Dev:SDK/Core - Items + Dresses

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SlaveMaker 3 SDK Core Items + Dresses


Core Item/Dress Functions[edit]

These Core functions are used to show, wear, remove or otherwise affect items. All are core functions in _root scope. Some have Slave Girl overrides, see Slave Girl - Functions.rtf

Dresses[edit]

Dress Attributes
For the following functions the parameter dress has the values
-1 - Naked (only a few functions use this value, like WearDress)
0 - plain dress
1 - first dress
...
6 - most expensive dress
If the parameter is omitted then the current dress worn is checked/set

Check Ownership[edit]

IsDressOwned
function IsDressOwned(dress:Number) : Boolean
return true if the dress is owned (note -1 and 0 return true)
SetDressOwned
function SetDressOwned(dress:Number)
Own the dress, values of 0 and -1 are ignored
IsDressCourtlyOwned
function IsDressCourtlyOwned() : Number
returns the number of an owned courtly dress, or -1 if none are owned
eg
var dress:Number = IsDressCourtlyOwned();
if (dress != -1) {
        AddText(SlaveName + " looks at her " +  GetDressName(dress));
}
rest are similar
IsDressEasyOwned
function IsDressEasyOwned() : Number
IsDressSwimsuitOwned
function IsDressSwimsuitOwned() : Number
IsDressSleazyBarOwned
function IsDressSleazyBar() : Number
IsDressSluttyOwned
function IsDressSlutty() : Number
IsDressDancingOwned
function IsDressDancing() : Number
IsDressMaidOwned
function IsDressMaid() : Number
IsDressLingerieOwned
function IsDressLingerie() : Number
IsDressCatEarsOwned
function IsDressCatEars() : Number
IsDressCatTailOwned
function IsDressCatTail() : Number
IsDressMikoOwned
function IsDressMiko() : Number
IsDressWaitressOwned
function IsDressWaitress() : Number
IsDressHolyOwned
function IsDressHoly() : Number
IsDressDemonicOwned
function IsDressDemonic() : Number

Dress Attributes[edit]

IsDressCourtly
function IsDressCourtly(dress:Number) : Boolean
return true is the dress is suitable for court use, or for accompanying Lady Okyanu to her functions
eg
if (_root.IsDressCourtly()) _AddText("Lady Okyanu compliments " +
SlaveName + "'s dress as being just right for court.");
IsDressEasy
function IsDressEasy(dress:Number) : Boolean
return true if the dress is easy to move in and she gets less fatigued wearing it
IsDressSwimsuit
function IsDressSwimsuit(dress:Number) : Boolean
return true if the dress is a swimsuit
IsDressSleazyBar
function IsDressSleazyBar(dress:Number) : Boolean
return true if the dress is suitable for work in the sleazy bar
IsDressSlutty
function IsDressSlutty(dress:Number) : Boolean
return true if the dress is a bit slutty (low cut, revealing etc) and makes her feel more of a slut
IsDressDancing
function IsDressDancing(dress:Number) : Boolean
return true if the dress is a dance dress, and helps dancing
IsDressMaid
function IsDressMaid(dress:Number) : Boolean
returns true if the dress is a maid uniform, small bonus working at the restaurant
IsDressLingerie
function IsDressLingerie(dress:Number) : Boolean
returns true if the dress counts as lingerie
IsDressCatEars
function IsDressCatEars(dress:Number) : Boolean
returns true if the dress has cat ears as part of the dress
IsDressCatTail
function IsDressCatTail(dress:Number) : Boolean
returns true if the dress has a cat tail as part of the dress
IsDressMiko
function IsDressMiko(dress:Number) : Boolean
returns true if the dress is appropriate for work as an acolyte, small bonus working as an acolyte
IsDressWaitress
function IsDressWaitress(dress:Number) : Boolean
returns true if the dress is a uniform for working as a waitress, small bonus working at the restaurant
IsDressHoly
function IsDressHoly(dress:Number) : Boolean
returns true if the dress is holy, blessed by the gods, bonus working as an acolyte
IsDressDemonic
function IsDressDemonic(dress:Number) : Boolean
returns true if the dress is demonic, blessed or cursed by demons. Cannot work as an acolyte when wearing it, or attend theology school
SetDressCourtly
function SetDressCourtly(dress:Number)
Makes the selected dress appropriate for court use, only values 0-6 are valid

