Merged version for Chapter 7 - Natalie

Merged version for Chapter 7 - Natalie
This commit is contained in:
Ben987 2017-10-08 12:45:04 -04:00
parent ba6e38af6c
commit c0308ae615
11 changed files with 86 additions and 66 deletions
Actor.js
C007_LunchBreak
C008_DramaClass/SarahIntro
C999_Common
Ballgag
DoubleOpenGag
Inventory.jsindex.html

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@ -86,6 +86,7 @@ function ActorInteractionAvailable(LoveReq, SubReq, VarReq, InText, ForIntro) {
// Checks if there's a customer script variable or a common variable to process
if ((VarReq != "") && (VarReq.substr(0, 7) == "Common_") && (window[VarReq] == false)) return false;
if ((VarReq != "") && (VarReq.substr(0, 8) == "!Common_") && (window[VarReq.substr(1)] == true)) return false;
if ((VarReq != "") && (VarReq.substr(0, 7) != "Common_") && (VarReq.substr(0, 1) != "!") && (window[CurrentChapter + "_" + CurrentScreen + "_" + VarReq] == false)) return false;
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
0,0,0,SarahAvail,Sarah,,0,0,0,"LoadActor(""Sarah"")"
0,0,0,SidneyAvail,Sidney,,0,0,0,"LoadActor(""Sidney"")"
0,0,0,JenniferAvail,Jennifer,,0,0,0,"LoadActor(""Jennifer"")"
0,0,0,NatalieAvail,Natalie,,0,0,0,"LoadActor(""Natalie"")"
0,0,0,NatalieAvail,Natalie|Made by wildsj,,0,0,0,"LoadActor(""Natalie"")"
0,0,0,,Eat alone,,0,0,0,SkipLunch()

1 Stage LoveReq SubReq VarReq Interaction Result NextStage LoveMod SubMod Function
3 0 0 0 SarahAvail Sarah 0 0 0 LoadActor("Sarah")
4 0 0 0 SidneyAvail Sidney 0 0 0 LoadActor("Sidney")
5 0 0 0 JenniferAvail Jennifer 0 0 0 LoadActor("Jennifer")
6 0 0 0 NatalieAvail Natalie Natalie|Made by wildsj 0 0 0 LoadActor("Natalie")
7 0 0 0 Eat alone 0 0 0 SkipLunch()

