anxiety/scenes/act4.md

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# act4
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```
SceneSetup.act4();
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/*Game.FORCE_CANT_SKIP = true;*/
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```
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(...1001)
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```
/* (...5001) */
var hong_frame = _.INJURED ? 9 : 0;
publish("act4", ["hong_walks_in",hong_frame]);
```
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(...666)
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`publish("act4", ["hong_walks_in", "next"]);`
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(...666)
`publish("act4", ["hong_walks_in", "next"]);`
(...666)
`publish("act4", ["hong_walks_in", "next"]);`
(...666)
`publish("act4", ["hong_walks_in", "next"]);`
(...1667)
`publish("act4", ["hong_walks_in", "next"]);`
(...666)
`publish("act4", ["hong_walks_in", "next"]);`
(...666)
`publish("act4", ["hong_walks_in", "next"]);`
(...1333)
`publish("act4", ["hong_walks_in", "next"]);`
(...167)
`publish("act4_hong_sits");`
(...66)
`publish("act4", ["hong_transition", "next"]);`
(...133)
`publish("act4", ["hong_transition", "next"]);`
(...1333)
`publish("act4", ["hong_transition", "next"]);`
(...333)
`publish("act4", ["hong_transition", "next"]);`
(...1001)
`publish("act4", ["hong_transition", "next"]);`
(...333)
`publish("act4", ["hong_transition", 9]);`
(...333)
`publish("act4", ["hong_transition", 10]);`
(...333)
`publish("act4", ["hong_transition", 9]);`
(...333)
`publish("act4", ["hong_transition", 10]);`
(...333)
`publish("act4", ["hong_transition", 9]);`
(...333)
`publish("act4", ["hong_transition", 10]);`
(...333)
`publish("act4", ["hong_transition", "next"]);`
(...1466)
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`publish("act4-out-1");`
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(...201)
`publish("act4", ["hong_transition", "next"]);`
(...99)
`publish("act4", ["hong_transition", "next"]);`
(...99)
`publish("act4", ["hong_transition", "next"]);`
(...99)
`publish("act4", ["hong_transition", "next"]);`
(...99)
`publish("act4", ["hong_transition", "next"]);`
(...99)
`publish("act4", ["hong_transition", "next"]);`
(...99)
`publish("act4", ["hong_transition", "next"]);`
(...99)
`publish("act4", ["hong_transition", "next"]);`
(...99)
`publish("act4", ["hong_transition", "next"]);`
(...99)
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```
publish("act4-show-chars");
Game.FORCE_CANT_SKIP = false;
```
(...901)
`hong({body:"sigh_1"})`
(...601)
```
hong({body:"sigh_2"});
bb({eyes:"look_down"});
```
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h: *sigh*
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```
hong({body:"hold", eyes:"normal", mouth:"normal"});
bb({eyes:"normal"});
```
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h: So what the hell was the moral of this story?
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`hong({body:"one_up", eyes:"annoyed"})`
h: What did we even *learn*? I *was* being stupid, my "friends" *were* using me, and we almost goddamn *died*.
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`hong({body:"normal", eyes:"normal"})`
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{{if _.INJURED}}
[Yeah, not to mention the hospital bill.](#act4a_bill)
{{/if}}
{{if !_.INJURED}}
[Yeah, not to mention the liver damage.](#act4a_liver)
{{/if}}
[Yeah, that *was* the worst-case scenario.](#act4a_worst)
[Yeah, I was right.](#act4a_right)
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# act4a_bill
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`hong({eyes:"annoyed_l", mouth:"narrow"});`
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h: Right. I don't think my insurance plan covers "being a dumbass".
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`hong({eyes:"annoyed", mouth:"normal"});`
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b: And yet... we survived!
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`hong({eyes:"normal"});`
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h: ?
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(#act4b)
# act4a_liver
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`bb({eyes:"normal_d"});`
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b: We definitely shaved a few years off our life expectancy...