Note the game automatically adds a description of this in the tailors and equipment screens

eg
_root.SetDressCourtly(6);
rest are similar
SetDressEasy
function SetDressEasy(dress:Number)
SetDressSwimsuit
function SetDressSwimsuit(dress:Number)
SetDressSleazyBar
function SetDressSleazyBar(dress:Number)
SetDressSlutty
function SetDressSlutty(dress:Number)
SetDressDancing
function SetDressDancing(dress:Number)
SetDressMaid
function SetDressMaid(dress:Number)
SetDressLingerie
function SetDressLingerie(dress:Number)
SetDressCatEars
function SetDressCatEars(dress:Number)
SetDressCatTail
function SetDressCatTail(dress:Number)
SetDressMiko
function SetDressMiko(dress:Number)
SetDressWaitress
function SetDressWaitress(dress:Number)
SetDressHoly
function SetDressHoly(dress:Number)
SetDressDemonic
function SetDressDemonic(dress:Number)
SetDressDetails
set the details for the girls dresses
function SetDressDetails(dress:Number, short:String, desc:String, forsale:Boolean, price:Number)
  • dress - dress number
  • short - a short desciption of the dress 'Cat Suit'
  • desc - a long description of the dress, including stat effects, dresses 0-3 have standard descriptions, but you may change them if you want
  • forsale
  • true - you can buy it at the Tailors (default if the parameter is left out)
  • false - the dress is not for sale
  • ignored for dress 0
  • price - the price of the dress, defaults to the standard prices (dress 1 = 100,... dress 6 = 4000)

Note this function also resets any dress attributes set using SetDressEasy etc. So call this first and then any functions like SetDressEasy()

eg
        _root.SetDressDetails(1, "Long Dress");
        _root.SetDressDetails(2, "Short Dress");
        _root.SetDressDetails(3, "Country Dress", "Refinement + 10\rSensibility +
5\rEnjoys walks more."
);
        _root.SetDressDetails(4, "Kimono", "Refinement + 10\rCharisma +
10\rSensibility + 10"
);
        _root.SetDressDetails(5, "Gym Clothes", "Refinement + 10\rCharisma +
10\rConstitution + 15"
);
        _root.SetDressDetails(6, "Mini Skirt", "Charisma + 35, Obedience +
10\rLibido + 15, Nymphomania + 15\rSensibility + 15, Joy + 15\rShe is
carefree and energetic."
);
        _root.SetDressCourtly(4);
        _root.SetDressEasy(5);
        _root.SetDressEasy(6);
GetDressName
function GetDressName(dress:Number) : String
returns the name of the dress. returns "Naked" for -1
IsDressForSale
function IsDressForSale(dress:Number) : Boolean
returns true if the dress is sold at the tailors. returns false for 0 and -1 as they are not sold

Wearing[edit]

WearDress
function WearDress(dress:Number)
wear dress x, 0 = plain, -1 naked, 1-6 for other dresses
RemoveDress
function RemoveDress()
removes the current dress, must be called before WearDress

Note: this function also hides any backgrounds shown

eg take off current dress and wear dress 6
_root,RemoveDress();
_root.WearDress(6);
ShowDress
function ShowDress()
show your slave wearing their current dress in the main window (or naked). Will position items.
Note calls the Slave Girl function ShowDress or ShowNaked depending on her clothing
HideDresses
function HideDresses()
hide her dress/naked image in the main window (and all other dress images)

