharacterAppearanceBuildAssets(C) {
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// Adds all items with 0 value and from the appearance category
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CharacterAppearanceAssets = [];
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var A;
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for (A = 0; A < Asset.length; A++)
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if ((Asset[A].Value == 0) && (Asset[A].Group.Family == C.AssetFamily) && (Asset[A].Group.Category == "Appearance"))
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CharacterAppearanceAssets.push(Asset[A]);
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for (A = 0; A < C.Inventory.length; A++)
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if ((C.Inventory[A].Asset != null) && (C.Inventory[A].Asset.Group.Family == C.AssetFamily) && (C.Inventory[A].Asset.Group.Category == "Appearance"))
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CharacterAppearanceAssets.push(C.Inventory[A].Asset);
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}
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// Resets the character to it's default appearance
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function CharacterAppearanceSetDefault(C) {
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// Resets the current appearance
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// Resets the current appearance and prepares the assets
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C.Appearance = [];
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if (CharacterAppearanceAssets.length == 0) CharacterAppearanceBuildAssets(C);
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// For each items in the character inventory
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// For each items in the character appearance assets
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var I;
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for (I = 0; I < C.Inventory.length; I++)
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if ((C.Inventory[I].Asset.Group.Family == C.AssetFamily) && C.Inventory[I].Asset.Group.IsDefault) {
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for (I = 0; I < CharacterAppearanceAssets.length; I++)
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if (CharacterAppearanceAssets[I].Group.IsDefault) {
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// If there's no item in a slot, the first one becomes the default
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var MustWear = true;
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var A;
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for (A = 0; A < C.Appearance.length; A++)
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if (C.Appearance[A].Asset.Group.Name == C.Inventory[I].Asset.Group.Name)
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if (C.Appearance[A].Asset.Group.Name == CharacterAppearanceAssets[I].Group.Name)
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MustWear = false;
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// No item, we wear it with the default color
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if (MustWear) {
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var NA = {
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Asset: C.Inventory[I].Asset,
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Color: C.Inventory[I].Asset.Group.ColorSchema[0]
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Asset: CharacterAppearanceAssets[I],
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Color: CharacterAppearanceAssets[I].Group.ColorSchema[0]
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}
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C.Appearance.push(NA);
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}
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}
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// Loads the new character canvas
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CharacterLoadCanvas(C);
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@ -45,14 +62,14 @@ function CharacterAppearanceFullRandom(C) {
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// For each item group (non default items only show at a 20% rate)
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var A;
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for (A = 0; A < AssetGroup.length; A++)
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if (AssetGroup[A].IsDefault || (Math.random() < 0.2)) {
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if ((AssetGroup[A].Category == "Appearance") && (AssetGroup[A].IsDefault || (Math.random() < 0.2))) {
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// Prepares an array of all possible items
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var R = [];
