Add files via upload

This commit is contained in:
wildsj 2018-01-06 01:12:21 +00:00 committed by GitHub
parent b6babb66b9
commit efa26c0623
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
28 changed files with 492 additions and 0 deletions

Binary file not shown.

After

(image error) Size: 6.3 KiB

View file

@ -0,0 +1,8 @@
Stage,LoveReq,SubReq,VarReq,IntroText,Image
0,0,0,,"Hey club, looks like the new girl|wants to play Blind Man's Buff.",BlindMansBuff.jpg
10,0,0,,Ready to play again?,BlindMansBuff.jpg
15,0,0,,(The bright light hurts your eyes. The club|stops playing and goes back to normal.),TooBright.JPG
20,0,0,,,BlindMansBuff.jpg
30,0,0,,,BlindMansBuff.jpg
40,0,0,,,BlindMansBuff.jpg
50,0,0,,,BlindMansBuff.jpg
1 Stage LoveReq SubReq VarReq IntroText Image
2 0 0 0 Hey club, looks like the new girl|wants to play Blind Man's Buff. BlindMansBuff.jpg
3 10 0 0 Ready to play again? BlindMansBuff.jpg
4 15 0 0 (The bright light hurts your eyes. The club|stops playing and goes back to normal.) TooBright.JPG
5 20 0 0 BlindMansBuff.jpg
6 30 0 0 BlindMansBuff.jpg
7 40 0 0 BlindMansBuff.jpg
8 50 0 0 BlindMansBuff.jpg

