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Merge branch 'fix/dojo-removes-locks' into 'master'
Fix the Dojo daily job deleting owner locks on release See merge request BondageProjects/Bondage-College!5491
This commit is contained in:
commit
af68e86736
3 changed files with 22 additions and 7 deletions
BondageClub
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@ -39,7 +39,6 @@ function DojoStruggleRun() {
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// The game ends after 71 seconds with a victory
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if (MiniGameTimer >= 71000) {
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CharacterRelease(Player);
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MiniGameVictory = true;
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MiniGameEnded = true;
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} else {
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@ -201,10 +201,10 @@ function DailyJobPuppyPlayer() {
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* @returns {void} - Nothing
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*/
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function DailyJobDojoRestrainPlayer() {
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InventoryWear(Player, "HempRope", "ItemArms", "Default", 7);
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if (InventoryGet(Player, "ItemTorso") == null) {
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const item = InventoryWear(Player, "HempRopeHarness", "ItemTorso", "Default", 7);
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TypedItemSetOptionByName(Player, item, "Harness");
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InventoryWear(Player, "HempRope", "ItemArms", "Default", undefined, undefined, undefined, false);
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if (!InventoryGet(Player, "ItemTorso")) {
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const item = InventoryWear(Player, "HempRopeHarness", "ItemTorso", "Default", undefined, undefined, undefined, false);
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TypedItemSetOptionByName(Player, item, "Harness", false);
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}
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CharacterRefresh(Player);
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}
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@ -223,9 +223,24 @@ function DailyJobDojoGameStart() {
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*/
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function DailyJobDojoGameEnd() {
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CommonSetScreen("Room", "DailyJob");
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DailyJobDojoTeacher.Stage = (MiniGameVictory) ? "100" : "200";
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CharacterSetCurrent(DailyJobDojoTeacher);
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if (MiniGameVictory) IntroductionJobDone();
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if (MiniGameVictory) {
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IntroductionJobDone();
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let refresh = false;
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if (InventoryGet(Player, "ItemArms")?.Asset.Name === "HempRope") {
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InventoryRemove(Player, "ItemArms", false);
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refresh = true;
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}
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if (InventoryGet(Player, "ItemTorso")?.Asset.Name === "HempRopeHarness") {
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InventoryRemove(Player, "ItemTorso", false);
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refresh = true;
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}
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if (refresh) {
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CharacterRefresh(Player);
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}
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}
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IntroductionMaid.Stage = "0";
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DailyJobDojoTeacher.CurrentDialog = DialogFind(DailyJobDojoTeacher, (MiniGameVictory) ? "DojoStruggleVictory" : "DojoStruggleDefeat");
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}
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@ -809,7 +809,8 @@ var InventoryWearCraft = /** @type {never} */(function() { return; });
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function InventoryWear(C, AssetName, AssetGroup, ItemColor, Difficulty, MemberNumber, Craft, Refresh=true) {
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const A = AssetGet(C.AssetFamily, AssetGroup, AssetName);
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if (!A) return null;
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const item = CharacterAppearanceSetItem(C, AssetGroup, A, (ItemColor == null || ItemColor == "Default") ? [...A.DefaultColor] : ItemColor, Difficulty, MemberNumber, false);
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const color = (ItemColor == null || ItemColor == "Default") ? [...A.DefaultColor] : ItemColor;
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const item = CharacterAppearanceSetItem(C, AssetGroup, A, color, Difficulty, MemberNumber, false);
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/**
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* TODO: grant tighter control over setting expressions.
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