bc-stubs 118.0.0 → 119.0.0
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/NativeDeclarations/Messages.d.ts +5 -1
- package/bc/NativeDeclarations/Typedef.d.ts +4 -4
- package/bc/Screens/Character/Appearance/Appearance.d.ts +1 -5
- package/bc/Screens/Character/BackgroundSelection/BackgroundSelection.d.ts +1 -6
- package/bc/Screens/Character/Creation/Creation.d.ts +1 -6
- package/bc/Screens/Character/Disclaimer/Disclaimer.d.ts +1 -5
- package/bc/Screens/Character/FriendList/FriendList.d.ts +2 -2
- package/bc/Screens/Character/InformationSheet/InformationSheet.d.ts +1 -5
- package/bc/Screens/Character/Login/Login.d.ts +27 -15
- package/bc/Screens/Character/OnlineProfile/OnlineProfile.d.ts +1 -5
- package/bc/Screens/Character/PasswordReset/PasswordReset.d.ts +1 -5
- package/bc/Screens/Character/Preference/Preference.d.ts +1 -6
- package/bc/Screens/Character/Relog/Relog.d.ts +15 -7
- package/bc/Screens/Character/Title/Title.d.ts +4 -8
- package/bc/Screens/Character/Wardrobe/Wardrobe.d.ts +1 -7
- package/bc/Screens/Cutscene/NPCCollaring/NPCCollaring.d.ts +1 -5
- package/bc/Screens/Cutscene/NPCSlaveAuction/NPCSlaveAuction.d.ts +1 -5
- package/bc/Screens/Cutscene/NPCWedding/NPCWedding.d.ts +1 -5
- package/bc/Screens/Cutscene/PlayerCollaring/PlayerCollaring.d.ts +1 -5
- package/bc/Screens/Cutscene/PlayerMistress/PlayerMistress.d.ts +1 -5
- package/bc/Screens/Cutscene/SarahIntro/SarahIntro.d.ts +1 -5
- package/bc/Screens/Inventory/Cloth/OffTheShoulderTop/OffTheShoulderTop.d.ts +1 -0
- package/bc/Screens/Inventory/ItemHandheld/Plushies/Plushies.d.ts +1 -0
- package/bc/Screens/MiniGame/Chess/BondageChess.d.ts +1 -5
- package/bc/Screens/MiniGame/ChestLockpick/ChestLockpick.d.ts +1 -5
- package/bc/Screens/MiniGame/ClubCard/ClubCard.d.ts +1 -5
- package/bc/Screens/MiniGame/DojoStruggle/DojoStruggle.d.ts +1 -5
- package/bc/Screens/MiniGame/GetUp/GetUp.d.ts +1 -5
- package/bc/Screens/MiniGame/HorseWalk/HorseWalk.d.ts +1 -5
- package/bc/Screens/MiniGame/MagicBattle/MagicBattle.d.ts +1 -5
- package/bc/Screens/MiniGame/MagicPuzzle/MagicPuzzle.d.ts +1 -5
- package/bc/Screens/MiniGame/MaidCleaning/MaidCleaning.d.ts +1 -5
- package/bc/Screens/MiniGame/MaidDrinks/MaidDrinks.d.ts +1 -5
- package/bc/Screens/MiniGame/PlayerAuction/PlayerAuction.d.ts +1 -5
- package/bc/Screens/MiniGame/PuppyWalker/PuppyWalker.d.ts +1 -5
- package/bc/Screens/MiniGame/RhythmGame/RhythmGame.d.ts +1 -5
- package/bc/Screens/MiniGame/SlaveAuction/SlaveAuction.d.ts +1 -5
- package/bc/Screens/MiniGame/Tennis/Tennis.d.ts +1 -5
- package/bc/Screens/MiniGame/Therapy/Therapy.d.ts +1 -5
- package/bc/Screens/MiniGame/WheelFortune/WheelFortune.d.ts +1 -5
- package/bc/Screens/Online/AdvancedRule/AdvancedRule.d.ts +1 -5
- package/bc/Screens/Online/ChatAdmin/ChatAdmin.d.ts +1 -1
- package/bc/Screens/Online/ChatAdminRoomCustomization/ChatAdminRoomCustomization.d.ts +1 -5
- package/bc/Screens/Online/ChatBlockItem/ChatBlockItem.d.ts +1 -5
- package/bc/Screens/Online/ChatRoom/ChatRoom.d.ts +1 -5
- package/bc/Screens/Online/ChatSearch/ChatSearch.d.ts +1 -1
- package/bc/Screens/Online/ChatSelect/ChatSelect.d.ts +1 -5
- package/bc/Screens/Online/ForbiddenWords/ForbiddenWords.d.ts +1 -5
- package/bc/Screens/Online/GameClubCard/GameClubCard.d.ts +1 -5
- package/bc/Screens/Online/GameLARP/GameLARP.d.ts +1 -5
- package/bc/Screens/Online/GameMagicBattle/GameMagicBattle.d.ts +1 -5
- package/bc/Screens/Online/NicknameManagement/NicknameManagement.d.ts +1 -5
- package/bc/Screens/Online/WheelFortuneCustomize/WheelFortuneCustomize.d.ts +1 -5
- package/bc/Screens/Room/Arcade/Arcade.d.ts +1 -5
- package/bc/Screens/Room/AsylumBedroom/AsylumBedroom.d.ts +1 -5
- package/bc/Screens/Room/AsylumEntrance/AsylumEntrance.d.ts +1 -5
- package/bc/Screens/Room/AsylumGGTS/AsylumGGTS.d.ts +1 -5
- package/bc/Screens/Room/AsylumMeeting/AsylumMeeting.d.ts +1 -5
- package/bc/Screens/Room/AsylumTherapy/AsylumTherapy.d.ts +1 -5
- package/bc/Screens/Room/Cafe/Cafe.d.ts +1 -5
- package/bc/Screens/Room/Cell/Cell.d.ts +1 -5