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var I;
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for (I = 0; I < C.Inventory.length; I++)
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if (C.Inventory[I].Asset.Group.Name == AssetGroup[A].Name)
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R.push(C.Inventory[I].Asset);
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for (I = 0; I < CharacterAppearanceAssets.length; I++)
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if (CharacterAppearanceAssets[I].Group.Name == AssetGroup[A].Name)
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R.push(CharacterAppearanceAssets[I]);
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// Picks a random item and color and add it
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if (R.length > 0) {
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@ -154,8 +171,9 @@ function CharacterAppearanceGetCurrentValue(C, Group, Type) {
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}
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// Loads the character appearance screen
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// Loads the character appearance screen and keeps a backup of the previous appearance
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function CharacterAppearance_Load() {
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CharacterAppearanceBuildAssets(Character[0]);
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CharacterAppearanceBackup = JSON.parse(JSON.stringify(Character[0].Appearance));
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}
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@ -213,21 +231,21 @@ function CharacterAppearanceSetItem(C, Group, ItemAsset) {
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}
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// Cycle in the player inventory to find the next item in a group and wear it
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// Cycle in the appearance assets to find the next item in a group and wear it
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function CharacterAppearanceNextItem(C, Group) {
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// For each item, we first find the item and pick the next one
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var I;
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var Current = CharacterAppearanceGetCurrentValue(C, Group, "Name");
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var Found = (Current == "None");
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for (I = 0; I < C.Inventory.length; I++)
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if ((C.Inventory[I].Asset.Group.Name == Group) && (C.Inventory[I].Asset.Group.Family == C.AssetFamily)) {
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for (I = 0; I < CharacterAppearanceAssets.length; I++)
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if (CharacterAppearanceAssets[I].Group.Name == Group) {
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if (Found) {
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CharacterAppearanceSetItem(C, Group, C.Inventory[I].Asset);
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CharacterAppearanceSetItem(C, Group, CharacterAppearanceAssets[I]);
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return;
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}
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else {
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if (C.Inventory[I].Asset.Name == Current)
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if (CharacterAppearanceAssets[I].Name == Current)
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Found = true;
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}
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}
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@ -241,9 +259,9 @@ function CharacterAppearanceNextItem(C, Group) {
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return;
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}
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else
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for (I = 0; I < C.Inventory.length; I++)
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if ((C.Inventory[I].Asset.Group.Name == Group) && (C.Inventory[I].Asset.Group.Family == C.AssetFamily)) {
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CharacterAppearanceSetItem(C, Group, C.Inventory[I].Asset);
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for (I = 0; I < CharacterAppearanceAssets.length; I++)
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if (CharacterAppearanceAssets[I].Group.Name == Group) {
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CharacterAppearanceSetItem(C, Group, CharacterAppearanceAssets[I]);
