bc-stubs 96.0.0
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/LICENSE +21 -0
- package/README.md +2 -0
- package/bc/Assets/Female3DCG/Female3DCG.d.ts +41 -0
- package/bc/Assets/Female3DCG/Female3DCGExtended.d.ts +29 -0
- package/bc/Backgrounds/Backgrounds.d.ts +37 -0
- package/bc/Female3DCG_Types.d.ts +875 -0
- package/bc/Screens/Character/Appearance/Appearance.d.ts +392 -0
- package/bc/Screens/Character/BackgroundSelection/BackgroundSelection.d.ts +98 -0
- package/bc/Screens/Character/Cheat/Cheat.d.ts +54 -0
- package/bc/Screens/Character/Creation/Creation.d.ts +40 -0
- package/bc/Screens/Character/Disclaimer/Disclaimer.d.ts +21 -0
- package/bc/Screens/Character/FriendList/FriendList.d.ts +102 -0
- package/bc/Screens/Character/InformationSheet/InformationSheet.d.ts +46 -0
- package/bc/Screens/Character/ItemColor/ItemColor.d.ts +232 -0
- package/bc/Screens/Character/Login/Login.d.ts +194 -0
- package/bc/Screens/Character/OnlineProfile/OnlineProfile.d.ts +27 -0
- package/bc/Screens/Character/PasswordReset/PasswordReset.d.ts +28 -0
- package/bc/Screens/Character/Preference/Preference.d.ts +658 -0
- package/bc/Screens/Character/Relog/Relog.d.ts +36 -0
- package/bc/Screens/Character/Title/Title.d.ts +68 -0
- package/bc/Screens/Character/Wardrobe/Wardrobe.d.ts +93 -0
- package/bc/Screens/Cutscene/NPCCollaring/NPCCollaring.d.ts +26 -0
- package/bc/Screens/Cutscene/NPCSlaveAuction/NPCSlaveAuction.d.ts +27 -0
- package/bc/Screens/Cutscene/NPCWedding/NPCWedding.d.ts +35 -0
- package/bc/Screens/Cutscene/PlayerCollaring/PlayerCollaring.d.ts +26 -0
- package/bc/Screens/Cutscene/PlayerMistress/PlayerMistress.d.ts +24 -0
- package/bc/Screens/Cutscene/SarahIntro/SarahIntro.d.ts +22 -0
- package/bc/Screens/Inventory/Cloth/CheerleaderTop/CheerleaderTop.d.ts +33 -0
- package/bc/Screens/Inventory/Cloth/FrilledShirt/FrilledShirt.d.ts +10 -0
- package/bc/Screens/Inventory/ClothAccessory/Bib/Bib.d.ts +2 -0
- package/bc/Screens/Inventory/EyeShadow/EyeShadow.d.ts +60 -0
- package/bc/Screens/Inventory/Futuristic/Futuristic.d.ts +60 -0
- package/bc/Screens/Inventory/ItemArms/FullLatexSuit/FullLatexSuit.d.ts +6 -0
- package/bc/Screens/Inventory/ItemArms/HempRope/HempRope.d.ts +2 -0
- package/bc/Screens/Inventory/ItemArms/NylonRope/NylonRope.d.ts +2 -0
- package/bc/Screens/Inventory/ItemArms/PrisonLockdownSuit/PrisonLockdownSuit.d.ts +4 -0
- package/bc/Screens/Inventory/ItemArms/TransportJacket/TransportJacket.d.ts +10 -0
- package/bc/Screens/Inventory/ItemBreast/ForbiddenChastityBra/ForbiddenChastityBra.d.ts +32 -0
- package/bc/Screens/Inventory/ItemBreast/FuturisticBra/FuturisticBra.d.ts +24 -0
- package/bc/Screens/Inventory/ItemButt/AnalBeads2/AnalBeads2.d.ts +2 -0
- package/bc/Screens/Inventory/ItemButt/InflVibeButtPlug/InflVibeButtPlug.d.ts +2 -0
- package/bc/Screens/Inventory/ItemDevices/DollBox/DollBox.d.ts +2 -0
- package/bc/Screens/Inventory/ItemDevices/FuckMachine/FuckMachine.d.ts +16 -0
- package/bc/Screens/Inventory/ItemDevices/FuturisticCrate/FuturisticCrate.d.ts +8 -0
- package/bc/Screens/Inventory/ItemDevices/KabeshiriWall/KabeshiriWall.d.ts +13 -0
- package/bc/Screens/Inventory/ItemDevices/Kennel/Kennel.d.ts +18 -0
- package/bc/Screens/Inventory/ItemDevices/LuckyWheel/LuckyWheel.d.ts +48 -0
- package/bc/Screens/Inventory/ItemDevices/PetBowl/PetBowl.d.ts +6 -0
- package/bc/Screens/Inventory/ItemDevices/VacBedDeluxe/VacBedDeluxe.d.ts +2 -0
- package/bc/Screens/Inventory/ItemDevices/WheelFortune/WheelFortune.d.ts +10 -0
- package/bc/Screens/Inventory/ItemDevices/WoodenBox/WoodenBox.d.ts +13 -0
- package/bc/Screens/Inventory/ItemFeet/HempRope/HempRope.d.ts +2 -0
- package/bc/Screens/Inventory/ItemFeet/NylonRope/NylonRope.d.ts +2 -0
- package/bc/Screens/Inventory/ItemHandhelds/PortalTablet/PortalTablet.d.ts +10 -0
- package/bc/Screens/Inventory/ItemHead/DroneMask/DroneMask.d.ts +2 -0
- package/bc/Screens/Inventory/ItemHood/CanvasHood/CanvasHood.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/CombinationPadlock/CombinationPadlock.d.ts +16 -0
- package/bc/Screens/Inventory/ItemMisc/ExclusivePadlock/ExclusivePadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/FamilyPadlock/FamilyPadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/HighSecurityPadlock/HighSecurityPadlock.d.ts +15 -0
- package/bc/Screens/Inventory/ItemMisc/IntricatePadlock/IntricatePadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/LoversPadlock/LoversPadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/LoversTimerPadlock/LoversTimerPadlock.d.ts +17 -0
- package/bc/Screens/Inventory/ItemMisc/MetalPadlock/MetalPadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/MistressPadlock/MistressPadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/MistressTimerPadlock/MistressTimerPadlock.d.ts +13 -0
- package/bc/Screens/Inventory/ItemMisc/OwnerPadlock/OwnerPadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/OwnerTimerPadlock/OwnerTimerPadlock.d.ts +22 -0
- package/bc/Screens/Inventory/ItemMisc/PandoraPadlock/PandoraPadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/PasswordPadlock/PasswordPadlock.d.ts +17 -0
- package/bc/Screens/Inventory/ItemMisc/PortalLinkPadlock/PortalLinkPadlock.d.ts +6 -0
- package/bc/Screens/Inventory/ItemMisc/SafewordPadlock/SafewordPadlock.d.ts +12 -0
- package/bc/Screens/Inventory/ItemMisc/TimerPadlock/TimerPadlock.d.ts +13 -0
- package/bc/Screens/Inventory/ItemMisc/TimerPasswordPadlock/TimerPasswordPadlock.d.ts +13 -0
- package/bc/Screens/Inventory/ItemMisc/WoodenSign/WoodenSign.d.ts +2 -0
- package/bc/Screens/Inventory/ItemMouth/FuturisticPanelGag/FuturisticPanelGag.d.ts +49 -0
- package/bc/Screens/Inventory/ItemNeck/AutoShockCollar/AutoShockCollar.d.ts +4 -0
- package/bc/Screens/Inventory/ItemNeck/FuturisticCollar/FuturisticCollar.d.ts +59 -0
- package/bc/Screens/Inventory/ItemNeck/PetSuitShockCollar/PetSuitShockCollar.d.ts +4 -0
- package/bc/Screens/Inventory/ItemNeck/ShockCollar/ShockCollar.d.ts +4 -0
- package/bc/Screens/Inventory/ItemNeck/SlaveCollar/SlaveCollar.d.ts +25 -0
- package/bc/Screens/Inventory/ItemNeckAccessories/CollarAutoShockUnit/CollarAutoShockUnit.d.ts +15 -0
- package/bc/Screens/Inventory/ItemNeckAccessories/CollarNameTag/CollarNameTag.d.ts +8 -0
- package/bc/Screens/Inventory/ItemNeckAccessories/CollarShockUnit/CollarShockUnit.d.ts +17 -0
- package/bc/Screens/Inventory/ItemNeckAccessories/CustomCollarTag/CustomCollarTag.d.ts +2 -0
- package/bc/Screens/Inventory/ItemNeckAccessories/ElectronicTag/ElectronicTag.d.ts +2 -0
- package/bc/Screens/Inventory/ItemNeckRestraints/CollarLeash/CollarLeash.d.ts +4 -0
- package/bc/Screens/Inventory/ItemNeckRestraints/PetPost/PetPost.d.ts +2 -0
- package/bc/Screens/Inventory/ItemNipples/LactationPump/LactationPump.d.ts +2 -0
- package/bc/Screens/Inventory/ItemPelvis/ForbiddenChastityBelt/ForbiddenChastityBelt.d.ts +32 -0
- package/bc/Screens/Inventory/ItemPelvis/FuturisticChastityBelt/FuturisticChastityBelt.d.ts +28 -0
- package/bc/Screens/Inventory/ItemPelvis/FuturisticTrainingBelt/FuturisticTrainingBelt.d.ts +103 -0
- package/bc/Screens/Inventory/ItemPelvis/LoveChastityBelt/LoveChastityBelt.d.ts +8 -0
- package/bc/Screens/Inventory/ItemPelvis/ObedienceBelt/ObedienceBelt.d.ts +29 -0
- package/bc/Screens/Inventory/ItemPelvis/PortalPanties/PortalPanties.d.ts +10 -0
- package/bc/Screens/Inventory/ItemPelvis/SciFiPleasurePanties/SciFiPleasurePanties.d.ts +6 -0
- package/bc/Screens/Inventory/ItemTorso/FuturisticHarness/FuturisticHarness.d.ts +8 -0
- package/bc/Screens/Inventory/ItemVulva/ClitAndDildoVibratorbelt/ClitAndDildoVibratorbelt.d.ts +4 -0
- package/bc/Screens/Inventory/ItemVulva/FuturisticVibrator/FuturisticVibrator.d.ts +65 -0
- package/bc/Screens/Inventory/ItemVulva/LoversVibrator/LoversVibrator.d.ts +2 -0
- package/bc/Screens/Inventory/Wings/SteampunkWings/SteampunkWings.d.ts +16 -0
- package/bc/Screens/MiniGame/Chess/BondageChess.d.ts +30 -0
- package/bc/Screens/MiniGame/Chess/chess.d.ts +7 -0
- package/bc/Screens/MiniGame/ChestLockpick/ChestLockpick.d.ts +27 -0
- package/bc/Screens/MiniGame/ClubCard/ClubCard.d.ts +373 -0
- package/bc/Screens/MiniGame/ClubCardBuilder/ClubCardBuilder.d.ts +66 -0
- package/bc/Screens/MiniGame/DojoStruggle/DojoStruggle.d.ts +25 -0
- package/bc/Screens/MiniGame/GetUp/GetUp.d.ts +31 -0
- package/bc/Screens/MiniGame/HorseWalk/HorseWalk.d.ts +85 -0
- package/bc/Screens/MiniGame/Kidnap/Kidnap.d.ts +165 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KDAutoStruggle.d.ts +99 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KDClasses.d.ts +11 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KDDelayedActions.d.ts +17 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KDFixForBC.d.ts +11 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KDModUtils.d.ts +93 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KDParticles.d.ts +37 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KDTypeDefs.d.ts +2161 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KDWardrobe.d.ts +84 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeon.d.ts +653 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonAlt.d.ts +481 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonBones.d.ts +16 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonBoss.d.ts +119 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonBuffs.d.ts +33 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonBuffsList.d.ts +865 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonConsumables.d.ts +36 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonConsumablesList.d.ts +66 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonCurse.d.ts +44 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonDialogue.d.ts +171 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonDialogueList.d.ts +45 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonDialogueTriggers.d.ts +48 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonDraw.d.ts +738 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonDress.d.ts +62 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonDressList.d.ts +33 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonEditor.d.ts +1124 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonEditorGen.d.ts +113 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonEditorTiles.d.ts +4 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonEffectTiles.d.ts +6 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonEnemies.d.ts +544 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonEnemiesList.d.ts +22 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonEnemyEventList.d.ts +18 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonErrors.d.ts +59 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonEvents.d.ts +151 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonFactions.d.ts +53 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonFactionsList.d.ts +650 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonFight.d.ts +453 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonFurniture.d.ts +28 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonGame.d.ts +429 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonHUD.d.ts +134 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonInput.d.ts +23 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonInventory.d.ts +178 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonItem.d.ts +33 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonJail.d.ts +142 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonJailList.d.ts +105 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonLoot.d.ts +66 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonLootList.d.ts +866 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonLore.d.ts +37 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonMagic.d.ts +113 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonMagicCode.d.ts +23 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonMagicList.d.ts +62 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonMapMods.d.ts +5 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonMistress.d.ts +10 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonMultiplayer.d.ts +26 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonMusic.d.ts +28 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonObject.d.ts +42 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonParams.d.ts +4 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonPathfinding.d.ts +36 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonPerks.d.ts +147 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonPersonality.d.ts +83 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonPlayerEffects.d.ts +35 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonQuest.d.ts +10 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonReputation.d.ts +229 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonRestraints.d.ts +766 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonRestraintsList.d.ts +55 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonSetpiece.d.ts +91 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonShrine.d.ts +89 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonSpawns.d.ts +49 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonStats.d.ts +282 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonTests.d.ts +5 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonTiles.d.ts +160 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonTilesList.d.ts +72 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonTraps.d.ts +34 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonVibe.d.ts +98 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonVision.d.ts +24 -0
- package/bc/Screens/MiniGame/KinkyDungeon/KinkyDungeonWeaponList.d.ts +5 -0
- package/bc/Screens/MiniGame/MagicBattle/MagicBattle.d.ts +73 -0
- package/bc/Screens/MiniGame/MagicPuzzle/MagicPuzzle.d.ts +75 -0
- package/bc/Screens/MiniGame/MaidCleaning/MaidCleaning.d.ts +51 -0
- package/bc/Screens/MiniGame/MaidDrinks/MaidDrinks.d.ts +82 -0
- package/bc/Screens/MiniGame/PlayerAuction/PlayerAuction.d.ts +36 -0
- package/bc/Screens/MiniGame/PuppyWalker/PuppyWalker.d.ts +39 -0
- package/bc/Screens/MiniGame/RhythmGame/RhythmGame.d.ts +76 -0
- package/bc/Screens/MiniGame/SlaveAuction/SlaveAuction.d.ts +39 -0
- package/bc/Screens/MiniGame/Tennis/Tennis.d.ts +52 -0
- package/bc/Screens/MiniGame/Therapy/Therapy.d.ts +39 -0
- package/bc/Screens/MiniGame/WheelFortune/WheelFortune.d.ts +105 -0
- package/bc/Screens/Online/AdvancedRule/AdvancedRule.d.ts +32 -0
- package/bc/Screens/Online/ChatAdmin/ChatAdmin.d.ts +59 -0
- package/bc/Screens/Online/ChatBlockItem/ChatBlockItem.d.ts +30 -0
- package/bc/Screens/Online/ChatCreate/ChatCreate.d.ts +66 -0
- package/bc/Screens/Online/ChatRoom/ChatRoom.d.ts +1342 -0
- package/bc/Screens/Online/ChatRoom/Commands.d.ts +66 -0
- package/bc/Screens/Online/ChatSearch/ChatSearch.d.ts +241 -0
- package/bc/Screens/Online/ChatSelect/ChatSelect.d.ts +33 -0
- package/bc/Screens/Online/ForbiddenWords/ForbiddenWords.d.ts +33 -0
- package/bc/Screens/Online/Game/OnlineGame.d.ts +69 -0
- package/bc/Screens/Online/GameClubCard/GameClubCard.d.ts +131 -0
- package/bc/Screens/Online/GameLARP/GameLARP.d.ts +279 -0
- package/bc/Screens/Online/GameMagicBattle/GameMagicBattle.d.ts +159 -0
- package/bc/Screens/Online/WheelFortuneCustomize/WheelFortuneCustomize.d.ts +24 -0
- package/bc/Screens/Room/Arcade/Arcade.d.ts +94 -0
- package/bc/Screens/Room/AsylumBedroom/AsylumBedroom.d.ts +16 -0
- package/bc/Screens/Room/AsylumEntrance/AsylumEntrance.d.ts +265 -0
- package/bc/Screens/Room/AsylumGGTS/AsylumGGTS.d.ts +330 -0
- package/bc/Screens/Room/AsylumMeeting/AsylumMeeting.d.ts +110 -0
- package/bc/Screens/Room/AsylumTherapy/AsylumTherapy.d.ts +117 -0
- package/bc/Screens/Room/Cafe/Cafe.d.ts +144 -0
- package/bc/Screens/Room/Cell/Cell.d.ts +32 -0
- package/bc/Screens/Room/ClubCardLounge/ClubCardLounge.d.ts +28 -0
- package/bc/Screens/Room/CollegeCafeteria/CollegeCafeteria.d.ts +57 -0
- package/bc/Screens/Room/CollegeChess/CollegeChess.d.ts +75 -0
- package/bc/Screens/Room/CollegeDetention/CollegeDetention.d.ts +98 -0
- package/bc/Screens/Room/CollegeEntrance/CollegeEntrance.d.ts +54 -0
- package/bc/Screens/Room/CollegeTeacher/CollegeTeacher.d.ts +71 -0
- package/bc/Screens/Room/CollegeTennis/CollegeTennis.d.ts +47 -0
- package/bc/Screens/Room/CollegeTheater/CollegeTheater.d.ts +100 -0
- package/bc/Screens/Room/Crafting/Crafting.d.ts +213 -0
- package/bc/Screens/Room/DailyJob/DailyJob.d.ts +111 -0
- package/bc/Screens/Room/Empty/Empty.d.ts +84 -0
- package/bc/Screens/Room/Gambling/Gambling.d.ts +269 -0
- package/bc/Screens/Room/Infiltration/Infiltration.d.ts +223 -0
- package/bc/Screens/Room/InfiltrationPerks/InfiltrationPerks.d.ts +42 -0
- package/bc/Screens/Room/Introduction/Introduction.d.ts +195 -0
- package/bc/Screens/Room/KidnapLeague/KidnapLeague.d.ts +253 -0
- package/bc/Screens/Room/LARP/LARP.d.ts +39 -0
- package/bc/Screens/Room/Magic/Magic.d.ts +199 -0
- package/bc/Screens/Room/MagicSchoolEscape/MagicSchoolEscape.d.ts +36 -0
- package/bc/Screens/Room/MagicSchoolLaboratory/MagicSchoolLaboratory.d.ts +170 -0
- package/bc/Screens/Room/MaidQuarters/MaidQuarters.d.ts +305 -0
- package/bc/Screens/Room/MainHall/MainHall.d.ts +255 -0
- package/bc/Screens/Room/Management/Management.d.ts +544 -0
- package/bc/Screens/Room/MovieStudio/MovieStudio.d.ts +178 -0
- package/bc/Screens/Room/Nursery/Nursery.d.ts +85 -0
- package/bc/Screens/Room/Pandora/Pandora.d.ts +348 -0
- package/bc/Screens/Room/PandoraPrison/PandoraPrison.d.ts +180 -0
- package/bc/Screens/Room/Photographic/Photographic.d.ts +53 -0
- package/bc/Screens/Room/Platform/Platform.d.ts +1730 -0
- package/bc/Screens/Room/PlatformDialog/PlatformDialog.d.ts +3966 -0
- package/bc/Screens/Room/PlatformIntro/PlatformIntro.d.ts +21 -0
- package/bc/Screens/Room/PlatformProfile/PlatformProfile.d.ts +62 -0
- package/bc/Screens/Room/Poker/Poker.d.ts +141 -0
- package/bc/Screens/Room/Poker/PokerHandValue.d.ts +65 -0
- package/bc/Screens/Room/Prison/Prison.d.ts +118 -0
- package/bc/Screens/Room/Private/Private.d.ts +781 -0
- package/bc/Screens/Room/PrivateBed/PrivateBed.d.ts +78 -0
- package/bc/Screens/Room/PrivateRansom/PrivateRansom.d.ts +28 -0
- package/bc/Screens/Room/Sarah/Sarah.d.ts +162 -0
- package/bc/Screens/Room/Shibari/Shibari.d.ts +162 -0
- package/bc/Screens/Room/Shop/Shop.d.ts +162 -0
- package/bc/Screens/Room/SlaveMarket/SlaveMarket.d.ts +90 -0
- package/bc/Screens/Room/Stable/Stable.d.ts +236 -0
- package/bc/Scripts/Activity.d.ts +270 -0
- package/bc/Scripts/AfkTimer.d.ts +43 -0
- package/bc/Scripts/Animation.d.ts +81 -0
- package/bc/Scripts/Asset.d.ts +216 -0
- package/bc/Scripts/Audio.d.ts +105 -0
- package/bc/Scripts/Character.d.ts +495 -0
- package/bc/Scripts/CharacterName.d.ts +1 -0
- package/bc/Scripts/ColorPicker.d.ts +155 -0
- package/bc/Scripts/Common.d.ts +499 -0
- package/bc/Scripts/CommonDraw.d.ts +34 -0
- package/bc/Scripts/ControllerSupport.d.ts +107 -0
- package/bc/Scripts/Dialog.d.ts +970 -0
- package/bc/Scripts/DictionaryBuilder.d.ts +210 -0
- package/bc/Scripts/Drawing.d.ts +581 -0
- package/bc/Scripts/Drawing3D.d.ts +21 -0
- package/bc/Scripts/DynamicDraw.d.ts +310 -0
- package/bc/Scripts/Element.d.ts +154 -0
- package/bc/Scripts/ExtendedItem.d.ts +339 -0
- package/bc/Scripts/GLDraw.d.ts +223 -0
- package/bc/Scripts/Game.d.ts +61 -0
- package/bc/Scripts/GameLog.d.ts +87 -0
- package/bc/Scripts/Graph.d.ts +46 -0
- package/bc/Scripts/Import.d.ts +7 -0
- package/bc/Scripts/Inventory.d.ts +509 -0
- package/bc/Scripts/MiniGame.d.ts +30 -0
- package/bc/Scripts/ModularItem.d.ts +286 -0
- package/bc/Scripts/Mouse.d.ts +34 -0
- package/bc/Scripts/NPC.d.ts +105 -0
- package/bc/Scripts/Notification.d.ts +120 -0
- package/bc/Scripts/PortalLink.d.ts +159 -0
- package/bc/Scripts/Property.d.ts +98 -0
- package/bc/Scripts/Reputation.d.ts +36 -0
- package/bc/Scripts/Server.d.ts +239 -0
- package/bc/Scripts/Skill.d.ts +107 -0
- package/bc/Scripts/Speech.d.ts +145 -0
- package/bc/Scripts/Struggle.d.ts +357 -0
- package/bc/Scripts/Testing.d.ts +30 -0
- package/bc/Scripts/Text.d.ts +92 -0
- package/bc/Scripts/TextItem.d.ts +65 -0
- package/bc/Scripts/TightenLoosenItem.d.ts +31 -0
- package/bc/Scripts/Timer.d.ts +62 -0
- package/bc/Scripts/Translation.d.ts +101 -0
- package/bc/Scripts/TypedItem.d.ts +242 -0
- package/bc/Scripts/Validation.d.ts +324 -0
- package/bc/Scripts/VariableHeight.d.ts +108 -0
- package/bc/Scripts/VibratorMode.d.ts +209 -0
- package/bc/Scripts/lib/LZString.d.ts +12 -0
- package/bc/Scripts/lib/three/FBXLoader.d.ts +0 -0
- package/bc/Scripts/lib/three/GLTFLoader.d.ts +0 -0
- package/bc/Scripts/lib/webgl/resources/m4.d.ts +0 -0
- package/bc/Typedef.d.ts +3933 -0
- package/package.json +19 -0
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/**
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* Returns character based on argument
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* @param {Character | string} C - The characer to get; can be `"Player"` to get player or empty to get current
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* @returns {Character} - The actual character
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*/
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declare function DialogGetCharacter(C: Character | string): Character;
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/**
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* Compares the player's reputation with a given value
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* @param {ReputationType} RepType - The name of the reputation to check
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* @param {string} Value - The value to compare
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* @returns {boolean} - Returns TRUE if a specific reputation type is less or equal than a given value
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*/
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declare function DialogReputationLess(RepType: ReputationType, Value: string): boolean;
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/**
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* Compares the player's reputation with a given value
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* @param {ReputationType} RepType - The name of the reputation to check
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* @param {string} Value - The value to compare
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* @returns {boolean} - Returns TRUE if a specific reputation type is greater or equal than a given value
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*/
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declare function DialogReputationGreater(RepType: ReputationType, Value: string): boolean;
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/**
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* Compares the player's money with a given amount
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* @param {string} Amount - The amount of money that must be met
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* @returns {boolean} - Returns TRUE if the player has enough money
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*/
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declare function DialogMoneyGreater(Amount: string): boolean;
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/**
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* Changes a given player's account by a given amount
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* @param {string} Amount - The amount that should be charged or added to the player's account
