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Merged version for Chapter 7 - Natalie
Merged version for Chapter 7 - Natalie
This commit is contained in:
parent
ba6e38af6c
commit
c0308ae615
11 changed files with 86 additions and 66 deletions
1
Actor.js
1
Actor.js
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@ -86,6 +86,7 @@ function ActorInteractionAvailable(LoveReq, SubReq, VarReq, InText, ForIntro) {
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// Checks if there's a customer script variable or a common variable to process
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if ((VarReq != "") && (VarReq.substr(0, 7) == "Common_") && (window[VarReq] == false)) return false;
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if ((VarReq != "") && (VarReq.substr(0, 8) == "!Common_") && (window[VarReq.substr(1)] == true)) return false;
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if ((VarReq != "") && (VarReq.substr(0, 7) != "Common_") && (VarReq.substr(0, 1) != "!") && (window[CurrentChapter + "_" + CurrentScreen + "_" + VarReq] == false)) return false;
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if ((VarReq != "") && (VarReq.substr(0, 7) != "Common_") && (VarReq.substr(0, 1) == "!") && (window[CurrentChapter + "_" + CurrentScreen + "_" + VarReq.substr(1)] == true)) return false;
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@ -3,5 +3,5 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
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0,0,0,SarahAvail,Sarah,,0,0,0,"LoadActor(""Sarah"")"
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0,0,0,SidneyAvail,Sidney,,0,0,0,"LoadActor(""Sidney"")"
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0,0,0,JenniferAvail,Jennifer,,0,0,0,"LoadActor(""Jennifer"")"
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0,0,0,NatalieAvail,Natalie,,0,0,0,"LoadActor(""Natalie"")"
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0,0,0,NatalieAvail,Natalie|Made by wildsj,,0,0,0,"LoadActor(""Natalie"")"
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0,0,0,,Eat alone,,0,0,0,SkipLunch()
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@ -9,6 +9,11 @@ function C007_LunchBreak_Outro_Load() {
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ActorSpecificClearInventory("Sarah", !C007_LunchBreak_ActorSelect_EvilEnding);
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ActorSpecificClearInventory("Sidney", !C007_LunchBreak_ActorSelect_EvilEnding);
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ActorSpecificClearInventory("Jennifer", !C007_LunchBreak_ActorSelect_EvilEnding);
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ActorSpecificClearInventory("Natalie", !C007_LunchBreak_ActorSelect_EvilEnding);
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// Removes the blindfold and cloth gag for now, maybe we will use them in a later version
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PlayerRemoveInventory("Blindfold", 1);
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PlayerRemoveInventory("ClothGag", 1);
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}
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@ -21,47 +26,45 @@ function C007_LunchBreak_Outro_Run() {
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if (C007_LunchBreak_ActorSelect_Actor == "") DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/EatAlone.jpg", 800, 0);
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else DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/Bell.jpg", 800, 0);
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// Text for eating alone
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if (C007_LunchBreak_ActorSelect_Actor == "") {
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if (TextPhase >= 0) DrawText(ctx, GetText("EatAlone1"), 400, 150, "White");
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if (TextPhase >= 1) DrawText(ctx, GetText("EatAlone2"), 400, 250, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("EatAlone3"), 400, 350, "White");
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if (TextPhase >= 3) DrawText(ctx, GetText("EatAlone4"), 400, 450, "White");
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// Special Natalie/Kinbaku dialog for the outro
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if (C007_LunchBreak_ActorSelect_Kinbaku) {
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if (TextPhase >= 0) DrawText(ctx, GetText("Kinbaku1"), 400, 150, "White");
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if (TextPhase >= 1) DrawText(ctx, GetText("Kinbaku2"), 400, 300, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("Kinbaku3"), 400, 450, "White");
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} else {
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// Text for eating alone
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if (C007_LunchBreak_ActorSelect_Actor == "") {
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if (TextPhase >= 0) DrawText(ctx, GetText("EatAlone1"), 400, 150, "White");
