bondage-college-mirr/C101_KinbakuClub/Door/Script.js
wildsj bbb9e60f51 Rope group twins and Cassi ()
* 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
2019-01-06 14:24:21 -05:00

58 lines
No EOL
1.5 KiB
JavaScript

var C101_KinbakuClub_Door_CurrentStage = 0;
var C101_KinbakuClub_Door_NotForce = true;
var C101_KinbakuClub_Door_NotKick = true;
var C101_KinbakuClub_Door_NotWho = true;
var C101_KinbakuClub_Door_NotRestroom = true;
var C101_KinbakuClub_Door_NotPlead = true;
// Chapter 101 - Door Load
function C101_KinbakuClub_Door_Load() {
// Load the scene parameters
ActorLoad("Cassi", "ClubRoom1");
LeaveIcon = "Leave";
LoadInteractions();
// Different stage if gagged
if (PlayerHasLockedInventory("BallGag") || PlayerHasLockedInventory("TapeGag") || PlayerHasLockedInventory("ClothGag")) {
C101_KinbakuClub_Door_CurrentStage = 20;
} else C101_KinbakuClub_Door_CurrentStage = 0;
}
// Chapter 101 - Door Run
function C101_KinbakuClub_Door_Run() {
BuildInteraction(C101_KinbakuClub_Door_CurrentStage);
}
// Chapter 101 - Door Click
function C101_KinbakuClub_Door_Click() {
// Regular and inventory interactions
ClickInteraction(C101_KinbakuClub_Door_CurrentStage);
}
// Chapter 101 - Door Force
function C101_KinbakuClub_Door_Force() {
C101_KinbakuClub_Door_NotForce = false;
}
// Chapter 101 - Door Kick
function C101_KinbakuClub_Door_Kick() {
C101_KinbakuClub_Door_NotKick = false;
}
// Chapter 101 - Door Force
function C101_KinbakuClub_Door_Who() {
C101_KinbakuClub_Door_NotWho = false;
}
// Chapter 101 - Door Force
function C101_KinbakuClub_Door_NeedsRestroom() {
C101_KinbakuClub_Door_NotRestroom = false;
}
// Chapter 101 - Door Force
function C101_KinbakuClub_Door_Plead() {
C101_KinbakuClub_Door_NotPlead = false;
}