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61 lines
No EOL
1.9 KiB
JavaScript
61 lines
No EOL
1.9 KiB
JavaScript
var C999_Common_Collar_CurrentStage = 0;
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var C999_Common_Collar_HasLooseCollar = false;
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var C999_Common_Collar_LockedOn = false; // If locked on, then collar can only be removed by the key holder.
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// Chapter Common - Collar Load
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function C999_Common_Collar_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("Collar") == true) C999_Common_Collar_CurrentStage = 10;
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else C999_Common_Collar_CurrentStage = 0;
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// If the player has a loose collar
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C999_Common_Collar_HasLooseCollar = PlayerHasInventory("Collar");
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}
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// Chapter Common - Collar Run, we draw the regular player image if the item is on
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function C999_Common_Collar_Run() {
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BuildInteraction(C999_Common_Collar_CurrentStage);
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if (PlayerHasLockedInventory("Collar") && (OverridenIntroImage == "")) DrawPlayerImage(150, 50);
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}
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// Chapter Common - Collar Click, allow regular interactions and clicking on another item
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function C999_Common_Collar_Click() {
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OverridenIntroImage = "";
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ClickInteraction(C999_Common_Collar_CurrentStage);
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InventoryClick(GetClickedInventory(), LeaveChapter, LeaveScreen);
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}
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// Chapter Common - Self Collar
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function C999_Common_Collar_SelfCollar() {
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if ((Common_BondageAllowed) && (Common_SelfBondageAllowed)) {
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PlayerRemoveInventory("Collar", 1);
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PlayerLockInventory("Collar");
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C999_Common_Collar_HasLooseCollar = PlayerHasInventory("Collar");
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} else {
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OverridenIntroText = GetText("BadTiming");
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C999_Common_Collar_CurrentStage = 0;
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}
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}
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// Chapter Common - Self Uncollar
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function C999_Common_Collar_SelfUncollar() {
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if ((C999_Common_Collar_LockedOn) || (Common_PlayerOwner != "")) {
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OverridenIntroText = GetText("LockedCollar");
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C999_Common_Collar_CurrentStage = 10;
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}
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else {
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PlayerUnlockInventory("Collar");
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PlayerAddInventory("Collar", 1);
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}
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}
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// Chapter Common - Show the item image
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function C999_Common_Collar_ShowImage() {
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OverridenIntroImage = "Collar.jpg";
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} |