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`bb({eyes:"surprise"});`
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b: But at least we still *have* a life expectancy! We survived!
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(#act4b)
# act4a_worst
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`bb({eyes:"normal_d"});`
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b: And yet...
h: Hm?
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`bb({eyes:"surprise"});`
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b: We survived!
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(#act4b)
# act4a_right
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`bb({eyes:"normal_d"});`
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b: But... you were right, too.
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`hong({eyes:"surprise"});`
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h: Hm?
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`bb({eyes:"normal"});`
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b: I *was* the wolf who cried wolf. So when *actual* danger came, you justifiably didn't believe me.
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`bb({eyes:"surprise_r"});`
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b: And yet, we survived!
(#act4b)
# act4b
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```
bb({eyes:"normal", mouth:"normal"});
hong({eyes:"normal", mouth:"normal"});
```
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b: Despite everything, we're still here.
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`hong({eyes:"suspect"});`
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{{if _.INJURED}}
h: You seem pretty calm considering we just had a near-death experience.
{{/if}}
{{if !_.INJURED}}
h: You seem pretty calm considering we just had a *near*-near-death experience.
{{/if}}
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```
hong({eyes:"normal"});
bb({eyes:"annoyed_d", mouth:"narrow"});
```
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b: Well, it makes everything else less scary in comparison. It's also got me thinking.
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`bb({eyes:"normal", mouth:"normal"});`
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b: If me fighting you sucks...
h: But me fighting *you* also sucks...
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`bb({eyes:"normal_r"})`
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b: Because no matter who wins, we *both* lose, so maybe...
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`bb({eyes:"normal"})`
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h: Maybe we don't have to fight.
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```
Game.FORCE_CANT_SKIP = true;
Game.clearText();
```
(...301)
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`publish("smash",[0]);`
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(...2001)
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```
publish("smash",[1]);
sfx("grass_step1");
```
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(...2601)
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```
publish("smash",[2]);
bb({eyes:"normal", mouth:"normal"});
hong({eyes:"normal", mouth:"normal"});
```
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(...2001)
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`Game.FORCE_CANT_SKIP = false;`
(#act4b_2)
# act4b_2
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```
music('dontfight',{fade:5, volume:0.6});
bb({eyes:"annoyed_d"});
```
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b: I'm not a Big Bad Wolf. But I'm not a guard-wolf either.
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`bb({eyes:"sad_d"})`
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b: I'm a battered shelter dog.
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`bb({eyes:"sad"})`
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b: We've been through rough stuff, possibly trauma, so that's why sometimes I over-react and go--
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```
sfx("yaps", {volume:0.6});
bb({body:"yap_1"});
Game.FORCE_CANT_SKIP = true;
Game.WORDS_HEIGHT_BOTTOM = 215;
```
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b: YAP YAP YAP YAP YAP
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(...1884)
```
Game.WORDS_HEIGHT_BOTTOM = -1;
Game.FORCE_CANT_SKIP = false;
bb({body:"normal", mouth:"scream", eyes:"scream_sad"});
```
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b: But I don't *want* to be a cowardly dog! I want to protect you! I want to be a good dog!
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`bb({eyes:"sad", mouth:"normal"});`
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b: Human... will you help tame this wolf?
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`hong({eyes:"sad"})`
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h: I... I'll try.
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`hong({eyes:"normal_l", body:"chin", mouth:"narrow"})`
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h: Okay. Healthy relationship with emotions. Relationships need communication. So, let's communicate.
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`hong({eyes:"normal", body:"hands_1", mouth:"normal"})`
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h: The next five minutes are going to sound super cheesy, but let's fake it 'til we make it.
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```
hong({body:"hands_2", mouth:"normal"});
```
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h: Dear inner wolf... how are *you* feeling?
