bc-stubs 105.0.3 → 106.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bc/Screens/Character/Login/Login.d.ts +6 -0
- package/bc/Screens/Online/ChatRoom/ChatRoomCharacterView.d.ts +1 -1
- package/bc/Screens/Room/KidnapLeague/KidnapLeague.d.ts +17 -2
- package/bc/Screens/Room/Management/Management.d.ts +10 -0
- package/bc/Screens/Room/Prison/Prison.d.ts +1 -1
- package/bc/Screens/Room/Private/Private.d.ts +86 -1
- package/bc/Screens/Room/PrivateBed/PrivateBed.d.ts +1 -1
- package/bc/Scripts/Character.d.ts +6 -4
- package/bc/Scripts/Dialog.d.ts +1 -1
- package/bc/Scripts/Element.d.ts +3 -3
- package/bc/Scripts/NPC.d.ts +1 -1
- package/bc/Typedef.d.ts +9 -4
- package/package.json +1 -1
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@@ -108,8 +108,14 @@ declare function LoginLoadInventoryObject(InventoryObject: object): {};
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/**
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* Handles server response, when login has been queued
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* @param {number} Pos - The position in queue
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* @returns {void} Nothing
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*/
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declare function LoginQueue(Pos: number): void;
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/**
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* Fixes the Owner property on the player object if it's wrongly set
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* @returns {void} Nothing
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*/
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declare function LoginFixOwner(): void;
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/**
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* Handles player login response data
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* @param {ServerLoginResponse} C - The Login response data - this will either be the player's character data if the
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@@ -47,7 +47,7 @@ declare function ChatRoomCharacterViewShowMapButton(): boolean;
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* @param {number} ClickY Click Y postion relative to character, without zoom
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* @param {number} Pos Index of target character
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*/
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-
declare function ChatRoomCharacterViewClickCharacter(C: Character, CharX: number, CharY: number, Zoom: number, ClickX: number, ClickY: number
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declare function ChatRoomCharacterViewClickCharacter(C: Character, CharX: number, CharY: number, Zoom: number, ClickX: number, ClickY: number): void;
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/**
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* Draws the chatroom characters.
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* @returns {void} - Nothing.
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@@ -223,6 +223,21 @@ declare function KidnapLeagueRandomClubCardStart(): void;
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* @returns {void} - Nothing
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*/
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declare function KidnapLeagueRandomClubCardEnd(): void;
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/**
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* Returns TRUE if the player can get the anime girl costume
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* @returns {boolean} - TRUE if it's possible
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*/
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declare function KidnapLeagueCanGetAnimeGirl(): boolean;
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/**
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* Gives the anime girl costume to the player and wear it
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* @returns {void} - Nothing
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*/
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declare function KidnapLeagueWearAnimeGirl(): void;
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/**
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* Returns TRUE if the player is wearing the anime girl costume
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* @returns {boolean} - TRUE if wearing
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*/
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declare function KidnapLeaguePlayerIsAnimeGirl(): boolean;
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declare var KidnapLeagueBackground: string;
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/** @type {null | NPCCharacter} */
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declare var KidnapLeagueTrainer: null | NPCCharacter;
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@@ -230,8 +245,8 @@ declare var KidnapLeagueTrainer: null | NPCCharacter;
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declare var KidnapLeagueRandomKidnapper: null | NPCCharacter;
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declare var KidnapLeagueRandomKidnapperScenario: string;
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declare var KidnapLeagueRandomKidnapperDifficulty: number;
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/** @type {null | "" | "Maid" | "Mistress"} */
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declare var KidnapLeagueArchetype: null | "" | "Maid" | "Mistress";
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/** @type {null | "" | "Maid" | "Mistress" | "AnimeGirl"} */
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declare var KidnapLeagueArchetype: null | "" | "Maid" | "Mistress" | "AnimeGirl";
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declare var KidnapLeagueWillPayForFreedom: boolean;
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declare var KidnapLeagueRandomActivityList: string[];
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declare var KidnapLeagueRandomActivity: string;
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@@ -209,6 +209,16 @@ declare function ManagementCannotBreakUpLoverNPC(L: number): boolean;
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* @returns {boolean} - TRUE if the player is a club slave.