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* @returns {void} - Nothing
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*/
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declare function DialogChangeMoney(Amount: string): void;
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/**
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* Alters the current player's reputation by a given amount
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* @param {ReputationType} RepType - The name of the reputation to change
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* @param {number|string} Value - The value, the player's reputation should be altered by
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* @returns {void} - Nothing
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*/
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declare function DialogSetReputation(RepType: ReputationType, Value: number | string): void;
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/**
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* Change the player's reputation progressively through dialog options (a reputation is easier to break than to build)
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* @param {ReputationType} RepType - The name of the reputation to change
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* @param {number|string} Value - The value, the player's reputation should be altered by
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* @returns {void} - Nothing
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*/
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declare function DialogChangeReputation(RepType: ReputationType, Value: number | string): void;
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/**
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* Equips a specific item on the player from dialog
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* @param {string} AssetName - The name of the asset that should be equipped
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* @param {AssetGroupName} AssetGroup - The name of the corresponding asset group
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* @returns {void} - Nothing
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*/
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declare function DialogWearItem(AssetName: string, AssetGroup: AssetGroupName): void;
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/**
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* Equips a random item from a given group to the player from dialog
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* @param {AssetGroupName} AssetGroup - The name of the asset group to pick from
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* @returns {void} - Nothing
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*/
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declare function DialogWearRandomItem(AssetGroup: AssetGroupName): void;
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/**
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* Removes an item of a specific item group from the player
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* @param {AssetGroupName} AssetGroup - The item to be removed belongs to this asset group
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* @returns {void} - Nothing
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*/
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declare function DialogRemoveItem(AssetGroup: AssetGroupName): void;
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/**
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* Releases a character from restraints
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* @param {string | Character} C - The character to be released.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {void} - Nothing
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*/
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declare function DialogRelease(C: string | Character): void;
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/**
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* Strips a character naked and removes the restraints
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* @param {string | Character} C - The character to be stripped and released.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {void} - Nothing
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*/
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declare function DialogNaked(C: string | Character): void;
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/**
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* Fully restrain a character with random items
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* @param {string | Character} C - The character to be restrained.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {void} - Nothing
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*/
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declare function DialogFullRandomRestrain(C: string | Character): void;
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/**
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* Checks, if a specific log has been registered with the player
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* @template {LogGroupType} T
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* @param {LogNameType[T]} LogType - The name of the log to search for
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* @param {T} LogGroup - The name of the log group
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* @returns {boolean} - Returns true, if a specific log is registered
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*/
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declare function DialogLogQuery<T extends keyof LogNameType>(LogType: LogNameType[T], LogGroup: T): boolean;
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/**
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* Sets the AllowItem flag on the current character
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* @param {string} Allow - The flag to set. Either "TRUE" or "FALSE"
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* @returns {boolean} - The boolean version of the flag
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*/
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declare function DialogAllowItem(Allow: string): boolean;
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/**
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* Returns the value of the AllowItem flag of a given character
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* @param {string | Character} C - The character whose flag should be returned.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {boolean} - The value of the given character's AllowItem flag
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*/
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declare function DialogDoAllowItem(C: string | Character): boolean;
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/**
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* Determines if the given character is kneeling
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* @param {string | Character} C - The character to check
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {boolean} - Returns true, if the given character is kneeling
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*/
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declare function DialogIsKneeling(C: string | Character): boolean;
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/**
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* Determines if the player is owned by the current character
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* @returns {boolean} - Returns true, if the player is owned by the current character, false otherwise
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*/
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declare function DialogIsOwner(): boolean;
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/**
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* Determines, if the current character is the player's lover
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* @returns {boolean} - Returns true, if the current character is one of the player's lovers
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*/
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declare function DialogIsLover(): boolean;
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/**
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* Determines if the current character is owned by the player
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* @returns {boolean} - Returns true, if the current character is owned by the player, false otherwise
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*/
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declare function DialogIsProperty(): boolean;
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/**
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* Checks, if a given character is currently restrained
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* @param {string | Character} C - The character to check.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {boolean} - Returns true, if the given character is wearing restraints, false otherwise
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*/
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declare function DialogIsRestrained(C: string | Character): boolean;
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/**
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* Checks, if a given character is currently blinded
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* @param {string | Character} C - The character to check.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {boolean} - Returns true, if the given character is blinded, false otherwise
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*/
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declare function DialogIsBlind(C: string | Character): boolean;
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/**
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* Checks, if a given character is currently wearing a vibrating item
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* @param {string | Character} C - The character to check.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {boolean} - Returns true, if the given character is wearing a vibrating item, false otherwise
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*/
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declare function DialogIsEgged(C: string | Character): boolean;
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/**
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* Checks, if a given character is able to change her clothes
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* @param {string | Character} C - The character to check.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @returns {boolean} - Returns true, if the given character is able to change clothes, false otherwise
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*/
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declare function DialogCanInteract(C: string | Character): boolean;
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/**
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* Sets a new pose for the given character
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* @param {string} C - The character whose pose should be altered.