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return;
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}
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}
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@ -287,14 +305,14 @@ function CharacterAppearanceMoveOffset(Move) {
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// When the user clicks on the character appearance selection screen
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function CharacterAppearance_Click() {
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// If we must switch to the next item in the player inventory
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// If we must switch to the next item in the assets
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if ((MouseX >= 1450) && (MouseX < 1775) && (MouseY >= 120) && (MouseY < 950))
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for (A = CharacterAppearanceOffset; A < AssetGroup.length && A < CharacterAppearanceOffset + 10; A++)
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if ((AssetGroup[A].Family == Character[0].AssetFamily) && (AssetGroup[A].Category == "Appearance"))
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if ((MouseY >= 120 + (A - CharacterAppearanceOffset) * 85) && (MouseY <= 180 + (A - CharacterAppearanceOffset) * 85))
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CharacterAppearanceNextItem(Character[0], AssetGroup[A].Name);
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// If we must switch to the next item in the player inventory
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// If we must switch to the next item in the assets
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if ((MouseX >= 1800) && (MouseX < 1975) && (MouseY >= 120) && (MouseY < 950))
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for (A = CharacterAppearanceOffset; A < AssetGroup.length && A < CharacterAppearanceOffset + 10; A++)
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if ((AssetGroup[A].Family == Character[0].AssetFamily) && (AssetGroup[A].Category == "Appearance"))
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@ -89,7 +89,7 @@ function CharacterCreation_Response(CharacterData) {
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Character[0].Name = document.getElementById("InputCharacter").value.trim();
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Character[0].AccountName = document.getElementById("InputName").value.trim();
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Character[0].AccountPassword = document.getElementById("InputPassword1").value.trim();
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InventoryCreate(Character[0]);
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InventoryLoad(Character[0], null, true);
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CharacterAppearanceSave(Character[0]);
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document.getElementById("InputCharacter").parentNode.removeChild(document.getElementById("InputCharacter"));
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document.getElementById("InputName").parentNode.removeChild(document.getElementById("InputName"));
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@ -56,7 +56,7 @@ function CharacterLogin_Response(CharacterData) {
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Character[0].AccountName = C.AccountName;
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Character[0].AccountPassword = document.getElementById("InputPassword").value.trim();
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CharacterAppearanceLoad(Character[0], C.Appearance);
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InventoryLoad(Character[0], C.Inventory);
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InventoryLoad(Character[0], C.Inventory, false);
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document.getElementById("InputName").parentNode.removeChild(document.getElementById("InputName"));
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document.getElementById("InputPassword").parentNode.removeChild(document.getElementById("InputPassword"));
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SetScreen("MainHall");
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@ -23,13 +23,37 @@ function InventoryAdd(C, NewItemName, NewItemGroup) {
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}
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C.Inventory.push(NewItem);
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// Sends the new item to the server
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if ((C.AccountName != "") && (NewItemAsset.Value != 0))
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CharacterAccountRequest("inventory_add", "&name=" + NewItemAsset.Name + "&group=" + NewItemAsset.Group.Name);