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@ -9,6 +9,11 @@ function C007_LunchBreak_Outro_Load() {
ActorSpecificClearInventory("Sarah", !C007_LunchBreak_ActorSelect_EvilEnding);
ActorSpecificClearInventory("Sidney", !C007_LunchBreak_ActorSelect_EvilEnding);
ActorSpecificClearInventory("Jennifer", !C007_LunchBreak_ActorSelect_EvilEnding);
ActorSpecificClearInventory("Natalie", !C007_LunchBreak_ActorSelect_EvilEnding);
// Removes the blindfold and cloth gag for now, maybe we will use them in a later version
PlayerRemoveInventory("Blindfold", 1);
PlayerRemoveInventory("ClothGag", 1);
}
@ -21,47 +26,45 @@ function C007_LunchBreak_Outro_Run() {
if (C007_LunchBreak_ActorSelect_Actor == "") DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/EatAlone.jpg", 800, 0);
else DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/Bell.jpg", 800, 0);
// Text for eating alone
if (C007_LunchBreak_ActorSelect_Actor == "") {
if (TextPhase >= 0) DrawText(ctx, GetText("EatAlone1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("EatAlone2"), 400, 250, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("EatAlone3"), 400, 350, "White");
if (TextPhase >= 3) DrawText(ctx, GetText("EatAlone4"), 400, 450, "White");
// Special Natalie/Kinbaku dialog for the outro
if (C007_LunchBreak_ActorSelect_Kinbaku) {
if (TextPhase >= 0) DrawText(ctx, GetText("Kinbaku1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("Kinbaku2"), 400, 300, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("Kinbaku3"), 400, 450, "White");
} else {
// Text for eating alone
if (C007_LunchBreak_ActorSelect_Actor == "") {
if (TextPhase >= 0) DrawText(ctx, GetText("EatAlone1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("EatAlone2"), 400, 300, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("EatAlone3"), 400, 450, "White");
}
// Text for no food leave
if ((C007_LunchBreak_ActorSelect_Actor != "") && C007_LunchBreak_ActorSelect_NoFood) {
if (TextPhase >= 0) DrawText(ctx, GetText("NoFood1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("NoFood2"), 400, 300, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("NoFood3"), 400, 450, "White");
}
// Text for early/evil leave
if ((C007_LunchBreak_ActorSelect_Actor != "") && (C007_LunchBreak_ActorSelect_EarlyLeave || C007_LunchBreak_ActorSelect_EvilEnding) && !C007_LunchBreak_ActorSelect_NoFood) {
if ((TextPhase >= 0) && !C007_LunchBreak_ActorSelect_EvilEnding) DrawText(ctx, GetText("Early1"), 400, 150, "White");
if ((TextPhase >= 0) && C007_LunchBreak_ActorSelect_EvilEnding) DrawText(ctx, GetText("Evil1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("EvilEarly2"), 400, 300, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("EvilEarly3"), 400, 450, "White");
}
// Text for eating with someone
if ((C007_LunchBreak_ActorSelect_Actor != "") && !C007_LunchBreak_ActorSelect_EarlyLeave && !C007_LunchBreak_ActorSelect_EvilEnding && !C007_LunchBreak_ActorSelect_NoFood) {
if (TextPhase >= 0) DrawText(ctx, GetText("RegularBonus1"), 400, 150, "White");
if ((TextPhase >= 1) && C007_LunchBreak_ActorSelect_BonusDone) DrawText(ctx, GetText("Bonus2"), 400, 300, "White");
if ((TextPhase >= 1) && !C007_LunchBreak_ActorSelect_BonusDone) DrawText(ctx, GetText("Regular2"), 400, 300, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("RegularBonus3"), 400, 450, "White");
}
}
// Text for no food leave
if ((C007_LunchBreak_ActorSelect_Actor != "") && C007_LunchBreak_ActorSelect_NoFood) {
if (TextPhase >= 0) DrawText(ctx, GetText("NoFood1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("NoFood2"), 400, 250, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("NoFood3"), 400, 350, "White");
if (TextPhase >= 3) DrawText(ctx, GetText("NoFood4"), 400, 450, "White");
}
// Text for early/evil leave
if ((C007_LunchBreak_ActorSelect_Actor != "") && (C007_LunchBreak_ActorSelect_EarlyLeave || C007_LunchBreak_ActorSelect_EvilEnding) && !C007_LunchBreak_ActorSelect_NoFood) {
if ((TextPhase >= 0) && !C007_LunchBreak_ActorSelect_EvilEnding) DrawText(ctx, GetText("Early1"), 400, 150, "White");
if ((TextPhase >= 0) && C007_LunchBreak_ActorSelect_EvilEnding) DrawText(ctx, GetText("Evil1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("EvilEarly2"), 400, 250, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("EvilEarly3"), 400, 350, "White");
if (TextPhase >= 3) DrawText(ctx, GetText("EvilEarly4"), 400, 450, "White");
}
// Text for eating with someone
if ((C007_LunchBreak_ActorSelect_Actor != "") && !C007_LunchBreak_ActorSelect_EarlyLeave && !C007_LunchBreak_ActorSelect_EvilEnding && !C007_LunchBreak_ActorSelect_NoFood && !C007_LunchBreak_ActorSelect_Kinbaku) {
if (TextPhase >= 0) DrawText(ctx, GetText("RegularBonus1"), 400, 150, "White");
if ((TextPhase >= 1) && C007_LunchBreak_ActorSelect_BonusDone) DrawText(ctx, GetText("Bonus2"), 400, 250, "White");
if ((TextPhase >= 1) && !C007_LunchBreak_ActorSelect_BonusDone) DrawText(ctx, GetText("Regular2"), 400, 250, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("RegularBonus3"), 400, 350, "White");
if (TextPhase >= 3) DrawText(ctx, GetText("RegularBonus4"), 400, 450, "White");
}
// Text for eating with the kinbaku club
if ((C007_LunchBreak_ActorSelect_Actor != "") && C007_LunchBreak_ActorSelect_Kinbaku) {
if (TextPhase >= 0) DrawText(ctx, GetText("Kinbaku1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("Kinbaku2"), 400, 250, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("Kinbaku3"), 400, 350, "White");
if (TextPhase >= 3) DrawText(ctx, GetText("Kinbaku4"), 400, 450, "White");
}
}
// Chapter 7 - Lunch Break Click
@ -71,8 +74,8 @@ function C007_LunchBreak_Outro_Click() {
TextPhase++;
// Jump to lunch on phase 3
if (TextPhase >= 4) {
//SaveMenu("C008", "Intro");
if (TextPhase >= 3) {
SaveMenu("C008_DramaClass", "Intro");
}
}