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* Either the player (value: Player) or the current character (value: CurrentCharacter)
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* @param {null | AssetPoseName} [NewPose=null] - The new pose, the character should take.
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* Can be omitted to bring the character back to the standing position.
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* @returns {void} - Nothing
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*/
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declare function DialogSetPose(C: string, NewPose?: null | AssetPoseName): void;
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/**
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* Checks, whether a given skill of the player is greater or equal a given value
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* @param {SkillType} SkillType - Name of the skill to check
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* @param {string} Value - The value, the given skill must be compared to
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* @returns {boolean} - Returns true if a specific skill is greater or equal than a given value
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*/
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declare function DialogSkillGreater(SkillType: SkillType, Value: string): boolean;
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/**
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* Checks, if a given item is available in the player's inventory
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* @param {string} InventoryName
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* @param {AssetGroupName} InventoryGroup
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* @returns {boolean} - Returns true, if the item is available, false otherwise
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*/
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declare function DialogInventoryAvailable(InventoryName: string, InventoryGroup: AssetGroupName): boolean;
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/**
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* Checks, if the player is the administrator of the current chat room
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* @returns {boolean} - Returns true, if the player belogs to the group of administrators for the current char room false otherwise
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*/
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declare function DialogChatRoomPlayerIsAdmin(): boolean;
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/**
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* Checks, if a safe word can be used.
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* @returns {boolean} - Returns true, if the player is currently within a chat room
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*/
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declare function DialogChatRoomCanSafeword(): boolean;
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/**
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* Checks if the player is currently owned.
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* @returns {boolean} - Returns true, if the player is currently owned by an online player (not in trial)
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*/
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declare function DialogCanViewRules(): boolean;
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/**
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* Checks if the has enough GGTS minutes to spend on different activities, for GGTS level 6 and up
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* @param {string} Minute - The number of minutes to compare
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* @returns {boolean} - TRUE if the player has enough minutes
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*/
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declare function DialogGGTSMinuteGreater(Minute: string): boolean;
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/**
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* Checks if the player can spend GGTS minutes on herself, for GGTS level 6 and up
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* @returns {boolean} - TRUE if the player has enough minutes
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*/
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declare function DialogGGTSCanSpendMinutes(): boolean;
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/**
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* The player can ask GGTS for specific actions at level 6, requiring minutes as currency
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* @param {string} Action - The action to trigger
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* @param {string} Minute - The number of minutes to spend
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* @returns {void}
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*/
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declare function DialogGGTSAction(Action: string, Minute: string): void;
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/**
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* Checks if the player can beg GGTS to unlock the room
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* @returns {boolean} - TRUE if GGTS can unlock
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*/
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declare function DialogGGTSCanUnlock(): boolean;
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/**
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* Checks if the player can get the GGTS helmet, only available from GGTS
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* @returns {boolean} - TRUE if GGTS can unlock
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*/
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declare function DialogGGTSCanGetHelmet(): boolean;
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/**
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* Nurses can do special GGTS interactions with other players
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* @returns {boolean} - TRUE if the player is a nurse in a GGTS room
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*/
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declare function DialogCanStartGGTSInteractions(): boolean;
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/**
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* Nurses can ask GGTS for specific interactions with other players
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* @param {string} Interaction - The interaction to trigger
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* @returns {void}
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*/
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declare function DialogGGTSInteraction(Interaction: string): void;
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/**
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* Checks the prerequisite for a given dialog
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* @param {number} D - Index of the dialog to check
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* @returns {boolean} - Returns true, if the prerequisite is met, false otherwise
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*/
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declare function DialogPrerequisite(D: number): boolean;
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/**
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* Checks if the player can play VR games
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* @returns {boolean} - Whether or not the player is wearing a VR headset with Gaming type
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*/
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declare function DialogHasGamingHeadset(): boolean;
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/**
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* Checks if the player can play VR games
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* @returns {boolean} - Whether or not the player is wearing a VR headset with Gaming type
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*/
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declare function DialogHasGamingHeadsetReady(): boolean;
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/**
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* Checks if the player can watch VR games
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* @returns {boolean} - Whether or not the player is wearing a VR headset with Gaming type
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*/
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255
|
+
declare function DialogCanWatchKinkyDungeon(): boolean;
|
|
256
|
+
/**
|
|
257
|
+
* Starts the kinky dungeon game
|
|
258
|
+
* @returns {void}
|
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259
|
+
*/
|
|
260
|
+
declare function DialogStartKinkyDungeon(): void;
|
|
261
|
+
/**
|
|
262
|
+
* Return to previous room
|
|
263
|
+
* @returns {void}
|
|
264
|
+
*/
|
|
265
|
+
declare function DialogEndKinkyDungeon(): void;
|
|
266
|
+
/**
|
|
267
|
+
* Checks whether the player has a key for the item
|
|
268
|
+
* @param {Character} C - The character on whom the item is equipped
|
|
269
|
+
* @param {Item} Item - The item that should be unlocked
|
|
270
|
+
* @returns {boolean} - Returns true, if the player can unlock the given item with a key, false otherwise
|
|
271
|
+
*/
|
|
272
|
+
declare function DialogHasKey(C: Character, Item: Item): boolean;
|
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273
|
+
/**
|
|
274
|
+
* Checks whether the player is able to unlock the provided item on the provided character
|
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275
|
+
* @param {Character} C - The character on whom the item is equipped
|
|
276
|
+
* @param {Item} Item - The item that should be unlocked
|
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277
|
+
* @returns {boolean} - Returns true, if the player can unlock the given item, false otherwise
|
|
278
|
+
*/
|
|
279
|
+
declare function DialogCanUnlock(C: Character, Item: Item): boolean;
|
|
280
|
+
/**
|
|
281
|
+
* Checks whether we can lockpick a lock.
|
|
282
|
+
* @param {Character} C
|
|
283
|
+
* @param {Item} Item
|
|
284
|
+
* @returns {boolean}
|
|
285
|
+
*/
|
|
286
|
+
declare function DialogCanPickLock(C: Character, Item: Item): boolean;
|
|
287
|
+
/**
|
|
288
|
+
* Checks whether we can access a lock.
|
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289
|
+
*
|
|
290
|
+
* This function is used to enable the locked submenu
|
|
291
|
+
*
|
|
292
|
+
* @param {Character} C - The character wearing the lock
|
|
293
|
+
* @param {Item} Item - The locked item to inspect
|
|
294
|
+
* @returns {boolean}
|
|
295
|
+
*/
|
|
296
|
+
declare function DialogCanCheckLock(C: Character, Item: Item): boolean;
|
|
297
|
+
/**
|
|
298
|
+
* Some specific screens like the movie studio cannot allow the player to use items on herself, return FALSE if it's the case
|
|
299
|
+
* @returns {boolean} - Returns TRUE if we allow using items
|
|
300
|
+
*/
|
|
301
|
+
declare function DialogAllowItemScreenException(): boolean;
|
|
302
|
+
/**
|
|
303
|
+
* Returns the current character dialog intro
|
|
304
|
+
* @returns {string} - The name of the current dialog, if such a dialog exists, any empty string otherwise
|
|
305
|
+
*/
|
|
306
|
+
declare function DialogIntro(): string;
|
|
307
|
+
/**
|
|
308
|
+
* Generic dialog function to leave conversation. De-inititalizes global variables and reverts the
|
|
309
|
+
* FocusGroup of the player and the current character to null
|
|
310
|
+
* @returns {void} - Nothing
|
|
311
|
+
*/
|
|
312
|
+
declare function DialogLeave(): void;
|
|
313
|
+
/**
|
|
314
|
+
* Generic dialog function to remove a piece of the conversation that's already done
|
|
315
|
+
* @returns {void} - Nothing
|
|
316
|
+
*/
|
|
317
|
+
declare function DialogRemove(): void;
|
|
318
|
+
/**
|
|
319
|
+
* Generic dialog function to remove any dialog from a specific group
|
|
320
|
+
* @param {string} GroupName - All dialog options are removed from this group
|
|
321
|
+
* @returns {void} - Nothing
|
|
322
|
+
*/
|
|
323
|
+
declare function DialogRemoveGroup(GroupName: string): void;
|
|
324
|
+
/**
|
|
325
|
+
* Performs a "Back" action through the menu "stack".
|
|
326
|
+
*/
|
|
327
|
+
declare function DialogMenuBack(): void;
|
|
328
|
+
/**
|
|
329
|
+
* Returns whether the current mode shows items.
|
|
330
|
+
*/
|
|
331
|
+
declare function DialogModeShowsInventory(): boolean;
|
|
332
|
+
/**
|
|
333
|
+
* Helper used to check whether the player is in the Appearance screen
|
|
334
|
+
*/
|
|
335
|
+
declare function DialogIsInWardrobe(): boolean;
|
|
336
|
+
/**
|
|
337
|
+
* Leaves the item menu for both characters.
|
|
338
|
+
*
|
|
339
|
+
* This exits the item-selecting UI and switches back to the current character's dialog options.
|
|
340
|
+
*
|
|
341
|
+
* @returns {void} - Nothing
|
|
342
|
+
*/
|
|
343
|
+
declare function DialogLeaveItemMenu(): void;
|
|
344
|
+
/**
|
|
345
|
+
* Leaves the item menu of the focused item. Constructs a function name from the
|
|
346
|
+
* item's asset group name and the item's name and tries to call that.