- package/bc/Screens/Room/ClubCardLounge/ClubCardLounge.d.ts +1 -5
- package/bc/Screens/Room/CollegeCafeteria/CollegeCafeteria.d.ts +1 -5
- package/bc/Screens/Room/CollegeChess/CollegeChess.d.ts +1 -5
- package/bc/Screens/Room/CollegeDetention/CollegeDetention.d.ts +1 -5
- package/bc/Screens/Room/CollegeEntrance/CollegeEntrance.d.ts +1 -5
- package/bc/Screens/Room/CollegeTeacher/CollegeTeacher.d.ts +1 -5
- package/bc/Screens/Room/CollegeTennis/CollegeTennis.d.ts +1 -5
- package/bc/Screens/Room/CollegeTheater/CollegeTheater.d.ts +1 -5
- package/bc/Screens/Room/Crafting/Crafting.d.ts +1 -5
- package/bc/Screens/Room/DailyJob/DailyJob.d.ts +1 -5
- package/bc/Screens/Room/Empty/Empty.d.ts +3 -15
- package/bc/Screens/Room/Gambling/Gambling.d.ts +1 -6
- package/bc/Screens/Room/Infiltration/Infiltration.d.ts +1 -5
- package/bc/Screens/Room/InfiltrationPerks/InfiltrationPerks.d.ts +1 -5
- package/bc/Screens/Room/Introduction/Introduction.d.ts +1 -5
- package/bc/Screens/Room/KidnapLeague/KidnapLeague.d.ts +1 -5
- package/bc/Screens/Room/LARP/LARP.d.ts +1 -5
- package/bc/Screens/Room/Magic/Magic.d.ts +2 -10
- package/bc/Screens/Room/MagicSchoolEscape/MagicSchoolEscape.d.ts +1 -5
- package/bc/Screens/Room/MagicSchoolLaboratory/MagicSchoolLaboratory.d.ts +1 -5
- package/bc/Screens/Room/MaidQuarters/MaidQuarters.d.ts +1 -5
- package/bc/Screens/Room/MainHall/MainHall.d.ts +1 -5
- package/bc/Screens/Room/Management/Management.d.ts +1 -5
- package/bc/Screens/Room/MovieStudio/MovieStudio.d.ts +1 -5
- package/bc/Screens/Room/Nursery/Nursery.d.ts +1 -1
- package/bc/Screens/Room/Pandora/Pandora.d.ts +1 -5
- package/bc/Screens/Room/PandoraPrison/PandoraPrison.d.ts +1 -5
- package/bc/Screens/Room/Photographic/Photographic.d.ts +1 -1
- package/bc/Screens/Room/Platform/Platform.d.ts +1 -5
- package/bc/Screens/Room/PlatformDialog/PlatformDialog.d.ts +1 -5
- package/bc/Screens/Room/PlatformIntro/PlatformIntro.d.ts +1 -5
- package/bc/Screens/Room/PlatformProfile/PlatformProfile.d.ts +1 -5
- package/bc/Screens/Room/Poker/Poker.d.ts +1 -5
- package/bc/Screens/Room/Prison/Prison.d.ts +1 -1
- package/bc/Screens/Room/Private/Private.d.ts +1 -5
- package/bc/Screens/Room/PrivateBed/PrivateBed.d.ts +1 -5
- package/bc/Screens/Room/PrivateRansom/PrivateRansom.d.ts +1 -5
- package/bc/Screens/Room/Sarah/Sarah.d.ts +1 -1
- package/bc/Screens/Room/Shibari/Shibari.d.ts +1 -5
- package/bc/Screens/Room/Shop/Shop.d.ts +1 -5
- package/bc/Screens/Room/Shop2/Shop2.d.ts +1 -1
- package/bc/Screens/Room/SlaveMarket/SlaveMarket.d.ts +1 -5
- package/bc/Screens/Room/Stable/Stable.d.ts +1 -1
- package/bc/Scripts/Asset.d.ts +1 -1
- package/bc/Scripts/Character.d.ts +24 -1
- package/bc/Scripts/Common.d.ts +32 -2
- package/bc/Scripts/Dialog.d.ts +5 -1
- package/bc/Scripts/Drawing.d.ts +18 -3
- package/bc/Scripts/GLDraw.d.ts +0 -2
- package/bc/Scripts/Layering.d.ts +1 -1
- package/bc/Scripts/MiniGame.d.ts +1 -1
- package/bc/Scripts/Server.d.ts +1 -1
- package/package.json +1 -1
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@@ -25,6 +25,8 @@ interface ServerAccountImmutableData {
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Pose?: readonly AssetPoseName[];
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}
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type AllowedInteractions = 0 | 1 | 2 | 3 | 4 | 5;
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interface ServerAccountData extends ServerAccountImmutableData {
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Owner?: string;
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/**
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@@ -37,7 +39,9 @@ interface ServerAccountData extends ServerAccountImmutableData {
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BlackList: MemberNumber[];
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FriendList: MemberNumber[];
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WhiteList: MemberNumber[];
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-
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AllowedInteractions: AllowedInteractions;