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@ -2,22 +2,17 @@ Tag,Content
EatAlone1,"Unable or too shy to find a friend, you eat lunch alone."
EatAlone2,You find a restaurant near the school and sit by yourself.
EatAlone3,"Once your meal is over, you head back for your next class."
EatAlone4,The next class will be available in another version.
Evil1,You turn around with a grin while she struggles.
Early1,"Tired or annoyed, you leave from your lunch break."
EvilEarly2,You walk back to the lockers and the bell rings.
EvilEarly3,Hurry up! Better not be late for your next class.
EvilEarly4,The next class will be available in another version.
RegularBonus1,"The bell rings, and you both walk back to school."
Regular2,You wave each other goodbye and go to the lockers.
Bonus2,"Right before splitting, she blows you a sweet kiss."
RegularBonus3,Hurry up! Better not be late for your next class.
RegularBonus4,The next class will be available in another version.
NoFood1,You're released and the bell rings while you walk back.
NoFood2,Your stomach grumbles but there's not enough time.
NoFood3,Hurry up! Better not be late for your next class.
NoFood4,The next class will be available in another version.
Kinbaku1,Everyone is realsed before the bell rings.
Kinbaku1,Everyone is released before the bell rings.
Kinbaku2,Natalie offers you a club enrolment form.
Kinbaku3,You go back to the corridor and head for your next class.
Kinbaku4,Hopefully next class will be available soon.
Kinbaku3,You walk back and head for your next class.

1 Tag Content
2 EatAlone1 Unable or too shy to find a friend, you eat lunch alone.
3 EatAlone2 You find a restaurant near the school and sit by yourself.
4 EatAlone3 Once your meal is over, you head back for your next class.
EatAlone4 The next class will be available in another version.
5 Evil1 You turn around with a grin while she struggles.
6 Early1 Tired or annoyed, you leave from your lunch break.
7 EvilEarly2 You walk back to the lockers and the bell rings.
8 EvilEarly3 Hurry up! Better not be late for your next class.
EvilEarly4 The next class will be available in another version.
9 RegularBonus1 The bell rings, and you both walk back to school.
10 Regular2 You wave each other goodbye and go to the lockers.
11 Bonus2 Right before splitting, she blows you a sweet kiss.
12 RegularBonus3 Hurry up! Better not be late for your next class.
RegularBonus4 The next class will be available in another version.
13 NoFood1 You're released and the bell rings while you walk back.
14 NoFood2 Your stomach grumbles but there's not enough time.
15 NoFood3 Hurry up! Better not be late for your next class.
16 NoFood4 Kinbaku1 The next class will be available in another version. Everyone is released before the bell rings.
Kinbaku1 Everyone is realsed before the bell rings.
17 Kinbaku2 Natalie offers you a club enrolment form.
18 Kinbaku3 You go back to the corridor and head for your next class. You walk back and head for your next class.
Kinbaku4 Hopefully next class will be available soon.