View file

@ -0,0 +1,207 @@
var C101_KinbakuClub_BlindMansBuff_CurrentStage = 0;
var C101_KinbakuClub_BlindMansBuff_PlayerIsCuffed = false;
var C101_KinbakuClub_BlindMansBuff_PlayerCuffCall = false;
var C101_KinbakuClub_BlindMansBuff_PlayerIsGagged = false;
var C101_KinbakuClub_BlindMansBuff_TouchSomebody = false;
var C101_KinbakuClub_BlindMansBuff_FeelSomebody = false;
var C101_KinbakuClub_BlindMansBuff_PlayerRobbed = false;
var C101_KinbakuClub_BlindMansBuff_Random = 0; // Random number score for response
var C101_KinbakuClub_BlindMansBuff_Result = 0; // Random number score for lose life, response or sense victory
var C101_KinbakuClub_BlindMansBuff_TooSlow = false; // staying still won't save you
// Calculates the scene parameters
function C101_KinbakuClub_BlindMansBuff_CalcParams() {
if (PlayerHasLockedInventory("Cuffs")) C101_KinbakuClub_BlindMansBuff_PlayerIsCuffed = true;
if (!PlayerHasLockedInventory("Cuffs")) C101_KinbakuClub_BlindMansBuff_PlayerIsCuffed = false;
if (PlayerHasLockedInventory("BallGag") || PlayerHasLockedInventory("TapeGag") || PlayerHasLockedInventory("ClothGag")) C101_KinbakuClub_BlindMansBuff_PlayerIsGagged = true;
}
// Chapter 101 - BlindMansBuff Load
function C101_KinbakuClub_BlindMansBuff_Load() {
// Load the scene parameters
LoadInteractions();
C101_KinbakuClub_BlindMansBuff_CalcParams();
LeaveIcon = "Wait";
if (C101_KinbakuClub_BlindMansBuff_CurrentStage == 15) {
C101_KinbakuClub_BlindMansBuff_CurrentStage = 10;
}
if ((C101_KinbakuClub_BlindMansBuff_CurrentStage <= 25) && (!PlayerHasLockedInventory("Blindfold"))) {
LeaveIcon = "Leave"
LeaveScreen = "ClubRoom1"
C101_KinbakuClub_BlindMansBuff_CurrentStage = 15;
}
}
// Chapter 101 - BlindMansBuff Run
function C101_KinbakuClub_BlindMansBuff_Run() {
BuildInteraction(C101_KinbakuClub_BlindMansBuff_CurrentStage);
}
// Chapter 101 - BlindMansBuff Click
function C101_KinbakuClub_BlindMansBuff_Click() {
// Regular and inventory interactions
ClickInteraction(C101_KinbakuClub_BlindMansBuff_CurrentStage);
var ClickInv = GetClickedInventory();
if (ClickInv == "Player") {
C101_KinbakuClub_BlindMansBuff_IntroText = OverridenIntroText;
C101_KinbakuClub_BlindMansBuff_LeaveIcon = LeaveIcon;
InventoryClick(ClickInv, CurrentChapter, CurrentScreen);
}
// Recalculates the scene parameters
C101_KinbakuClub_BlindMansBuff_CalcParams();
}
// Chapter 101 - BlindMansBuff - What happened? Find, lose or nothing.
function C101_KinbakuClub_BlindMansBuff_WhatHappened() {
C101_KinbakuClub_BlindMansBuff_Result = Math.floor(Math.random() * 20);
if ((C101_KinbakuClub_BlindMansBuff_Result <= 3) && (!C101_KinbakuClub_BlindMansBuff_TooSlow)) {
C101_KinbakuClub_BlindMansBuff_CurrentStage = 20;
C101_KinbakuClub_BlindMansBuff_Random = Math.floor(Math.random() * 4);
if (C101_KinbakuClub_BlindMansBuff_Random == 0) OverridenIntroText = GetText("Lost0");
if (C101_KinbakuClub_BlindMansBuff_Random == 1) OverridenIntroText = GetText("Lost1");
if (C101_KinbakuClub_BlindMansBuff_Random == 2) OverridenIntroText = GetText("Lost2");
if (C101_KinbakuClub_BlindMansBuff_Random == 3) OverridenIntroText = GetText("Lost3");
}
if ((C101_KinbakuClub_BlindMansBuff_Result <= 3) && (C101_KinbakuClub_BlindMansBuff_TooSlow)) {
C101_KinbakuClub_BlindMansBuff_CurrentStage = 20;
OverridenIntroText = GetText("Lost1");
}
C101_KinbakuClub_BlindMansBuff_TooSlow = false;
if (C101_KinbakuClub_BlindMansBuff_Result >= 16) {
if (!PlayerHasLockedInventory("Cuffs")) {
C101_KinbakuClub_BlindMansBuff_TouchSomebody = true;
OverridenIntroText = GetText("Touching");
}
if (PlayerHasLockedInventory("Cuffs")) {
C101_KinbakuClub_BlindMansBuff_FeelSomebody = true;
OverridenIntroText = GetText("Feeling");
}
}
}
// Chapter 101 - BlindMansBuff - Stand still and listen
function C101_KinbakuClub_BlindMansBuff_StandStill() {
C101_KinbakuClub_BlindMansBuff_TouchSomebody = false;
C101_KinbakuClub_BlindMansBuff_FeelSomebody = false;
C101_KinbakuClub_BlindMansBuff_Random = Math.floor(Math.random() * 4);
if (C101_KinbakuClub_BlindMansBuff_Random == 0) OverridenIntroText = GetText("Listen0");
if (C101_KinbakuClub_BlindMansBuff_Random == 1) OverridenIntroText = GetText("Listen1");
if (C101_KinbakuClub_BlindMansBuff_Random == 2) OverridenIntroText = GetText("Listen2");
if (C101_KinbakuClub_BlindMansBuff_Random == 3) OverridenIntroText = GetText("Listen3");
C101_KinbakuClub_BlindMansBuff_TooSlow = true;
}
// Chapter 101 - BlindMansBuff - Go back or forwards
function C101_KinbakuClub_BlindMansBuff_ForeAft() {
C101_KinbakuClub_BlindMansBuff_TouchSomebody = false;
C101_KinbakuClub_BlindMansBuff_FeelSomebody = false;