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/** @deprecated */
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ItemPermission: AllowedInteractions;
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Skill?: Skill[];
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Reputation?: { Type: ReputationType, Value: number }[];
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Wardrobe?: string;
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@@ -565,7 +565,7 @@ type AssetGroupScriptName = 'ItemScript';
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type AssetGroupBodyName =
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ExpressionGroupName | 'AnkletLeft' | 'AnkletRight' | 'ArmsLeft' | 'ArmsRight' |
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'BodyStyle' | 'BodyLower' | 'BodyUpper' | 'BodyMarkings' | 'Bra' | 'Bracelet' | 'Cloth' |
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'ClothAccessory' | 'ClothLower' | 'ClothOuter' | 'Corset' | 'EyeShadow' | 'FacialHair' | 'Garters' | 'Glasses' | 'Gloves' |
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'ClothAccessory' | 'ClothLower' | 'ClothOuter' | 'Corset' | 'Decals' | 'EyeShadow' | 'FacialHair' | 'Garters' | 'Glasses' | 'Gloves' |
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'HairAccessory1' | 'HairAccessory2' | 'HairAccessory3' | 'HairBack' |
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'HairFront' | 'HandAccessoryLeft' | 'HandAccessoryRight' | 'FacialHair' | 'Hat' | 'Head' | 'Height' | 'Jewelry' | 'Mask' |
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'Necklace' | 'Nipples' | 'Panties' | 'Pronouns' |
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type VoidHandler = () => void;
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type ScreenLoadHandler =
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type ScreenLoadHandler = () => Promise<void>;
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type ScreenUnloadHandler = VoidHandler;
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type ScreenDrawHandler = VoidHandler;
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type ScreenRunHandler = (time: number) => void;
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@@ -1874,7 +1874,7 @@ interface Character {
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PermissionItems: Partial<Record<`${AssetGroupName}/${string}`, ItemPermissions>>;
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HeightModifier: number;
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MemberNumber?: number;
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AllowedInteractions: AllowedInteractions;
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Ownership: Ownership | null;
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Lovership: Lovership[];
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ExpressionQueue?: ExpressionQueueItem[];
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LastChange?: number;
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};
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Crafting: (null | CraftingItem)[];
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AllowedInteractions: AllowedInteractions;
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// PreferenceInitPlayer() must be updated with defaults, when adding a new setting
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ChatSettings: ChatSettingsType;
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* @returns {number} - The amounnt to move the character along the Y co-ordinate
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*/
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declare function CharacterAppearanceYOffset(C: Character, HeightRatio: number, IgnoreUpButton?: boolean): number;
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* Loads the character appearance screen and keeps a backup of the previous appearance. The function name is created dynamically.