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*/
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declare function ManagementIsClubSlave(): boolean;
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/**
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* Checks if the player can start a regular chat with a club slave.
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* @returns {boolean} - TRUE if the player can start a regular
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*/
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declare function ManagementCanStartClubSlaveTalk(): boolean;
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/**
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* Checks if the player can start a chat with a bunny club slave.
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* @returns {boolean} - TRUE if the player can start a regular
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*/
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declare function ManagementCanStartBunnyTalk(): boolean;
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/**
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* Checks if the player is wearing a slave collar.
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* @returns {boolean} - TRUE if the player is wearing a slave collar.
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@@ -52,7 +52,7 @@ declare function PrisonSubClothBack(): void;
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declare function PrisonBecomeBadGirl(): void;
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declare function PrisonLeaveBadGirl(): void;
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declare function PrisonWearPoliceEquipment(C: any): void;
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declare function PrisonWantedPlayer(): 1 |
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declare function PrisonWantedPlayer(): 1 | 3 | 5 | 7;
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declare function PrisonMeetPoliceIntro(RoomBackground: any): void;
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declare function PrisonPutHandsInTheAir(): void;
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declare function PrisonRaiseHandsHigher(): void;
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@@ -403,6 +403,22 @@ declare function PrivateCanTryforAction(): boolean;
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* @returns {boolean} - True if Player can not ask and the friend can not interact
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*/
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declare function PrivateCannotTryforAction(): boolean;
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/**
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* Returns TRUE if the current character is an anime girl / superheroine
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* @returns {boolean} - TRUE if archetype is AnimeGirl
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*/
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declare function PrivateIsAnimeGirl(): boolean;
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/**
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* Returns TRUE if the current character is a rope bunny
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* @returns {boolean} - TRUE if archetype is Bunny
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*/
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declare function PrivateIsBunny(): boolean;
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/**
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* Returns a random item that could be bought from the store as a gift that the player could receive by a NPC
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* @param {boolean} Restraint - TRUE if we must return an item that's a restraint
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* @returns {Asset} - The item asset that can be given
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*/
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declare function PrivateGetPossibleGift(Restraint: boolean): Asset;
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/**
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* Loads the private room screen and the vendor NPC.
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* @returns {void} - Nothing.
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@@ -698,7 +714,7 @@ declare function PrivateGetBed(Type: "White" | "Black" | "Pink"): void;
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* When the player exits the private room
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* @returns {void} - Nothing.
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*/
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declare function PrivateExit(
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declare function PrivateExit(): void;
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/**
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* When the player joins the NPC in bed
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* @returns {void} - Nothing.
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@@ -777,6 +793,72 @@ declare function PrivateClubCardKinkyConsequence(Eyes: ExpressionName, Strip: st
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* Checks if the player owns a private room, there's a spot left and they're not locked out of it.
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*/
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declare function PrivateHasEmptySlot(): boolean;
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/**
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* Resets the possible gifts given by NPCs
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*/
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declare function PrivateGiftReset(): void;
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/**
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* Gives the NPC gift to the player, a new gift will come between 1 and 6 days
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* @param {string} GiftType - Regular or Restraint
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* @returns {void} - Nothing.
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*/
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declare function PrivateGiftGet(GiftType: string): void;
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/**
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* Uses the NPC gift on the player
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* @param {string} GiftType - Regular or Restraint
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* @returns {void} - Nothing.
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*/
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declare function PrivateGiftUse(GiftType: string): void;
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/**
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* When the player meets her owner randomly in the main hall
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* @returns {void} - Nothing.