C101_KinbakuClub_BlindMansBuff_Random = Math.floor(Math.random() * 4);
if (C101_KinbakuClub_BlindMansBuff_Random == 0) OverridenIntroText = GetText("Forwards0");
if (C101_KinbakuClub_BlindMansBuff_Random == 1) OverridenIntroText = GetText("Forwards1");
if (C101_KinbakuClub_BlindMansBuff_Random == 2) OverridenIntroText = GetText("Forwards2");
if (C101_KinbakuClub_BlindMansBuff_Random == 3) OverridenIntroText = GetText("Forwards3");
C101_KinbakuClub_BlindMansBuff_WhatHappened()
}
// Chapter 101 - BlindMansBuff - Turn left or right
function C101_KinbakuClub_BlindMansBuff_Turn() {
C101_KinbakuClub_BlindMansBuff_TouchSomebody = false;
C101_KinbakuClub_BlindMansBuff_FeelSomebody = false;
C101_KinbakuClub_BlindMansBuff_Random = Math.floor(Math.random() * 4);
if (C101_KinbakuClub_BlindMansBuff_Random == 0) OverridenIntroText = GetText("Turn0");
if (C101_KinbakuClub_BlindMansBuff_Random == 1) OverridenIntroText = GetText("Turn1");
if (C101_KinbakuClub_BlindMansBuff_Random == 2) OverridenIntroText = GetText("Turn2");
if (C101_KinbakuClub_BlindMansBuff_Random == 3) OverridenIntroText = GetText("Turn3");
C101_KinbakuClub_BlindMansBuff_WhatHappened()
}
// Chapter 101 - BlindMansBuff - Marco
function C101_KinbakuClub_BlindMansBuff_Marco() {
C101_KinbakuClub_BlindMansBuff_TouchSomebody = false;
C101_KinbakuClub_BlindMansBuff_FeelSomebody = false;
C101_KinbakuClub_BlindMansBuff_Random = Math.floor(Math.random() * 4);
if (C101_KinbakuClub_BlindMansBuff_Random == 0) OverridenIntroText = GetText("Marco0");
if (C101_KinbakuClub_BlindMansBuff_Random == 1) OverridenIntroText = GetText("Marco1");
if (C101_KinbakuClub_BlindMansBuff_Random == 2) OverridenIntroText = GetText("Marco2");
if (C101_KinbakuClub_BlindMansBuff_Random == 3) OverridenIntroText = GetText("Marco3");
}
// Chapter 101 - BlindMansBuff - Player asks to be uncuffed
function C101_KinbakuClub_BlindMansBuff_SomeoneUncuff() {
C101_KinbakuClub_BlindMansBuff_TouchSomebody = false;
C101_KinbakuClub_BlindMansBuff_FeelSomebody = false;
if (C101_KinbakuClub_BlindMansBuff_PlayerCuffCall && !C101_KinbakuClub_BlindMansBuff_PlayerRobbed) {
C101_KinbakuClub_BlindMansBuff_Theft()
}
C101_KinbakuClub_BlindMansBuff_PlayerCuffCall = true;
}
// Chapter 101 - BlindMansBuff - Items theft
function C101_KinbakuClub_BlindMansBuff_Theft() {
OverridenIntroText = GetText("StealItems");
PlayerRemoveAllInventory();
C101_KinbakuClub_BlindMansBuff_PlayerRobbed = true;
}
// Chapter 101 - BlindMansBuff - Complain about the theft
function C101_KinbakuClub_BlindMansBuff_Complain() {
PlayerLockInventory("BallGag");
OverridenIntroText = GetText("ShutUp");
C101_KinbakuClub_BlindMansBuff_TouchSomebody = false;
C101_KinbakuClub_BlindMansBuff_FeelSomebody = false;
}
// Chapter 101 - BlindMansBuff - Life lost
function C101_KinbakuClub_BlindMansBuff_LifeLost() {
if (PlayerHasLockedInventory("Cuffs") && (PlayerHasLockedInventory("BallGag") || PlayerHasLockedInventory("TapeGag") || PlayerHasLockedInventory("ClothGag")) && C101_KinbakuClub_BlindMansBuff_PlayerRobbed) {
OverridenIntroText = GetText("GameOver");
C101_KinbakuClub_BlindMansBuff_CurrentStage = 30;
}
if (PlayerHasLockedInventory("Cuffs") && (C101_KinbakuClub_BlindMansBuff_PlayerRobbed) && (C101_KinbakuClub_BlindMansBuff_CurrentStage == 20)) {
OverridenIntroText = GetText("Gagged");
if (PlayerHasInventory("BallGag")) PlayerRemoveInventory("BallGag", 1);
PlayerLockInventory("BallGag");
}
if (PlayerHasLockedInventory("Cuffs") && (!C101_KinbakuClub_BlindMansBuff_PlayerRobbed)) {
C101_KinbakuClub_BlindMansBuff_Theft()
}
if (!PlayerHasLockedInventory("Cuffs")) {
OverridenIntroText = GetText("Cuffed");
if (PlayerHasInventory("Cuffs")) PlayerRemoveInventory("Cuffs", 1);
PlayerLockInventory("Cuffs");
}
}
// Chapter 101 - BlindMansBuff - Player tries to capture someone
function C101_KinbakuClub_BlindMansBuff_Capture() {
C101_KinbakuClub_BlindMansBuff_Result = Math.floor(Math.random() * 20);
if ((C101_KinbakuClub_BlindMansBuff_TouchSomebody) && (C101_KinbakuClub_BlindMansBuff_Result >= 7)) {
C101_KinbakuClub_BlindMansBuff_CurrentStage = 40;
OverridenIntroText = GetText("Wrestle");
}
if ((C101_KinbakuClub_BlindMansBuff_FeelSomebody) && (C101_KinbakuClub_BlindMansBuff_Result >= 10)) {
C101_KinbakuClub_BlindMansBuff_CurrentStage = 40;
OverridenIntroText = GetText("Pin");
}
if (C101_KinbakuClub_BlindMansBuff_Result <= 5) {
C101_KinbakuClub_BlindMansBuff_CurrentStage = 20;
OverridenIntroText = GetText("Dodged");
}
C101_KinbakuClub_BlindMansBuff_TouchSomebody = false;
C101_KinbakuClub_BlindMansBuff_FeelSomebody = false;
}