Note: this function also hides any backgrounds shown

SwapDress
SwapDress(dress:Number)
Temporarily wear the dress (-1 for naked is fine). The current dress will be put back on once the current action is complete (ie next button is clicked)
if dress parameter is not specified and you have swapped into a dress then the current dress is swapped back into. No effect if she has not swapped dresses
Note: this function also hides any backgrounds shown
eg
var dress:Number = IsDressHolyOwned();
if (dress != -1) {
        AddText(SlaveName + " changes into her " + GetDressName(dress));
        SwapDress(dress);
}

....

later in say another event or leave it to be done automatically
SwapDress();
The variable
_root.DressSwap = -1000 no dress swapped into
  = the dress she was wearing previously

Items[edit]

HideItems
function HideItems()
hide all item images
EquipItem
call to equip an item, note the xxxxOK variable (eg ApronOK = 1;) should be set, but is not required
function EquipItem(item:Number)
item
1 - pony tail
2 - halo or oroborus candle
3 - demonic pendant
4 - angels tear or torun's chalice
5 - demonic bra
6 - vibrator panties
7 - leash
8 - nymphs tiara
9 - spiked bracelet
10 - handcuff bracelet
11 - harness
12 - dragon ring
13 - apron
14 - bit gag
15 - strap-on
16 - faeries ring
17 - nipple rings
18 - nipple chain
23 - Cat Ears
24 - Cat Tail
50 - custom item 1
51 - custom item 2
UnEquipItem
call to remove an item
function UnEquipItem(item:Number)
item - see above, but demonic bra does nothing
ShowItem
display an item graphic
function ShowItem(item:Object, place:Number, align:Number, gframe:Number)
item
1 - pony tail
2 - halo or oroborus candle
3 - demonic pendant
4 - angels tear or torun's chalice
5 - demonic bra
6 - vibrator panties
7 - leash
8 - nymphs tiara
9 - spiked bracelet
10 - handcuff bracelet
11 - harness
12 - dragon ring
13 - apron
14 - bit gag
15 - strap-on
16 - faeries ring
17 - nipple rings
18 - nipple chain
19 - key
20 - teddy bear
21 - trophy
22 - scroll
23 - Cat Ears
24 - Cat Tail
40 - Egg
50 - custom item 1
51 - custom item 2
Note as for EquipItem but includes 19-22
place
see ShowMovie.
1=main, 0=people, etc
align
see ShowMovie
gframe
frame choice
eg
_root.ShowItem(6, 1, 1);
IsItemAvailable
test if an item is owned by slave or slavemaker
function IsItemAvailable(item:Number) : Boolean
item
1 - pony tail
2 - halo or oroborus candle
3 - demonic pendant
4 - angels tear or torun's chalice
5 - demonic bra
6 - vibrator panties
7 - leash
8 - nymphs tiara
9 - spiked bracelet
10 - handcuff bracelet
11 - harness
12 - dragon ring
13 - apron
14 - bit gag
15 - strap-on
16 - faeries ring
