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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* Adds a new entry to the player's logs, renews the value if it already exists.
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* @template {LogGroupType} T
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* @param {LogNameType[T]} NewLogName - The name of the log
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* @param {T} NewLogGroup - The name of the log's group
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* @param {number} [NewLogValue] - Value for the log as the time in ms. Is undefined if the value is permanent
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* @param {boolean} [Push=true] - TRUE if we must push the log to the server
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* @returns {void} - Nothing
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*/
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declare function LogAdd<T extends keyof LogNameType>(NewLogName: LogNameType[T], NewLogGroup: T, NewLogValue?: number, Push?: boolean): void;
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/**
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* Deletes a log entry.
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* @template {LogGroupType} T
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* @param {LogNameType[T]} DelLogName - The name of the log
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* @param {T} DelLogGroup - The name of the log's group
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* @param {boolean} [Push=true] - TRUE if we must push the log to the server
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* @returns {void} - Nothing
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*/
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declare function LogDelete<T extends keyof LogNameType>(DelLogName: LogNameType[T], DelLogGroup: T, Push?: boolean): void;
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/**
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* Deletes all log entries to starts with the name.
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* @param {string} DelLogName - The name of the log
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* @param {LogGroupType} DelLogGroup - The name of the log's group
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* @param {boolean} [Push=true] - TRUE if we must push the log to the server
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* @returns {void} - Nothing
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*/
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declare function LogDeleteStarting(DelLogName: string, DelLogGroup: LogGroupType, Push?: boolean): void;
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/**
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* Deletes all log entries in a particular log group.
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* @param {LogGroupType} DelLogGroup - The name of the log's group
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* @param {boolean} [Push=true] - TRUE if we must push the log to the server
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* @returns {void} - Nothing
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*/
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declare function LogDeleteGroup(DelLogGroup: LogGroupType, Push?: boolean): void;
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/**
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* Searches for an existing log entry.
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* @template {LogGroupType} T
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* @param {LogNameType[T]} QueryLogName - The name of the log to search for
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* @param {T} QueryLogGroup - The name of the log's group
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* @returns {boolean} - Returns TRUE if there is an existing log matching the Name/Group with no value or a value above the current time in ms.
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*/
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declare function LogQuery<T extends keyof LogNameType>(QueryLogName: LogNameType[T], QueryLogGroup: T): boolean;
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/**
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* Checks if there's a log entry with extra ID characters in the log of the player (Exemple: BlockScreenABC return true for ID: A, B or C)
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* @template {LogGroupType} T
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* @param {LogNameType[T]} LogName - The log name to scan
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* @param {T} LogGroup - The log group to scan
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* @param {string} ID - The ID to validate (letter, number or other chars are fine)
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* @returns {boolean} - Returns true, if the log contains that ID
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*/
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declare function LogContain<T extends keyof LogNameType>(LogName: LogNameType[T], LogGroup: T, ID: string): boolean;
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/**
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* Returns the value associated to a log.
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* @template {LogGroupType} T
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* @param {LogNameType[T]} QueryLogName - The name of the log to query the value
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* @param {T} QueryLogGroup - The name of the log's group
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* @returns {number | null} - Returns the value of the log which is a date represented in ms or undefined. Returns null if no matching log is found.
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*/
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declare function LogValue<T extends keyof LogNameType>(QueryLogName: LogNameType[T], QueryLogGroup: T): number | null;
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/**
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* Loads the account log.
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* @param {readonly LogRecord[]} NewLog - Existing logs received by the server
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* @returns {void} - Nothing
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*/
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declare function LogLoad(NewLog: readonly LogRecord[]): void;
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/**
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* Searches for an existing log entry on another character.
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* @template {LogGroupType} T
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* @param {Character} C - Character to search on
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* @param {LogNameType[T]} QueryLogName - The name of the log to search for
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* @param {T} QueryLogGroup - The name of the log's group
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* @returns {boolean} - Returns TRUE if there is an existing log matching the Name/Group with no value or a value above the current time in ms.
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*/
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declare function LogQueryRemote<T extends keyof LogNameType>(C: Character, QueryLogName: LogNameType[T], QueryLogGroup: T): boolean;
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/**
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* Filters the Player's log and returns the rule entries that the player's owner is allowed to see.
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* @param {boolean} OwnerIsLover - Indicates that the requester is also the player's lover.
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* @returns {LogRecord[]} - A list of rules that the player's owner is permitted to see
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*/
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declare function LogGetOwnerReadableRules(OwnerIsLover: boolean): LogRecord[];
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/**
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* Filters the Player's log and returns the rule entries that the player's lover is allowed to see.
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* @returns {LogRecord[]} - A list of rules that the player's lover is permitted to see
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*/
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declare function LogGetLoverReadableRules(): LogRecord[];
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/** @type {LogRecord[]} */
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declare var Log: LogRecord[];
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/**
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* A class representing a directed graph. The graph consists of string nodes, and edges defined by string to/from
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* 2-tuples
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*/
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declare class DirectedGraph {
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/**
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* @param {string[]} vertices
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* @param {[string, string][]} edges
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*/
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constructor(vertices: string[], edges: [string, string][]);
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vertices: string[];
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size: number;
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edges: [string, string][];
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adjacencyList: Record<string, string[]>;
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/**
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* Constructs and sets the adjacency list for this graph based on its edge definitions
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* @returns {Record<string, string[]>} - The adjacency list for the graph
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*/
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buildAdjacencyList(): Record<string, string[]>;
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/**
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* Creates a new subgraph of this graph by removing a given vertex, along with all edges attached to that vertex
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* @param {string} vertex - The vertex to remove
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* @returns {DirectedGraph} - The subgraph of this graph obtained by removing the given vertex and all attached
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* edges
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*/
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removeVertex(vertex: string): DirectedGraph;
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/**
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* Creates a new subgraph of this graph by keeping only the given vertices and any edges between them
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* @param {string[]} vertices - The vertices to keep
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* @returns {DirectedGraph} - The subgraph of this graph obtained by only keeping the given vertices and any edges
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* between them
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*/
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subgraphFromVertices(vertices: string[]): DirectedGraph;
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/**
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* Calculates the strongly connected components of the graph using Tarjan's strongly connected components algorithm.