|
|
347
|
+
*/
|
|
348
|
+
declare function DialogLeaveFocusItem(): void;
|
|
349
|
+
/**
|
|
350
|
+
* Adds the item in the dialog list
|
|
351
|
+
* @param {Character} C - The character the inventory is being built for
|
|
352
|
+
* @param {Item} item - The item to be added to the inventory
|
|
353
|
+
* @param {boolean} isWorn - Should be true, if the item is currently being worn, false otherwise
|
|
354
|
+
* @param {DialogSortOrder} [sortOrder] - Defines where in the inventory list the item is sorted
|
|
355
|
+
* @returns {void} - Nothing
|
|
356
|
+
*/
|
|
357
|
+
declare function DialogInventoryAdd(C: Character, item: Item, isWorn: boolean, sortOrder?: DialogSortOrder): void;
|
|
358
|
+
/**
|
|
359
|
+
* Creates an individual item for the dialog inventory list
|
|
360
|
+
* @param {Character} C - The character the inventory is being built for
|
|
361
|
+
* @param {Item} item - The item to be added to the inventory
|
|
362
|
+
* @param {boolean} isWorn - Should be true if the item is currently being worn, false otherwise
|
|
363
|
+
* @param {DialogSortOrder} [sortOrder] - Defines where in the inventory list the item is sorted
|
|
364
|
+
* @returns {DialogInventoryItem} - The inventory item
|
|
365
|
+
*/
|
|
366
|
+
declare function DialogInventoryCreateItem(C: Character, item: Item, isWorn: boolean, sortOrder?: DialogSortOrder): DialogInventoryItem;
|
|
367
|
+
/**
|
|
368
|
+
* Returns settings for an item based on whether the player and target have favorited it, if any
|
|
369
|
+
* @param {Character} C - The targeted character
|
|
370
|
+
* @param {Asset} asset - The asset to check favorite settings for
|
|
371
|
+
* @param {string} [type=null] - The type of the asset to check favorite settings for
|
|
372
|
+
* @returns {FavoriteState} - The details to use for the asset
|
|
373
|
+
*/
|
|
374
|
+
declare function DialogGetFavoriteStateDetails(C: Character, asset: Asset, type?: string): FavoriteState;
|
|
375
|
+
/**
|
|
376
|
+
* Return icons representing the asset's current lock state
|
|
377
|
+
* @param {Item} item
|
|
378
|
+
* @param {boolean} isWorn
|
|
379
|
+
*/
|
|
380
|
+
declare function DialogGetLockIcon(item: Item, isWorn: boolean): InventoryIcon[];
|
|
381
|
+
/**
|
|
382
|
+
* Returns a list of icons associated with the asset
|
|
383
|
+
* @param {Asset} asset - The asset to get icons for
|
|
384
|
+
* @returns {InventoryIcon[]} - A list of icon names
|
|
385
|
+
*/
|
|
386
|
+
declare function DialogGetAssetIcons(asset: Asset): InventoryIcon[];
|
|
387
|
+
/**
|
|
388
|
+
* Return icons for each "interesting" effect on the item.
|
|
389
|
+
* @param {Item} item
|
|
390
|
+
* @returns {InventoryIcon[]} - A list of icon names.
|
|
391
|
+
*/
|
|
392
|
+
declare function DialogGetEffectIcons(item: Item): InventoryIcon[];
|
|
393
|
+
/**
|
|
394
|
+
* Some special screens can always allow you to put on new restraints. This function determines, if this is possible
|
|
395
|
+
* @returns {boolean} - Returns trues, if it is possible to put on new restraints.
|
|
396
|
+
*/
|
|
397
|
+
declare function DialogAlwaysAllowRestraint(): boolean;
|
|
398
|
+
/**
|
|
399
|
+
* Checks whether the player can use a remote on the given character and item
|
|
400
|
+
* @param {Character} C - the character that the item is equipped on
|
|
401
|
+
* @param {Item} Item - the item to check for remote usage against
|
|
402
|
+
* @return {VibratorRemoteAvailability} - Returns the status of remote availability: Available, NoRemote, NoLoversRemote, RemotesBlocked, CannotInteract, NoAccess, InvalidItem
|
|
403
|
+
*/
|
|
404
|
+
declare function DialogCanUseRemoteState(C: Character, Item: Item): VibratorRemoteAvailability;
|
|
405
|
+
/**
|
|
406
|
+
* Checks whether the player can color the given item on the given character
|
|
407
|
+
* @param {Character} C - The character on whom the item is equipped
|
|
408
|
+
* @param {Item} Item - The item to check the player's ability to color against
|
|
409
|
+
* @returns {boolean} - TRUE if the player is able to color the item, FALSE otherwise
|
|
410
|
+
*/
|
|
411
|
+
declare function DialogCanColor(C: Character, Item: Item): boolean;
|
|
412
|
+
/**
|
|
413
|
+
* Checks whether a lock can be inspected while blind.
|
|
414
|
+
* @param {Item} Item - The locked item
|
|
415
|
+
* @returns {boolean}
|
|
416
|
+
*/
|
|
417
|
+
declare function DialogCanInspectLock(Item: Item): boolean;
|
|
418
|
+
/**
|
|
419
|
+
* Builds the possible dialog activity options based on the character settings
|
|
420
|
+
* @param {Character} C - The character for which to build the activity dialog options
|
|
421
|
+
* @return {void} - Nothing
|
|
422
|
+
*/
|
|
423
|
+
declare function DialogBuildActivities(C: Character): void;
|
|
424
|
+
/**
|
|
425
|
+
* Build the buttons in the top menu
|
|
426
|
+
* @param {Character} C - The character for whom the dialog is prepared
|
|
427
|
+
* @returns {void} - Nothing
|
|
428
|
+
*/
|
|
429
|
+
declare function DialogMenuButtonBuild(C: Character): void;
|
|
430
|
+
/**
|
|
431
|
+
* Sort the inventory list by the global variable SortOrder (a fixed number & current language description)
|
|
432
|
+
* @returns {void} - Nothing
|
|
433
|
+
*/
|
|
434
|
+
declare function DialogInventorySort(): void;
|
|
435
|
+
/**
|
|
436
|
+
* Returns TRUE if the crafted item can be used on a character, validates for owners and lovers
|
|
437
|
+
* @param {Character} C - The character whose inventory must be built
|
|
438
|
+
* @param {CraftingItem} Craft - The crafting properties of the item
|
|
439
|
+
* @returns {Boolean} - TRUE if we can use it
|
|
440
|
+
*/
|
|
441
|
+
declare function DialogCanUseCraftedItem(C: Character, Craft: CraftingItem): boolean;
|
|
442
|
+
/**
|
|
443
|
+
* Returns TRUE if the player can use owner locks on the target character
|
|
444
|
+
* @param {Character} target - The target to (potentially) lock
|
|
445
|
+
* @returns {Boolean} - TRUE if the player can use owner locks on the target, FALSE otherwise
|
|
446
|
+
*/
|
|
447
|
+
declare function DialogCanUseOwnerLockOn(target: Character): boolean;
|
|
448
|
+
/**
|
|
449
|
+
* Returns TRUE if the player can use lover locks on the target character
|
|
450
|
+
* @param {Character} target - The target to (potentially) lock
|
|
451
|
+
* @returns {Boolean} - TRUE if the player can use lover locks on the target, FALSE otherwise
|
|
452
|
+
*/
|
|
453
|
+
declare function DialogCanUseLoverLockOn(target: Character): boolean;
|
|
454
|
+
/**
|
|
455
|
+
* Returns TRUE if the player can use family locks on the target character
|
|
456
|
+
* @param {Character} target - The target to (potentially) lock
|
|
457
|
+
* @returns {Boolean} - TRUE if the player can use family locks on the target, FALSE otherwise
|
|
458
|
+
*/
|
|
459
|
+
declare function DialogCanUseFamilyLockOn(target: Character): boolean;
|
|
460
|
+
/**
|
|
461
|
+
* Build the inventory listing for the dialog which is what's equipped,
|
|
462
|
+
* the player's inventory and the character's inventory for that group
|
|
463
|
+
* @param {Character} C - The character whose inventory must be built
|
|
464
|
+
* @param {boolean} [resetOffset=false] - The offset to be at, if specified.
|
|
465
|
+
* @param {boolean} [locks=false] - If TRUE we build a list of locks instead.
|
|
466
|
+
* @returns {void} - Nothing
|
|
467
|
+
*/
|
|
468
|
+
declare function DialogInventoryBuild(C: Character, resetOffset?: boolean, locks?: boolean): void;
|
|
469
|
+
/**
|
|
470
|
+
* Create a stringified list of the group and the assets currently in the dialog inventory
|
|
471
|
+
* @param {Character} C - The character the dialog inventory has been built for
|
|
472
|
+
* @returns {string} - The list of assets as a string
|
|
473
|
+
*/
|
|
474
|
+
declare function DialogInventoryStringified(C: Character): string;
|
|
475
|
+
/**
|
|
476
|
+
* Build the initial state of the selection available in the facial expressions menu
|
|
477
|
+
* @returns {void} - Nothing
|
|
478
|
+
*/
|
|
479
|
+
declare function DialogFacialExpressionsBuild(): void;
|
|
480
|
+
/**
|
|
481
|
+
* Saves the expressions to a slot
|
|
482
|
+
* @param {number} Slot - Index of saved expression (0 to 4)
|
|
483
|
+
*/
|
|
484
|
+
declare function DialogFacialExpressionsSave(Slot: number): void;
|
|
485
|
+
/**
|
|
486
|
+
* Loads expressions from a slot
|
|
487
|
+
* @param {number} Slot - Index of saved expression (0 to 4)
|
|
488
|
+
*/
|
|
489
|
+
declare function DialogFacialExpressionsLoad(Slot: number): void;
|
|
490
|
+
/**
|
|
491
|
+
* Builds the savedexpressions menu previews.
