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463 lines
No EOL
18 KiB
JavaScript
463 lines
No EOL
18 KiB
JavaScript
// Actor variables
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var CurrentActor;
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var Actor = [];
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var ActorNamesText = null;
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var ActorName = 0;
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var ActorLove = 1;
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var ActorSubmission = 2;
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var ActorInventory = 3;
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var ActorOrgasmCount = 4;
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var ActorBondageCount = 5;
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var ActorLastBondageChapter = 6;
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var ActorCloth = 7;
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var ActorPose = 8;
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var ActorHideName = 9;
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var ActorOwner = 10;
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// Make sure the current actor is loaded (create it if not)
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function ActorLoad(ActorToLoad, ActorLeaveScreen) {
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// Keep the actor leave screen
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LeaveIcon = "Leave";
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LeaveScreen = ActorLeaveScreen;
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// Sets if the actor is the player lover, submissive or Mistress
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CurrentActor = ActorToLoad;
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if (ActorToLoad == "") return;
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Common_ActorIsLover = (CurrentActor == Common_PlayerLover);
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Common_ActorIsOwner = (CurrentActor == Common_PlayerOwner);
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Common_ActorIsOwned = (ActorGetValue(ActorOwner) == "Player");
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// Load the actor if it's not already loaded
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for (var L = 0; L < Actor.length; L++)
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if (Actor[L][ActorName] == ActorToLoad)
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return;
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Actor[Actor.length] = [ActorToLoad, 0, 0, [], 0, 0, "", "Clothed", "", false, ""];
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}
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// Return a value from the current actor data
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function ActorGetValue(ValueType) {
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for (var L = 0; L < Actor.length; L++)
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if (CurrentActor == Actor[L][ActorName])
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return Actor[L][ValueType];
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}
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// Return a value from a specific actor data
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function ActorSpecificGetValue(SpecificActorName, ValueType) {
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for (var L = 0; L < Actor.length; L++)
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if (SpecificActorName == Actor[L][ActorName])
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return Actor[L][ValueType];
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}
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// Return the current actor's localized name
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function ActorGetDisplayName() {
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if (ActorNamesText == null) ReadCSV("ActorNamesText", "C999_Common", "ActorNames", "Text", GetWorkingLanguageForChapter("C999_Common"));
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if (ActorGetValue(ActorHideName)) return GetCSVText(ActorNamesText, "Unknown");
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return GetCSVText(ActorNamesText, CurrentActor);
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}
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// Change positively or negatively the current actor attitude toward the player
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function ActorChangeAttitude(LoveAttitude, SubAttitude) {
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// If we need to make a change to the attitude, we apply it
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if ((LoveAttitude != 0) || (SubAttitude != 0))
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for (var L = 0; L < Actor.length; L++)
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if (CurrentActor == Actor[L][ActorName]) {
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Actor[L][ActorLove] = Actor[L][ActorLove] + parseInt(LoveAttitude);
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Actor[L][ActorSubmission] = Actor[L][ActorSubmission] + parseInt(SubAttitude);
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if (Actor[L][ActorLove] > 99) Actor[L][ActorLove] = 99;
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if (Actor[L][ActorLove] < -99) Actor[L][ActorLove] = -99;
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if (Actor[L][ActorSubmission] > 99) Actor[L][ActorSubmission] = 99;
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if (Actor[L][ActorSubmission] < -99) Actor[L][ActorSubmission] = -99;
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}
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}
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// Change positively or negatively a specific actor attitude toward the player
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function ActorSpecificChangeAttitude(SpecificActorName, LoveAttitude, SubAttitude) {
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// If we need to make a change to the attitude, we apply it
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if ((LoveAttitude != 0) || (SubAttitude != 0))
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for (var L = 0; L < Actor.length; L++)
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if (SpecificActorName == Actor[L][ActorName]) {
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Actor[L][ActorLove] = Actor[L][ActorLove] + parseInt(LoveAttitude);
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Actor[L][ActorSubmission] = Actor[L][ActorSubmission] + parseInt(SubAttitude);
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}
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}
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// Add an orgasm to the actor count and logs the event
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function ActorAddOrgasm() {