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*/
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declare function AppearanceLoad(): void;
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declare function AppearanceLoad(): Promise<void>;
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/**
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* Build the buttons in the top menu
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* @param {Character} C - The character the appearance is being set for
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* @returns {number} - Returns -1 if the description of object a is less then that of b, 1 otherwise
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declare function BackgroundSelectionSort(a: string, b: string): number;
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* Initializes the Background selection screen.
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* Function coiuld be called dynamically, so the body has to be there, even if it does nothing.
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*/
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declare function BackgroundSelectionLoad(): void;
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declare function BackgroundSelectionLoad(): Promise<void>;
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declare function BackgroundSelectionUnload(): void;
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/**
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* Handles input in the text box in the topmost row of the selection screen
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* Loads the character login screen. Imports data from the Bondage College if necessary
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* and creates the input fields. This function is called dynamically.
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declare function CreationLoad(): void;
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declare function CreationLoad(): Promise<void>;
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/**
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* Runs the character creation screen. Draws all needed input fields and buttons.
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* If the import of Bondage College data is possible, an appropriate check box is drawn.
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declare function FriendListLoad(): void
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declare function FriendListLoad(): Promise<void>;
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declare function FriendListResize(load: boolean): void;
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declare function FriendListRun(time: number): void;
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declare function FriendListDraw(): void;
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* Exits the friendlist
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* @param {string} room The room to search for
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*/
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declare function FriendListChatSearch(room: string): void
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declare function FriendListChatSearch(room: string): Promise<void>;
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/**
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* Loads the friend list data into the HTML div element.
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* @param {ServerFriendInfo[]} data - An array of data, we receive from the server
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declare function InformationSheetLoad(): void;
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declare function InformationSheetLoad(): Promise<void>;
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/**
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*/
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declare function LoginDrawCredits(): void;
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declare function LoginLoad(): Promise<void>;
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declare function
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declare function LoginRun(): void;
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/**
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*
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* Handles player click events on the character login screen
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*/
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declare function
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declare function LoginClick(): void;
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declare function LoginKeyDown(event: KeyboardEvent): boolean;
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/**
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* Unload function - called when the login page unloads
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*/
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declare function LoginUnload(): void;
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declare function LoginResize(load: boolean): void;
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declare function LoginReloadLanguageText(): void;
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/**
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* Perform the inventory fixups needed.
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* @param {InventoryBundle[]} Inventory - The server-provided inventory object
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declare function LoginResponse(C: ServerLoginResponse): void;
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/** Check if the player's browser has ES2020 support */
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declare function LoginCheckES2020(): void;
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* Handles player click events on the character login screen
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declare function LoginClick(): void;
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declare function LoginKeyDown(event: KeyboardEvent): boolean;
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/**
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* Attempt to log the user in based on their input username and password
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* @param {string} Name
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* @returns {string | null} The current login status, or null if we're not currently attempting to log in
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*/
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declare function LoginGetStatus(): string | null;
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declare function LoginExit(): void;
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declare function LoginUnload(): void;
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declare var LoginBackground: string;
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/**
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* Contents of the GameCredits.csv file
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* Lifetime bound to the screen.
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* @type {NPCCharacter} */
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declare var LoginCharacter: NPCCharacter;
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declare const LoginIDs: Readonly<{
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name: "InputName";
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password: "InputPassword";
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language: "LanguageDropdown";
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nameLabel: "login-name-label";
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passwordLabel: "login-password-label";
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newCharacter: "login-new-character-label";
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register: "login-register-button";
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login: "login-login-button";
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welcome: "login-welcome-message";
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status: "login-status";
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passwordReset: "login-password-reset-button";
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forgotPassword: "login-password-reset-hint";
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cheats: "login-cheats-button";
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+
footer: "login-footer";
|
|
191
|
+
}>;
|
|
180
192
|
declare namespace LoginEventListeners {
|
|
181
193
|
function _KeyDownInputName(this: HTMLInputElement, ev: KeyboardEvent): void;
|
|
182
194
|
function _KeyDownInputPassword(this: HTMLInputElement, ev: KeyboardEvent): void;
|
|
@@ -1,9 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the preference screen. This function is called dynamically, when the character enters the preference screen
|
|
3
|
-
* for the first time
|
|
4
|
-
* @returns {void} - Nothing
|
|
5
|
-
*/
|
|
6
|
-
declare function PreferenceLoad(): void;
|
|
1
|
+
declare function PreferenceLoad(): Promise<void>;
|
|
7
2
|
/**
|
|
8
3
|
* Runs the preference screen. This function is called dynamically on a repeated basis.