17 - nipple rings
18 - nipple chain
19 - key
20 - teddy bear
21 - trophy
22 - scroll
23 - Cat Ears
24 - Cat Tail
25 - Lingerie
26 - Bunny Suit
27 - Maid Uniform
28 - Uniform
40 - Egg
41 - Ladies Guide (book)
42 - Historical Tales (book)
43 - Ropes
44 - Silken Ropes
45 - Nipple Rings for your Slave Maker
46 - Vanity Case for your Slave Maker
50 - custom item 1
51 - custom item 2
Note as for EquipItem but includes 19+
eg
if (_root.IsItemAvailable(1)) {
        // you own a ponytail for your slave
}
IsItemWorn
test if an item is currently being used by the slave/slave maker
function IsItemWorn(item:Number) : Boolean
item
1 - pony tail
2 - halo or oroborus candle
3 - demonic pendant
4 - angels tear or torun's chalice
5 - demonic bra
6 - vibrator panties
7 - leash
8 - nymphs tiara
9 - spiked bracelet
10 - handcuff bracelet
11 - harness
12 - dragon ring
13 - apron
14 - bit gag
15 - strap-on
16 - faeries ring
17 - nipple rings
18 - nipple chain
19 - key
20 - teddy bear
21 - trophy
22 - scroll
23 - Cat Ears
24 - Cat Tail
45 - Nipple Rings for your Slave Maker
eg
if (_root.IsItemWorn(1)) {
        // slave is wearing a ponytail
}
SetItemOwned
set and item owned by slave or slavemaker (or lose the item)
function SetItemOwned(item:Number, own:Boolean)
item
1 - pony tail
2 - halo or oroborus candle
3 - demonic pendant
4 - angels tear or torun's chalice
5 - demonic bra
6 - vibrator panties
7 - leash
8 - nymphs tiara
9 - spiked bracelet
10 - handcuff bracelet
11 - harness
12 - dragon ring
13 - apron
14 - bit gag
15 - strap-on
16 - faeries ring
17 - nipple rings
18 - nipple chain
19 - key
20 - teddy bear
21 - trophy
22 - scroll
23 - Cat Ears
24 - Cat Tail
25 - Lingerie
26 - Bunny Suit
27 - Maid Uniform
28 - Uniform
40 - Egg
41 - Ladies Guide (book)
42 - Historical Tales (book)
43 - Ropes
44 - Silken Ropes
45 - Nipple Rings for your Slave Maker
46 - Vanity Case for your Slave Maker
50 - custom item 1
51 - custom item 2
Note as for EquipItem but includes 19+
own - true to now own the item, false to lose the item, defaults to true
HideItem
hide the specific item
function HideItem(item:Object)
item - as above
SetEquipmentButtonState
function SetEquipmentButtonState(item:Number, worn:Boolean, available:Boolean, actlabel:String, shortcut:String)
Similar to SetActButtonState,
item - as for Equip item,
Note this can be used to rename any button in the equipment screen or change it's toggled state. The lable will be persistant until the next load, so change it in Initialise()
eg
_root.SetEquipmentButtonState(1, false, false, "Horsey\rTail");
These are mainly support functions for Slave Girls to position items in