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@ -1,27 +1,29 @@
var C008_DramaClass_SarahIntro_CurrentStage = 0;
var C008_DramaClass_SarahIntro_AmandaMissing = false;
var C008_DramaClass_SarahIntro_IsDamsel = false;
var C008_DramaClass_SarahIntro_IsFree = true;
var C008_DramaClass_SarahIntro_IsBothFree = true;
var C008_DramaClass_SarahIntro_IsRestrained = false;
var C008_DramaClass_SarahIntro_IsGagged = false;
var C008_DramaClass_SarahIntro_IsChaste = false;
var C008_DramaClass_SarahIntro_IsPlayRead = false;
var C008_DramaClass_SarahIntro_IsPlayReady = false;
var C008_DramaClass_SarahIntro_CanUntie = false;
var C008_DramaClass_SarahIntro_CanUngag = false;
var C008_DramaClass_SarahIntro_SlapDone = false;
var C008_DramaClass_SarahIntro_MasturbateCount = 0;
var C008_DramaClass_SarahIntro_ViolenceDone = false;
var C008_DramaClass_SarahIntro_OrgasmDone = false;
var C008_DramaClass_SarahIntro_PlayerIsRoped = false;
// Calculates the scene parameters
function C008_DramaClass_SarahIntro_CalcParams() {
C008_DramaClass_SarahIntro_IsRestrained = ActorIsRestrained();
C008_DramaClass_SarahIntro_IsGagged = ActorIsGagged();
C008_DramaClass_SarahIntro_IsChaste = (ActorHasInventory("ChastityBelt"));
C008_DramaClass_SarahIntro_IsFree = (!C008_DramaClass_SarahIntro_IsRestrained && !C008_DramaClass_SarahIntro_IsGagged);
C008_DramaClass_SarahIntro_IsPlayRead = (C008_DramaClass_SarahIntro_IsFree && ((Common_PlayerCrime == "AmandaStranded") || (C008_DramaClass_AmandaIntro_CurrentStage == 20)));
C008_DramaClass_SarahIntro_IsBothFree = (!C008_DramaClass_SarahIntro_IsRestrained && !C008_DramaClass_SarahIntro_IsGagged && !Common_PlayerRestrained && !Common_PlayerGagged);
C008_DramaClass_SarahIntro_IsPlayReady = (C008_DramaClass_SarahIntro_IsBothFree && ((Common_PlayerCrime == "AmandaStranded") || (C008_DramaClass_AmandaIntro_CurrentStage == 20)));
C008_DramaClass_SarahIntro_CanUntie = (ActorHasInventory("Rope") && !Common_PlayerRestrained);
C008_DramaClass_SarahIntro_CanUngag = (C008_DramaClass_SarahIntro_IsGagged && !Common_PlayerRestrained);
C008_DramaClass_SarahIntro_PlayerIsRoped = (PlayerHasLockedInventory("Rope"));
}
// Chapter 8 - Sarah Intro Load
@ -108,9 +110,12 @@ function C008_DramaClass_SarahIntro_CheckUngag() {
// Chapter 8 - Sarah Random Bondage - Sarah can tie up the player if she's not too submissive
function C008_DramaClass_SarahIntro_RandomBondage() {
if (ActorGetValue(ActorSubmission) <= 2) {
PlayerRandomBondage();
OveridenIntroText = GetText("PlayerRandomBondage");
if (ActorGetValue(ActorSubmission) < 5) {
if (Common_PlayerUnderwear || Common_PlayerNaked) {
PlayerRandomBondage();
OveridenIntroText = GetText("PlayerRandomBondage");
CurrentTime = CurrentTime + 60000;
} else OveridenIntroText = GetText("UndressBeforeBondage");
}
}
@ -151,6 +156,15 @@ function C008_DramaClass_SarahIntro_Ungag() {
ActorUngag();
}
// Chapter 8 - Sarah Test Untie Player (Sarah will do it if she likes the player or is submissive)
function C008_DramaClass_SarahIntro_TestUntiePlayer() {
if ((ActorGetValue(ActorLove)) > 0 || (ActorGetValue(ActorSubmission) >= 5)) {
PlayerReleaseBondage();
OveridenIntroText = GetText("UntiePlayer");
CurrentTime = CurrentTime + 60000;
}
}
// Chapter 8 - Sarah Masturbate - Only works if restrained and not chaste
function C008_DramaClass_SarahIntro_Masturbate() {
if (C008_DramaClass_SarahIntro_IsRestrained) {

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@ -9,10 +9,11 @@ Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
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()
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()
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()
20,0,0,IsFree,You know that|you're pretty?,"Aaaaw, you're so kind. Thank you.",20,0,0,
20,0,0,IsFree,You would look|great tied up.,(She giggles and nods.)|Would you like restrain me?,20,0,0,
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()
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()
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()
20,0,0,IsBothFree,You know that|you're pretty?,"Aaaaw, you're so kind. Thank you.",20,0,0,
20,0,0,IsBothFree,You would look|great tied up.,(She giggles and nods.)|Would you like restrain me?,20,0,0,
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()
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()
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,
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()
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,