View file

@ -0,0 +1,20 @@
Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
0,0,0,,"No, I just wanted to|try on this blindfold.",What better way is there to test it than in a game?|See if you can capture one of us.,10,0,0,
0,0,0,,That's a great idea.,"It sure is, just remember where you are.|Try capture one of us without falling over.",10,0,0,
0,0,0,PlayerIsGagged,@Mmmp hmmf,Come and get us then.|Just watch you step teeheehe!,10,0,0,
10,0,0,,(Stand still and listen),Stand,10,0,0,StandStill()
10,0,0,,(Go forwards.),Forwards,10,0,0,ForeAft()
10,0,0,,(Go Left.),Left,10,0,0,Turn()
10,0,0,,(Go Right.),Right,10,0,0,Turn()
10,0,0,,(Go Backwards.),Back,10,0,0,ForeAft()
10,0,0,,Marco.,Polo,10,0,0,Marco()
10,0,0,PlayerIsCuffed,"Hey, someone uncuff|me right now.","Make us, if you can pin a member down or|against something the rest of us will help you.",10,0,0,SomeoneUncuff()
10,0,0,PlayerRobbed,Give me my stuff back.,Only if you win. We will make sure you receive|necessary items for any capture.,10,0,0,Complain()
10,0,0,PlayerIsGagged,@Mmmmmmp,Come on you can do this. Pin a member down or|against something and the rest of us will help you.,10,0,0,
10,0,0,TouchSomebody,(Try to capture them.),"(You nearly had them, but they wriggled out of your grasp and run out of reach.)",10,0,0,Capture()
10,0,0,FeelSomebody,(Try to pin them.),"(You thrust into them, but with nothing to be pinned|against they just move back away from you.)",10,0,0,Capture()
20,0,0,,(Stand up.),,10,0,0,LifeLost()
20,0,0,,(Sit there stunned.),Are you giving up already?,25,0,0,
25,0,0,,(Get up and carry on.),,10,0,0,LifeLost()
25,0,0,,(Give up.),"COMMON_PLAYERNAME has for forfeited the game, get her.",30,0,0,
30,0,0,,,,,,,
1 Stage LoveReq SubReq VarReq Interaction Result NextStage LoveMod SubMod Function
2 0 0 0 No, I just wanted to|try on this blindfold. What better way is there to test it than in a game?|See if you can capture one of us. 10 0 0
3 0 0 0 That's a great idea. It sure is, just remember where you are.|Try capture one of us without falling over. 10 0 0
4 0 0 0 PlayerIsGagged @Mmmp hmmf Come and get us then.|Just watch you step teeheehe! 10 0 0
5 10 0 0 (Stand still and listen) Stand 10 0 0 StandStill()
6 10 0 0 (Go forwards.) Forwards 10 0 0 ForeAft()
7 10 0 0 (Go Left.) Left 10 0 0 Turn()
8 10 0 0 (Go Right.) Right 10 0 0 Turn()
9 10 0 0 (Go Backwards.) Back 10 0 0 ForeAft()
10 10 0 0 Marco. Polo 10 0 0 Marco()
11 10 0 0 PlayerIsCuffed Hey, someone uncuff|me right now. Make us, if you can pin a member down or|against something the rest of us will help you. 10 0 0 SomeoneUncuff()
12 10 0 0 PlayerRobbed Give me my stuff back. Only if you win. We will make sure you receive|necessary items for any capture. 10 0 0 Complain()
13 10 0 0 PlayerIsGagged @Mmmmmmp Come on you can do this. Pin a member down or|against something and the rest of us will help you. 10 0 0
14 10 0 0 TouchSomebody (Try to capture them.) (You nearly had them, but they wriggled out of your grasp and run out of reach.) 10 0 0 Capture()
15 10 0 0 FeelSomebody (Try to pin them.) (You thrust into them, but with nothing to be pinned|against they just move back away from you.) 10 0 0 Capture()
16 20 0 0 (Stand up.) 10 0 0 LifeLost()
17 20 0 0 (Sit there stunned.) Are you giving up already? 25 0 0
18 25 0 0 (Get up and carry on.) 10 0 0 LifeLost()
19 25 0 0 (Give up.) COMMON_PLAYERNAME has for forfeited the game, get her. 30 0 0
20 30 0 0