|
|
9
4
|
* So don't use complex loops or other function calls within this method
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the relog screen
|
|
3
|
-
* @returns {void} Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function RelogLoad(): void;
|
|
1
|
+
declare function RelogLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Unload the relog screen
|
|
8
4
|
*/
|
|
@@ -19,7 +15,19 @@ declare function RelogRun(): void;
|
|
|
19
15
|
declare function RelogClick(): void;
|
|
20
16
|
declare function RelogKeyDown(event: KeyboardEvent): boolean;
|
|
21
17
|
declare function RelogExit(): void;
|
|
22
|
-
declare
|
|
23
|
-
declare var RelogCanvas: HTMLCanvasElement;
|
|
18
|
+
declare function RelogResize(): void;
|
|
24
19
|
/** @type {null | RelogData} */
|
|
25
20
|
declare var RelogData: null | RelogData;
|
|
21
|
+
declare const RelogIDs: Readonly<{
|
|
22
|
+
subscreen: "relog-subscreen";
|
|
23
|
+
passwordLabel: "relog-password-label";
|
|
24
|
+
password: "InputPassword";
|
|
25
|
+
passwordPair: "relog-password-pair";
|
|
26
|
+
status: "relog-status";
|
|
27
|
+
accountName: "relog-account-name";
|
|
28
|
+
enterPasswordHint: "relog-enter-password-hint";
|
|
29
|
+
login: "relog-login";
|
|
30
|
+
leave: "relog-leave";
|
|
31
|
+
buttons: "relog-buttons";
|
|
32
|
+
passwordAndButtons: "relog-password-and-buttons";
|
|
33
|
+
}>;
|
|
@@ -23,11 +23,8 @@ declare function TitleIsForced(Title: TitleName): boolean;
|
|
|
23
23
|
* @returns {boolean} - Result of the check
|
|
24
24
|
*/
|
|
25
25
|
declare function TitleIsEarned(Title: TitleName): boolean;
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
* @returns {void} - Nothing
|
|
29
|
-
*/
|
|
30
|
-
declare function TitleLoad(): void;
|
|
26
|
+
declare function TitleLoad(): Promise<void>;
|
|
27
|
+
declare function TitleUnload(): void;
|
|
31
28
|
/**
|
|
32
29
|
* Runs the title selection screen. This function is called dynamically on a repeated basis,
|
|
33
30
|
* so don't use complex loops or call extended functions from here.
|
|
@@ -50,9 +47,8 @@ declare var TitleList: {
|
|
|
50
47
|
}[];
|
|
51
48
|
/** @type {null | TitleName} */
|
|
52
49
|
declare var TitleSelectedTitle: null | TitleName;
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
declare var TitleNicknameStatus: null | "NicknameTooLong" | "NicknameInvalidChars";
|
|
50
|
+
/** @type {null | "NicknameTooLong" | "NicknameInvalidChars" | "NicknameLocked"} */
|
|
51
|
+
declare var TitleNicknameStatus: null | "NicknameTooLong" | "NicknameInvalidChars" | "NicknameLocked";
|
|
56
52
|
declare let TitleOffset: number;
|
|
57
53
|
/** @type {{ Name: TitleName; Requirement: () => boolean; Earned?: boolean, Force?: boolean }[]} */
|
|
58
54
|
declare let TitleListFiltered: {
|
|
@@ -16,13 +16,7 @@ declare function WardrobeFixLength(): void;
|
|
|
16
16
|
* @returns {void} - Nothing
|
|
17
17
|
*/
|
|
18
18
|
declare function WardrobeLoadCharacters(Fast: boolean): void;
|
|
19
|
-
|
|
20
|
-
* Loads the player's wardrobe. when the player opens the wardrobe screen for the first time.
|
|
21
|
-
* This function is called dynamically.
|
|
22
|
-
* @returns {void} - Nothing
|
|
23
|
-
*
|
|
24
|
-
*/
|
|
25
|
-
declare function WardrobeLoad(): void;
|
|
19
|
+
declare function WardrobeLoad(): Promise<void>;
|
|
26
20
|
/**
|
|
27
21
|
* Shows the wardrobe screen. This function is called dynamically on a repeated basis. So don't call complex functions
|
|
28
22
|
* or use extended loops in this function.