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// Sends the new item to the server if the character is logged in
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if (C.AccountName != "")
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CharacterAccountRequest("inventory_add", "&name=" + NewItemName + "&group=" + NewItemGroup);
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}
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// Loads the inventory from the account
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function InventoryLoad(C, Inventory) {
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function InventoryLoad(C, Inventory, Import) {
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// Flush the current inventory
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C.Inventory = [];
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// If we come from the Bondage College, we add the Bondage College items
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if (Import && (localStorage.getItem("BondageClubImportSource") != null) && (localStorage.getItem("BondageClubImportSource") == "BondageCollege")) {
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InventoryAdd(C, "CollegeOutfit1", "Cloth");
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if ((localStorage.getItem("BondageCollegeExportBallGag") != null) && (localStorage.getItem("BondageCollegeExportBallGag") == "true")) InventoryAdd(C, "HarnessBallGag", "Gag");
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if ((localStorage.getItem("BondageCollegeExportClothGag") != null) && (localStorage.getItem("BondageCollegeExportClothGag") == "true")) InventoryAdd(C, "ClothOTMGag", "Gag");
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if ((localStorage.getItem("BondageCollegeExportTapeGag") != null) && (localStorage.getItem("BondageCollegeExportTapeGag") == "true")) InventoryAdd(C, "DuctTapeGag", "Gag");
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if ((localStorage.getItem("BondageCollegeExportTapeGag") != null) && (localStorage.getItem("BondageCollegeExportTapeGag") == "true")) InventoryAdd(C, "DuctTapeArm", "ArmRestraints");
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if ((localStorage.getItem("BondageCollegeExportTapeGag") != null) && (localStorage.getItem("BondageCollegeExportTapeGag") == "true")) InventoryAdd(C, "DuctTapeLeg", "LegRestraints");
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if ((localStorage.getItem("BondageCollegeExportRope") != null) && (localStorage.getItem("BondageCollegeExportRope") == "true")) InventoryAdd(C, "RopeArm", "ArmRestraints");
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if ((localStorage.getItem("BondageCollegeExportRope") != null) && (localStorage.getItem("BondageCollegeExportRope") == "true")) InventoryAdd(C, "RopeLeg", "LegRestraints");
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if ((localStorage.getItem("BondageCollegeExportCuffs") != null) && (localStorage.getItem("BondageCollegeExportCuffs") == "true")) InventoryAdd(C, "Cuffs", "ArmRestraints");
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if ((localStorage.getItem("BondageCollegeExportArmbinder") != null) && (localStorage.getItem("BondageCollegeExportArmbinder") == "true")) InventoryAdd(C, "Armbinder", "ArmRestraints");
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if ((localStorage.getItem("BondageCollegeExportChastityBelt") != null) && (localStorage.getItem("BondageCollegeExportChastityBelt") == "true")) InventoryAdd(C, "MetalChastityBelt", "Chastity");
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if ((localStorage.getItem("BondageCollegeExportCollar") != null) && (localStorage.getItem("BondageCollegeExportCollar") == "true")) InventoryAdd(C, "LeatherCollar", "Collar");
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if ((localStorage.getItem("BondageCollegeExportCrop") != null) && (localStorage.getItem("BondageCollegeExportCrop") == "true")) InventoryAdd(C, "Crop", "Weapon");
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if ((localStorage.getItem("BondageCollegeExportCuffsKey") != null) && (localStorage.getItem("BondageCollegeExportCuffsKey") == "true")) InventoryAdd(C, "CuffsKey", "Key");
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if ((localStorage.getItem("BondageCollegeExportSleepingPill") != null) && (localStorage.getItem("BondageCollegeExportSleepingPill") == "true")) InventoryAdd(C, "SleepingPill", "Drug");
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if ((localStorage.getItem("BondageCollegeExportVibratingEgg") != null) && (localStorage.getItem("BondageCollegeExportVibratingEgg") == "true")) InventoryAdd(C, "PinkEgg", "Egg");
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}
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// Make sure we have something to load
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if (Inventory != null) {
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}
