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42 lines
No EOL
1.4 KiB
JavaScript
42 lines
No EOL
1.4 KiB
JavaScript
var C999_Common_Armbinder_CurrentStage = 0;
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var C999_Common_Armbinder_HasLooseArmbinder = 0;
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// Chapter Common - Armbinder Load
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function C999_Common_Armbinder_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 starting stage
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if (PlayerHasLockedInventory("Armbinder") == true) C999_Common_Armbinder_CurrentStage = 10;
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else C999_Common_Armbinder_CurrentStage = 0;
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// If the player has a loose Armbinder
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C999_Common_Armbinder_HasLooseArmbinder = PlayerHasInventory("Armbinder");
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}
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// Chapter Common - Armbinder Run, we draw the regular player image if the item is on
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function C999_Common_Armbinder_Run() {
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BuildInteraction(C999_Common_Armbinder_CurrentStage);
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if (PlayerHasLockedInventory("Armbinder") && (OverridenIntroImage == "")) DrawPlayerImage(150, 240);
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}
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// Chapter Common - Armbinder Click, allow regular interactions and clicking on another item
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function C999_Common_Armbinder_Click() {
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OverridenIntroImage = "";
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ClickInteraction(C999_Common_Armbinder_CurrentStage);
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InventoryClick(GetClickedInventory(), LeaveChapter, LeaveScreen);
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}
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// Chapter Common - Show the item image
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function C999_Common_Armbinder_ShowImage() {
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OverridenIntroImage = "Armbinder.jpg";
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}
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// Chapter Common - When the player wants to strap herself
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function C999_Common_Armbinder_QuerySelfBondage() {
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if (!Common_BondageAllowed || !Common_SelfBondageAllowed)
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OverridenIntroText = GetText("BadTiming");
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} |