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n2: TOTAL FEARS USED:
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n2: *HARMED* {{_.attack_harm_total}}, *UNLOVED* {{_.attack_alone_total}}, *BAD PERSON* {{_.attack_bad_total}}
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n2: WHAT FEAR DO YOU WANT TO TALK ABOUT FIRST? (YOU CAN DO THE OTHERS LATER)
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```
_.a4_fears_discussed = 0;
_.num_thanks = 0;
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hong({body:"normal"});
bb({eyes:"normal"});
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```
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(#act4c)
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[I'm scared we'll be harmed.](#act4_harm)
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[I'm scared we'll be alone.](#act4_alone)
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[I'm scared we're bad people.](#act4_bad)
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# act4_harm
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```
_.a4_talked_about_harm = true;
_.a4_fears_discussed += 1;
```
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`//b: (insert callbacks to harm-fears you used)`
b: I want to protect your need for physical safety,
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b: But, gosh, there's so many dangerous things in the world!
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{{if _.a4_fears_discussed==1}}
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b: I dunno, enough of *me* choosing what to say next. What do *you* say, human?
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{{/if}}
{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}
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{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}
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`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
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[You're right. So let's protect ourselves.](#act4_harm_skills)
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[Let's expose ourselves to *more* danger.](#act4_harm_exposure)
[Thank you.](#act4_thanks) `_.thanks_for = "physical safety";`
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# act4_harm_skills
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b: But... how? I have fangs and claws, but I'm just a metaphor.
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h: We could pick up self-defense? Improve our general health? Learn to better assert our boundaries?
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b: Maybe, but...
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[Where do we even start?](#act4_harm_skills_start)
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[What if they still don't work?](#act4_harm_skills_work)
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[What if we go overboard on "safety"?](#act4_harm_skills_overboard)
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# act4_harm_skills_start
b: There's so much to do, so much we need to fix about ourselves. What do we even *begin* with?
h: We're beginning right now.
b: Eh?
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h: I mean, we're practicing good communication right now. Which will help us detect danger better, with fewer false positives,
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h: And that *will* help protect us from harm!
h: Therefore: tis *is* self-defense training.
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b: Huh. I was expecting more of this:
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b: (insert karate chop pose)
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h: Heh.
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(#act4_something_else)
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# act4_harm_skills_work
h: True, there's no way to 100% protect ourselves...
h: But even a 1% improvement is still worth something, right?
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b: You're seeing the glass as not 99% empty, but 1% full?
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h: Which is still worth something if you're stranded in the desert!
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b: Heh. Bottoms up, then.
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(#act4_something_else)
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# act4_harm_skills_overboard
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b: I mean, the whole reason you ignored my warnings was because *I* went overboard with safety!
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h: Naw, you're right. We would want to do safety in moderation. Everything in moderation.
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b: Sorry, *EVERYTHING* in moderation?
h: *A moderate number of things* in moderation.
b: Thank you for making your statements recursively self-consistent.
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(#act4_something_else)
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# act4_harm_exposure
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b: *WHAT*
h: I mean, let's say a dog is scared of thunder.
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h: One trick trainers use is to play a recording of thunder at a low volume, then give the dog a treat for staying calm.
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h: Over several days, the trainer raises the volume bit by bit, until the dog has overcome their fear of thunder.
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h: It's called exposure therapy!
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h: Since you're a dog, it should work for you too, right? All mammals have the same fight-or-flight response.
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[What if we desensitize *too* much?](#act4_harm_exposure_overboard)
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[What if we're exposed to *real* danger?](#act4_harm_exposure_hurt)
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[I'm a wolf, not a dog.](#act4_harm_exposure_dog)
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# act4_harm_exposure_dog
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h: And I'll show you kindness and patience 'til you're domesticated into a cute lil' puppy.
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b: ...
b: D'aw.
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(#act4_something_else)
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# act4_harm_exposure_overboard
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b: We *just* saw what happens if you shut down your fear you put yourself in *actually* dangerous situations.