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*/
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declare function PrivateOwnerInMainHall(): void;
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/**
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* The owner can ungag the player and it can affect the love factor
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* @param {number} LoveFactor - Amount of love to gain or lose.
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* @returns {void} - Nothing.
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*/
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declare function PrivatePlayerUngag(LoveFactor: number): void;
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/**
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* The owner can do some activities with the player from the main hall
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* @returns {void} - Nothing.
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*/
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declare function PrivateStartOwnerHallActivity(): void;
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/**
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* Owner in Main Hall - When the player returns to her private room with her owner
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* @returns {void} - Nothing.
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*/
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declare function PrivateOwnerHallReturnToPrivate(): void;
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/**
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* Owner in Main Hall - Restrains the player with a factor
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* @param {"FEW"|"LOT"|"ALL"} BondageType - The type of bondage to apply
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* @returns {void} - Nothing.
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*/
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declare function PrivateOwnerHallBondage(BondageType: "FEW" | "LOT" | "ALL"): void;
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/**
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* Owner in Main Hall - Strips the player
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* @returns {void} - Nothing.
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*/
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declare function PrivateOwnerHallNaked(): void;
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/**
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* Owner in Main Hall - Change collar and leash the player
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* @returns {void} - Nothing.
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*/
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declare function PrivateOwnerHallLeash(): void;
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/**
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* Owner in Main Hall - Changes the background and can bind/gag the player
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* @param {string} Background - The new background to setup
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* @param {string} Action - The action to perform
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* @returns {void} - Nothing.
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*/
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declare function PrivateOwnerHallBackground(Background: string, Action: string): void;
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/**
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* Owner in Main Hall - Ends the parade and can do an extra action
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* @param {string} Action - The action to perform
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* @returns {void} - Nothing.
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*/
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declare function PrivateOwnerHallParadeEnd(Action: string): void;
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declare var PrivateBackground: string;
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/** @type {null | NPCCharacter} */
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declare var PrivateVendor: null | NPCCharacter;
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declare var PrivateEntryEvent: boolean;
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declare var PrivateClubCardVictoryMode: boolean;
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declare var PrivateClubCardDefeatConsequence: string[];
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declare var PrivateGiftRegular: any;
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declare var PrivateGiftRestraint: any;
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declare var PrivateBaseDecay: number;
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@@ -57,7 +57,7 @@ declare function PrivateBedClick(): void | boolean;
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* When the player exits the private bedroom. The next sex scene will wait from 5 to 20 depending on luck and the frigid/honry trait.
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* @returns {void} - Nothing.
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*/
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declare function PrivateBedExit(
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declare function PrivateBedExit(): void;
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/**
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* When a character gets an orgasm
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* @param {Character} C - The character getting the orgasm.
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@@ -35,11 +35,11 @@ declare function CharacterLoadCSVDialog(C: Character, info?: DialogInfo): void;
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/**
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* Sets the clothes based on a character archetype
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* @param {Character} C - Character to set the clothes for
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* @param {"Maid" | "Mistress" | "Employee"} Archetype - Archetype to determine the clothes to put on
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* @param {"Maid" | "Mistress" | "Employee" | "AnimeGirl" | "Bunny"} Archetype - Archetype to determine the clothes to put on
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* @param {string} [ForceColor] - Color to use for the added clothes
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* @returns {void} - Nothing
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*/
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declare function CharacterArchetypeClothes(C: Character, Archetype: "Maid" | "Mistress" | "Employee", ForceColor?: string): void;
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declare function CharacterArchetypeClothes(C: Character, Archetype: "Maid" | "Mistress" | "Employee" | "AnimeGirl" | "Bunny", ForceColor?: string): void;
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/**
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* Loads an NPC into the character array. The appearance is randomized, and a type can be provided to dress them in a given style.