1 Stage LoveReq SubReq VarReq Interaction Result NextStage LoveMod SubMod Function
9 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()
10 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()
11 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()
12 20 0 0 IsFree PlayerIsRoped You know that|you're pretty? (Turn and point|to your ropes.) Aaaaw, you're so kind. Thank you. Nope! I like you better when you're tied up|Struggle some more and you might get out. 20 0 0 TestUntiePlayer()
13 20 0 0 IsFree IsBothFree You would look|great tied up. You know that|you're pretty? (She giggles and nods.)|Would you like restrain me? Aaaaw, you're so kind. Thank you. 20 0 0
14 20 0 0 IsFree IsBothFree (Help her dress.)|(1 minute) You would look|great tied up. (You help her dress in her costume.)|Perfect! Are we ready for the play? (She giggles and nods.)|Would you like restrain me? 30 20 0 0 Costume()
15 20 0 0 IsFree IsBothFree Sarah, would you|like to tie me up? (Help her dress.)|(1 minute) Oh no, I cannot do that Miss.|(She blushes and bows her head.) (You help her dress in her costume.)|Perfect! Are we ready for the play? 20 30 0 0 RandomBondage() Costume()
16 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()
17 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
18 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()
19 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
MasturbateOrgasm,(She loses control of her body and|climaxes right in the dressing room.)
DressWithBelt,"(You help her dress but she seems stressed.)|Ok, let's do the play and unlock the belt after."
RefuseBelt,(You try to lock the belt on her but she|promptly refuses and pushes it away.)
UndressBeforeBondage,(She giggles and nods.)|Only if you undress first.
UntiePlayer,Alright. Let me help with these ropes.|(She releases you from your bondage.)

1 Tag Content
20 MasturbateOrgasm (She loses control of her body and|climaxes right in the dressing room.)
21 DressWithBelt (You help her dress but she seems stressed.)|Ok, let's do the play and unlock the belt after.
22 RefuseBelt (You try to lock the belt on her but she|promptly refuses and pushes it away.)
23 UndressBeforeBondage (She giggles and nods.)|Only if you undress first.
24 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() {
LoadInteractions();
// Set the correct stage
if (PlayerHasLockedInventory("Ballgag") == true) C999_Common_Ballgag_CurrentStage = 10;
if (PlayerHasLockedInventory("Ballgag")) C999_Common_Ballgag_CurrentStage = 10;
else C999_Common_Ballgag_CurrentStage = 0;
// If the player has a loose ballgag
@ -43,7 +43,7 @@ function C999_Common_Ballgag_SelfGag() {
}
}
// Chapter Common - Self Ung«g
// Chapter Common - Self Ungag
function C999_Common_Ballgag_SelfUngag() {
PlayerUnlockInventory("Ballgag");
PlayerAddInventory("Ballgag", 1);

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@ -1,6 +1,6 @@
var C999_Common_DoubleOpenGag_CurrentStage = 0;
// Chapter Common - Ballgag Load
// Chapter Common - DoubleOpenGag Load
function C999_Common_DoubleOpenGag_Load() {
// Load the scene parameters
@ -20,12 +20,12 @@ function C999_Common_DoubleOpenGag_Run() {
}
// Chapter Common - DoubleOpenGag Click, allow regular interactions and clicking on another item
function C999_Common_Ballgag_Click() {
function C999_Common_DoubleOpenGag_Click() {
ClickInteraction(C999_Common_DoubleOpenGag_CurrentStage);
InventoryClick(GetClickedInventory(), LeaveChapter, LeaveScreen);
}
// Chapter Common - Self Ballgag
// Chapter Common - Self DoubleOpenGag
function C999_Common_DoubleOpenGag_SelfGag() {
if ((Common_BondageAllowed) && (Common_SelfBondageAllowed)) {
PlayerUnlockInventory("TapeGag");

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@ -16,7 +16,7 @@ function PlayerClothes(NewCloth) {
// Set the restrained and gagged common variables, used by many scenes
function LoadRestrainStatus() {
Common_PlayerRestrained = (PlayerHasLockedInventory("Cuffs") || PlayerHasLockedInventory("Rope"));
Common_PlayerGagged = (PlayerHasLockedInventory("Ballgag") || PlayerHasLockedInventory("TapeGag"));
Common_PlayerGagged = (PlayerHasLockedInventory("Ballgag") || PlayerHasLockedInventory("TapeGag") || PlayerHasLockedInventory("ClothGag") || PlayerHasLockedInventory("DoubleOpenGag"));
Common_PlayerChaste = PlayerHasLockedInventory("ChastityBelt");
Common_PlayerNotRestrained = !Common_PlayerRestrained;
Common_PlayerNotGagged = !Common_PlayerGagged;

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@ -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>