View file

@ -0,0 +1,35 @@
Tag,Content
Touching,(Your reaching hands touch what|feels like a shirt and an arm.)
Feeling,(You hear a giggle and feel someone brush past you.)
Wrestle,(You grasp and wrestle them frantically. Someone|else passes you some cuffs and helps you capture.)
Pin,(You push against them and into something hard.|You sense the others rushing to help the capture.)
Dodged,"(They dodged you attempt to capture and you fall,|land in a heap on the floor.)"
Marco0,Polo.|(That came from the other side of the room.)
Marco1,Polo.|(It sounded like that from just to the right of you.)
Marco2,Polo.|(That was someone close behind you.)
Marco3,"Polo. (That was defiantly in|front of you, but a few strides away.)"
Listen0,(You can hear giggling to your left|and someone hit a table in front of you.)
Listen1,(One of the girls yells Polo in your|right ear before running it away.)
Listen2,(Someone is pushing tables around forwards|and right a bit from where you are.)
Listen3,"(An eerie hush fills the room,|broken by unsubtle tiptoeing and laughter.)"
Turn0,(You turn and take a stride.)
Turn1,"(You turn and find a chair left in the way,|taking care to step around it.)"
Turn2,"(Sudden noises cause you to spin round sharply.|Nothings there, but how far did you just turn?)"
Turn3,"(You edge round slowly, sure a table should|have been there, but its not now.)"
Forwards0,"(Taking a confident stride forwards,|you clatter into some desks.)"
Forwards1,(As you move forward someone shouts behind you.)|No were over here.
Forwards2,"(You glance a chair as you walk forwards. To you|left someone exclaims.) Rats, she missed it."
Forwards3,(There is nothing there as you walk forwards.)
Backwards0,"(Creeping steadily backwards, you find nothing there.)"
Backwards1,"(Hearing a sound, you spin round quickly,|but find only empty space.)"
Backwards2,"(A table gets in your way, creaking loudly as you feel your way around it.)"
Backwards3,"Shh, she'll hear us. (Was that a couple of|girls to you left or more in front of you?)"
Lost0,(You tumble over a chair and fall down.)|Another one bites the dust. Give her a penalty.
Lost1,"(You are shoved backwards and over another person|crouching behind you.) She's down, that's a penalty."
Lost2,"(As you stumble into a desk, a push sends you down.)|Looks like this game has gone into penalty time."
Lost3,"(In the confusion you trip over your own feet,|landing on the floor.) That's a penalty."
Cuffed,"(As you stand up, someone pulls your arms behind|you, cuffs them together and then runs off.)"
StealItems,"(Group of them pin you down, find all your items|and run off with them before you can get up.)"
Gagged,"(As you stand up, someone forces a ball gag into|your mouth, buckles it tight and then runs off.)"
ShutUp,Oh just shut up. (A ball gag is rammed into your|mouth and strapped tight.) Now get on with it.
GameOver,"Bad luck, you're out of lives. You can always|try to try again, but first you have a forfeit."
1 Tag Content
2 Touching (Your reaching hands touch what|feels like a shirt and an arm.)
3 Feeling (You hear a giggle and feel someone brush past you.)
4 Wrestle (You grasp and wrestle them frantically. Someone|else passes you some cuffs and helps you capture.)
5 Pin (You push against them and into something hard.|You sense the others rushing to help the capture.)
6 Dodged (They dodged you attempt to capture and you fall,|land in a heap on the floor.)
7 Marco0 Polo.|(That came from the other side of the room.)
8 Marco1 Polo.|(It sounded like that from just to the right of you.)
9 Marco2 Polo.|(That was someone close behind you.)
10 Marco3 Polo. (That was defiantly in|front of you, but a few strides away.)
11 Listen0 (You can hear giggling to your left|and someone hit a table in front of you.)
12 Listen1 (One of the girls yells Polo in your|right ear before running it away.)
13 Listen2 (Someone is pushing tables around forwards|and right a bit from where you are.)
14 Listen3 (An eerie hush fills the room,|broken by unsubtle tiptoeing and laughter.)
15 Turn0 (You turn and take a stride.)
16 Turn1 (You turn and find a chair left in the way,|taking care to step around it.)
17 Turn2 (Sudden noises cause you to spin round sharply.|Nothings there, but how far did you just turn?)
18 Turn3 (You edge round slowly, sure a table should|have been there, but its not now.)
19 Forwards0 (Taking a confident stride forwards,|you clatter into some desks.)
20 Forwards1 (As you move forward someone shouts behind you.)|No were over here.
21 Forwards2 (You glance a chair as you walk forwards. To you|left someone exclaims.) Rats, she missed it.
22 Forwards3 (There is nothing there as you walk forwards.)
23 Backwards0 (Creeping steadily backwards, you find nothing there.)
24 Backwards1 (Hearing a sound, you spin round quickly,|but find only empty space.)
25 Backwards2 (A table gets in your way, creaking loudly as you feel your way around it.)
26 Backwards3 Shh, she'll hear us. (Was that a couple of|girls to you left or more in front of you?)
27 Lost0 (You tumble over a chair and fall down.)|Another one bites the dust. Give her a penalty.
28 Lost1 (You are shoved backwards and over another person|crouching behind you.) She's down, that's a penalty.
29 Lost2 (As you stumble into a desk, a push sends you down.)|Looks like this game has gone into penalty time.
30 Lost3 (In the confusion you trip over your own feet,|landing on the floor.) That's a penalty.
31 Cuffed (As you stand up, someone pulls your arms behind|you, cuffs them together and then runs off.)
32 StealItems (Group of them pin you down, find all your items|and run off with them before you can get up.)
33 Gagged (As you stand up, someone forces a ball gag into|your mouth, buckles it tight and then runs off.)
34 ShutUp Oh just shut up. (A ball gag is rammed into your|mouth and strapped tight.) Now get on with it.
35 GameOver Bad luck, you're out of lives. You can always|try to try again, but first you have a forfeit.

Binary file not shown.