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* See https://en.wikipedia.org/wiki/Tarjan%27s_strongly_connected_components_algorithm
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* @returns {string[][]} - An array containing the strongly connected components of this graph, each represented as
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* an array of vertex numbers
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*/
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getStronglyConnectedComponents(): string[][];
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/**
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* Finds all simple cycles in this graph using Johnson's algorithm (see https://epubs.siam.org/doi/10.1137/0204007)
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* @returns {string[][]}
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*/
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findCycles(): string[][];
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}
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/**
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* Import the inventory from the Bondage College. Items to import were saved in localstorage previously.
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* @param {Character} C - Character for which to import items to
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* @returns - Nothing
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*/
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declare function ImportBondageCollege(C: Character): void;
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declare var ImportBondageCollegeData: boolean;
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@@ -0,0 +1,509 @@
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/**
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* Add a new item by group & name to character inventory
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* @param {Character} C - The character that gets the new item added to her inventory
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* @param {string} NewItemName - The name of the new item to add
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* @param {AssetGroupName} NewItemGroup - The group name of the new item to add
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* @param {boolean} [Push=true] - Set to TRUE to push to the server
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*/
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declare function InventoryAdd(C: Character, NewItemName: string, NewItemGroup: AssetGroupName, Push?: boolean): void;
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/**
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* Adds multiple new items by group & name to the character inventory
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* @param {Character} C - The character that gets the new items added to her inventory
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* @param {readonly ItemBundle[]} NewItems - The new items to add
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* @param {Boolean} [Push=true] - Set to TRUE to push to the server, pushed by default
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*/
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declare function InventoryAddMany(C: Character, NewItems: readonly ItemBundle[], Push?: boolean): void;
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/**
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* Creates a new item for a character based on asset group and name
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* @param {Character} C - The character to create the item for
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* @param {AssetGroupName} Group - The name of the asset group the item belongs to
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* @param {string} Name - The name of the asset for the item
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* @return {InventoryItem | null} A new item for character using the specified asset name, or null if the specified asset could not be
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* found in the named group
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*/
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declare function InventoryItemCreate(C: Character, Group: AssetGroupName, Name: string): InventoryItem | null;
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/**
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* Deletes an item from the character inventory
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* @param {Character} C - The character on which we should remove the item
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* @param {string} DelItemName - The name of the item to delete
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* @param {AssetGroupName} DelItemGroup - The group name of the item to delete
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* @param {boolean} [Push=true] - Set to TRUE to push to the server
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* @return {InventoryItem}
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*/
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declare function InventoryDelete(C: Character, DelItemName: string, DelItemGroup: AssetGroupName, Push?: boolean): InventoryItem;
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/**
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* Deletes all currently-owned items from a given group.
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*
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* @param {Character} C - The character to remove items from
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* @param {AssetGroupName} group - The group name to clear
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* @param {boolean} [push=true] - Whether to send an update to the server
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* @return {InventoryItem[]} The list of deleted items
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*/
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declare function InventoryDeleteGroup(C: Character, group: AssetGroupName, push?: boolean): InventoryItem[];
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/**
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* Loads the current inventory for a character, can be loaded from an object of Name/Group or a compressed array using
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* LZString
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* @param {Character} C - The character on which we should load the inventory
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* @param {string | readonly ItemBundle[] | Partial<Record<AssetGroupName, readonly string[]>>} Inventory - An array of Name / Group of items to load
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*/
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declare function InventoryLoad(C: Character, Inventory: string | readonly ItemBundle[] | Partial<Record<AssetGroupName, readonly string[]>>): void;
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/**
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* Checks if the character has the inventory available
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* @param {Character} C - The character on which we should remove the item
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* @param {string|'*'} InventoryName - The name of the item to validate, * means any
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* @param {AssetGroupName} InventoryGroup - The group name of the item to validate
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*/
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declare function InventoryAvailable(C: Character, InventoryName: string | '*', InventoryGroup: AssetGroupName): boolean;
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/**
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* Returns an error message if a prerequisite clashes with the character's items and clothes
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* @param {Character} C - The character on which we check for prerequisites
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* @param {AssetPrerequisite} Prerequisite - The name of the prerequisite
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* @returns {string} - The error tag, can be converted to an error message
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*/
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declare function InventoryPrerequisiteMessage(C: Character, Prerequisite: AssetPrerequisite): string;
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64
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/**
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65
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* Prerequisite utility function that returns TRUE if the given character has an item equipped in the provided group
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* whose name matches one of the names in the provided list.
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* @param {Character} C - The character for whom to check equipped items
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* @param {AssetGroupName} ItemGroup - The name of the item group to check
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* @param {readonly string[]} ItemList - A list of item names to check against
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* @returns {boolean} - TRUE if the character has an item from the item list equipped in the named slot, FALSE
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* otherwise
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72
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*/
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73
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declare function InventoryIsItemInList(C: Character, ItemGroup: AssetGroupName, ItemList: readonly string[]): boolean;
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74
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/**
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75
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* Prerequisite utility function that returns TRUE if the given character has an item equipped in the provided group
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* which has the provided prerequisite.
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77
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* @param {Character} C - The character whose items should be checked
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78
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* @param {AssetGroupName} ItemGroup - The name of the item group to check
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79
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* @param {AssetPrerequisite} Prerequisite - The name of the prerequisite to look for
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80
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* @returns {boolean} - TRUE if the character has an item equipped in the named slot which has the named prerequisite,
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81
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* FALSE otherwise
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82
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*/
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83
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declare function InventoryDoesItemHavePrerequisite(C: Character, ItemGroup: AssetGroupName, Prerequisite: AssetPrerequisite): boolean;
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84
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/**
|
|
85
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* Prerequisite utility function to check whether the target group for the given character is blocked by any of the
|
|
86
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* given groups to check.
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87
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* @param {Character} C - The character whose items should be checked
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|
88
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* @param {AssetGroupItemName} TargetGroup - The name of the group that should be checked for being blocked
|
|
89
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* @param {readonly AssetGroupName[]} GroupsToCheck - The name(s) of the groups whose items should be checked
|
|
90
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* @returns {boolean} - TRUE if the character has an item equipped in any of the given groups to check which blocks the
|
|
91
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+
* target group, FALSE otherwise.