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the NPC collaring cutscene by creating the random NPCs and setting the stage
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function NPCCollaringLoad(): void;
|
|
1
|
+
declare function NPCCollaringLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs and draws the NPC collaring cutscene
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the slave auction cutscene by creating the NPCs and setting the stage.
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function NPCSlaveAuctionLoad(): void;
|
|
1
|
+
declare function NPCSlaveAuctionLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs and draws the slave auction cutscene
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -11,11 +11,7 @@ declare function NPCWeddingDress(C: Character, Dress: string): void;
|
|
|
11
11
|
* @returns {void} - Nothing.
|
|
12
12
|
*/
|
|
13
13
|
declare function NPCWeddingBridesmaid(C: Character): void;
|
|
14
|
-
|
|
15
|
-
* Loads the NPC wedding cutscene by creating the random NPCs and setting the stage
|
|
16
|
-
* @returns {void} - Nothing
|
|
17
|
-
*/
|
|
18
|
-
declare function NPCWeddingLoad(): void;
|
|
14
|
+
declare function NPCWeddingLoad(): Promise<void>;
|
|
19
15
|
/**
|
|
20
16
|
* Runs and draws the NPC wedding cutscene
|
|
21
17
|
* @returns {void} - Nothing
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the Player collaring cutscene by creating the random NPCs and setting the stage
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function PlayerCollaringLoad(): void;
|
|
1
|
+
declare function PlayerCollaringLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs and draws the player collaring cutscene
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the mistress promotion cutscene by creating the random maids and mistress, and setting the stage
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function PlayerMistressLoad(): void;
|
|
1
|
+
declare function PlayerMistressLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs and draws the mistress promotion cutscene
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the Sarah/Amanda/Sophie intro cutscene by creating the NPCs and setting the stage based on the current state the player is at in the story
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function SarahIntroLoad(): void;
|
|
1
|
+
declare function SarahIntroLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs and draws the Sarah/Amanda/Sophie intro cutscene
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
declare function InventoryClothOffTheShoulderTopInitHook(data: ModularItemData, originalFunction: (C: Character, item: Item, push: boolean, refresh: boolean) => boolean, C: Character, item: Item, push: boolean, refresh: boolean): boolean;
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
declare function InventoryItemHandheldPlushiesSetOptionHook(data: ModularItemData, originalFunction: (C: Character, item: Item, newOption: ModularItemOption, previousOption: ModularItemOption, push: boolean, refresh: boolean) => void, C: Character, item: Item, newOption: ModularItemOption, previousOption: ModularItemOption, push: boolean, refresh: boolean): void;
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the chess mini game and sets the difficulty ratio before serving the first ball
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function ChessLoad(): void;
|
|
1
|
+
declare function ChessLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs the chess mini game and draws its components on screen
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the mini game, resets the speed and difficulty
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function ChestLockpickLoad(): void;
|
|
1
|
+
declare function ChestLockpickLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs the chest lock pick mini game and draws its components on screen
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -558,11 +558,7 @@ declare function ClubCardLoadCaption(): void;
|
|
|
558
558
|
* @returns {void} - Nothing
|
|
559
559
|
*/
|
|
560
560
|
declare function ClubCardCommonLoad(): void;
|
|
561
|
-
|
|
562
|
-
* Loads the club card mini-game: Assigns the opponents and draws the cards
|
|
563
|
-
* @returns {void} - Nothing
|
|
564
|
-
*/
|
|
565
|
-
declare function ClubCardLoad(): void;
|
|
561
|
+
declare function ClubCardLoad(): Promise<void>;
|
|
566
562
|
/**
|
|
567
563
|
* Draw the club card player hand on screen, show only sleeves if not controlled by player