the main window

Some have the parameter
cr - use the center registered version. Positions and rorates about the center of the movieclip. Easier to use. Defaults to false
The ones that do not are already center registered
PositionHalo
position the halo image on the main dress image
function PositionHalo(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
xpos - x coordinate
ypos - y coordinate
rot - rotation of image in degrees, can be negative
wid - width, can be negative to flip horizontally
hei - height, can be negative to flip vertically

Note: the image is center registered

PositionGag
bit gag
function PositionGag(gframe:Number, xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number, cr:Number)
all parameters as above except
gframe - the particular version of the gag you want, 4 versions, 1-4
cr - use the center registered version. Positions and rorates about the center of the movieclip. Easier to use. Defaults to false
PositionLeash
leash
function PositionLeash(gframe:Number, xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number, cr:Number)
gframe - the particular version of the leash you want (2 choices, without collar, with collar)
PositionTail
pony tail, under the dress image
function PositionTail(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number, cr:Number)
PositionTailOver
pony tail, on top of the dress image
function PositionTailOver(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number, cr:Number)
PositionNymphsTiara
Nymph's Tiara
function PositionNymphsTiara(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number, cr:Number)
PositionCatEars
function PositionCatEars(gframe:Number, xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
gframe - the particular version of the ears you want (2 choices, pink/white, black)
Position a set of car ears behind the slave's image in the main window
PositionCatEarsOver
function PositionCatEarsOver(gframe:Number, xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
gframe - the particular version of the ears you want (2 choices, pink/white, black)
Position a set of car ears behind the slave's image in the main window
PositionWings
function PositionWings(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
Position a set of Faerie wings behind the slave's image in the main window
PositionWingLeft
function PositionWingLeft(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
Position a left Faerie wing behind the slave's image in the main window
PositionWingRight
function PositionWingRight(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
Position a right Faerie wing behind the slave's image in the main window
PositionWingsOver
function PositionWingsOver(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
Position a set of Faerie wings over the slave's image in the main window
PositionWingLeftOver
function PositionWingLeftOver(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
Position a left Faerie wing over the slave's image in the main window
PositionWingRightOver
function PositionWingRightOver(xpos:Number, ypos:Number, rot:Number, wid:Number, hei:Number)
Position a right Faerie wing over the slave's image in the main window

