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* More SlaveTwin * To cut or not to cut * SlaveTwin Beta Ready The SlaveTwin section should be ready for some testing, but the accompanying RopeGroup section still needs a lot of work doing to it. * Cleanup random selection function This still uses the previous random number selection method, it's just been cleaned up to make it more readable and to avoid duplication. As far as I could tell, there was no reason for the `C101_KinbakuClub_Slaves_Random#` variables to be global. So that's been incorperated into the function to keep things cleaner. * RopeGroup tidied for Alhpa * Change going to K Club. * More KC fitting in * Can leave KC Changed the door in the club, player can now leave if not in bondage. * A bit more RopeGroup * Twins Stage 1 First part of main interaction with either twin. * upload 14-11-2018 * Update Cassi 1 * Return to dorm added * RG bug fix Fixed reference error * Cassi with rope group release * Disabled save function in club
64 lines
No EOL
2.1 KiB
JavaScript
64 lines
No EOL
2.1 KiB
JavaScript
var C999_Common_PantieGag_CurrentStage = 0;
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var C999_Common_PantieGag_HasLoosePantieGag = false;
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var C999_Common_PantieGag_HasOtherGag = false;
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// Chapter Common - PantieGag Load
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function C999_Common_PantieGag_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("PantieGag")) C999_Common_PantieGag_CurrentStage = 10;
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else C999_Common_PantieGag_CurrentStage = 0;
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// If the player has a loose PantieGag
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C999_Common_PantieGag_HasLoosePantieGag = PlayerHasInventory("PantieGag");
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// If the player has another gag
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C999_Common_PantieGag_HasOtherGag = PlayerHasLockedInventory("BallGag") || PlayerHasLockedInventory("ClothGag") || PlayerHasLockedInventory("TapeGag");
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}
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// Chapter Common - PantieGag Run, we draw the regular player image if the item is on
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function C999_Common_PantieGag_Run() {
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BuildInteraction(C999_Common_PantieGag_CurrentStage);
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if (PlayerHasLockedInventory("PantieGag") && (OverridenIntroImage == "")) DrawPlayerImage(150, 0);
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}
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// Chapter Common - PantieGag Click, allow regular interactions and clicking on another item
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function C999_Common_PantieGag_Click() {
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OverridenIntroImage = "";
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ClickInteraction(C999_Common_PantieGag_CurrentStage);
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InventoryClick(GetClickedInventory(), LeaveChapter, LeaveScreen);
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}
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// Chapter Common - Self PantieGag
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function C999_Common_PantieGag_SelfGag() {
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if ((Common_BondageAllowed) && (Common_SelfBondageAllowed)) {
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if (C999_Common_PantieGag_HasOtherGag) {
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OverridenIntroText = GetText("OtherGag");
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C999_Common_PantieGag_CurrentStage = 0;
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} else {
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PlayerUngag();
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PlayerRemoveInventory("PantieGag", 1);
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PlayerLockInventory("PantieGag");
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C999_Common_PantieGag_HasLoosePantieGag = PlayerHasInventory("PantieGag");
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}
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} else {
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OverridenIntroText = GetText("BadTiming");
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C999_Common_PantieGag_CurrentStage = 0;
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}
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}
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// Chapter Common - Self Ungag
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function C999_Common_PantieGag_SelfUngag() {
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PlayerUnlockInventory("PantieGag");
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PlayerAddInventory("PantieGag", 1);
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}
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// Chapter Common - Show the item image
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function C999_Common_PantieGag_ShowImage() {
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OverridenIntroImage = "PantieGag.jpg";
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} |