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b: Besides, won't *too* much desensitization turn us into psychopaths?
b: Soon we'll give ourselves treats while watching snuff murder porn!
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h: I... think there's a line between that and the thunder.
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b: But exactly *where*, human? *Where?!*
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h: I don't know. But *you* can help me!
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h: Working and negotiating with you, we'll draw that line.
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b: Okay. But I've got no opposable thumbs, so you have to do the drawing.
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(#act4_something_else)
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# act4_harm_exposure_hurt
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{{if _.INJURED}}
b: For example: we jumped off a freaking *roof!*
{{/if}}
{{if !_.INJURED}}
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b: For example: we almost jumped off a freaking *roof!*
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{{/if}}
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h: Nah you're right. One *can* go too far.
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h: But that's why, if we do exposure therapy, we'll start small, and make small steps upward.
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h: Just before we hit *actual* danger, we stop.
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b: Yeah I draw the line between hearing loud thunder, and standing in a storm with a tall pointy hat.
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(#act4_something_else)
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# act4_thanks
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`_.num_thanks += 1`
{{if _.num_thanks==1}}
(#act4_thanks_1)
{{/if}}
{{if _.num_thanks==2}}
(#act4_thanks_2)
{{/if}}
{{if _.num_thanks==3}}
(#act4_thanks_3)
{{/if}}
# act4_thanks_1
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b: ...
b: Wait, no arguments for or against what I'm feeling? Just... "thank you"?
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h: Yeah! Thank you for showing your concern for my {{_.thanks_for}}.
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b: ...
h: You okay?
b: You've never said *thank you* to me before.
h: Aw you big fuzzy-wuzzy panic-wolf.
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(#act4_something_else)
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# act4_thanks_2
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h: Even if you over-react, I appreciate you look out for my {{_.thanks_for}}.
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b: Wait... you're not just repeating "thank you" to avoid actually talking about these fears, are you?
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h: Well, stuff's complicated, and I don't always have answers ready.
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h: It's not like life gives you a list of 3 pre-made dialogue responses.
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h: But for now, at least I can at least say thanks.
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b: Well, thank you too, for listening to me patiently.
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b: You small hairless flesh-mammal.
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(#act4_something_else)
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# act4_thanks_3
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h: Even if your yapping scares me, you're simply trying to protect my {{_.thanks_for}}.
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b: Okay, if you keep flattering me like this, the internet's gonna get some weird ideas about us.
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h: C'mon, I'm just a vulnerable college-age kid and you're a big, scary wolf. What's the worst that cou--
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h: Actually, do not answer that.
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(#act4_something_else)
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# act4_alone
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```
_.a4_talked_about_alone = true;
_.a4_fears_discussed += 1;
```
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`//b: (insert callbacks to alone-fears you used)`
b: I want to make sure you get your social needs met, the human need to belong...
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b: But, I worry: will we ever be loved? *Can* we ever be loved?
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{{if _.a4_fears_discussed==1}}
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b: I dunno, enough of *me* choosing what to say next. What do *you* say, human?
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{{/if}}
{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}
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{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}
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`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
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[I agree I'd like to work on our social life.](#act4_alone_skills)
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[I think people like us. Let's find out?](#act4_alone_experiment)
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[Thank you.](#act4_thanks) `_.thanks_for = "social belonging";`
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# act4_alone_skills
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h: We could practice skills like starting conversations, sharing interests, asking, listening, empathizing, etc?
h: Or make better social habits, like scheduling hangouts with friends or regularly going to meetups?
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h: Could also learn to get more comfortable with rejection.
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h: Or learn to know when people aren't rejecting us, they're just tired or have Resting Bitch Face.
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b: That's a lot of options, but...