SlaveGirl Override functions[edit]

There are a series of functions can be overridden by a slave girl. See Slave Girl - Override Functions.rtf for the standard dress functions that are mandatory.

Repeated here are the mandatory functions

HideDresses
function HideDresses()
Hide any dress images or naked images
WearDress
function WearDress()
Here you apply the effect of wearing a dress, generally by calling the PointsMod function
You may apply other effects, like increasing her Slutiness (Reisz when she wears her wolf dress or teddy) or loyalty etc
eg
function WearDress() {
        if (_root.DressWorn == 1) _root.PointsMod(0, 0, 5, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0);
        else if (_root.DressWorn == 2) _root.PointsMod(10, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0);
        else if (_root.DressWorn == 3) _root.PointsMod(0, 5, 10, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0);
        else if (_root.DressWorn == 4) {
                _root.Slutiness = _root.Slutiness + 1;
                _root.PointsMod(10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
        } else if (_root.DressWorn == 5) {
                _root.PointsMod(10, 0, 10, 10, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10);
        } else if (_root.DressWorn == 6) {
                _root.Slutiness = _root.Slutiness + 1;
                _root.PointsMod(35, 0, 15, 0, 0, 15, 0, 0, 0, 0, 0, 0, 0, 0, 15, 0, 15,
35);
        }
}
RemoveDress
function RemoveDress()
Here you remove the effect of wearing a dress, generally by calling the PointsMod function. Generally a reverse of the effects of WearDress.
Remember to reverse any other effects
eg
function RemoveDress() {
        if (_root.DressWorn == 1) _root.PointsMod(0, 0, -5, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0);
        else if (_root.DressWorn == 2) _root.PointsMod(-10, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0);
        else if (_root.DressWorn == 3) _root.PointsMod(0, -5, -10, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0);
        else if (_root.DressWorn == 4) {
                _root.Slutiness = _root.Slutiness - 1;
                _root.PointsMod(-10, -10, -10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
        } else if (_root.DressWorn == 5) {
                _root.PointsMod(-10, 0, -10, -10, 0, -5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, -10);
        } else if (_root.DressWorn == 6) {
                _root.Slutiness = _root.Slutiness - 1;
                _root.PointsMod(-35, 0, -15, 0, 0, -15, 0, 0, 0, 0, 0, 0, 0, 0, -15, 0,
-15, -35);
        }
}
ShowNaked
function ShowNaked()
Here you show the graphic in the main window of your slave girl naked. Remember dickgirl state, and MilkInfluence if you have a larger breast version. Consider the function ChoiceNaked.
You also position items like leash, halo etc
eg
function ShowNaked() {
        if (_root.DickgirlXF > 0) NakedClip.gotoAndStop(_root.ChoiceNaked(2, 4));
        else NakedClip.gotoAndStop(_root.ChoiceNaked(3, 1));
        switch(_root.NakedChoice) {
                case 1:
                        _root.PositionHalo(218, 18, 10, 100, 40);
                        _root.PositionGag(2, 228, 66);
                        _root.PositionLeash(1, 252, 40, 0, 70, 120);
                        _root.PositionNymphsTiara(240, 18, 0, 60, 60);
                        _root.PositionTail(250, 145, 0, 110, -65);
                        break;
                case 2:
                        _root.PositionHalo(220, 20);
                        _root.PositionGag(2, 230, 78);
                        _root.PositionLeash(1, 262, 30, 0, 80, 145);
                        _root.PositionNymphsTiara(235, 20, 0, 60, 60);
                        _root.PositionTail(180, 224, 210, 110, 65);
                        break;
                case 3:
                case 5:
                        _root.PositionHalo(220, 20, 20, 100, 40);
                        _root.PositionGag(1, 230, 59, 0, 30, 30);
                        _root.PositionLeash(1, 252, 25, 0, 70, 100);
                        _root.PositionNymphsTiara(225, 20, 0, 60, 60);
                        _root.PositionTail(175, 160, 0, -110, -65);
                        break;
                ...
        }
        NakedClip._visible = true;
}
ShowDress
function ShowDress()
Here you show the graphic in the main window of your slave girl wearing a dress. Remember dickgirl state, and MilkInfluence if you have a larger breast version
You also position items like leash, halo etc
eg
function ShowDress() {
        var dress:Number = _root.DressWorn;
        if (_root.CurrentPath == 3 && dress == 6) dress = 7;
        else if (_root.CurrentPath == 2 && dress == 6) dress = 8;
        if (dress == 0) {
                _root.PositionGag(2, 254, 67, 20, 30, 30);
                _root.PositionLeash(1, 280, 30, 0, 70, 100);
                _root.PositionNymphsTiara(250, 15, 0, 40, 40);
                _root.PositionTail(225, 210, 90, 110, 65);
                RobePlainClip._visible = true;
        } else if (dress == 1) {
                _root.PositionHalo(265, 18, 20);
                _root.PositionGag(2, 256, 96, 20, 50, 50);
                _root.PositionLeash(2, 365, 70, 25, 90, 140);
                _root.PositionNymphsTiara(265, 20, 20, 60, 60);
                _root.PositionTail(175, 240, 0, -110, -65);
                Robe1Clip.gotoAndStop(_root.MilkInfluence > 0 ? 2 : 1);
                Robe1Clip._visible = true;.
        } else
         ...
}