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if (TextPhase >= 1) DrawText(ctx, GetText("EatAlone2"), 400, 300, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("EatAlone3"), 400, 450, "White");
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}
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// Text for no food leave
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if ((C007_LunchBreak_ActorSelect_Actor != "") && C007_LunchBreak_ActorSelect_NoFood) {
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if (TextPhase >= 0) DrawText(ctx, GetText("NoFood1"), 400, 150, "White");
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if (TextPhase >= 1) DrawText(ctx, GetText("NoFood2"), 400, 300, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("NoFood3"), 400, 450, "White");
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}
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// Text for early/evil leave
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if ((C007_LunchBreak_ActorSelect_Actor != "") && (C007_LunchBreak_ActorSelect_EarlyLeave || C007_LunchBreak_ActorSelect_EvilEnding) && !C007_LunchBreak_ActorSelect_NoFood) {
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if ((TextPhase >= 0) && !C007_LunchBreak_ActorSelect_EvilEnding) DrawText(ctx, GetText("Early1"), 400, 150, "White");
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if ((TextPhase >= 0) && C007_LunchBreak_ActorSelect_EvilEnding) DrawText(ctx, GetText("Evil1"), 400, 150, "White");
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if (TextPhase >= 1) DrawText(ctx, GetText("EvilEarly2"), 400, 300, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("EvilEarly3"), 400, 450, "White");
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}
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// Text for eating with someone
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if ((C007_LunchBreak_ActorSelect_Actor != "") && !C007_LunchBreak_ActorSelect_EarlyLeave && !C007_LunchBreak_ActorSelect_EvilEnding && !C007_LunchBreak_ActorSelect_NoFood) {
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if (TextPhase >= 0) DrawText(ctx, GetText("RegularBonus1"), 400, 150, "White");
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if ((TextPhase >= 1) && C007_LunchBreak_ActorSelect_BonusDone) DrawText(ctx, GetText("Bonus2"), 400, 300, "White");
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if ((TextPhase >= 1) && !C007_LunchBreak_ActorSelect_BonusDone) DrawText(ctx, GetText("Regular2"), 400, 300, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("RegularBonus3"), 400, 450, "White");
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}
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}
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// Text for no food leave
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if ((C007_LunchBreak_ActorSelect_Actor != "") && C007_LunchBreak_ActorSelect_NoFood) {
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if (TextPhase >= 0) DrawText(ctx, GetText("NoFood1"), 400, 150, "White");
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if (TextPhase >= 1) DrawText(ctx, GetText("NoFood2"), 400, 250, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("NoFood3"), 400, 350, "White");
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if (TextPhase >= 3) DrawText(ctx, GetText("NoFood4"), 400, 450, "White");
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}
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// Text for early/evil leave
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if ((C007_LunchBreak_ActorSelect_Actor != "") && (C007_LunchBreak_ActorSelect_EarlyLeave || C007_LunchBreak_ActorSelect_EvilEnding) && !C007_LunchBreak_ActorSelect_NoFood) {
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if ((TextPhase >= 0) && !C007_LunchBreak_ActorSelect_EvilEnding) DrawText(ctx, GetText("Early1"), 400, 150, "White");
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if ((TextPhase >= 0) && C007_LunchBreak_ActorSelect_EvilEnding) DrawText(ctx, GetText("Evil1"), 400, 150, "White");
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if (TextPhase >= 1) DrawText(ctx, GetText("EvilEarly2"), 400, 250, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("EvilEarly3"), 400, 350, "White");
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if (TextPhase >= 3) DrawText(ctx, GetText("EvilEarly4"), 400, 450, "White");
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}
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// Text for eating with someone
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if ((C007_LunchBreak_ActorSelect_Actor != "") && !C007_LunchBreak_ActorSelect_EarlyLeave && !C007_LunchBreak_ActorSelect_EvilEnding && !C007_LunchBreak_ActorSelect_NoFood && !C007_LunchBreak_ActorSelect_Kinbaku) {
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if (TextPhase >= 0) DrawText(ctx, GetText("RegularBonus1"), 400, 150, "White");
