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43 lines
No EOL
1.4 KiB
JavaScript
43 lines
No EOL
1.4 KiB
JavaScript
var C999_Common_Blindfold_CurrentStage = 0;
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// Chapter Common - Blindfold Load
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function C999_Common_Blindfold_Load() {
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// Load the scene parameters
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LeaveIcon = "Leave";
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LoadInteractions();
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// Set the correct stage
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if (PlayerHasLockedInventory("Blindfold") == true) C999_Common_Blindfold_CurrentStage = 10;
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else C999_Common_Blindfold_CurrentStage = 0;
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}
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// Chapter Common - Blindfold Run, we draw the regular player image if the item is on
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function C999_Common_Blindfold_Run() {
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BuildInteraction(C999_Common_Blindfold_CurrentStage);
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if (PlayerHasLockedInventory("Blindfold")) DrawPlayerImage(150, 0);
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}
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// Chapter Common - Blindfold Click, allow regular interactions and clicking on another item
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function C999_Common_Blindfold_Click() {
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ClickInteraction(C999_Common_Blindfold_CurrentStage);
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InventoryClick(GetClickedInventory(), LeaveChapter, LeaveScreen);
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}
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// Chapter Common - Self Blindfold
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function C999_Common_Blindfold_SelfBlind() {
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if ((Common_BondageAllowed) && (Common_SelfBondageAllowed) && ((LeaveChapter == "C101_KinbakuClub") || (LeaveScreen == "Natalie"))) {
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PlayerRemoveInventory("Blindfold", 1);
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PlayerLockInventory("Blindfold");
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} else {
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OverridenIntroText = GetText("BadTiming");
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C999_Common_Blindfold_CurrentStage = 0;
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}
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}
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// Chapter Common - Self UnBlindfold
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function C999_Common_Blindfold_SelfUnBlind() {
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PlayerUnlockInventory("Blindfold");
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PlayerAddInventory("Blindfold", 1);
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} |