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[Isn't learning to be friendly *manipulative?*](#act4_alone_skills_manipulative)
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[Won't being friendly make us *easier to manipulate?*](#act4_alone_skills_manipulated)
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[What if we try to get better, and still fail?](#act4_alone_skills_fail)
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# act4_alone_skills_manipulative
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b: Aren't serial killers who can read their victims' emotions great at "empathy"?
b: Didn't Charles Manson win friends and influence people?
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h: No, you're right.
h: "Social skills" mean nothing if we don't genuinely care *for* people.
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h: Basically, just don't be a dick.
b: That's a motivational poster caption right there.
h: “Don't Be A Dick”
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(#act4_something_else)
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# act4_alone_skills_manipulated
b: We'll become a Welcome doormat, saying Please and Thank You as people wipe their feet on us!
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b: We'll kiss so much butt, it'll look like we're wearing brown lipstick!
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h: Nah, you're right. "Social skills" can't be just about pleasing others, it's also got to be about setting *boundaries.*
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h: We can't invite others into our home, if we have no walls to hold up a home.
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h: Also... that lipstick mental image... *ew??*
(#act4_something_else)
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# act4_alone_skills_fail
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h: We might fail. Actually, we *will* fail.
h: And that's fine! Failing is how anyone learns anything new at first!
h: So let's fail our way forward together, yeah?
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b: Sure... worst-case scenario we can just skip town and get a fake identity.
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b: I think that only costs two bitcoins these days.
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(#act4_something_else)
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# act4_alone_experiment
h: We could try some experiments!
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h: We could ping a friend to hang out, reconnect with an old pal, or even just chat with a barista.
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h: I think we may find we're more likable than we suspect.
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[What if these experiments fail?](#act4_alone_experiment_fail)
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[What if these are small, cheap "wins"?](#act4_alone_experiment_cheap)
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[What if this is a burden to others?](#act4_alone_experiment_burden)
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# act4_alone_experiment_fail
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b: What if our results are non-significant (p>0.05) and no journal will publish our null findings?
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h: You're right, it *could* fail! That's good! It's not a *real* experiment if it couldn't.
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h: And if we learn that we *are* awkward or inconsiderate, then let's improve our social skills.
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h: Like starting conversations, sharing interests, listening, empathizing, asking questions...
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b: ...all that stuff those counselors told us but then we forgot.
h: Yup.
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(#act4_something_else)
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# act4_alone_experiment_cheap
b: Saying "hi" to the barista isn't exactly gold-medal performance in the Social Butterfly Olympics.
h: It is for *us!*
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h: In the social arena, we're not even featherweight class, we're like... quark-weight.
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h: If we have to start with small, cheap wins, so be it. Gotta climb the 1st step before the 1000th step.
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b: Yeah! Maybe after saying "hi", we can advance to saying... *"How are you?"*
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h: *"Not much!"*
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(#act4_something_else)
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# act4_alone_experiment_burden
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b: Maybe the barista just wants to make some dang coffee, not be an *experiment* to see if our social skills suck.
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h: Well, if it turns out we *are* being a burden...
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h: That's good to know, too!
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h: We can then learn how to pro-actively ask people what they're comfortable with, to know and respect others' boundaries.
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h: Y'know, all that "inter-personal skills" crap we see in counselor brochures.
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(#act4_something_else)
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# act4_bad
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```
_.a4_talked_about_bad = true;
_.a4_fears_discussed += 1;
```
2019-06-26 15:03:27 +00:00
`//b: (insert callbacks to bad-fears you used)`
b: I want to defend your moral needs, that drive to become a better person,
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b: But it just feels like we're so... broken.
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{{if _.INJURED}}
b: And don't tell me we're *not* messed up. We jumped off a *roof*.
{{/if}}
{{if !_.INJURED}}
b: And don't tell me we're *not* messed up. We almost jumped off a *roof*.
{{/if}}
{{if _.a4_fears_discussed==1}}
2019-07-16 15:43:39 +00:00
b: I dunno, enough of *me* choosing what to say next. What do *you* say, human?