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92
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+
*/
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93
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+
declare function InventoryDoItemsBlockGroup(C: Character, TargetGroup: AssetGroupItemName, GroupsToCheck: readonly AssetGroupName[]): boolean;
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94
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+
/**
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95
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* Prerequisite utility function to check whether the target group for the given character is exposed by all of the
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96
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+
* given groups to check.
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* @param {Character} C - The character whose items should be checked
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* @param {AssetGroupItemName} TargetGroup - The name of the group that should be checked for being exposed
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99
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* @param {readonly AssetGroupName[]} GroupsToCheck - The name(s) of the groups whose items should be checked
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100
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* @returns {boolean} - FALSE if the character has an item equipped in ANY of the given groups to check that does not
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* expose the target group. Returns TRUE otherwise.
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+
*/
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declare function InventoryDoItemsExposeGroup(C: Character, TargetGroup: AssetGroupItemName, GroupsToCheck: readonly AssetGroupName[]): boolean;
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+
/**
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* Prerequisite utility function that returns TRUE if the given character has an item equipped in any of the named group
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* slots.
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* @param {Character} C - The character whose items should be checked
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* @param {readonly AssetGroupName[]} GroupList - The list of groups to check for items in
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* @returns {boolean} - TRUE if the character has any item equipped in any of the named groups, FALSE otherwise.
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+
*/
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+
declare function InventoryHasItemInAnyGroup(C: Character, GroupList: readonly AssetGroupName[]): boolean;
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+
/**
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* Check if there are any gags with prerequisites that block the new gag from being applied
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* @param {Character} C - The character on which we check for prerequisites
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* @param {readonly AssetPrerequisite[]} BlockingPrereqs - The prerequisites we check for on lower gags
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* @returns {string} - Returns the prerequisite message if the gag is blocked, or an empty string if not
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+
*/
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+
declare function InventoryPrerequisiteConflictingGags(C: Character, BlockingPrereqs: readonly AssetPrerequisite[]): string;
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+
/**
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* Returns TRUE if we can add the item, no other items must block that prerequisite
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+
* @param {Character} C - The character on which we check for prerequisites
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122
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+
* @param {Asset} asset - The asset for which prerequisites should be checked. Any item equipped in the asset's group
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* will be ignored for the purposes of the prerequisite check.
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* @param {AssetPrerequisite | readonly AssetPrerequisite[]} [prerequisites=asset.Prerequisite] - An array of prerequisites or a string for a single
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+
* prerequisite. If nothing is provided, the asset's default prerequisites will be used
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+
* @param {boolean} [setDialog=true] - If TRUE, set the screen dialog message at the same time
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127
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+
* @returns {boolean} - TRUE if the item can be added to the character
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+
*/
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+
declare function InventoryAllow(C: Character, asset: Asset, prerequisites?: AssetPrerequisite | readonly AssetPrerequisite[], setDialog?: boolean): boolean;
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+
/**
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131
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+
* Gets the current item / cloth worn a specific area (AssetGroup)
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+
* @param {Character} C - The character on which we must check the appearance
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+
* @param {AssetGroupName} AssetGroup - The name of the asset group to scan
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+
* @returns {Item|null} - Returns the appearance which is the item / cloth asset, color and properties
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+
*/
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+
declare function InventoryGet(C: Character, AssetGroup: AssetGroupName): Item | null;
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+
/**
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138
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+
* Applies crafted properties to the item used
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+
* @param {Character} Source - The character that used the item
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+
* @param {Character} Target - The character on which the item is used
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+
* @param {AssetGroupItemName} GroupName - The name of the asset group to scan
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+
* @param {CraftingItem} Craft - The crafted properties to apply
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143
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+
* @param {Boolean} Refresh - TRUE if we must refresh the character
|
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144
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+
* @param {Boolean} ApplyColor - TRUE if the items color must be (re-)applied
|
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145
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+
* @param {Boolean} CraftWarn - Whether a warning should logged whenever the crafting validation fails
|
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146
|
+
* @returns {void}
|
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147
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+
*/
|
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148
|
+
declare function InventoryCraft(Source: Character, Target: Character, GroupName: AssetGroupItemName, Craft: CraftingItem, Refresh: boolean, ApplyColor?: boolean, CraftWarn?: boolean): void;
|
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149
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+
/**
|
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150
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+
* Returns the number of items on a character with a specific property
|
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151
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+
* @param {Character} C - The character to validate
|
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152
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+
* @param {CraftingPropertyType} Property - The property to count
|
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153
|
+
* @returns {Number} - The number of times the property is found
|
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154
|
+
*/
|
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155
|
+
declare function InventoryCraftCount(C: Character, Property: CraftingPropertyType): number;
|
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156
|
+
/**
|
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157
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+
* Returns TRUE if an item as the specified crafted property
|
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158
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+
* @param {Item} Item - The item to validate
|
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159
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+
* @param {CraftingPropertyType} Property - The property to check
|
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160
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+
* @returns {boolean} - TRUE if the property matches
|
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+
*/
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162
|
+
declare function InventoryCraftPropertyIs(Item: Item, Property: CraftingPropertyType): boolean;
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163
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+
/**
|
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164
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+
* Sets the craft and type on the item, uses the achetype properties if possible.
|
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165
|
+
* Note that appearance changes are _not_ pushed to the server.