The following are all optional but recommended

ShowLingerie
function ShowLingerie() : Boolean
Show the slave girl wearing lingerie
return true if you show a graphic, return false for no graphic
Commonly just show a image from the sleazy bar or her dating image
ShowBunnySuit
function ShowBunnySuit() : Boolean
Show the slave girl wearing a bunny suit
return true if you show a graphic, return false for no graphic
ShowSwimsuit
function ShowSwimsuit() : Boolean
Show the slave girl wearing a swimsuit
return true if you show a graphic, return false for no graphic
ShowMaidUniform
function ShowMaidUniform() : Boolean
Show the slave girl wearing a maid uniform
return true if you show a graphic, return false for no graphic
Commonly show the maid ending graphic, if you do remember to hide it in HideImages()
ShowDressSmall
function ShowDressSmall()
Show the slave girl wearing her current dress, but in the small person window. Items etc can be ignored
If not implemented then the game calls ShowAsAssistant(1)
ShowNakedSmall
function ShowNakedSmall()
Show the slave girl naked, but in the small person window. Items etc can be ignored
If not implemented then the game calls ShowAsAssistant(1)

The following are completely optional

WearItem
called when she equips an item, override to stop the wearing of an item or add some additional prompts
function WearItem(item:Number)
item
1 - pony tail
2 - halo or oroborus candle
3 - demonic pendant
4 - angels tear or torun's chalice
5 - demonic bra
6 - vibrator panties
7 - leash
8 - nymphs tiara
9 - spiked bracelet
10 - handcuff bracelet
11 - harness
12 - dragon ring
13 - apron
14 - bit gag
15 - strap-on
16 - faeries ring
17 - nipple rings
18 - nipple chain
23 - Cat Ears
24 - Cat Tail
50 - custom item 1
51 - custom item 2
return true to prevent it being worn
RemoveItem
called as an item is to be removed, override to stop the removal of an item or add some additional prompts
function RemoveItem(item:Number)
item as above
return true to prevent it removed
EquipItem
called when an item is equipped, normally only override to change the effect an item does
function EquipItem(item:Number) :Boolean
item as above
return true to disable the standard effect
If you override an effect, you must also override UnEquipItem to reverse the effect
Note you can override and add an effect and return false. In this case you are adding an additional effect to the item
Note basically mandatory for the custom items 50, 51 and the game does nothing for these
UnEquipItem
called when an item is removed
function UnEquipItem(item:Number) :Boolean
item as above
return true to disable the standard effect
PurchaseItem
called when an item is purchased
function PurchaseItem(item:Number, hint:Boolean)
item
1 - uninhibitor potion
2 - aphrodisiac
3 - soothing draft
4 - energy drink
5 - jewelry
6 - poetry books
7 - science books
8 - doll
9 - makeup at salon
10 - leash
11 - handcuff bracelet
12 - halo/oroborus candle
13 - nymphs tiara
14 - spiked bracelet
15 - Dorei
16 - Zodai
17 - Gaman
18 - Byaku
19 - Ishinai
20 - harness
21 - lust draft
22 - nipple rings
23 - nipple chain
24 - dildo
25 - anal plug
26 - ropes
27 - vanity case
28 - piercing
29 - hair styling at salon
30 - skin care at salon
31 - pony cart
32 - pony boots
33 - vibrator panties
40 - Egg
41 - Ladies Guide
42 - Historical Tales
hint - true if a hint for the item is being shown, generally ignore (return true) or show custom description

return true to prevent purchasing

PurchaseWeapon
called on purchasing a waepon
function PurchaseWeapon(hint:Boolean)
hint - true if a hint for the weapon is being shown, generally ignore (return true) or show custom description

return true to prevent purchasing

DoTailorYes
function DoTailorYes(dress:Boolean)
called when purchasing an item, after you say yes to purchase, but before gold validation and actual purchase
dress
true - purchasing a dress, _root.DressChoice is the dress number 1-6
false - purchasing an item, _root.ObjectChoice is the item, see purchase item
ShowOtherEquipment
function ShowOtherEquipment()
use this to add custom items to the other equipment list in the equipment screen
eg
function ShowOtherEquipment()
{
   if (_root.CheckBitFlag2(1)) _root.AddText("   Glowing rock");
}
ShowItem
function ShowItem(item:Object, main:Number, align:Number, gframe:Number) : Boolean
As for the core version, but allows you to replace the image of an item, for instance Belldandy and the Angelic Bra/Demonic Bra
return true if you show a custom graphic.
HideItem
function HideItem(item:Object, align:Number)
As for the core version, but if use use a custom image above by overriding ShowItem, then use this to hide the custom image
BuyDress
Called when you try to buy a dress. Allows you to customise the message or effects
function BuyDress(cost:Number) : Number
cost - the cost of the dress being purchased
return
-1 = do standard purchase
1 = the dress was purchased
0 = the dress was not purchased
BuyUniform
Called when you try to buy a uniform like a bunny suit. Allows you to customise the message or effects
function BuyUniform(cost:Number) : Number
cost - the cost of the uniform being purchased
return
-1 = do standard purchase
1 = the uniform was purchased
0 = the uniform was not purchased

Custom Equipment[edit]

There are two custom pieces of equipment that can be equipped via the equipment screen. To control these

ShowCustomEquipmentButton1
called to show/hide the button
function ShowCustomEquipmentButton1(showmc:Boolean)
showmc - true to show the button, false to hide
ShowCustomEquipmentButton2
called to show/hide the button
function ShowCustomEquipmentButton2(showmc:Boolean)
showmc - true to show the button, false to hide

Notes[edit]

To change the buttons labels use SetEquipmentButtonState with item values 50 or 51 for item 1 or 2 respectively

When the button toggles the game calls WearItem/RemoveItem and EquipItem/UnEquipItem with a value of 50/51. There is no game default action for 50/51 besides toggling the button.

The game will not remember the toggle state or label of the custom buttons so make sure to call SetEquipmentButtonState in your Initialise() function


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