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}
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// Creates the player starting inventory (CharacterID zero is always the player)
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function InventoryCreate(C) {
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// Flush the current inventory
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C.Inventory = [];
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// If we come from the Bondage College, we add the Bondage College items
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if ((localStorage.getItem("BondageClubImportSource") != null) && (localStorage.getItem("BondageClubImportSource") == "BondageCollege")) {
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InventoryAdd(C, "Cloth", "CollegeOutfit1");
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if ((localStorage.getItem("BondageCollegeExportBallGag") != null) && (localStorage.getItem("BondageCollegeExportBallGag") == "true")) InventoryAddByName(C, "Gag", "BallGag");
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if ((localStorage.getItem("BondageCollegeExportClothGag") != null) && (localStorage.getItem("BondageCollegeExportClothGag") == "true")) InventoryAddByName(C, "Gag", "ClothGag");
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if ((localStorage.getItem("BondageCollegeExportTapeGag") != null) && (localStorage.getItem("BondageCollegeExportTapeGag") == "true")) InventoryAddByName(C, "Gag", "TapeGag");
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}
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// Adds all items with 0 value, these come by default for any character
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var A;
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for (A = 0; A < Asset.length; A++)
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if (Asset[A].Value == 0)
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InventoryAdd(C, Asset[A].Name, Asset[A].Group.Name);
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}
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@ -22,7 +22,7 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
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20,0,0,,上一页,你想从哪一章开始?|如果你没有玩过这个游戏,请从第一章开始。,10,0,0,
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20,0,0,,主菜单,欢迎来到束缚学院。|希望各位绅士玩得开心,不断找到新惊喜。,0,0,0,
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30,0,0,,English,,0,0,0,"SetLanguage(""EN"")"
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30,0,0,,French (Chapter 1 to 8)|Made by gottspende,,0,0,0,"SetLanguage(""FR"")"
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30,0,0,,French (Chapter 1 to 9)|Made by gottspende,,0,0,0,"SetLanguage(""FR"")"
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30,0,0,,Chinese (Chapter 1 & 5)|By Dwscdv3 & asdcvbgf,,0,0,0,"SetLanguage(""CN"")"
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30,0,0,,Spanish (Chapter 1)|Made by Rafael R,,0,0,0,"SetLanguage(""ES"")"
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30,0,0,,"German (Chapter 1 to 9)|adokilume, Knife, fleisch11",,0,0,0,"SetLanguage(""DE"")"
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@ -22,7 +22,7 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
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20,0,0,,Vorherige Kapitel,"Wähle das Kapitel, welches du spielen willst.|Wenn du zum ersten Mal spielst, starte von Kapitel 1.",10,0,0,
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20,0,0,,Hauptmenü,Willkommen zur Bondage-Schule.,0,0,0,
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30,0,0,,Englisch,,0,0,0,"SetLanguage(""EN"")"
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30,0,0,,Französich (Kapitel 1 bis 8)|Geschrieben von gottspende,,0,0,0,"SetLanguage(""FR"")"
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30,0,0,,Französich (Kapitel 1 bis 9)|Geschrieben von gottspende,,0,0,0,"SetLanguage(""FR"")"
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30,0,0,,Chinesisch (Kapitel 1 & 5)|Dwscdv3 & asdcvbgf,,0,0,0,"SetLanguage(""CN"")"
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30,0,0,,Spanisch (Kapitel 1)|Geschrieben von Rafael R,,0,0,0,"SetLanguage(""ES"")"
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30,0,0,,"Deutsch (Kapitel 1 bis 9)|adokilume, Knife, fleisch11",,0,0,0,"SetLanguage(""DE"")"
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@ -2,7 +2,6 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
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0,0,0,,New Game,,0,0,0,"LoadChapter(""C001_BeforeClass"")"
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0,0,0,,Load Game,,0,0,0,LoadScreen()
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0,0,0,,Select Chapter,"Select the chapter you want to play.|If you never tried the game, start on chapter 1.",10,0,0,