|
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166
|
+
* @param {Item} Item - The item being applied
|
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167
|
+
* @param {Character} C - The character that must wear the item
|
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168
|
+
* @param {CraftingItem} [Craft] - The crafting properties of the item
|
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169
|
+
*/
|
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170
|
+
declare function InventoryWearCraft(Item: Item, C: Character, Craft?: CraftingItem): void;
|
|
171
|
+
/**
|
|
172
|
+
* Makes the character wear an item on a body area
|
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173
|
+
* @param {Character} C - The character that must wear the item
|
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174
|
+
* @param {string} AssetName - The name of the asset to wear
|
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175
|
+
* @param {AssetGroupName} AssetGroup - The name of the asset group to wear
|
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176
|
+
* @param {string | string[]} [ItemColor] - The hex color of the item, can be undefined or "Default"
|
|
177
|
+
* @param {number} [Difficulty] - The difficulty, on top of the base asset difficulty, to assign to the item
|
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178
|
+
* @param {number} [MemberNumber] - The member number of the character putting the item on - defaults to -1
|
|
179
|
+
* @param {CraftingItem} [Craft] - The crafting properties of the item
|
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180
|
+
* @param {boolean} [Refresh] - Whether to refresh the character and push the changes to the server
|
|
181
|
+
* @returns {null | Item} - Thew newly created item or `null` if the asset does not exist
|
|
182
|
+
*/
|
|
183
|
+
declare function InventoryWear(C: Character, AssetName: string, AssetGroup: AssetGroupName, ItemColor?: string | string[], Difficulty?: number, MemberNumber?: number, Craft?: CraftingItem, Refresh?: boolean): null | Item;
|
|
184
|
+
/**
|
|
185
|
+
* Sets the difficulty to remove an item for a body area
|
|
186
|
+
* @param {Character} C - The character that is wearing the item
|
|
187
|
+
* @param {AssetGroupItemName} AssetGroup - The name of the asset group
|
|
188
|
+
* @param {number} Difficulty - The new difficulty level to escape from the item
|
|
189
|
+
*/
|
|
190
|
+
declare function InventorySetDifficulty(C: Character, AssetGroup: AssetGroupItemName, Difficulty: number): void;
|
|
191
|
+
/**
|
|
192
|
+
* Returns TRUE if there's already a locked item at a given body area
|
|
193
|
+
* @param {Character} C - The character that is wearing the item
|
|
194
|
+
* @param {AssetGroupItemName} AssetGroup - The name of the asset group (body area)
|
|
195
|
+
* @param {Boolean} CheckProperties - Set to TRUE to check for additionnal properties
|
|
196
|
+
* @returns {Boolean} - TRUE if the item is locked
|
|
197
|
+
*/
|
|
198
|
+
declare function InventoryLocked(C: Character, AssetGroup: AssetGroupItemName, CheckProperties: boolean): boolean;
|
|
199
|
+
/**
|
|
200
|
+
* Makes the character wear a random item from a body area
|
|
201
|
+
* @param {Character} C - The character that must wear the item
|
|
202
|
+
* @param {AssetGroupName} GroupName - The name of the asset group (body area)
|
|
203
|
+
* @param {number} [Difficulty] - The difficulty, on top of the base asset difficulty, to assign to the item
|
|
204
|
+
* @param {boolean} [Refresh=true] - Do not call CharacterRefresh if false
|
|
205
|
+
* @param {boolean} [MustOwn=false] - If TRUE, only assets that the character owns can be worn. Otherwise any asset can
|
|
206
|
+
* be used
|
|
207
|
+
* @param {boolean} [Extend=true] - Whether or not to randomly extend the item (i.e. set the item type), provided it has
|
|
208
|
+
* an archetype that supports random extension
|
|
209
|
+
* @param {readonly string[]} [AllowedAssets=null] - A list of assets from which one must be selected
|
|
210
|
+
* @param {boolean} [IgnoreRequirements=false] - If True, the group being blocked and prerequisites will not prevent the item being added.
|
|
211
|
+
* NOTE: Long-term this should be replaced with better checks before calling this function.
|
|
212
|
+
* @returns {Item | null} - The equipped item (if any)
|
|
213
|
+
*/
|
|
214
|
+
declare function InventoryWearRandom(C: Character, GroupName: AssetGroupName, Difficulty?: number, Refresh?: boolean, MustOwn?: boolean, Extend?: boolean, AllowedAssets?: readonly string[], IgnoreRequirements?: boolean): Item | null;
|
|
215
|
+
/**
|
|
216
|
+
* Randomly extends an item (sets an item type, etc.) on a character
|
|
217
|
+
* @param {Character} C - The character wearing the item
|
|
218
|
+
* @param {AssetGroupName} GroupName - The name of the item's group
|
|
219
|
+
* @param {null | Character} [C_Source] - The character setting the new item option. If `null`, assume that it is _not_ the player character.
|
|
220
|
+
* @returns {Item | null} - The equipped item (if any)
|
|
221
|
+
*/
|
|
222
|
+
declare function InventoryRandomExtend(C: Character, GroupName: AssetGroupName, C_Source?: null | Character): Item;
|
|
223
|
+
/**
|
|
224
|
+
* Select a random asset from a group, narrowed to the most preferable available options (i.e
|
|
225
|
+
* unblocked/visible/unlimited) based on their binary "rank"
|
|
226
|
+
* @param {Character} C - The character to pick the asset for
|
|
227
|
+
* @param {AssetGroupName} GroupName - The asset group to pick the asset from. Set to an empty string to not filter by group.
|
|
228
|
+
* @param {readonly Asset[]} [AllowedAssets] - Optional parameter: A list of assets from which one can be selected. If not provided,
|
|
229
|
+
* the full list of all assets is used.
|
|
230
|
+
* @param {boolean} [IgnorePrerequisites=false] - If True, skip the step to check whether prerequisites are met
|
|
231
|
+
* NOTE: Long-term this should be replaced with better checks before calling this function.