|
|
492
|
+
* @returns {void} - Nothing
|
|
493
|
+
*/
|
|
494
|
+
declare function DialogBuildSavedExpressionsMenu(): void;
|
|
495
|
+
/**
|
|
496
|
+
* Draws the savedexpressions menu
|
|
497
|
+
* @returns {void} - Nothing
|
|
498
|
+
*/
|
|
499
|
+
declare function DialogDrawSavedExpressionsMenu(): void;
|
|
500
|
+
/** Handles clicks in the savedexpressions menu
|
|
501
|
+
* @returns {void} - Nothing
|
|
502
|
+
*/
|
|
503
|
+
declare function DialogClickSavedExpressionsMenu(): void;
|
|
504
|
+
/**
|
|
505
|
+
* Build the initial state of the pose menu
|
|
506
|
+
* @returns {void} - Nothing
|
|
507
|
+
*/
|
|
508
|
+
declare function DialogLoadPoseMenu(): void;
|
|
509
|
+
/**
|
|
510
|
+
* Handles the Click events in the Dialog Screen
|
|
511
|
+
* @returns {boolean} - Whether a button was clicked
|
|
512
|
+
*/
|
|
513
|
+
declare function DialogMenuButtonClick(): boolean;
|
|
514
|
+
/**
|
|
515
|
+
* Publishes the item action to the local chat room or the dialog screen
|
|
516
|
+
* @param {Character} C - The character who is the actor in this action
|
|
517
|
+
* @param {string} Action - The action performed
|
|
518
|
+
* @param {Item} ClickItem - The item that is used
|
|
519
|
+
* @returns {void} - Nothing
|
|
520
|
+
*/
|
|
521
|
+
declare function DialogPublishAction(C: Character, Action: string, ClickItem: Item): void;
|
|
522
|
+
/**
|
|
523
|
+
* Returns TRUE if the clicked item can be processed, make sure it's not the same item as the one already used
|
|
524
|
+
* @param {Item} CurrentItem - The item currently equiped
|
|
525
|
+
* @param {Item} ClickItem - The clicked item
|
|
526
|
+
* @returns {boolean} - TRUE when we can process
|
|
527
|
+
*/
|
|
528
|
+
declare function DialogAllowItemClick(CurrentItem: Item, ClickItem: Item): boolean;
|
|
529
|
+
/**
|
|
530
|
+
* Handles clicks on an item
|
|
531
|
+
* @param {DialogInventoryItem} ClickItem - The item that is clicked
|
|
532
|
+
* @returns {void} - Nothing
|
|
533
|
+
*/
|
|
534
|
+
declare function DialogItemClick(ClickItem: DialogInventoryItem): void;
|
|
535
|
+
/**
|
|
536
|
+
* Toggle permission of an item in the dialog inventory list
|
|
537
|
+
* @param {DialogInventoryItem} item
|
|
538
|
+
* @param {boolean} worn - True if the player is changing permissions for an item they're wearing
|
|
539
|
+
*/
|
|
540
|
+
declare function DialogInventoryTogglePermission(item: DialogInventoryItem, worn: boolean): void;
|
|
541
|
+
/**
|
|
542
|
+
* Changes the dialog mode and perform the initial setup.
|
|
543
|
+
*
|
|
544
|
+
* @param {DialogMenuMode} mode The new mode for the dialog.
|
|
545
|
+
* @param {boolean} reset Whether to reset the mode back to its defaults
|
|
546
|
+
*/
|
|
547
|
+
declare function DialogChangeMode(mode: DialogMenuMode, reset?: boolean): void;
|
|
548
|
+
/**
|
|
549
|
+
* Change the given character's focused group.
|
|
550
|
+
* @param {Character} C - The character to change the focus of.
|
|
551
|
+
* @param {AssetItemGroup|string} Group - The group that should gain focus.
|
|
552
|
+
*/
|
|
553
|
+
declare function DialogChangeFocusToGroup(C: Character, Group: AssetItemGroup | string): void;
|
|
554
|
+
/**
|
|
555
|
+
* Handles the click in the dialog screen
|
|
556
|
+
* @returns {void} - Nothing
|
|
557
|
+
*/
|
|
558
|
+
declare function DialogClick(): void;
|
|
559
|
+
/**
|
|
560
|
+
* Returns whether the clicked co-ordinates are inside the asset zone
|
|
561
|
+
* @param {Character} C - The character the click is on
|
|
562
|
+
* @param {readonly [number, number, number, number]} Zone - The 4 part array of the rectangular asset zone on the character's body: [X, Y, Width, Height]
|
|
563
|
+
* @param {number} Zoom - The amount the character has been zoomed
|
|
564
|
+
* @param {number} X - The X co-ordinate of the click
|
|
565
|
+
* @param {number} Y - The Y co-ordinate of the click
|
|
566
|
+
* @param {number} HeightRatio - The displayed height ratio of the character
|
|
567
|
+
* @returns {boolean} - If TRUE the click is inside the zone
|
|
568
|
+
*/
|
|
569
|
+
declare function DialogClickedInZone(C: Character, Zone: readonly [number, number, number, number], Zoom: number, X: number, Y: number, HeightRatio: number): boolean;
|
|
570
|
+
/**
|
|
571
|
+
* Return the co-ordinates and dimensions of the asset group zone as it appears on screen
|
|
572
|
+
* @param {Character} C - The character the zone is calculated for
|
|
573
|
+
* @param {readonly [number, number, number, number]} Zone - The 4 part array of the rectangular asset zone: [X, Y, Width, Height]
|
|
574
|
+
* @param {number} X - The starting X co-ordinate of the character's position
|
|
575
|
+
* @param {number} Y - The starting Y co-ordinate of the character's position
|
|
576
|
+
* @param {number} Zoom - The amount the character has been zoomed
|
|
577
|
+
* @param {number} HeightRatio - The displayed height ratio of the character
|
|
578
|
+
* @returns {[number, number, number, number]} - The 4 part array of the displayed rectangular asset zone: [X, Y, Width, Height]
|
|
579
|
+
*/
|
|
580
|
+
declare function DialogGetCharacterZone(C: Character, Zone: readonly [number, number, number, number], X: number, Y: number, Zoom: number, HeightRatio: number): [number, number, number, number];
|
|
581
|
+
/**
|
|
582
|
+
* Finds and sets the next available character sub menu.
|
|
583
|
+
* @returns {void} - Nothing
|
|
584
|
+
*/
|
|
585
|
+
declare function DialogFindNextSubMenu(): void;
|
|
586
|
+
/**
|
|
587
|
+
* Finds and set an available character sub menu.
|
|
588
|
+
* @param {string} MenuName - The name of the sub menu, see DialogSelfMenuOptions.
|
|
589
|
+
* @param {boolean} force - Whether to check availability of the menu first.
|
|
590
|
+
* @returns {boolean} - True, when the sub menu is found and available and was switched to. False otherwise and nothing happened.
|
|
591
|
+
*/
|
|
592
|
+
declare function DialogFindSubMenu(MenuName: string, force?: boolean): boolean;
|
|
593
|
+
/**
|
|
594
|
+
* Finds and sets a facial expression group. The expression sub menu has to be already opened.
|
|
595
|
+
* @param {ExpressionGroupName} ExpressionGroup - The name of the expression group, see XXX.
|
|
596
|
+
* @returns {boolean} True, when the expression group was found and opened. False otherwise and nothing happens.
|
|
597
|
+
*/
|
|
598
|
+
declare function DialogFindFacialExpressionMenuGroup(ExpressionGroup: ExpressionGroupName): boolean;
|
|
599
|
+
/**
|
|
600
|
+
* Displays the given text for 5 seconds
|
|
601
|
+
* @param {string} status - The text to be displayed
|
|
602
|
+
* @param {number} timer - the number of milliseconds to display the message for
|
|
603
|
+
* @returns {void} - Nothing
|
|
604
|
+
*/
|
|
605
|
+
declare function DialogSetStatus(status: string, timer?: number): void;
|
|
606
|
+
/**
|
|
607
|
+
* Clears the current status message.
|
|
608
|
+
*
|
|
609
|
+
* @param {boolean} clearDefault Whether to also clear the default status.
|
|
610
|
+
*/
|
|
611
|
+
declare function DialogStatusClear(clearDefault?: boolean): void;
|
|
612
|
+
/**
|
|
613
|
+
* Draws the current dialog status
|
|
614
|
+
*
|
|
615
|
+
*/
|
|
616
|
+
declare function DialogStatusDraw(C: any): void;
|
|
617
|
+
/**
|
|
618
|
+
* Shows the extended item menu for a given item, if possible.
|
|
619
|
+
* Therefore a dynamic function name is created and then called.
|
|
620
|
+
* @param {Item} Item - The item the extended menu should be shown for
|
|
621
|
+
* @param {Item} [SourceItem] - The source of the extended menu
|
|
622
|
+
* @returns {void} - Nothing
|
|
623
|
+
*/
|
|
624
|
+
declare function DialogExtendItem(Item: Item, SourceItem?: Item): void;
|
|
625
|
+
/**
|
|
626
|
+
* Shows the tigthen/loosen item menu for a given item, if possible.
|
|
627
|
+
* @param {Item} Item - The item to open the menu for
|
|
628
|
+
* @returns {void} - Nothing
|
|
629
|
+
*/
|
|
630
|
+
declare function DialogSetTightenLoosenItem(Item: Item): void;
|
|
631
|
+
/**
|
|
632
|
+
* Validates that the player is allowed to change the item color and swaps it on the fly
|
|
633
|
+
* @param {Character} C - The player who wants to change the color
|
|
634
|
+
* @param {string} Color - The new color in the format "#rrggbb"
|
|
635
|
+
* @returns {void} - Nothing
|
|
636
|
+
*/
|
|
637
|
+
declare function DialogChangeItemColor(C: Character, Color: string): void;
|
|
638
|
+
/**
|
|
639
|
+
* Draw the list of activities
|
|
640
|
+
*
|
|
641
|
+
* @param {Character} C - The character currently focused in the dialog.
|
|
642
|
+
* @returns {void} - Nothing
|
|
643
|
+
*/
|
|
644
|
+
declare function DialogDrawActivityMenu(C: Character): void;
|
|
645
|
+
/**
|
|
646
|
+
* Returns the button image name for a dialog menu button based on the button name.
|
|
647
|
+
* @param {DialogMenuButton} ButtonName - The menu button name
|
|
648
|
+
* @param {Item} FocusItem - The focused item
|
|
649
|
+
* @returns {string} - The button image name
|
|
650
|
+
*/
|
|
651
|
+
declare function DialogGetMenuButtonImage(ButtonName: DialogMenuButton, FocusItem: Item): string;
|
|
652
|
+
/**
|
|
653
|
+
* Returns the background color of a dialog menu button based on the button name.