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for (var L = 0; L < Actor.length; L++)
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if (CurrentActor == Actor[L][ActorName])
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Actor[L][ActorOrgasmCount]++;
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GameLogAdd("Orgasm");
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}
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// Validates that a specific interaction stage is available for the player
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function ActorInteractionAvailable(LoveReq, SubReq, VarReq, InText, ForIntro) {
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// Make sure the love / sub level is match (both positive and negative)
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VarReq = VarReq.trim();
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InText = InText.trim();
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if ((parseInt(LoveReq) > 0) && (parseInt(ActorGetValue(ActorLove)) < parseInt(LoveReq))) return false;
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if ((parseInt(SubReq) > 0) && (parseInt(ActorGetValue(ActorSubmission)) < parseInt(SubReq))) return false;
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if ((parseInt(LoveReq) < 0) && (parseInt(ActorGetValue(ActorLove)) > parseInt(LoveReq))) return false;
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if ((parseInt(SubReq) < 0) && (parseInt(ActorGetValue(ActorSubmission)) > parseInt(SubReq))) return false;
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// Checks if there's a custom script variable or a common variable to process
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if(VarReq != ""){
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let negate = VarReq.substring(0,1) == "!";
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if(negate) VarReq = VarReq.substring(1);
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// whether to check global variable starting with Common_ or script variable starting with chapter and screen name
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let variableToCheck = (VarReq.substring(0,7) == "Common_" ? VarReq : CurrentChapter + "_" + CurrentScreen + "_" + VarReq);
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if(!!window[variableToCheck] === negate) return false;
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}
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// Check if the player is gagged, only interactions that starts with '(', '(' or '@' are allowed
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var nonSpeechActionsStart = [
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"(",
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"(", // Full-width bracket used in CJK languages
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"@",
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];
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if ((nonSpeechActionsStart.indexOf(InText.substr(0, 1)) < 0) && Common_PlayerGagged && !ForIntro) return false;
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// Since nothing blocks, we allow it
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return true;
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}
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// Add inventory to the current actor
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function ActorAddInventory(NewInventory) {
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// Find the current actor and adds the inventory if it's not already the case
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == CurrentActor)
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if (Actor[A][ActorInventory].indexOf(NewInventory) == -1) {
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Actor[A][ActorInventory].push(NewInventory);
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if (Actor[A][ActorLastBondageChapter] != CurrentChapter) {
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Actor[A][ActorLastBondageChapter] = CurrentChapter;
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Actor[A][ActorBondageCount]++;
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GameLogAdd("Bondage");
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}
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}
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}
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// Add 1 to the bondage count of a specific actor
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function ActorSpecificAddBondage(SpecificActor) {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == SpecificActor) {
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Actor[A][ActorBondageCount]++;
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GameLogSpecificAdd(CurrentChapter, SpecificActor, "Bondage");
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}
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}
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// Returns the number of times that all actors were tied up during any chapter
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function ActorGetTotalBondageCount() {
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var total = 0;
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for (var A = 0; A < Actor.length; A++)
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total = total + Actor[A][ActorBondageCount];
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return total;
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}
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// Remove inventory from the current actor
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function ActorRemoveInventory(RemInventory) {
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// Find the current actor and adds the inventory if it's not already the case
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == CurrentActor)
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if (Actor[A][ActorInventory].indexOf(RemInventory) >= 0)
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Actor[A][ActorInventory].splice(Actor[A][ActorInventory].indexOf(RemInventory), 1);
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}
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// Returns true if the current actor has the queried inventory
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function ActorHasInventory(QueryInventory) {
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// Cycles to find the correct actor and checks if the inventory is in the list
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == CurrentActor)
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if (Actor[A][ActorInventory].indexOf(QueryInventory) >= 0)
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return true;
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return false;
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}
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// Sets the clothes for the current actor