|
|
232
|
+
* @returns {Asset|null} - The randomly selected asset or `null` if none found
|
|
233
|
+
*/
|
|
234
|
+
declare function InventoryGetRandom(C: Character, GroupName: AssetGroupName, AllowedAssets?: readonly Asset[], IgnorePrerequisites?: boolean): Asset | null;
|
|
235
|
+
/**
|
|
236
|
+
* Removes a specific item from a character body area
|
|
237
|
+
* @param {Character} C - The character on which we must remove the item
|
|
238
|
+
* @param {AssetGroupName} AssetGroup - The name of the asset group (body area)
|
|
239
|
+
* @param {boolean} [Refresh] - Whether or not to trigger a character refresh. Defaults to false
|
|
240
|
+
*/
|
|
241
|
+
declare function InventoryRemove(C: Character, AssetGroup: AssetGroupName, Refresh?: boolean): void;
|
|
242
|
+
/**
|
|
243
|
+
* Returns TRUE if the body area (Asset Group) for a character is blocked and cannot be used
|
|
244
|
+
* @param {Character} C - The character on which we validate the group
|
|
245
|
+
* @param {AssetGroupItemName} [GroupName] - The name of the asset group (body area), defaults to `C.FocusGroup`
|
|
246
|
+
* @param {boolean} [Activity=false] - if TRUE check if activity is allowed on the asset group
|
|
247
|
+
* @returns {boolean} - TRUE if the group is blocked
|
|
248
|
+
*/
|
|
249
|
+
declare function InventoryGroupIsBlockedForCharacter(C: Character, GroupName?: AssetGroupItemName, Activity?: boolean): boolean;
|
|
250
|
+
/**
|
|
251
|
+
* Returns TRUE if the body area is blocked by an owner rule
|
|
252
|
+
* @param {Character} C - The character on which we validate the group
|
|
253
|
+
* @param {AssetGroupName} [GroupName] - The name of the asset group (body area)
|
|
254
|
+
* @returns {boolean} - TRUE if the group is blocked
|
|
255
|
+
*/
|
|
256
|
+
declare function InventoryGroupIsBlockedByOwnerRule(C: Character, GroupName?: AssetGroupName): boolean;
|
|
257
|
+
/**
|
|
258
|
+
* Returns TRUE if the body area (Asset Group) for a character is blocked and cannot be used
|
|
259
|
+
* Similar to InventoryGroupIsBlockedForCharacter but also blocks groups on all characters if the player is enclosed.
|
|
260
|
+
* @param {Character} C - The character on which we validate the group
|
|
261
|
+
* @param {AssetGroupItemName} [GroupName] - The name of the asset group (body area)
|
|
262
|
+
* @param {boolean} [Activity] - if TRUE check if activity is allowed on the asset group
|
|
263
|
+
* @returns {boolean} - TRUE if the group is blocked
|
|
264
|
+
*/
|
|
265
|
+
declare function InventoryGroupIsBlocked(C: Character, GroupName?: AssetGroupItemName, Activity?: boolean): boolean;
|
|
266
|
+
/**
|
|
267
|
+
* Returns TRUE if an item has a specific effect
|
|
268
|
+
* @param {Item} Item - The item from appearance that must be validated
|
|
269
|
+
* @param {EffectName} [Effect] - The name of the effect to validate, can be undefined to check for any effect
|
|
270
|
+
* @param {boolean} [CheckProperties=true] - If properties should be checked (defaults to `true`)
|
|
271
|
+
* @returns {boolean} `true` if the effect is on the item
|
|
272
|
+
*/
|
|
273
|
+
declare function InventoryItemHasEffect(Item: Item, Effect?: EffectName, CheckProperties?: boolean): boolean;
|
|
274
|
+
/**
|
|
275
|
+
* Returns TRUE if an item lock is pickable
|
|
276
|
+
* @param {Item} Item - The item from appearance that must be validated
|
|
277
|
+
* @returns {Boolean} - TRUE if PickDifficulty is on the item
|
|
278
|
+
*/
|
|
279
|
+
declare function InventoryItemIsPickable(Item: Item): boolean;
|
|
280
|
+
/**
|
|
281
|
+
* Returns the value of a given property of an appearance item, prioritizes the Property object.
|
|
282
|
+
* @template {keyof ItemProperties | keyof Asset | keyof AssetGroup} Name
|
|
283
|
+
* @param {Item} Item - The appearance item to scan
|
|
284
|
+
* @param {Name} PropertyName - The property name to get.
|
|
285
|
+
* @param {boolean} [CheckGroup=false] - Whether or not to fall back to the item's group if the property is not found on
|
|
286
|
+
* Property or Asset.
|
|
287
|
+
* @returns {(ItemProperties & Asset & AssetGroup)[Name] | undefined} - The value of the requested property for the given item.
|
|
288
|
+
* Returns either undefined, an empty array or object if the property or the item itself does not exist.
|
|
289
|
+
*/
|
|
290
|
+
declare function InventoryGetItemProperty<Name extends "Name" | "Gender" | "BuyGroup" | "ParentItem" | "Enable" | "Visible" | "NotVisibleOnScreen" | "Wear" | "Activity" | "AllowActivity" | "ActivityAudio" | "ActivityExpression" | "AllowActivityOn" | "PrerequisiteBuyGroups" | "Effect" | "Block" | "BlockRemotes" | "OpenPermission" | "OpenPermissionArm" | "OpenPermissionLeg" | "OpenPermissionChastity" | "Bonus" | "Expose" | "Hide" | "HideItem" | "HideItemExclude" | "Require" | "SetPose" | "AllowPose" | "HideForPose" | "PoseMapping" | "AllowActivePose" | "WhitelistActivePose" | "Value" | "Difficulty" | "SelfBondage" | "SelfUnlock" | "ExclusiveUnlock" | "Random" | "RemoveAtLogin" | "LayerVisibility" | "RemoveTime" | "RemoveTimer" | "MaxTimer" | "Alpha" | "Prerequisite" | "Extended" | "AlwaysExtend" | "AlwaysInteract" | "AllowLock" | "IsLock" | "PickDifficulty" | "OwnerOnly" | "LoverOnly" | "FamilyOnly" | "ExpressionTrigger" | "RemoveItemOnRemove" | "AllowEffect" | "AllowBlock" | "AllowHide" | "AllowHideItem" | "AllowType" | "AllowTighten" | "DefaultColor" | "Opacity" | "MinOpacity" | "MaxOpacity" | "Audio" | "Category" | "Fetish" | "ArousalZone" | "IsRestraint" | "BodyCosplay" | "OverrideBlinking" | "DialogSortOverride" | "DynamicDescription" | "DynamicPreviewImage" | "DynamicAllowInventoryAdd" | "DynamicName" | "DynamicGroupName" | "DynamicActivity" | "DynamicAudio" | "CharacterRestricted" | "AllowRemoveExclusive" | "InheritColor" | "DynamicBeforeDraw" | "DynamicAfterDraw" | "DynamicScriptDraw" | "HasType" | "AllowLockType" | "AllowColorize" | "AllowColorizeAll" | "AvailableLocations" | "OverrideHeight" | "FreezeActivePose" | "DrawLocks" | "AllowExpression" | "MirrorExpression" | "FixedPosition" | "CustomBlindBackground" | "Layer" | "Archetype" | "Attribute" | "HideItemAttribute" | "PreviewIcons" | "Tint" | "DefaultTint" | "CraftGroup" | "ExpressionPrerequisite" | "ColorSuffix" | "Text" | "LockPickSeed" | "CombinationNumber" | "Password" | "Hint" | "LockSet" | "Padding" | "Type" | "Door" | "Expression" | "Mode" | "Intensity" | "State" | "HeightModifier" | "OverridePriority" | "ItemMemberNumber" | "LockedBy" | "LockMemberNumber" | "MemberNumberListKeys" | "RemoveItem" | "RemoveOnUnlock" | "ShowTimer" | "EnableRandomInput" | "MemberNumberList" | "InflateLevel" | "SuctionLevel" | "Text2" | "Text3" | "LockButt" | "HeartRate" | "HeartIcon" | "AutoPunish" | "AutoPunishUndoTime" | "AutoPunishUndoTimeSetting" | "OriginalSetting" | "BlinkState" | "Option" | "PunishStruggle" | "PunishStruggleOther" | "PunishOrgasm" | "PunishStandup" | "PunishSpeech" | "PunishRequiredSpeech" | "PunishRequiredSpeechWord" | "PunishProhibitedSpeech" | "PunishProhibitedSpeechWords" | "NextShockTime" | "PublicModeCurrent" | "PublicModePermission" | "TriggerValues" | "AccessMode" | "ShockLevel" | "InsertedBeads" | "ShowText" | "TriggerCount" | "Iterations" | "Revert" | "UnHide" | "Texts" | "TargetAngle" | "PortalLinkCode" | "Underwear" | "Description" | "Group" | "ParentGroupName" | "WearTime" | "DrawingPriority" | "DrawingLeft" | "DrawingTop" | "ZoomModifier" | "ColorableLayerCount" | "AllowTint" | "Family" | "Asset" | "IsDefault" | "AllowNone" | "AllowCustomize" | "ColorSchema" | "ParentSize" | "ParentColor" | "Clothing" | "Zone" | "MirrorGroup" | "DrawingFullAlpha" | "DrawingBlink" | "PreviewZone" | "MirrorActivitiesFrom" | "HasPreviewImages" | "IsAppearance" | "IsItem" | "IsScript">(Item: Item, PropertyName: Name, CheckGroup?: boolean): (ItemProperties & Asset & AssetGroup)[Name];
|
|
291
|
+
/**
|
|
292
|
+
* Apply an item's expression trigger to a character if able
|
|
293
|
+
* @param {Character} C - The character to update
|
|
294
|
+
* @param {readonly ExpressionTrigger[]} expressions - The expression change to apply to each group
|
|
295
|
+
*/
|
|
296
|
+
declare function InventoryExpressionTriggerApply(C: Character, expressions: readonly ExpressionTrigger[]): void;
|
|
297
|
+
/**
|
|
298
|
+
* Returns the padlock item that locks another item
|
|
299
|
+
* @param {Item} Item - The item from appearance that must be scanned
|
|
300
|
+
* @returns {Item} - A padlock item or NULL if none
|
|
301
|
+
*/
|
|
302
|
+
declare function InventoryGetLock(Item: Item): Item;
|
|
303
|
+
/**
|
|
304
|
+
* Returns TRUE if the item has an OwnerOnly flag, such as the owner padlock
|
|
305
|
+
* @param {Item} Item - The item from appearance that must be scanned
|
|
306
|
+
* @returns {Boolean} - TRUE if owner only
|
|
307
|
+
*/
|
|
308
|
+
declare function InventoryOwnerOnlyItem(Item: Item): boolean;
|
|
309
|
+
/**
|
|
310
|
+
* Returns TRUE if the item has a LoverOnly flag, such as the lover padlock
|
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311
|
+
* @param {Item} Item - The item from appearance that must be scanned
|
|
312
|
+
* @returns {Boolean} - TRUE if lover only
|
|
313
|
+
*/
|
|
314
|
+
declare function InventoryLoverOnlyItem(Item: Item): boolean;
|
|
315
|
+
/**
|
|
316
|
+
* Returns TRUE if the item has a FamilyOnly flag, such as the D/s family padlock
|
|
317
|
+
* @param {Item} Item - The item from appearance that must be scanned
|
|
318
|
+
* @returns {Boolean} - TRUE if family only
|
|
319
|
+
*/
|
|
320
|
+
declare function InventoryFamilyOnlyItem(Item: Item): boolean;
|
|
321
|
+
/**
|
|
322
|
+
* Returns TRUE if the character is wearing at least one restraint that's locked with an extra lock
|
|
323
|
+
* @param {Character} C - The character to scan
|
|
324
|
+
* @returns {Boolean} - TRUE if one restraint with an extra lock is found
|
|
325
|
+
*/
|
|
326
|
+
declare function InventoryCharacterHasLockedRestraint(C: Character): boolean;
|
|
327
|
+
/**
|
|
328
|
+
*
|
|
329
|
+
* @param {Character} C - The character to scan
|
|
330
|
+
* @param {AssetLockType} LockName - The type of lock to check for
|
|
331
|
+
* @returns {Boolean} - Returns TRUE if any item has the specified lock locked onto it
|
|
332
|
+
*/
|
|
333
|
+
declare function InventoryCharacterIsWearingLock(C: Character, LockName: AssetLockType): boolean;
|
|
334
|
+
/**
|
|
335
|
+
* Returns TRUE if the character is wearing at least one item that's a restraint with a OwnerOnly flag, such as the
|
|
336
|
+
* owner padlock
|
|
337
|
+
* @param {Character} C - The character to scan
|
|
338
|
+
* @returns {Boolean} - TRUE if one owner only restraint is found
|
|
339
|
+
*/
|
|
340
|
+
declare function InventoryCharacterHasOwnerOnlyRestraint(C: Character): boolean;
|
|
341
|
+
/**
|
|
342
|
+
* Returns TRUE if the character is wearing at least one item that's a restraint with a LoverOnly flag, such as the
|
|
343
|
+
* lover padlock
|
|
344
|
+
* @param {Character} C - The character to scan
|
|
345
|
+
* @returns {Boolean} - TRUE if one lover only restraint is found
|
|
346
|
+
*/
|
|
347
|
+
declare function InventoryCharacterHasLoverOnlyRestraint(C: Character): boolean;
|
|
348
|
+
/**
|
|
349
|
+
* Returns TRUE if the character is wearing at least one item that's a restraint with a FamilyOnly flag
|
|
350
|
+
* @param {Character} C - The character to scan
|
|
351
|
+
* @returns {Boolean} - TRUE if one family only restraint is found
|
|
352
|
+
*/
|
|
353
|
+
declare function InventoryCharacterHasFamilyOnlyRestraint(C: Character): boolean;
|
|
354
|
+
/**
|
|
355
|
+
* Returns TRUE if at least one item on the character can be locked
|
|
356
|
+
* @param {Character} C - The character to scan
|
|
357
|
+
* @returns {Boolean} - TRUE if at least one item can be locked
|
|
358
|
+
*/
|
|
359
|
+
declare function InventoryHasLockableItems(C: Character): boolean;
|
|
360
|
+
/**
|
|
361
|
+
* Determines whether an item in its current state permits locks.