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if ((TextPhase >= 1) && C007_LunchBreak_ActorSelect_BonusDone) DrawText(ctx, GetText("Bonus2"), 400, 250, "White");
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if ((TextPhase >= 1) && !C007_LunchBreak_ActorSelect_BonusDone) DrawText(ctx, GetText("Regular2"), 400, 250, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("RegularBonus3"), 400, 350, "White");
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if (TextPhase >= 3) DrawText(ctx, GetText("RegularBonus4"), 400, 450, "White");
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}
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// Text for eating with the kinbaku club
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if ((C007_LunchBreak_ActorSelect_Actor != "") && C007_LunchBreak_ActorSelect_Kinbaku) {
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if (TextPhase >= 0) DrawText(ctx, GetText("Kinbaku1"), 400, 150, "White");
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if (TextPhase >= 1) DrawText(ctx, GetText("Kinbaku2"), 400, 250, "White");
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if (TextPhase >= 2) DrawText(ctx, GetText("Kinbaku3"), 400, 350, "White");
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if (TextPhase >= 3) DrawText(ctx, GetText("Kinbaku4"), 400, 450, "White");
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}
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}
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// Chapter 7 - Lunch Break Click
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@ -71,8 +74,8 @@ function C007_LunchBreak_Outro_Click() {
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TextPhase++;
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// Jump to lunch on phase 3
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if (TextPhase >= 4) {
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//SaveMenu("C008", "Intro");
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if (TextPhase >= 3) {
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SaveMenu("C008_DramaClass", "Intro");
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}
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}
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@ -2,22 +2,17 @@ Tag,Content
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EatAlone1,"Unable or too shy to find a friend, you eat lunch alone."
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EatAlone2,You find a restaurant near the school and sit by yourself.
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EatAlone3,"Once your meal is over, you head back for your next class."
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EatAlone4,The next class will be available in another version.
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Evil1,You turn around with a grin while she struggles.
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Early1,"Tired or annoyed, you leave from your lunch break."
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EvilEarly2,You walk back to the lockers and the bell rings.
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EvilEarly3,Hurry up! Better not be late for your next class.
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EvilEarly4,The next class will be available in another version.
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RegularBonus1,"The bell rings, and you both walk back to school."
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Regular2,You wave each other goodbye and go to the lockers.
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Bonus2,"Right before splitting, she blows you a sweet kiss."
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RegularBonus3,Hurry up! Better not be late for your next class.
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RegularBonus4,The next class will be available in another version.
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NoFood1,You're released and the bell rings while you walk back.
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NoFood2,Your stomach grumbles but there's not enough time.
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NoFood3,Hurry up! Better not be late for your next class.
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NoFood4,The next class will be available in another version.
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Kinbaku1,Everyone is realsed before the bell rings.
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Kinbaku1,Everyone is released before the bell rings.
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Kinbaku2,Natalie offers you a club enrolment form.
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Kinbaku3,You go back to the corridor and head for your next class.
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Kinbaku4,Hopefully next class will be available soon.
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Kinbaku3,You walk back and head for your next class.