After

(image error) Size: 40 KiB

Binary file not shown.

After

(image error) Size: 132 KiB

Binary file not shown.

After

(image error) Size: 524 KiB

View file

@ -0,0 +1,30 @@
// Chapter 101 - Club Room 1 Load
function C101_KinbakuClub_ClubRoom1_Load() {
if (PlayerHasLockedInventory("Blindfold")) SetScene(CurrentChapter, "BlindMansBuff");
LeaveIcon = "Wait";
}
// Chapter 101 - Club Room 1 Run
function C101_KinbakuClub_ClubRoom1_Run() {
// Draw the background image
var ctx = document.getElementById("MainCanvas").getContext("2d");
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/ClubRoom1Arrows.jpg", 0, 0);
// Draw proposed layout
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/Plan1.png", 0, 0);
}
// Chapter 101 - Club Room 1 Click
function C101_KinbakuClub_ClubRoom1_Click() {
// When the user clicks on any character (screen is divided in 4, 3rd can be the player)
if ((MouseX >= 15) && (MouseX <= 115) && (MouseY >= 520) && (MouseY <= 580)) SetScene(CurrentChapter, "ClubRoom3");
if ((MouseX >= 1085) && (MouseX <= 1185) && (MouseY >= 520) && (MouseY <= 580)) SetScene(CurrentChapter, "ClubRoom2");
if ((MouseX >= 0) && (MouseX <= 215) && (MouseY >= 45) && (MouseY <= 350)) SetScene(CurrentChapter, "Door");
// Checks if the user clicks on any regular item
InventoryClick(GetClickedInventory(), "C101_KinbakuClub", "ClubRoom1");
}

Binary file not shown.

After

(image error) Size: 47 KiB

Binary file not shown.

After

(image error) Size: 119 KiB

Binary file not shown.

After

(image error) Size: 261 KiB

Binary file not shown.

After

(image error) Size: 33 KiB

Binary file not shown.

After

(image error) Size: 223 KiB

View file

@ -0,0 +1,41 @@
// Chapter 101 - Club Room 2 Load
function C101_KinbakuClub_ClubRoom2_Load() {
if (PlayerHasLockedInventory("Blindfold")) SetScene(CurrentChapter, "BlindMansBuff");
LeaveIcon = "Wait";
}
// Chapter 101 - Club Room 2 Run
function C101_KinbakuClub_ClubRoom2_Run() {
// Draw the background image
var ctx = document.getElementById("MainCanvas").getContext("2d");
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/ClubRoom2Arrows.jpg", 0, 0);
// Draw erica when tied
if (C101_KinbakuClub_Erica_EricaTied) {
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/EricaBoundBackground.png", 0, 0);
DrawActor("Erica", 0, 265, 0.4);
}
if (C101_KinbakuClub_Erica_EricaLeftCuffed) {
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/EricaBoundBackground.png", 0, 0);
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/EricaLeftCollaredCuffs.jpg", 0, 0);
}
if (!C101_KinbakuClub_Erica_EricaTied && !C101_KinbakuClub_Erica_EricaLeftCuffed) DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/EricaStart.png", 0, 0);
// Draw Cassidy and Alyssa
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/CassidyAlyssa.jpg", 800, 100);
}
// Chapter 101 - Club Room 2 Click
function C101_KinbakuClub_ClubRoom2_Click() {
// When the user clicks on any character (screen is divided in 4, 3rd can be the player)
if ((MouseX >= 15) && (MouseX <= 115) && (MouseY >= 520) && (MouseY <= 580)) SetScene(CurrentChapter, "ClubRoom1");
if ((MouseX >= 1085) && (MouseX <= 1185) && (MouseY >= 520) && (MouseY <= 580)) SetScene(CurrentChapter, "ClubRoom3");
if ((MouseX >= 30) && (MouseX <= 715) && (MouseY >= 20) && (MouseY <= 520)) SetScene(CurrentChapter, "Erica");
// Checks if the user clicks on any regular item
InventoryClick(GetClickedInventory(), "C101_KinbakuClub", "ClubRoom2");
}

Binary file not shown.

After

(image error) Size: 98 KiB

Binary file not shown.

After

(image error) Size: 115 KiB

Binary file not shown.