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function ActorSetCloth(NewCloth) {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == CurrentActor)
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Actor[A][ActorCloth] = NewCloth;
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}
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// Sets the owner for the current actor (collar the actor)
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function ActorSetOwner(NewOwner) {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == CurrentActor) {
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Actor[A][ActorOwner] = NewOwner;
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ActorAddInventory("Collar");
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GameLogAdd("CollaredBy" + NewOwner);
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if (NewOwner == "Player") Common_ActorIsOwned = true;
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}
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}
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// Sets the clothes for a specific actor
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function ActorSpecificSetCloth(SpecificActor, NewCloth) {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == SpecificActor)
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Actor[A][ActorCloth] = NewCloth;
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}
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// Set the pose for the current actor
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function ActorSetPose(NewPose) {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == CurrentActor)
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Actor[A][ActorPose] = NewPose;
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}
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// Sets the pose for a specified actor (also works for the player if needed)
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function ActorSpecificSetPose(SpecificActor, NewPose) {
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if (SpecificActor == "Player") {
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Common_PlayerPose = NewPose;
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} else {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == SpecificActor)
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Actor[A][ActorPose] = NewPose;
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}
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}
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// Returns TRUE if the actor (or player) is in visible bondage
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function ActorSpecificInBondage(SpecificActor) {
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if (SpecificActor == "Player") {
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return (Common_PlayerRestrained || Common_PlayerGagged);
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} else {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == SpecificActor)
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return (ActorSpecificHasInventory(SpecificActor, "Rope") || ActorSpecificHasInventory(SpecificActor, "TwoRopes") || ActorSpecificHasInventory(SpecificActor, "ThreeRopes") || ActorSpecificHasInventory(SpecificActor, "Armbinder") || ActorSpecificHasInventory(SpecificActor, "Cuffs") || ActorSpecificHasInventory(SpecificActor, "Manacles") || ActorSpecificHasInventory(SpecificActor, "BallGag") || ActorSpecificHasInventory(SpecificActor, "TapeGag") || ActorSpecificHasInventory(SpecificActor, "ClothGag") || ActorSpecificHasInventory(SpecificActor, "PantieGag") || ActorSpecificHasInventory(SpecificActor, "SockGag"));
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}
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}
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// Returns TRUE if a specific actor (or player) is restrained
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function ActorSpecificIsRestrained(SpecificActor) {
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if (SpecificActor == "Player") {
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return Common_PlayerRestrained;
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} else {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == SpecificActor)
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return (ActorSpecificHasInventory(SpecificActor, "Rope") || ActorSpecificHasInventory(SpecificActor, "TwoRopes") || ActorSpecificHasInventory(SpecificActor, "ThreeRopes") || ActorSpecificHasInventory(SpecificActor, "Armbinder") || ActorSpecificHasInventory(SpecificActor, "Cuffs") || ActorSpecificHasInventory(SpecificActor, "Manacles"));
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}
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}
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// Returns TRUE if a specific actor (or player) is restrained
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function ActorSpecificIsGagged(SpecificActor) {
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if (SpecificActor == "Player") {
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return Common_PlayerGagged;
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} else {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == SpecificActor)
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return (ActorSpecificHasInventory(SpecificActor, "BallGag") || ActorSpecificHasInventory(SpecificActor, "TapeGag") || ActorSpecificHasInventory(SpecificActor, "ClothGag"));
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}
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}
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// Returns true if the actor is restrained (if there's no actor, we return the player status)
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function ActorIsRestrained() {
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if (CurrentActor == "")
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return Common_PlayerRestrained;
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else
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return (ActorHasInventory("Rope") || ActorHasInventory("TwoRopes") || ActorHasInventory("ThreeRopes") || ActorHasInventory("Armbinder") || ActorHasInventory("Cuffs") || ActorHasInventory("Manacles"));
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}
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// Returns true if the actor is gagged (if there's no actor, we return the player status)
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function ActorIsGagged() {
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if (CurrentActor == "")
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return Common_PlayerGagged;
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else
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return (ActorHasInventory("BallGag") || ActorHasInventory("TapeGag") || ActorHasInventory("ClothGag") || ActorHasInventory("PantieGag") || ActorHasInventory("SockGag"));