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@ -1,27 +1,29 @@
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var C008_DramaClass_SarahIntro_CurrentStage = 0;
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var C008_DramaClass_SarahIntro_AmandaMissing = false;
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var C008_DramaClass_SarahIntro_IsDamsel = false;
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var C008_DramaClass_SarahIntro_IsFree = true;
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var C008_DramaClass_SarahIntro_IsBothFree = true;
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var C008_DramaClass_SarahIntro_IsRestrained = false;
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var C008_DramaClass_SarahIntro_IsGagged = false;
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var C008_DramaClass_SarahIntro_IsChaste = false;
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var C008_DramaClass_SarahIntro_IsPlayRead = false;
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var C008_DramaClass_SarahIntro_IsPlayReady = false;
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var C008_DramaClass_SarahIntro_CanUntie = false;
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var C008_DramaClass_SarahIntro_CanUngag = false;
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var C008_DramaClass_SarahIntro_SlapDone = false;
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var C008_DramaClass_SarahIntro_MasturbateCount = 0;
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var C008_DramaClass_SarahIntro_ViolenceDone = false;
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var C008_DramaClass_SarahIntro_OrgasmDone = false;
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var C008_DramaClass_SarahIntro_PlayerIsRoped = false;
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// Calculates the scene parameters
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function C008_DramaClass_SarahIntro_CalcParams() {
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C008_DramaClass_SarahIntro_IsRestrained = ActorIsRestrained();
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C008_DramaClass_SarahIntro_IsGagged = ActorIsGagged();
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C008_DramaClass_SarahIntro_IsChaste = (ActorHasInventory("ChastityBelt"));
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C008_DramaClass_SarahIntro_IsFree = (!C008_DramaClass_SarahIntro_IsRestrained && !C008_DramaClass_SarahIntro_IsGagged);
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C008_DramaClass_SarahIntro_IsPlayRead = (C008_DramaClass_SarahIntro_IsFree && ((Common_PlayerCrime == "AmandaStranded") || (C008_DramaClass_AmandaIntro_CurrentStage == 20)));
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C008_DramaClass_SarahIntro_IsBothFree = (!C008_DramaClass_SarahIntro_IsRestrained && !C008_DramaClass_SarahIntro_IsGagged && !Common_PlayerRestrained && !Common_PlayerGagged);
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C008_DramaClass_SarahIntro_IsPlayReady = (C008_DramaClass_SarahIntro_IsBothFree && ((Common_PlayerCrime == "AmandaStranded") || (C008_DramaClass_AmandaIntro_CurrentStage == 20)));
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C008_DramaClass_SarahIntro_CanUntie = (ActorHasInventory("Rope") && !Common_PlayerRestrained);
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C008_DramaClass_SarahIntro_CanUngag = (C008_DramaClass_SarahIntro_IsGagged && !Common_PlayerRestrained);
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C008_DramaClass_SarahIntro_PlayerIsRoped = (PlayerHasLockedInventory("Rope"));
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}
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// Chapter 8 - Sarah Intro Load
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@ -108,9 +110,12 @@ function C008_DramaClass_SarahIntro_CheckUngag() {
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// Chapter 8 - Sarah Random Bondage - Sarah can tie up the player if she's not too submissive
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function C008_DramaClass_SarahIntro_RandomBondage() {
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if (ActorGetValue(ActorSubmission) <= 2) {
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PlayerRandomBondage();
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OveridenIntroText = GetText("PlayerRandomBondage");
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if (ActorGetValue(ActorSubmission) < 5) {
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if (Common_PlayerUnderwear || Common_PlayerNaked) {
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PlayerRandomBondage();
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OveridenIntroText = GetText("PlayerRandomBondage");
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CurrentTime = CurrentTime + 60000;
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} else OveridenIntroText = GetText("UndressBeforeBondage");
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}