|
|
362
|
+
* @param {Item} item - The item to check
|
|
363
|
+
* @returns {boolean} - TRUE if the asset's current type permits locks
|
|
364
|
+
*/
|
|
365
|
+
declare function InventoryDoesItemAllowLock(item: Item): boolean;
|
|
366
|
+
/**
|
|
367
|
+
* Applies a lock to an appearance item of a character
|
|
368
|
+
* @param {Character} C - The character on which the lock must be applied
|
|
369
|
+
* @param {Item|AssetGroupName} Item - The item from appearance to lock
|
|
370
|
+
* @param {Item|AssetLockType} Lock - The asset of the lock or the name of the lock asset
|
|
371
|
+
* @param {null|number|string} [MemberNumber] - The member number to put on the lock, or message to show
|
|
372
|
+
* @param {boolean} [Update=true] - Whether or not to update the character
|
|
373
|
+
*/
|
|
374
|
+
declare function InventoryLock(C: Character, Item: Item | AssetGroupName, Lock: Item | AssetLockType, MemberNumber?: null | number | string, Update?: boolean): void;
|
|
375
|
+
/**
|
|
376
|
+
* Unlocks an item and removes all related properties
|
|
377
|
+
* @param {Character} C - The character on which the item must be unlocked
|
|
378
|
+
* @param {Item|AssetGroupItemName} Item - The item from appearance to unlock
|
|
379
|
+
*/
|
|
380
|
+
declare function InventoryUnlock(C: Character, Item: Item | AssetGroupItemName): void;
|
|
381
|
+
/**
|
|
382
|
+
* Applies a random lock on an item
|
|
383
|
+
* @param {Character} C - The character on which the item must be locked
|
|
384
|
+
* @param {Item} Item - The item from appearance to lock
|
|
385
|
+
* @param {Boolean} FromOwner - Set to TRUE if the source is the owner, to apply owner locks
|
|
386
|
+
*/
|
|
387
|
+
declare function InventoryLockRandom(C: Character, Item: Item, FromOwner: boolean): void;
|
|
388
|
+
/**
|
|
389
|
+
* Applies random locks on each character items that can be locked
|
|
390
|
+
* @param {Character} C - The character on which the items must be locked
|
|
391
|
+
* @param {Boolean} FromOwner - Set to TRUE if the source is the owner, to apply owner locks
|
|
392
|
+
*/
|
|
393
|
+
declare function InventoryFullLockRandom(C: Character, FromOwner: boolean): void;
|
|
394
|
+
/**
|
|
395
|
+
* Applies a specific lock on each character items that can be locked
|
|
396
|
+
* @param {Character} C - The character on which the items must be locked
|
|
397
|
+
* @param {AssetLockType} LockType - The lock type to apply
|
|
398
|
+
*/
|
|
399
|
+
declare function InventoryFullLock(C: Character, LockType: AssetLockType): void;
|
|
400
|
+
/**
|
|
401
|
+
* Removes all common keys from the player inventory
|
|
402
|
+
*/
|
|
403
|
+
declare function InventoryConfiscateKey(): void;
|
|
404
|
+
/**
|
|
405
|
+
* Removes the remotes of the vibrators from the player inventory
|
|
406
|
+
*/
|
|
407
|
+
declare function InventoryConfiscateRemote(): void;
|
|
408
|
+
/**
|
|
409
|
+
* Returns TRUE if the item is worn by the character
|
|
410
|
+
* @param {Character} C - The character to scan
|
|
411
|
+
* @param {String} AssetName - The asset / item name to scan
|
|
412
|
+
* @param {AssetGroupName} AssetGroup - The asset group name to scan
|
|
413
|
+
* @returns {Boolean} - TRUE if item is worn
|
|
414
|
+
*/
|
|
415
|
+
declare function InventoryIsWorn(C: Character, AssetName: string, AssetGroup: AssetGroupName): boolean;
|
|
416
|
+
/**
|
|
417
|
+
* Toggles an item's permission for the player
|
|
418
|
+
* @param {Item} Item - Appearance item to toggle
|
|
419
|
+
* @param {string} [Type] - Type of the item to toggle
|
|
420
|
+
* @param {boolean} [Worn] - True if the player is changing permissions for an item they're wearing or if it's the first option
|
|
421
|
+
* @returns {void} - Nothing
|
|
422
|
+
*/
|
|
423
|
+
declare function InventoryTogglePermission(Item: Item, Type?: string, Worn?: boolean): void;
|
|
424
|
+
/**
|
|
425
|
+
* Returns TRUE if a specific item / asset is blocked by the character item permissions
|
|
426
|
+
* @param {Character} C - The character on which we check the permissions
|
|
427
|
+
* @param {string} AssetName - The asset / item name to scan
|
|
428
|
+
* @param {AssetGroupName} AssetGroup - The asset group name to scan
|
|
429
|
+
* @param {string} [AssetType] - The asset type to scan
|
|
430
|
+
* @returns {boolean} - TRUE if asset / item is blocked
|
|
431
|
+
*/
|
|
432
|
+
declare function InventoryIsPermissionBlocked(C: Character, AssetName: string, AssetGroup: AssetGroupName, AssetType?: string): boolean;
|
|
433
|
+
/**
|
|
434
|
+
* Returns TRUE if a specific item / asset is favorited by the character item permissions
|
|
435
|
+
* @param {Character} C - The character on which we check the permissions
|
|
436
|
+
* @param {string} AssetName - The asset / item name to scan
|
|
437
|
+