After

(image error) Size: 124 KiB

View file

@ -0,0 +1,37 @@
// Chapter 101 - Club Room 3 Load
function C101_KinbakuClub_ClubRoom3_Load() {
if (PlayerHasLockedInventory("Blindfold")) SetScene(CurrentChapter, "BlindMansBuff");
LeaveIcon = "Wait";
}
// Chapter 101 - Club Room 3 Run
function C101_KinbakuClub_ClubRoom3_Run() {
// Draw the background image
var ctx = document.getElementById("MainCanvas").getContext("2d");
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/ClubRoom3Arrows.jpg", 0, 0);
// Draw Chloe
if (C101_KinbakuClub_Chloe_CurrentStage == 0) {
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/ChloeBoard.png", 0, 0);
} else DrawActor("Chloe", 220, 170, 0.3333);
// Draw CardGamers
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/CardGamers.jpg", 450, 0);
}
// Chapter 101 - Club Room 3 Click
function C101_KinbakuClub_ClubRoom3_Click() {
// When the user clicks on any character (screen is divided in 4, 3rd can be the player)
if ((MouseX >= 15) && (MouseX <= 115) && (MouseY >= 520) && (MouseY <= 580)) SetScene(CurrentChapter, "ClubRoom2");
if ((MouseX >= 1085) && (MouseX <= 1185) && (MouseY >= 520) && (MouseY <= 580)) SetScene(CurrentChapter, "ClubRoom1");
//if ((MouseX >= 80) && (MouseX <= 260) && (MouseY >= 110) && (MouseY <= 520)) SetScene(CurrentChapter, "Chloe");
if ((MouseX >= 1040) && (MouseX <= 1200) && (MouseY >= 0) && (MouseY <= 480)) SetScene(CurrentChapter, "Door");
// Checks if the user clicks on any regular item
InventoryClick(GetClickedInventory(), "C101_KinbakuClub", "ClubRoom3");
}

Binary file not shown.

After

(image error) Size: 62 KiB

Binary file not shown.

After

(image error) Size: 78 KiB

View file

@ -0,0 +1,34 @@
// Chapter 101 - Kinbaku Club Load
function C101_KinbakuClub_Discipline_Load() {
// Time is always 17:25:00 in the outro, unlock if needed
StopTimer(17.25 * 60 * 60 * 1000, CurrentChapter, "Discipline");
}
// Chapter 7 - Kinbaku Club Run
function C101_KinbakuClub_Discipline_Run() {
// Paints the background
var ctx = document.getElementById("MainCanvas").getContext("2d");
DrawRect(ctx, 0, 0, 800, 600, "black");
if (TextPhase >= 0) DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/Bell.jpg", 800, 0);
if (TextPhase >= 1) DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/BagBlack.jpg", 800, 0);
// Dialog depending on the outro situation
if (TextPhase >= 0) DrawText(ctx, GetText("Discipline1"), 400, 150, "White");
if (TextPhase >= 1) DrawText(ctx, GetText("Discipline2"), 400, 300, "White");
if (TextPhase >= 2) DrawText(ctx, GetText("Discipline3"), 400, 450, "White");
}
// Chapter 101 - Kinbaku Club Click
function C101_KinbakuClub_Discipline_Click() {
// Jump to the next animation
TextPhase++;
// Jump to lunch on phase 3
if (TextPhase >= 3) {
SaveMenu("C102_KinbakuDiscipline", "Intro");
}
}

View file

@ -0,0 +1,5 @@
Tag,Content
Discipline1,Jenna blocks the doorway while other club members advance on you.
Discipline2,A bag is pulled over your head from behind.
Discipline3,"Unable to see, you are quickly overwhelmed."
Discipline4,You are at their mercy now.
1 Tag Content
2 Discipline1 Jenna blocks the doorway while other club members advance on you.
3 Discipline2 A bag is pulled over your head from behind.
4 Discipline3 Unable to see, you are quickly overwhelmed.
5 Discipline4 You are at their mercy now.

View file

@ -0,0 +1 @@
Needs the bell image replacing with one of Jenna blocking the doorway.

Binary file not shown.

After

(image error) Size: 40 KiB

View file

@ -0,0 +1,5 @@
Stage,LoveReq,SubReq,VarReq,IntroText,Image
0,0,0,,Jenna left through this door earlier.,Door.jpg
10,0,0,,The door is securely locked.,Door.jpg
20,0,0,,Jenna left through this door earlier.,Door.jpg
30,0,0,,The door is securely locked.,Door.jpg
1 Stage LoveReq SubReq VarReq IntroText Image
2 0 0 0 Jenna left through this door earlier. Door.jpg
3 10 0 0 The door is securely locked. Door.jpg
4 20 0 0 Jenna left through this door earlier. Door.jpg
5 30 0 0 The door is securely locked. Door.jpg