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0,0,0,,Achievements,,0,0,0,Achievements()
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0,0,0,,Change Language,,30,0,0,
|
||||
0,0,0,,Game Credits,A huge THANK YOU to everyone|that contributed to the game.,0,0,0,RollCredits()
|
||||
10,0,0,,Chapter 1|Before Class,,10,0,0,"LoadChapter(""C001_BeforeClass"")"
|
||||
|
@ -23,7 +22,7 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
|
|||
20,0,0,,Previous Chapters,"Select the chapter you want to play.|If you never tried the game, start on chapter 1.",10,0,0,
|
||||
20,0,0,,Main Menu,"Welcome to the Bondage College.|Have fun, be curious and be kinky.",0,0,0,
|
||||
30,0,0,,English,,0,0,0,"SetLanguage(""EN"")"
|
||||
30,0,0,,French (Chapter 1 to 8)|Made by gottspende,,0,0,0,"SetLanguage(""FR"")"
|
||||
30,0,0,,French (Chapter 1 to 9)|Made by gottspende,,0,0,0,"SetLanguage(""FR"")"
|
||||
30,0,0,,Chinese (Chapter 1 & 5)|By Dwscdv3 & asdcvbgf,,0,0,0,"SetLanguage(""CN"")"
|
||||
30,0,0,,Spanish (Chapter 1)|Made by Rafael R,,0,0,0,"SetLanguage(""ES"")"
|
||||
30,0,0,,"German (Chapter 1 to 9)|adokilume, Knife, fleisch11",,0,0,0,"SetLanguage(""DE"")"
|
||||
|
|
|
|
@ -22,7 +22,7 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
|
|||
20,0,0,,Capítulos anteriores,"Selecciona el capítulo que quieres jugar|Si juegas por primera vez empieza en el capítulo 1",10,0,0,
|
||||
20,0,0,,Menú principal,"Bienvenida al instituto de bondage,|pásalo bien, sé curiosa y pervertida.",0,0,0,
|
||||
30,0,0,,Inglés,,0,0,0,"SetLanguage(""EN"")"
|
||||
30,0,0,,Francés (Capítulos 1 to 8)|Autor gottspende,,0,0,0,"SetLanguage(""FR"")"
|
||||
30,0,0,,Francés (Capítulos 1 a 9)|Autor gottspende,,0,0,0,"SetLanguage(""FR"")"
|
||||
30,0,0,,Chino (Capítulo 1 & 5)|Autor Dwscdv3 & asdcvbgf,,0,0,0,"SetLanguage(""CN"")"
|
||||
30,0,0,,Español (Capítulo 1)|Autor Rafael R.,,0,0,0,"SetLanguage(""ES"")"
|
||||
30,0,0,,"Alemán (Capítulo 1 a 9)|adokilume, Knife, fleisch11",,0,0,0,"SetLanguage(""DE"")"
|
||||
|
|
|
|
@ -22,7 +22,7 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
|
|||
20,0,0,,Autres chapitres,"Sélectionnez le chapitre que vous voulez.|Si c'est votre 1ère partie, commencez au chapitre 1.",10,0,0,
|
||||
20,0,0,,Menu principal,"Bienvenue à l'Université du Bondage.|Amusez-vous bien, soyez curieux(se) et coquin(e).",0,0,0,
|
||||
30,0,0,,Anglais,,0,0,0,"SetLanguage(""EN"")"
|
||||
30,0,0,,"Français (Chapitre 1 à 8)|Traduit par gottspende",,0,0,0,"SetLanguage(""FR"")"
|
||||
30,0,0,,"Français (Chapitre 1 à 9)|Traduit par gottspende",,0,0,0,"SetLanguage(""FR"")"
|
||||
30,0,0,,Chinois (Chapitre 1 & 5)|Par Dwscdv3 et asdcvbgf,,0,0,0,"SetLanguage(""CN"")"
|
||||
30,0,0,,Espagnol (Chapitre 1)|Traduit par Rafael R,,0,0,0,"SetLanguage(""ES"")"
|
||||
30,0,0,,"Allemand (Ch. 1 to 9)|adokilume, Knife, fleisch11",,0,0,0,"SetLanguage(""DE"")"
|
||||
30,0,0,,"Allemand (Ch. 1 à 9)|adokilume, Knife, fleisch11",,0,0,0,"SetLanguage(""DE"")"
|
||||
|
|
|
|
@ -179,7 +179,7 @@ function ArrayShuffle(a) {
|
|||
|
||||
// Returns a working language if translation isn't fully ready
|
||||
function GetWorkingLanguage() {
|
||||
if ((CurrentLanguageTag == "FR") && ((CurrentChapter == "C000_Intro") || (CurrentChapter == "C001_BeforeClass") || (CurrentChapter == "C002_FirstClass") || (CurrentChapter == "C003_MorningDetention") || (CurrentChapter == "C004_ArtClass") || (CurrentChapter == "C005_GymClass") || (CurrentChapter == "C006_Isolation") || (CurrentChapter == "C007_LunchBreak") || (CurrentChapter == "C008_DramaClass") || (CurrentChapter == "C999_Common"))) return "FR";
|
||||
if ((CurrentLanguageTag == "FR") && ((CurrentChapter == "C000_Intro") || (CurrentChapter == "C001_BeforeClass") || (CurrentChapter == "C002_FirstClass") || (CurrentChapter == "C003_MorningDetention") || (CurrentChapter == "C004_ArtClass") || (CurrentChapter == "C005_GymClass") || (CurrentChapter == "C006_Isolation") || (CurrentChapter == "C007_LunchBreak") || (CurrentChapter == "C008_DramaClass") || (CurrentChapter == "C009_Library") || (CurrentChapter == "C999_Common"))) return "FR";
|
||||
if ((CurrentLanguageTag == "DE") && ((CurrentChapter == "C000_Intro") || (CurrentChapter == "C001_BeforeClass") || (CurrentChapter == "C002_FirstClass") || (CurrentChapter == "C003_MorningDetention") || (CurrentChapter == "C004_ArtClass") || (CurrentChapter == "C005_GymClass") || (CurrentChapter == "C006_Isolation") || (CurrentChapter == "C007_LunchBreak") || (CurrentChapter == "C008_DramaClass") || (CurrentChapter == "C009_Library") || (CurrentChapter == "C011_LiteratureClass") || (CurrentChapter == "C999_Common"))) return "DE";
|
||||
if ((CurrentLanguageTag == "PL") && ((CurrentChapter == "C000_Intro"))) return "PL";
|
||||
if ((CurrentLanguageTag == "ES") && ((CurrentChapter == "C000_Intro") || (CurrentChapter == "C001_BeforeClass"))) return "ES";
|
||||
|
|
Loading…
Add table
Reference in a new issue