* @param {AssetGroupName} AssetGroup - The asset group name to scan
|
|
438
|
+
* @param {string} [AssetType] - The asset type to scan
|
|
439
|
+
* @returns {boolean} - TRUE if asset / item is a favorite
|
|
440
|
+
*/
|
|
441
|
+
declare function InventoryIsFavorite(C: Character, AssetName: string, AssetGroup: AssetGroupName, AssetType?: string): boolean;
|
|
442
|
+
/**
|
|
443
|
+
* Returns TRUE if a specific item / asset is limited by the character item permissions
|
|
444
|
+
* @param {Character} C - The character on which we check the permissions
|
|
445
|
+
* @param {string} AssetName - The asset / item name to scan
|
|
446
|
+
* @param {AssetGroupName} AssetGroup - The asset group name to scan
|
|
447
|
+
* @param {string} [AssetType] - The asset type to scan
|
|
448
|
+
* @returns {boolean} - TRUE if asset / item is limited
|
|
449
|
+
*/
|
|
450
|
+
declare function InventoryIsPermissionLimited(C: Character, AssetName: string, AssetGroup: AssetGroupName, AssetType?: string): boolean;
|
|
451
|
+
/**
|
|
452
|
+
* Returns TRUE if the item is not limited, if the player is an owner or a lover of the character, or on their whitelist
|
|
453
|
+
* @param {Character} C - The character on which we check the limited permissions for the item
|
|
454
|
+
* @param {Item} Item - The item being interacted with
|
|
455
|
+
* @param {String} [ItemType] - The asset type to scan
|
|
456
|
+
* @returns {Boolean} - TRUE if item is allowed
|
|
457
|
+
*/
|
|
458
|
+
declare function InventoryCheckLimitedPermission(C: Character, Item: Item, ItemType?: string): boolean;
|
|
459
|
+
/**
|
|
460
|
+
* Returns TRUE if a specific item / asset is blocked or limited for the player by the character item permissions
|
|
461
|
+
* @param {Character} C - The character on which we check the permissions
|
|
462
|
+
* @param {Item} Item - The item being interacted with
|
|
463
|
+
* @param {string | null} [ItemType] - The asset type to scan
|
|
464
|
+
* @returns {Boolean} - Returns TRUE if the item cannot be used
|
|
465
|
+
*/
|
|
466
|
+
declare function InventoryBlockedOrLimited(C: Character, Item: Item, ItemType?: string | null): boolean;
|
|
467
|
+
/**
|
|
468
|
+
* Determines whether a given item is an allowed limited item for the player (i.e. has limited permissions, but can be
|
|
469
|
+
* used by the player)
|
|
470
|
+
* @param {Character} C - The character whose permissions to check
|
|
471
|
+
* @param {Item} item - The item to check
|
|
472
|
+
* @param {string | undefined} [type] - the item type to check
|
|
473
|
+
* @returns {boolean} - Returns TRUE if the given item & type is limited but allowed for the player
|
|
474
|
+
*/
|
|
475
|
+
declare function InventoryIsAllowedLimited(C: Character, item: Item, type?: string | undefined): boolean;
|
|
476
|
+
/**
|
|
477
|
+
* Returns TRUE if the item is a key, having the effect of unlocking other items
|
|
478
|
+
* @param {Item} Item - The item to validate
|
|
479
|
+
* @returns {Boolean} - TRUE if item is a key
|
|
480
|
+
*/
|
|
481
|
+
declare function InventoryIsKey(Item: Item): boolean;
|
|
482
|
+
/**
|
|
483
|
+
* Serialises the provided character's inventory into a string for easy comparisons, inventory items are uniquely
|
|
484
|
+
* identified by their name and group
|
|
485
|
+
* @param {Character} C - The character whose inventory we should serialise
|
|
486
|
+
* @return {string} - A simple string representation of the character's inventory
|
|
487
|
+
*/
|
|
488
|
+
declare function InventoryStringify(C: Character): string;
|
|
489
|
+
/**
|
|
490
|
+
* Returns TRUE if the inventory category is blocked in the current chat room
|
|
491
|
+
* @param {readonly ChatRoomBlockCategory[]} Category - An array of string containing all the categories to validate
|
|
492
|
+
* @return {boolean} - TRUE if it's blocked
|
|
493
|
+
*/
|
|
494
|
+
declare function InventoryChatRoomAllow(Category: readonly ChatRoomBlockCategory[]): boolean;
|
|
495
|
+
/**
|
|
496
|
+
* Applies a preset expression from being shocked to the character if able
|
|
497
|
+
* @param {Character} C - The character to update
|
|
498
|
+
* @returns {void} - Nothing
|
|
499
|
+
*/
|
|
500
|
+
declare function InventoryShockExpression(C: Character): void;
|
|
501
|
+
/**
|
|
502
|
+
* Extracts all lock-related properties from an item's property object
|
|
503
|
+
* @param {ItemProperties} property - The property object to extract from
|
|
504
|
+
* @returns {ItemProperties} - A property object containing only the lock-related properties from the provided property
|
|
505
|
+
* object
|
|
506
|
+
*/
|
|
507
|
+
declare function InventoryExtractLockProperties(property: ItemProperties): ItemProperties;
|
|
508
|
+
declare const PropertiesArrayLike: Set<string>;
|
|
509
|
+
declare const PropertiesObjectLike: Set<string>;
|