|
|
568
564
|
* @param {Number} Value - The card to draw
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the dojo struggle mini game and prepare the rope walls
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function DojoStruggleLoad(): void;
|
|
1
|
+
declare function DojoStruggleLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs the dojo struggle mini game and draws the relevant information on screen
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -4,11 +4,7 @@
|
|
|
4
4
|
* @returns {void} - Nothing
|
|
5
5
|
*/
|
|
6
6
|
declare function GetUpEnd(Victory: boolean): void;
|
|
7
|
-
|
|
8
|
-
* Loads the Get Up mini game
|
|
9
|
-
* @returns {void} - Nothing
|
|
10
|
-
*/
|
|
11
|
-
declare function GetUpLoad(): void;
|
|
7
|
+
declare function GetUpLoad(): Promise<void>;
|
|
12
8
|
/**
|
|
13
9
|
* @param {number} delta
|
|
14
10
|
*/
|
|
@@ -22,11 +22,7 @@ declare function HorseWalkGenerateHurdleTrainingItems(MaxHurdle: number): void;
|
|
|
22
22
|
* @returns {void} - Nothing
|
|
23
23
|
*/
|
|
24
24
|
declare function HorseWalkDrawItem(): void;
|
|
25
|
-
|
|
26
|
-
* Loads the Horse Walk mini game and generate the items, there are more carrots on harder difficulties and there are less of them overall on mobile because it is hard (no mouse swiping)
|
|
27
|
-
* @returns {void} - Nothing
|
|
28
|
-
*/
|
|
29
|
-
declare function HorseWalkLoad(): void;
|
|
25
|
+
declare function HorseWalkLoad(): Promise<void>;
|
|
30
26
|
/**
|
|
31
27
|
* Runs the horse walk mini game and draws the characters and items on screen
|
|
32
28
|
* @returns {void} - Nothing
|
|
@@ -7,11 +7,7 @@
|
|
|
7
7
|
* @returns {void} - Nothing
|
|
8
8
|
*/
|
|
9
9
|
declare function MagicBattleStart(Opponent: Character, Difficulty: number, Background: string, FunctionName: string): void;
|
|
10
|
-
|
|
11
|
-
* Loads the magic battle
|
|
12
|
-
* @returns {void} - Nothing
|
|
13
|
-
*/
|
|
14
|
-
declare function MagicBattleLoad(): void;
|
|
10
|
+
declare function MagicBattleLoad(): Promise<void>;
|
|
15
11
|
/**
|
|
16
12
|
* Returns a difficulty factor based on the character nakedness and predicament
|
|
17
13
|
* @param {Character} C
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the magic puzzle mini game and sets the difficulty ratio
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function MagicPuzzleLoad(): void;
|
|
1
|
+
declare function MagicPuzzleLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Returns the time in seconds with 3 digits milliseconds
|
|
8
4
|
* @param {number} Time
|
|
@@ -9,11 +9,7 @@ declare function MaidCleaningGenerateSpots(MaxSpot: number): void;
|
|
|
9
9
|
* @returns {void} - Nothing
|
|
10
10
|
*/
|
|
11
11
|
declare function MaidCleaningDrawSpots(): void;
|
|
12
|
-
|
|
13
|
-
* Loads the maid cleaning mini game. It will select a random background and generate spots based on the difficulty
|
|
14
|
-
* @returns {void} - Nothing
|
|
15
|
-
*/
|
|
16
|
-
declare function MaidCleaningLoad(): void;
|
|
12
|
+
declare function MaidCleaningLoad(): Promise<void>;
|
|
17
13
|
/**
|
|
18
14
|
* Runs the maid cleaning mini game
|
|
19
15
|
* @returns {void} - Nothing
|
|
@@ -3,11 +3,7 @@
|
|
|
3
3
|
* @param {number} StartTime - Start time of the sequence
|
|
4
4
|
*/
|
|
5
5
|
declare function MaidDrinksGenerateMove(StartTime: number): void;
|
|
6
|
-
|
|
7
|
-
* Loads the maid drinks mini game and its NPCs
|
|
8
|
-
* @returns {void} - Nothing
|
|
9
|
-
*/
|
|
10
|
-
declare function MaidDrinksLoad(): void;
|
|
6
|
+
declare function MaidDrinksLoad(): Promise<void>;
|
|
11
7
|
/**
|
|
12
8
|
* Draws the icons for the mini game
|
|
13
9
|
* @returns {void} - Nothing
|
|
@@ -9,11 +9,7 @@ declare function PlayerAuctionSetNextBidTime(): void;
|
|
|
9
9
|
* @returns {void} - Nothing
|
|
10
10
|
*/
|
|
11
11
|
declare function PlayerAuctionAddCustomer(Index: number): void;
|
|
12
|
-
|
|
13
|
-
* Loads the player auction mini game by setting the global variables and loading the NPCs required
|
|
14
|
-
* @returns {void} - Nothing
|
|
15
|
-
*/
|
|
16
|
-
declare function PlayerAuctionLoad(): void;
|
|
12
|
+
declare function PlayerAuctionLoad(): Promise<void>;
|
|
17
13
|
/**
|
|
18
14
|
* Runs the player auction mini game by drawing the characters and related text on screen.
|
|
19
15
|
* @returns {void} - Nothing
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the puppy walker mini game and sets the difficulty, it's a little faster on mobile because it's easier.