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}
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// Returns true if the actor is chaste (if there's no actor, we return the player status)
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function ActorIsChaste() {
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if (CurrentActor == "")
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return Common_PlayerChaste;
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else
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return (ActorHasInventory("ChastityBelt"));
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}
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// Unties the actor and returns the rope to the player
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function ActorUntie() {
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if (ActorHasInventory("ThreeRopes")) { PlayerAddInventory("Rope", 1); ActorRemoveInventory("ThreeRopes"); }
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if (ActorHasInventory("TwoRopes")) { PlayerAddInventory("Rope", 1); ActorRemoveInventory("TwoRopes"); }
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if (ActorHasInventory("Rope")) { PlayerAddInventory("Rope", 1); ActorRemoveInventory("Rope"); }
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if (ActorHasInventory("Armbinder")) { PlayerAddInventory("Armbinder", 1); ActorRemoveInventory("Armbinder"); }
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}
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// Ungag the actor and returns the item if possible
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function ActorUngag() {
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if (ActorHasInventory("BallGag")) { ActorRemoveInventory("BallGag"); PlayerAddInventory("BallGag", 1); }
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if (ActorHasInventory("ClothGag")) { ActorRemoveInventory("ClothGag"); PlayerAddInventory("ClothGag", 1); }
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if (ActorHasInventory("TapeGag")) ActorRemoveInventory("TapeGag");
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if (ActorHasInventory("PantieGag")) { ActorRemoveInventory("PantieGag"); PlayerAddInventory("PantieGag", 1); }
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if (ActorHasInventory("SockGag")) { ActorRemoveInventory("SockGag"); PlayerAddInventory("SockGag", 1); }
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}
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// Remove the blindfold from the actor and return it to the player
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function ActorUnblindfold() {
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if (ActorHasInventory("Blindfold")) { ActorRemoveInventory("Blindfold"); PlayerAddInventory("Blindfold", 1); }
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}
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// Tries to apply a restrain on the current actor
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function ActorApplyRestrain(RestrainName) {
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// The rope can be applied twice, the item becomes "TwoRopes"
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if ((RestrainName == "Rope") && ActorHasInventory("Rope") && !ActorHasInventory("TwoRopes") && PlayerHasInventory("Rope")) RestrainName = "TwoRopes";
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if ((RestrainName == "Rope") && ActorHasInventory("Rope") && ActorHasInventory("TwoRopes") && !ActorHasInventory("ThreeRopes") && PlayerHasInventory("Rope") && (PlayerGetSkillLevel("RopeMastery") >= 1)) RestrainName = "ThreeRopes";
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// If there's no text or the player is restrained, we assume we cannot apply the restrain
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var RestrainText = GetText(RestrainName);
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if ((RestrainText.substr(0, 20) != "MISSING TEXT FOR TAG") && (RestrainText != "") && !Common_PlayerRestrained && (PlayerHasInventory(RestrainName) || RestrainName == "TwoRopes" || RestrainName == "ThreeRopes") && !ActorHasInventory(RestrainName)) {
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// Third rope
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if (RestrainName == "ThreeRopes") {
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PlayerRemoveInventory("Rope", 1);
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ActorAddInventory("ThreeRopes");
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CurrentTime = CurrentTime + 60000;
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}
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// Second rope
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if (RestrainName == "TwoRopes") {
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PlayerRemoveInventory("Rope", 1);
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ActorAddInventory("TwoRopes");
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CurrentTime = CurrentTime + 60000;
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}
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// Regular restraints
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if ((RestrainName == "Rope") || (RestrainName == "Cuffs") || (RestrainName == "Armbinder")) {
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if (!ActorIsRestrained()) {
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PlayerRemoveInventory(RestrainName, 1);
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ActorAddInventory(RestrainName);
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CurrentTime = CurrentTime + 60000;
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} else return;
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}
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// Collar (only available in the Kinbaku club for now)
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if ((RestrainName == "Collar") && (CurrentChapter == "C101_KinbakuClub")) {
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PlayerRemoveInventory("Collar", 1);
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ActorAddInventory("Collar");
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CurrentTime = CurrentTime + 60000;
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}
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// Regular gags (gags can be swapped)
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if ((RestrainName == "BallGag") || (RestrainName == "TapeGag") || (RestrainName == "ClothGag")) {
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ActorUngag();
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PlayerRemoveInventory(RestrainName, 1);
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ActorAddInventory(RestrainName);
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CurrentTime = CurrentTime + 60000;
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}
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// Mouth filling before regular gags (only available in the Kinbaku club for now)