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}
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@ -151,6 +156,15 @@ function C008_DramaClass_SarahIntro_Ungag() {
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ActorUngag();
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}
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// Chapter 8 - Sarah Test Untie Player (Sarah will do it if she likes the player or is submissive)
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function C008_DramaClass_SarahIntro_TestUntiePlayer() {
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if ((ActorGetValue(ActorLove)) > 0 || (ActorGetValue(ActorSubmission) >= 5)) {
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PlayerReleaseBondage();
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OveridenIntroText = GetText("UntiePlayer");
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CurrentTime = CurrentTime + 60000;
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}
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}
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// Chapter 8 - Sarah Masturbate - Only works if restrained and not chaste
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function C008_DramaClass_SarahIntro_Masturbate() {
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if (C008_DramaClass_SarahIntro_IsRestrained) {
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@ -9,10 +9,11 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
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10,0,0,!IsDamsel,You can strip here.|I'll help with the armor.,That's very kind of you. (She strips down.)|So what should I put on first? The chainmail?,20,1,0,Strip()
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10,0,0,IsDamsel,(Nod.),(She happily strips down to her underwear.)|So what should I put on first? The dress?,20,0,0,Strip()
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10,0,0,!IsDamsel,(Nod.),(She happily strips down to her underwear.)|So what should I put on first? The chainmail?,20,0,0,Strip()
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20,0,0,IsFree,You know that|you're pretty?,"Aaaaw, you're so kind. Thank you.",20,0,0,
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20,0,0,IsFree,You would look|great tied up.,(She giggles and nods.)|Would you like restrain me?,20,0,0,
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20,0,0,IsFree,(Help her dress.)|(1 minute),(You help her dress in her costume.)|Perfect! Are we ready for the play?,30,0,0,Costume()
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20,0,0,IsFree,"Sarah, would you|like to tie me up?","Oh no, I cannot do that Miss.|(She blushes and bows her head.)",20,0,0,RandomBondage()
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20,0,0,PlayerIsRoped,(Turn and point|to your ropes.),Nope! I like you better when you're tied up|Struggle some more and you might get out.,20,0,0,TestUntiePlayer()
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20,0,0,IsBothFree,You know that|you're pretty?,"Aaaaw, you're so kind. Thank you.",20,0,0,
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20,0,0,IsBothFree,You would look|great tied up.,(She giggles and nods.)|Would you like restrain me?,20,0,0,
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20,0,0,IsBothFree,(Help her dress.)|(1 minute),(You help her dress in her costume.)|Perfect! Are we ready for the play?,30,0,0,Costume()
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20,0,0,IsBothFree,"Sarah, would you|like to tie me up?","Oh no, I cannot do that Miss.|(She blushes and bows her head.)",20,0,0,RandomBondage()
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20,0,0,!Common_PlayerRestrained,(Tickle her.)|(1 minute),"(You tickle her on the ribs and she|giggles lightly, she's not very ticklish.)",20,0,0,
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20,0,0,!Common_PlayerRestrained,(Spank her.)|(1 minute),(She bends down so you can spank her butt|easily. She moans and seems to enjoy it.),20,0,0,Spank()
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20,5,0,!Common_PlayerGagged,(Kiss her.)|(1 minute),(You kiss her slowly and lovingly.|She moans and seems to enjoy it.),20,0,0,
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@ -20,3 +20,5 @@ MasturbateGood,(You masturbate her at a good pace|while she moans and tembles of
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MasturbateOrgasm,(She loses control of her body and|climaxes right in the dressing room.)
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DressWithBelt,"(You help her dress but she seems stressed.)|Ok, let's do the play and unlock the belt after."
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RefuseBelt,(You try to lock the belt on her but she|promptly refuses and pushes it away.)
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UndressBeforeBondage,(She giggles and nods.)|Only if you undress first.
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UntiePlayer,Alright. Let me help with these ropes.|(She releases you from your bondage.)