|
|
654
|
+
* @param {DialogMenuButton} ButtonName - The menu button name
|
|
655
|
+
* @returns {string} - The background color that the menu button should use
|
|
656
|
+
*/
|
|
657
|
+
declare function DialogGetMenuButtonColor(ButtonName: DialogMenuButton): string;
|
|
658
|
+
/**
|
|
659
|
+
* Determines whether or not a given dialog menu button should be disabled based on the button name.
|
|
660
|
+
* @param {DialogMenuButton} ButtonName - The menu button name
|
|
661
|
+
* @returns {boolean} - TRUE if the menu button should be disabled, FALSE otherwise
|
|
662
|
+
*/
|
|
663
|
+
declare function DialogIsMenuButtonDisabled(ButtonName: DialogMenuButton): boolean;
|
|
664
|
+
/**
|
|
665
|
+
* Draw the item menu dialog
|
|
666
|
+
* @param {Character} C - The character on which the item is used
|
|
667
|
+
* @param {Item} Item - The item that was used
|
|
668
|
+
* @returns {void} - Nothing
|
|
669
|
+
*/
|
|
670
|
+
declare function DialogDrawCrafting(C: Character, Item: Item): void;
|
|
671
|
+
/**
|
|
672
|
+
* Draw the list of items
|
|
673
|
+
*
|
|
674
|
+
* @param {Character} C - The character currently focused in the dialog.
|
|
675
|
+
* @returns {void} - Nothing
|
|
676
|
+
*/
|
|
677
|
+
declare function DialogDrawItemMenu(C: Character): void;
|
|
678
|
+
/**
|
|
679
|
+
* Searches in the dialog for a specific stage keyword and returns that dialog option if we find it, error otherwise
|
|
680
|
+
* @param {string} KeyWord - The key word to search for
|
|
681
|
+
* @returns {string}
|
|
682
|
+
*/
|
|
683
|
+
declare function DialogFindPlayer(KeyWord: string): string;
|
|
684
|
+
/**
|
|
685
|
+
* Searches in the dialog for a specific stage keyword and returns that dialog option if we find it
|
|
686
|
+
* @param {Character} C - The character whose dialog optio*
|
|
687
|
+
* @param {string} KeyWord1 - The key word to search for
|
|
688
|
+
* @param {string} [KeyWord2] - An optionally given second key word. is only looked for, if specified and the first
|
|
689
|
+
* keyword was not found.
|
|
690
|
+
* @param {boolean} [ReturnPrevious=true] - If specified, returns the previous dialog, if neither of the the two key words were found
|
|
691
|
+
ns should be searched
|
|
692
|
+
* @returns {string} - The name of a dialog. That can either be the one with the keyword or the previous dialog.
|
|
693
|
+
* An empty string is returned, if neither keyword was found and no previous dialog was given.
|
|
694
|
+
*/
|
|
695
|
+
declare function DialogFind(C: Character, KeyWord1: string, KeyWord2?: string, ReturnPrevious?: boolean): string;
|
|
696
|
+
/**
|
|
697
|
+
* Searches in the dialog for a specific stage keyword and returns that dialog option if we find it and replace the names
|
|
698
|
+
* @param {Character} C - The character whose dialog options should be searched
|
|
699
|
+
* @param {string} KeyWord1 - The key word to search for
|
|
700
|
+
* @param {string} [KeyWord2] - An optionally given second key word. is only looked for, if specified and the first
|
|
701
|
+
* keyword was not found.
|
|
702
|
+
* @param {boolean} [ReturnPrevious] - If specified, returns the previous dialog, if neither of the the two key words were found
|
|
703
|
+
* @returns {string} - The name of a dialog. That can either be the one with the keyword or the previous dialog.
|
|
704
|
+
* An empty string is returned, if neither keyword was found and no previous dialog was given. 'SourceCharacter'
|
|
705
|
+
* is replaced with the player's name and 'DestinationCharacter' with the current character's name.
|
|
706
|
+
*/
|
|
707
|
+
declare function DialogFindAutoReplace(C: Character, KeyWord1: string, KeyWord2?: string, ReturnPrevious?: boolean): string;
|
|
708
|
+
/**
|
|
709
|
+
* Draw the up/down arrow to bump a character up and down if they're hidden.
|
|
710
|
+
*/
|
|
711
|
+
declare function DialogDrawRepositionButton(): void;
|
|
712
|
+
/**
|
|
713
|
+
* Draws the top menu buttons of the current dialog.
|
|
714
|
+
*
|
|
715
|
+
* @param {Character} C The character currently focused.
|
|
716
|
+
*/
|
|
717
|
+
declare function DialogDrawTopMenu(C: Character): void;
|
|
718
|
+
/**
|
|
719
|
+
* Draws the initial Dialog screen.
|
|
720
|
+
*
|
|
721
|
+
* This is the main handler for drawing the Dialog UI, which activates
|
|
722
|
+
* when the player clicks on herself or another player.
|
|
723
|
+
*
|
|
724
|
+
* @returns {void} - Nothing
|
|
725
|
+
*/
|
|
726
|
+
declare function DialogDraw(): void;
|
|
727
|
+
/**
|
|
728
|
+
* Draw a single line of text with an optional item preview icon.
|
|
729
|
+
*
|
|
730
|
+
* This function is used when the character's group is somehow unavailable.
|
|
731
|
+
*
|
|
732
|
+
* @param {Character} C - The character currently being interacted with
|
|
733
|
+
* @param {Item} [item] - The (optional) item in the currently selected group
|
|
734
|
+
* @param {string} msg - The explanation message to draw
|
|
735
|
+
*/
|
|
736
|
+
declare function DialogDrawItemMessage(C: Character, msg: string, item?: Item): void;
|
|
737
|
+
/**
|
|
738
|
+
* Draw the menu for changing facial expressions
|
|
739
|
+
* @returns {void} - Nothing
|
|
740
|
+
*/
|
|
741
|
+
declare function DialogDrawExpressionMenu(): void;
|
|
742
|
+
/**
|
|
743
|
+
* Return the page number of the expression item's current expression.
|
|
744
|
+
* @param {ExpressionItem} item - The expression item
|
|
745
|
+
* @returns {number} The page number of the item's current expression
|
|
746
|
+
*/
|
|
747
|
+
declare function DialogGetCurrentExpressionPage(item: ExpressionItem): number;
|
|
748
|
+
/**
|
|
749
|
+
* Handles clicks in the dialog expression menu.
|
|
750
|
+
* @returns {void} - Nothing
|
|
751
|
+
*/
|
|
752
|
+
declare function DialogClickExpressionMenu(): void;
|
|
753
|
+
/**
|
|
754
|
+
* Draws the pose sub menu
|
|
755
|
+
* @returns {void} - Nothing
|
|
756
|
+
*/
|
|
757
|
+
declare function DialogDrawPoseMenu(): void;
|
|
758
|
+
/**
|
|
759
|
+
* Handles clicks in the pose sub menu
|
|
760
|
+
* @returns {void} - Nothing
|
|
761
|
+
*/
|
|
762
|
+
declare function DialogClickPoseMenu(): void;
|
|
763
|
+
/**
|
|
764
|
+
* Sets the current character sub menu to the owner rules
|
|
765
|
+
* @returns {void} - Nothing
|
|
766
|
+
*/
|
|
767
|
+
declare function DialogViewOwnerRules(): void;
|
|
768
|
+
/**
|
|
769
|
+
* Draws the rules sub menu
|
|
770
|
+
* @returns {void} - Nothing
|
|
771
|
+
*/
|
|
772
|
+
declare function DialogDrawOwnerRulesMenu(): void;
|
|
773
|
+
/**
|
|
774
|
+
* Sets the skill ratio for the player, will be a % of effectiveness applied to the skill when using it.
|
|
775
|
+
* This way a player can use only a part of her bondage or evasion skill.
|
|
776
|
+
* @param {SkillType} SkillType - The name of the skill to influence
|
|
777
|
+
* @param {string} NewRatio - The ratio of this skill that should be used
|
|
778
|
+
* @returns {void} - Nothing
|
|
779
|
+
*/
|
|
780
|
+
declare function DialogSetSkillRatio(SkillType: SkillType, NewRatio: string): void;
|
|
781
|
+
/**
|
|
782
|
+
* Sends an room administrative command to the server for the chat room from the player dialog
|
|
783
|
+
* @param {string} ActionType - The name of the administrative command to use
|
|
784
|
+
* @param {string} Publish - Determines whether the action should be published to the ChatRoom. As this is a string, use "true" to do so
|
|
785
|
+
* @returns {void} - Nothing
|
|
786
|
+
*/
|
|
787
|
+
declare function DialogChatRoomAdminAction(ActionType: string, Publish: string): void;
|
|
788
|
+
/**
|
|
789
|
+
* Leave the dialog and revert back to a safe state, when the player uses her safe word
|
|
790
|
+
* @returns {void} - Nothing
|
|
791
|
+
*/
|
|
792
|
+
declare function DialogChatRoomSafewordRevert(): void;
|
|
793
|
+
/**
|
|
794
|
+
* Leave the dialog and release the player of all restraints before returning them to the Main Lobby
|
|
795
|
+
* @returns {void} - Nothing
|
|
796
|
+
*/
|
|
797
|
+
declare function DialogChatRoomSafewordRelease(): void;
|
|
798
|
+
/**
|
|
799
|
+
* Close the dialog and switch to the crafting screen.
|
|
800
|
+
* @returns {void} - Nothing
|
|
801
|
+
*/
|
|
802
|
+
declare function DialogOpenCraftingScreen(): void;
|
|
803
|
+
/**
|
|
804
|
+
* Check whether it's possible to access the crafting interface.
|
|
805
|
+
* @returns {boolean}
|
|
806
|
+
*/
|
|
807
|
+
declare function DialogCanCraft(): boolean;
|
|
808
|
+
/**
|
|
809
|
+
* Provides a group's real name for male characters
|
|
810
|
+
*
|
|
811
|
+
* @param {Character} C
|
|
812
|
+
* @param {AssetGroup} G
|
|
813
|
+
*/
|
|
814
|
+
declare function DialogActualNameForGroup(C: Character, G: AssetGroup): string;
|
|
815
|
+
/**
|
|
816
|
+
* Propose one of the struggle minigames or start one automatically.