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if (((RestrainName == "PantieGag") || (RestrainName == "SockGag")) && !(ActorHasInventory("BallGag") || ActorHasInventory("ClothGag") || ActorHasInventory("TapeGag")) && (CurrentChapter == "C101_KinbakuClub")) {
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PlayerRemoveInventory(RestrainName, 1);
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ActorAddInventory(RestrainName);
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CurrentTime = CurrentTime + 60000;
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}
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// Blindfold (only available in the Kinbaku club for now)
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if ((RestrainName == "Blindfold") && (CurrentChapter == "C101_KinbakuClub")) {
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PlayerRemoveInventory("Blindfold", 1);
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ActorAddInventory("Blindfold");
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CurrentTime = CurrentTime + 60000;
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}
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// Vaginal items (cannot be used if the actor is chaste)
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if ((RestrainName == "ChastityBelt") || (RestrainName == "VibratingEgg")) {
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if (!ActorIsChaste()) {
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PlayerRemoveInventory(RestrainName, 1);
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ActorAddInventory(RestrainName);
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CurrentTime = CurrentTime + 60000;
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} else return;
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}
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// Anal items (cannot be used if the actor is chaste) (only available in the Kinbaku club for now)
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if ((RestrainName == "ChastityBelt") || (RestrainName == "ButtPlug")) {
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if (!ActorIsChaste()) {
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PlayerRemoveInventory(RestrainName, 1);
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ActorAddInventory(RestrainName);
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CurrentTime = CurrentTime + 60000;
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} else return;
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}
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// Cuffs key
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if (RestrainName == "CuffsKey") {
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if (ActorHasInventory("Cuffs")) {
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ActorRemoveInventory("Cuffs");
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PlayerAddInventory("Cuffs", 1);
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CurrentTime = CurrentTime + 60000;
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} else return;
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}
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// Show the text on the screen and jumps 1 minute
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OverridenIntroText = RestrainText;
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}
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}
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// Returns true if the queried actor has the queried inventory
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function ActorSpecificHasInventory(QueryActor, QueryInventory) {
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// Cycles to find the correct actor and checks if the inventory is in the list
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == QueryActor)
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if (Actor[A][ActorInventory].indexOf(QueryInventory) >= 0)
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return true;
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return false;
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}
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// Clear all inventory from an actor (expect the egg, plug, chastitybelt and collar)
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function ActorSpecificClearInventory(QueryActor, Recover) {
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for (var A = 0; A < Actor.length; A++)
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if (Actor[A][ActorName] == QueryActor) {
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var HadEgg = ActorSpecificHasInventory(QueryActor, "VibratingEgg");
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var HadPlug = ActorSpecificHasInventory(QueryActor, "ButtPlug");
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var HadCollar = ActorSpecificHasInventory(QueryActor, "Collar");
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var HadBelt = ActorSpecificHasInventory(QueryActor, "ChastityBelt");
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while (Actor[A][ActorInventory].length > 0) {
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if ((Actor[A][ActorInventory][0] != "VibratingEgg") && (Actor[A][ActorInventory][0] != "ButtPlug") && (Actor[A][ActorInventory][0] != "TwoRopes") && (Actor[A][ActorInventory][0] != "ThreeRopes") && (Actor[A][ActorInventory][0] != "Collar") && (Actor[A][ActorInventory][0] != "ChastityBelt") && (Actor[A][ActorInventory][0] != "TapeGag") && Recover)
|
||
PlayerAddInventory(Actor[A][ActorInventory][0], 1);
|
||
if ((Actor[A][ActorInventory][0] == "ThreeRopes") && Recover)
|
||
PlayerAddInventory("Rope", 1);
|
||
if ((Actor[A][ActorInventory][0] == "TwoRopes") && Recover)
|
||
PlayerAddInventory("Rope", 1);
|
||
Actor[A][ActorInventory].splice(0, 1);
|
||
}
|
||
if (HadEgg) Actor[A][ActorInventory].push("VibratingEgg");
|
||
if (HadPlug) Actor[A][ActorInventory].push("ButtPlug");
|
||
if (HadCollar) Actor[A][ActorInventory].push("Collar");
|
||
if (HadBelt) Actor[A][ActorInventory].push("ChastityBelt");
|
||
}
|
||
}
|
||
|
||
// Returns the actor image file to use
|
||
function ActorSpecificGetImage(QueryActor) {
|
||
|
||
// The image file name is constructed from the inventory
|
||
var ActorImage = QueryActor;
|
||
if (ActorSpecificHasInventory(QueryActor, "Cuffs")) ActorImage = ActorImage + "_Cuffs";
|
||
if (ActorSpecificHasInventory(QueryActor, "Rope")) ActorImage = ActorImage + "_Rope";
|
||
if (ActorSpecificHasInventory(QueryActor, "Armbinder")) ActorImage = ActorImage + "_Armbinder";
|
||
if (ActorSpecificHasInventory(QueryActor, "BallGag")) ActorImage = ActorImage + "_BallGag";
|
||
if (ActorSpecificHasInventory(QueryActor, "TapeGag")) ActorImage = ActorImage + "_TapeGag";
|
||
return ActorImage;
|
||
|
||
}
|
||
|
||
// Change specific actor actors name on screen
|
||
function ActorSpecificConcealment(SpecificActor, Hidden) {
|
||
for (var A = 0; A < Actor.length; A++)
|
||
if (Actor[A][ActorName] == SpecificActor)
|
||
Actor[A][ActorHideName] = Hidden;
|
||
} |