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* @param {string} CharacterID - The unique identifier for the NPC
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@@ -170,9 +170,10 @@ declare function CharacterIsInUnderwear(C: Character): boolean;
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/**
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* Removes all appearance items from the character
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* @param {Character} C - Character to undress
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* @param {boolean} refresh - Whether to refresh the character afterwards and push changes to the server database
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* @returns {void} - Nothing
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*/
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declare function CharacterNaked(C: Character): void;
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declare function CharacterNaked(C: Character, refresh?: boolean): void;
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/**
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* Dresses the given character in random underwear
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* @param {Character} C - Character to randomly dress
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@@ -216,9 +217,10 @@ declare function CharacterReleaseNoLock(C: Character): void;
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/**
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* Removes all items except for clothing and slave collars from the character
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* @param {Character} C - Character to release
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* @param {boolean} refresh - Whether to refresh the character afterwards and push changes to the server database
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* @returns {void} - Nothing
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*/
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declare function CharacterReleaseTotal(C: Character): void;
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declare function CharacterReleaseTotal(C: Character, refresh?: boolean): void;
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/**
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* Gets the bonus amount of a given type for a given character (Kidnap league)
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* @param {Character} C - Character for which we want to get the bonus amount
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package/bc/Scripts/Dialog.d.ts
CHANGED
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@@ -1010,7 +1010,7 @@ declare namespace DialogLeaveFocusItemHandlers {
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declare namespace DialogEffectIcons {
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let Table: Partial<Record<InventoryIcon, readonly EffectName[]>>;
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function GetIcons(item: Item): InventoryIcon[];
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let GetEffectIcons: (effects: EffectName
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let GetEffectIcons: (effects: Iterable<EffectName>, prop?: CraftingPropertyType) => null | InventoryIcon[];
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function _GetGagIcon(effect: EffectName, prop?: CraftingPropertyType): null | InventoryIcon;
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function _GetBlindIcon(effect: EffectName, prop?: CraftingPropertyType): null | InventoryIcon;
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function _GetDeafIcon(effect: EffectName): undefined | InventoryIcon;
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package/bc/Scripts/Element.d.ts
CHANGED
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declare function ElementContent(ID: string, Content?: string): string;
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/**
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* @template {keyof HTMLElementScalarTagNameMap} T
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* @param {
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* @param {HTMLOptions<T>} options - Options for customizing the element
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* @returns {HTMLElementTagNameMap[T]} - The created element
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*/
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declare function ElementCreate<T extends keyof HTMLElementScalarTagNameMap>(options:
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declare function ElementCreate<T extends keyof HTMLElementScalarTagNameMap>(options: HTMLOptions<T>): HTMLElementTagNameMap[T];
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/**
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* Creates a new from element in the main document.
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*
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@@ -186,7 +186,7 @@ declare function ElementIsScrolledToEnd(ID: string): boolean;
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*/
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declare function ElementFocus(ID: string): void;
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/**
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* Toggles HTML elements that were created by a given screen. When toggled off, they are hidden (not removed)
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* Toggles (non-nested) HTML elements that were created by a given screen. When toggled off, they are hidden (not removed)
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* @param {string} Screen - Screen for which to hide the elements generated
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* @param {boolean} ShouldDisplay - TRUE if we are toggling on the elements, FALSE if we are hiding them.
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*/
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package/bc/Scripts/NPC.d.ts
CHANGED
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@@ -86,7 +86,7 @@ declare function NPCLongEventDelay(C: NPCCharacter): number;
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*/
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87
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declare function NPCLongLoverEventDelay(C: NPCCharacter): number;
|
|
88
88
|
/**
|
|
89
|
-
* Changes the love factor for a specified NPC, will stay within the -100 to 100 range
|
|
89
|
+
* Changes the love factor for a specified NPC, will stay within the -100 to 100 range, 60 is max out of a relationship
|
|
90
90
|
* @param {NPCCharacter} C - NPC to change the love factor of
|
|
91
91
|
* @param {number} LoveFactor - Amount to add to the current love factor (can be negative).