View file

@ -0,0 +1,58 @@
var C101_KinbakuClub_Door_CurrentStage = 0;
var C101_KinbakuClub_Door_NotForce = true;
var C101_KinbakuClub_Door_NotKick = true;
var C101_KinbakuClub_Door_NotWho = true;
var C101_KinbakuClub_Door_NotRestroom = true;
var C101_KinbakuClub_Door_NotPlead = true;
// Chapter 101 - Door Load
function C101_KinbakuClub_Door_Load() {
// Load the scene parameters
ActorLoad("Carolyn", "ClubRoom1");
LeaveIcon = "Leave";
LoadInteractions();
// Different stage if gagged
if (PlayerHasLockedInventory("BallGag") || PlayerHasLockedInventory("TapeGag") || PlayerHasLockedInventory("ClothGag")) {
C101_KinbakuClub_Door_CurrentStage = 20;
} else C101_KinbakuClub_Door_CurrentStage = 0;
}
// Chapter 101 - Door Run
function C101_KinbakuClub_Door_Run() {
BuildInteraction(C101_KinbakuClub_Door_CurrentStage);
}
// Chapter 101 - Door Click
function C101_KinbakuClub_Door_Click() {
// Regular and inventory interactions
ClickInteraction(C101_KinbakuClub_Door_CurrentStage);
}
// Chapter 101 - Door Force
function C101_KinbakuClub_Door_Force() {
C101_KinbakuClub_Door_NotForce = false;
}
// Chapter 101 - Door Kick
function C101_KinbakuClub_Door_Kick() {
C101_KinbakuClub_Door_NotKick = false;
}
// Chapter 101 - Door Force
function C101_KinbakuClub_Door_Who() {
C101_KinbakuClub_Door_NotWho = false;
}
// Chapter 101 - Door Force
function C101_KinbakuClub_Door_NeedsRestroom() {
C101_KinbakuClub_Door_NotRestroom = false;
}
// Chapter 101 - Door Force
function C101_KinbakuClub_Door_Plead() {
C101_KinbakuClub_Door_NotPlead = false;
}

View file

@ -0,0 +1,11 @@
Stage,LoveReq,SubReq,VarReq,Interaction,Result,NextStage,LoveMod,SubMod,Function
0,0,0,,(Open the door.),(The door has been locked shut and won't budge.),10,0,0,
10,0,0,NotForce,(Try forcing the door open.),(Carolyn calls over.) The club has a locked door policy|to keep members safe. Jenna let you in earlier.,10,0,0,Force()
10,0,0,NotKick,(Kick the door.),"(Carolyn calls over.) Pack it in, you're not|getting out before a club rep gets back.",10,0,0,Kick()
10,0,0,NotWho,Who has the door key?,"(Carolyn calls over.) Jenna let you in earlier,|but she and the other club reps are out at the moment.",10,0,0,Who()
10,0,0,NotRestroom,But I really need|the Restroom.,(Carolyn calls over.) Amateur mistake. You will just|have to hold it in till a club rep gets back.,10,0,-1,NeedsRestroom()
20,0,0,,(Open the door.),(The door has been locked shut and won't budge.),30,0,0,
30,0,0,NotPlead,@plmhfm lmt mm hht.,(Carolyn calls over.) The door is kept locked|to protect helpless girls like you.,30,0,-1,Plead()
30,0,0,NotRestroom,@Bht Hm rmhlln nmmd|thm Rmftrhhm.,(Carolyn calls over.) Amateur mistake. You will just|have to hold it in till a club rep gets back.,30,0,-1,NeedsRestroom()
30,0,0,NotForce,(Try forcing the door open.),(Carolyn calls over.) The club has a locked door policy|to protect the helpless girls like you.,30,0,0,Force()
30,0,0,NotKick,(Kick the door.),"(Carolyn calls over.) Pack it in, you're not|getting out before a club rep gets back.",30,0,0,Kick()
1 Stage LoveReq SubReq VarReq Interaction Result NextStage LoveMod SubMod Function
2 0 0 0 (Open the door.) (The door has been locked shut and won't budge.) 10 0 0
3 10 0 0 NotForce (Try forcing the door open.) (Carolyn calls over.) The club has a locked door policy|to keep members safe. Jenna let you in earlier. 10 0 0 Force()
4 10 0 0 NotKick (Kick the door.) (Carolyn calls over.) Pack it in, you're not|getting out before a club rep gets back. 10 0 0 Kick()
5 10 0 0 NotWho Who has the door key? (Carolyn calls over.) Jenna let you in earlier,|but she and the other club reps are out at the moment. 10 0 0 Who()
6 10 0 0 NotRestroom But I really need|the Restroom. (Carolyn calls over.) Amateur mistake. You will just|have to hold it in till a club rep gets back. 10 0 -1 NeedsRestroom()
7 20 0 0 (Open the door.) (The door has been locked shut and won't budge.) 30 0 0
8 30 0 0 NotPlead @plmhfm lmt mm hht. (Carolyn calls over.) The door is kept locked|to protect helpless girls like you. 30 0 -1 Plead()
9 30 0 0 NotRestroom @Bht Hm rmhlln nmmd|thm Rmftrhhm. (Carolyn calls over.) Amateur mistake. You will just|have to hold it in till a club rep gets back. 30 0 -1 NeedsRestroom()
10 30 0 0 NotForce (Try forcing the door open.) (Carolyn calls over.) The club has a locked door policy|to protect the helpless girls like you. 30 0 0 Force()
11 30 0 0 NotKick (Kick the door.) (Carolyn calls over.) Pack it in, you're not|getting out before a club rep gets back. 30 0 0 Kick()