|
|
817
|
+
*
|
|
818
|
+
* This function checks the difficulty of the current struggle attempt and
|
|
819
|
+
* either use the Strength minigame by default or setup the menu state to show
|
|
820
|
+
* the selection screen.
|
|
821
|
+
*
|
|
822
|
+
* @param {Character} C
|
|
823
|
+
* @param {DialogStruggleActionType} Action
|
|
824
|
+
* @param {Item} PrevItem
|
|
825
|
+
* @param {Item} NextItem
|
|
826
|
+
*/
|
|
827
|
+
declare function DialogStruggleStart(C: Character, Action: DialogStruggleActionType, PrevItem: Item, NextItem: Item): void;
|
|
828
|
+
/**
|
|
829
|
+
* Handle the struggle minigame completing, either as a failure, an interruption, or a success.
|
|
830
|
+
*
|
|
831
|
+
* @type {StruggleCompletionCallback}
|
|
832
|
+
*/
|
|
833
|
+
declare function DialogStruggleStop(C: Character, Game: StruggleKnownMinigames, { Progress, PrevItem, NextItem, Skill, Attempts, Interrupted, Auto }: StruggleCompletionData): void;
|
|
834
|
+
declare var DialogText: string;
|
|
835
|
+
declare var DialogTextDefault: string;
|
|
836
|
+
declare var DialogTextDefaultTimer: number;
|
|
837
|
+
/** The duration temporary status message show up for, in ms
|
|
838
|
+
* @type {number}
|
|
839
|
+
*/
|
|
840
|
+
declare var DialogTextDefaultDuration: number;
|
|
841
|
+
/**
|
|
842
|
+
* The default color to use when applying items.
|
|
843
|
+
* @type {string}
|
|
844
|
+
*/
|
|
845
|
+
declare var DialogColorSelect: string;
|
|
846
|
+
/**
|
|
847
|
+
* The list of available items for the selected group.
|
|
848
|
+
* @type DialogInventoryItem[]
|
|
849
|
+
*/
|
|
850
|
+
declare var DialogInventory: DialogInventoryItem[];
|
|
851
|
+
/**
|
|
852
|
+
* The current page offset of the item list. Also used for activities.
|
|
853
|
+
* @type {number}
|
|
854
|
+
*/
|
|
855
|
+
declare var DialogInventoryOffset: number;
|
|
856
|
+
/**
|
|
857
|
+
* The grid configuration for most item views (items, permissions, activities)
|
|
858
|
+
* @type {CommonGenerateGridParameters}
|
|
859
|
+
*/
|
|
860
|
+
declare const DialogInventoryGrid: CommonGenerateGridParameters;
|
|
861
|
+
/**
|
|
862
|
+
* The item currently selected in the Dialog and showing its extended screen.
|
|
863
|
+
*
|
|
864
|
+
* Note that in case this is a lock, the item being locked is available in {@link DialogFocusSourceItem}.
|
|
865
|
+
* @type {Item|null}
|
|
866
|
+
*/
|
|
867
|
+
declare var DialogFocusItem: Item | null;
|
|
868
|
+
/** @type {Item|null} */
|
|
869
|
+
declare var DialogTightenLoosenItem: Item | null;
|
|
870
|
+
/**
|
|
871
|
+
* The actual item being locked while the lock asset has its extended screen drawn.
|
|
872
|
+
* @type {Item|null}
|
|
873
|
+
*/
|
|
874
|
+
declare var DialogFocusSourceItem: Item | null;
|
|
875
|
+
/** @type {null | ReturnType<typeof setTimeout>} */
|
|
876
|
+
declare var DialogFocusItemColorizationRedrawTimer: null | ReturnType<typeof setTimeout>;
|
|
877
|
+
/**
|
|
878
|
+
* The list of currently visible menu item buttons.
|
|
879
|
+
* @type {DialogMenuButton[]}
|
|
880
|
+
*/
|
|
881
|
+
declare var DialogMenuButton: DialogMenuButton[];
|
|
882
|
+
/**
|
|
883
|
+
* The dialog's current mode, what is currently shown.
|
|
884
|
+
* @type {DialogMenuMode}
|
|
885
|
+
*/
|
|
886
|
+
declare var DialogMenuMode: DialogMenuMode;
|
|
887
|
+
/** @deprecated Use DialogMenuMode. */
|
|
888
|
+
declare var DialogColor: any;
|
|
889
|
+
/** @deprecated Use DialogMenuMode. */
|
|
890
|
+
declare var DialogItemPermissionMode: any;
|
|
891
|
+
/**
|
|
892
|
+
* @deprecated Use DialogMenuMode.
|
|
893
|
+
* @type {null | Item}
|
|
894
|
+
* */
|
|
895
|
+
declare var DialogItemToLock: null | Item;
|
|
896
|
+
/**
|
|
897
|
+
* @deprecated Use DialogMenuMode.
|
|
898
|
+
*/
|
|
899
|
+
declare var DialogActivityMode: boolean;
|
|
900
|
+
/** @deprecated Use DialogMenuMode. */
|
|
901
|
+
declare var DialogLockMenu: boolean;
|
|
902
|
+
/** @deprecated Use DialogMenuMode. */
|
|
903
|
+
declare var DialogCraftingMenu: boolean;
|
|
904
|
+
/**
|
|
905
|
+
* The group that was selected before we entered the expression coloring screen
|
|
906
|
+
* @type {{mode: DialogMenuMode, group: AssetItemGroup}}
|
|
907
|
+
*/
|
|
908
|
+
declare var DialogExpressionPreviousMode: {
|
|
909
|
+
mode: DialogMenuMode;
|
|
910
|
+
group: AssetItemGroup;
|
|
911
|
+
};
|
|
912
|
+
/** @type {ExpressionItem[]} */
|
|
913
|
+
declare var DialogFacialExpressions: ExpressionItem[];
|
|
914
|
+
/** The maximum number of expressions per page for a given asset group. */
|
|
915
|
+
declare const DialogFacialExpressionsPerPage: 18;
|
|
916
|
+
/**
|
|
917
|
+
* The currently selected expression page number for a given asset group.
|
|
918
|
+
* Contains up to {@link DialogFacialExpressionsPerPage} expressions.
|
|
919
|
+
*/
|
|
920
|
+
declare let DialogFacialExpressionsSelectedPage: number;
|
|
921
|
+
declare var DialogFacialExpressionsSelected: number;
|
|
922
|
+
declare var DialogFacialExpressionsSelectedBlindnessLevel: number;
|
|
923
|
+
/** @type {Character[]} */
|
|
924
|
+
declare var DialogSavedExpressionPreviews: Character[];
|
|
925
|
+
/** @type {Pose[][]} */
|
|
926
|
+
declare var DialogActivePoses: Pose[][];
|
|
927
|
+
declare var DialogExtendedMessage: string;
|
|
928
|
+
/**
|
|
929
|
+
* The list of available activities for the selected group.
|
|
930
|
+
* @type {ItemActivity[]}
|
|
931
|
+
*/
|
|
932
|
+
declare var DialogActivity: ItemActivity[];
|
|
933
|
+
/** @type {Record<"Enabled" | "Equipped" | "BothFavoriteUsable" | "TargetFavoriteUsable" | "PlayerFavoriteUsable" | "Usable" | "TargetFavoriteUnusable" | "PlayerFavoriteUnusable" | "Unusable" | "Blocked", DialogSortOrder>} */
|
|
934
|
+
declare var DialogSortOrder: Record<"Enabled" | "Equipped" | "BothFavoriteUsable" | "TargetFavoriteUsable" | "PlayerFavoriteUsable" | "Usable" | "TargetFavoriteUnusable" | "PlayerFavoriteUnusable" | "Unusable" | "Blocked", DialogSortOrder>;
|
|
935
|
+
/** @type {null | DialogSelfMenuOptionType} */
|
|
936
|
+
declare var DialogSelfMenuSelected: null | DialogSelfMenuOptionType;
|
|
937
|
+
declare var DialogLeaveDueToItem: boolean;
|
|
938
|
+
declare var DialogLentLockpicks: boolean;
|
|
939
|
+
declare var DialogGamingPreviousRoom: string;
|
|
940
|
+
/** @type {"" | ModuleType} */
|
|
941
|
+
declare var DialogGamingPreviousModule: "" | ModuleType;
|
|
942
|
+
declare var DialogButtonDisabledTester: RegExp;
|
|
943
|
+
/**
|
|
944
|
+
* The attempted action that's leading the player to struggle.
|
|
945
|
+
* @type {DialogStruggleActionType?}
|
|
946
|
+
*/
|
|
947
|
+
declare let DialogStruggleAction: DialogStruggleActionType | null;
|
|
948
|
+
/**
|
|
949
|
+
* The item we're struggling out of, or swapping from.
|
|
950
|
+
* @type {Item}
|
|
951
|
+
*/
|
|
952
|
+
declare let DialogStrugglePrevItem: Item;
|
|
953
|
+
/**
|
|
954
|
+
* The item we're swapping to.
|
|
955
|
+
* @type {Item}
|
|
956
|
+
*/
|
|
957
|
+
declare let DialogStruggleNextItem: Item;
|
|
958
|
+
/** Whether we went through the struggle selection screen or went straight through. */
|
|
959
|
+
declare let DialogStruggleSelectMinigame: boolean;
|
|
960
|
+
/** @type {Map<string, string>} */
|
|
961
|
+
declare var PlayerDialog: Map<string, string>;
|
|
962
|
+
/** @type {FavoriteState[]} */
|
|
963
|
+
declare var DialogFavoriteStateDetails: FavoriteState[];
|
|
964
|
+
/**
|
|
965
|
+
* The list of menu types available when clicking on yourself
|
|
966
|
+
* @type {readonly DialogSelfMenuOptionType[]}
|
|
967
|
+
*/
|
|
968
|
+
declare var DialogSelfMenuOptions: readonly DialogSelfMenuOptionType[];
|
|
969
|
+
/** @type {Partial<Record<InventoryIcon, EffectName[]>>} */
|
|
970
|
+
declare const DialogEffectIconTable: Partial<Record<InventoryIcon, EffectName[]>>;
|