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function PuppyWalkerLoad(): void;
|
|
1
|
+
declare function PuppyWalkerLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Draws the puppy girl if she hasn't escaped
|
|
8
4
|
* @param {Character} Puppy - The puppy character to draw
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the rythm mini game after saving the main cancas to restore it once the game is done.
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function RhythmGameLoad(): void;
|
|
1
|
+
declare function RhythmGameLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs and draws the canvas for the rythm mini game. The game uses objects to handle various processes.
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -3,11 +3,7 @@
|
|
|
3
3
|
* @returns {void} - Nothing
|
|
4
4
|
*/
|
|
5
5
|
declare function SlaveAuctionSetNextBidTime(): void;
|
|
6
|
-
|
|
7
|
-
* Loads the slave auction mini game by setting the global variables and loading the NPCs required
|
|
8
|
-
* @returns {void} - Nothing
|
|
9
|
-
*/
|
|
10
|
-
declare function SlaveAuctionLoad(): void;
|
|
6
|
+
declare function SlaveAuctionLoad(): Promise<void>;
|
|
11
7
|
/**
|
|
12
8
|
* Runs the slave auction mini game by drawing the characters and related text on screen.
|
|
13
9
|
* @returns {void} - Nothing
|
|
@@ -11,11 +11,7 @@ declare function TennisServe(CharacterLeftServe: boolean): void;
|
|
|
11
11
|
* @returns {string} - Score in text, or current status (Win, loss, advantage)
|
|
12
12
|
*/
|
|
13
13
|
declare function TennisGetScore(PointFor: number, PointAgainst: number): string;
|
|
14
|
-
|
|
15
|
-
* Loads the tennis mini game and sets the difficulty ratio before serving the first ball
|
|
16
|
-
* @returns {void} - Nothing
|
|
17
|
-
*/
|
|
18
|
-
declare function TennisLoad(): void;
|
|
14
|
+
declare function TennisLoad(): Promise<void>;
|
|
19
15
|
/**
|
|
20
16
|
* Runs the tennis mini game and draws its components on screen
|
|
21
17
|
* @returns {void} - Nothing
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the therapy mini game and sets the difficulty. The game is a little faster on mobile since its easier.
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function TherapyLoad(): void;
|
|
1
|
+
declare function TherapyLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Runs the therapy mini game.
|
|
8
4
|
* @returns {void} - Nothing
|
|
@@ -39,11 +39,7 @@ declare function WheelFortuneBlockWardrobe(Minutes: number): void;
|
|
|
39
39
|
* @returns {void} - Nothing
|
|
40
40
|
*/
|
|
41
41
|
declare function WheelFortuneInventoryWear(Group: AssetGroupName, Minutes: number): void;
|
|
42
|
-
|
|
43
|
-
* Loads the lucky wheel mini game and builds the wheel
|
|
44
|
-
* @returns {void} - Nothing
|
|
45
|
-
*/
|
|
46
|
-
declare function WheelFortuneLoad(): void;
|
|
42
|
+
declare function WheelFortuneLoad(): Promise<void>;
|
|
47
43
|
/**
|
|
48
44
|
* Draws the full lucky wheel
|
|
49
45
|
* @param {string} FullWheel
|
|
@@ -1,8 +1,4 @@
|
|
|
1
|
-
|
|
2
|
-
* Loads the advanced rule screen
|
|
3
|
-
* @returns {void} - Nothing
|
|
4
|
-
*/
|
|
5
|
-
declare function AdvancedRuleLoad(): void;
|
|
1
|
+
declare function AdvancedRuleLoad(): Promise<void>;
|
|
6
2
|
/**
|
|
7
3
|
* Starts the advanced rule screen and loads it
|
|
8
4
|
* @param {LogNameAdvanced} RuleType
|
|
@@ -21,7 +21,7 @@ declare function ChatAdminStart(mode: "create" | "update", roomData?: ChatRoomSe
|
|
|
21
21
|
* @returns {boolean}
|
|
22
22
|
*/
|
|
23
23
|
declare function ChatAdminCanEdit(): boolean;
|
|
24
|
-
declare function ChatAdminLoad(): void
|
|
24
|
+
declare function ChatAdminLoad(): Promise<void>;
|
|
25
25
|
declare function ChatAdminUnload(): void;
|
|
26
26
|
/**
|
|
27
27
|
* Handles drawing the editor screen
|