|
|
92
92
|
* @returns {void} - Nothing
|
package/bc/Typedef.d.ts
CHANGED
|
@@ -102,9 +102,9 @@ type HTMLOptions<T extends keyof HTMLElementTagNameMap> = {
|
|
|
102
102
|
/** The elements parent (if any) to which it will be attached (see {@link HTMLElement.parentElement}). */
|
|
103
103
|
parent?: Node;
|
|
104
104
|
/** A list of CSS classes to-be assigned to the element (see {@link HTMLElement.classList}). */
|
|
105
|
-
classList?: readonly string[];
|
|
105
|
+
classList?: readonly (null | undefined | string)[];
|
|
106
106
|
/** Any to-be added child elements. */
|
|
107
|
-
children?: (string | Node | HTMLOptions<keyof HTMLElementTagNameMap>)[];
|
|
107
|
+
children?: (null | undefined | string | Node | HTMLOptions<keyof HTMLElementTagNameMap>)[];
|
|
108
108
|
/** The {@link HTMLElement.innerHTML} of the element; will be assigned before appending children */
|
|
109
109
|
innerHTML?: string;
|
|
110
110
|
};
|
|
@@ -453,7 +453,7 @@ type BackgroundTag =
|
|
|
453
453
|
// NOTE: `NPCArchetype` is for NPC's only
|
|
454
454
|
type TitleName =
|
|
455
455
|
NPCArchetype | "None" | "Mistress" | "Master" | "Mistree" | "ClubSlave" | "Maid" | "HeadMaid" | "BondageMaid" | "Kidnapper" |
|
|
456
|
-
"MasterKidnapper" | "Patient" | "PermanentPatient" | "EscapedPatient" | "Nurse" | "Doctor" |
|
|
456
|
+
"MasterKidnapper" | "Patient" | "PermanentPatient" | "EscapedPatient" | "Nurse" | "Doctor" | "AnimeBoy" |
|
|
457
457
|
"LadyLuck" | "LordFortune" | "Patron" | "CollegeStudent" |"Nawashi" | "Houdini" | "PonyAlicorn" |
|
|
458
458
|
"PonyPegasus" | "PonyUnicorn" | "PonyWild" | "PonyHot" | "PonyWarm" | "PonyCold" | "PonyFarm" |
|
|
459
459
|
"PonyFoal" | "InfilrationMole" | "InfilrationInfiltrator" | "InfilrationAgent" |
|
|
@@ -1574,7 +1574,7 @@ type NPCArchetype =
|
|
|
1574
1574
|
/* Pandora Special */
|
|
1575
1575
|
"Victim"|"Target"|"Chest"|
|
|
1576
1576
|
// Misc
|
|
1577
|
-
"Dominatrix" | "Nurse" | "Submissive" | "Mistress" | "Patient" | "Maid" | "Mistress" | "Maiestas" | "Vincula" | "Amplector" | "Corporis"
|
|
1577
|
+
"Dominatrix" | "Nurse" | "Submissive" | "Mistress" | "Patient" | "Maid" | "Mistress" | "Maiestas" | "Vincula" | "Amplector" | "Corporis" | "AnimeGirl" | "Bunny"
|
|
1578
1578
|
;
|
|
1579
1579
|
|
|
1580
1580
|
/** NPC Character extension */
|
|
@@ -3620,6 +3620,11 @@ interface CraftingItem {
|
|
|
3620
3620
|
* @see {@link ItemProperties.TypeRecord}
|
|
3621
3621
|
*/
|
|
3622
3622
|
TypeRecord?: null | TypeRecord;
|
|
3623
|
+
/**
|
|
3624
|
+
* Whether the crafting item is elligble for use.
|
|
3625
|
+
* Only relevant if the player is the craft's owner but do they not own the underlying item (_e.g._ due to an inventory wipe).
|
|
3626
|
+
*/
|
|
3627
|
+
Disabled?: boolean;
|
|
3623
3628
|
}
|
|
3624
3629
|
|
|
3625
3630
|
/**
|