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@ -9,7 +9,7 @@ function C999_Common_Ballgag_Load() {
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LoadInteractions();
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// Set the correct stage
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if (PlayerHasLockedInventory("Ballgag") == true) C999_Common_Ballgag_CurrentStage = 10;
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if (PlayerHasLockedInventory("Ballgag")) C999_Common_Ballgag_CurrentStage = 10;
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else C999_Common_Ballgag_CurrentStage = 0;
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// If the player has a loose ballgag
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@ -43,7 +43,7 @@ function C999_Common_Ballgag_SelfGag() {
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}
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}
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// Chapter Common - Self Ung«g
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// Chapter Common - Self Ungag
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function C999_Common_Ballgag_SelfUngag() {
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PlayerUnlockInventory("Ballgag");
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PlayerAddInventory("Ballgag", 1);
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@ -1,6 +1,6 @@
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var C999_Common_DoubleOpenGag_CurrentStage = 0;
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// Chapter Common - Ballgag Load
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// Chapter Common - DoubleOpenGag Load
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function C999_Common_DoubleOpenGag_Load() {
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// Load the scene parameters
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@ -20,12 +20,12 @@ function C999_Common_DoubleOpenGag_Run() {
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}
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// Chapter Common - DoubleOpenGag Click, allow regular interactions and clicking on another item
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function C999_Common_Ballgag_Click() {
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function C999_Common_DoubleOpenGag_Click() {
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ClickInteraction(C999_Common_DoubleOpenGag_CurrentStage);
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InventoryClick(GetClickedInventory(), LeaveChapter, LeaveScreen);
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}
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// Chapter Common - Self Ballgag
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// Chapter Common - Self DoubleOpenGag
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function C999_Common_DoubleOpenGag_SelfGag() {
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if ((Common_BondageAllowed) && (Common_SelfBondageAllowed)) {
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PlayerUnlockInventory("TapeGag");
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@ -16,7 +16,7 @@ function PlayerClothes(NewCloth) {
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// Set the restrained and gagged common variables, used by many scenes
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function LoadRestrainStatus() {
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Common_PlayerRestrained = (PlayerHasLockedInventory("Cuffs") || PlayerHasLockedInventory("Rope"));
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Common_PlayerGagged = (PlayerHasLockedInventory("Ballgag") || PlayerHasLockedInventory("TapeGag"));
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Common_PlayerGagged = (PlayerHasLockedInventory("Ballgag") || PlayerHasLockedInventory("TapeGag") || PlayerHasLockedInventory("ClothGag") || PlayerHasLockedInventory("DoubleOpenGag"));
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||||
Common_PlayerChaste = PlayerHasLockedInventory("ChastityBelt");
|
||||
Common_PlayerNotRestrained = !Common_PlayerRestrained;
|
||||
Common_PlayerNotGagged = !Common_PlayerGagged;
|
||||
|
|
|
@ -78,6 +78,7 @@
|
|||
<script src="C007_LunchBreak/Sidney/Script.js"></script>
|
||||
<script src="C007_LunchBreak/Jennifer/Script.js"></script>
|
||||
<script src="C007_LunchBreak/JenniferTennis/Script.js"></script>
|
||||
<script src="C007_LunchBreak/Natalie/Script.js"></script>
|
||||
<script src="C007_LunchBreak/Outro/Script.js"></script>
|
||||
<script src="C008_DramaClass/Intro/Script.js"></script>
|
||||
<script src="C008_DramaClass/JuliaIntro/Script.js"></script>
|
||||
|
@ -96,7 +97,10 @@
|
|||
<script src="C999_Common/Rope/Script.js"></script>
|
||||
<script src="C999_Common/Ballgag/Script.js"></script>
|
||||
<script src="C999_Common/TapeGag/Script.js"></script>
|
||||
<script src="C999_Common/ClothGag/Script.js"></script>
|
||||
<script src="C999_Common/DoubleOpenGag/Script.js"></script>
|
||||
<script src="C999_Common/Collar/Script.js"></script>
|
||||
<script src="C999_Common/Blindfold/Script.js"></script>
|
||||
<script src="C999_Common/VibratingEgg/Script.js"></script>
|
||||
<script src="C999_Common/ChastityBelt/Script.js"></script>
|
||||
<script src="C999_Common/Crop/Script.js"></script>
|
||||
|
|
Loading…
Add table
Reference in a new issue