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{{/if}}
{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}
{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}
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`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
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[So we're broken. Let's fix us.](#act4_bad_fix)
[So we're broken. Let's accept it.](#act4_bad_accept)
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[Thank you.](#act4_thanks) `_.thanks_for = "moral well-being";`
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# act4_bad_fix
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h: We could slowly build better habits, get our life more in line with what we value,
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h: And if needed, we could get professional help a therapist or counsellor.
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h: There's ways to fix us.
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[What if we can't fix it all?](#act4_bad_fix_cant)
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[What if we fix *too* much?](#act4_bad_fix_too_much)
[We can't afford professional help.](#act4_bad_fix_afford)
# act4_bad_fix_cant
h: Nah, I guess you're right.
h: We can't fix it all.
b: Ahhh I knew it we'll always be broken!
h: But we can at least be *less* broken.
h: Scars heal with time, but they never go away. And that's okay.
2019-08-10 16:42:19 +00:00
b: I guess. Besides,
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b: Scars are *sexy.*
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h: Please do not do that.
(#act4_something_else)
# act4_bad_fix_too_much
b: This feels sick to admit, but... some part of me *wants* to have this disorder.
b: I mean, without it, won't we be *boring?*
b: Without the disorder, won't our art become stale and bland?
b: Without the disorder, won't we be unable to connect with our pals who have the disorder?
b: If we're content with life, will we stop driving ourselves to do great things?
h: ...
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h: If we even have a fear of "running out of fears",
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h: I don't think we're gonna run out of fears.
b: Oh, yeah! Whew! What a relief!
(#act4_something_else)
# act4_bad_fix_afford
b: "Doc, I'm anxious that I'm paying $100/hr just to hear you say *how does that make you feel?*"
b: "Mm-hmm. And how does that make you feel?"
h: Nah, that's a totally reasonable worry.
h: And it genuinely sucks that mental healthcare isn't affordable for lots of folks.
h: Still, there are some cheap or free options:
h: Support groups, online therapy, student/non-profit health centers...
h: Picking up a free meditation habit, watching videos on evidence-based mental health...
h: Borrowing a library book on Cognitive Behavioral Therapy or Acceptance & Commitment Therapy...
h: There's a full list of resources at the end of this game!
b: Well *that* fourth wall didn't last long.
h: Mental well-being is more important than some measly narrative convention.
(#act4_something_else)
# act4_bad_accept
h: I mean, that's what therapists say right? Accept all your emotions, even the negative ones?
b: Wait.
["Accept" as in *give up*?](#act4_bad_accept_give_up)
["Accept" as in *approve*?](#act4_bad_accept_approve)
["Accept" as in *take literally*?](#act4_bad_accept_literally)
# act4_bad_accept_give_up
b: Do you think Martin Luther King would've said, "Shucks we can't sit in the front of the bus, let's just *accept* it?"
b: Why does the Self-Help Industrial Complex think waving the white flag is some *profound wisdom?*
h: I think therapists mean "accept" bad things as in: acknowledging they exist and are hard to change,
h: But not necessarily giving up a commitment to change.
b: Then therapists should say *acknowledge*, not *accept*.
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h: Yeah come to think of it, "accept" is kinda confusing.
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b: Well, I *acknowledge* that.
(#act4_something_else)
# act4_bad_accept_approve
b: Like it's *good* that we're broken or something? No!
b: All those dang Hollywood screenwriters who romanticize mental illness are full of crud!
b: Having a mental disorder *sucks!* It robs people of *lives!* Why should we "accept" that?!
h: I think therapists mean "accept" our emotions as in: be patient with them.
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h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat,
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{{if _.INJURED}}
h: Fighting against you, my fear, lead me to jump off a roof.
{{/if}}
{{if !_.INJURED}}
h: Fighting against you, my fear, almost lead me to jump off a roof.
{{/if}}
h: Instead, the solution is to do what we're doing now not to fight, but to patiently be with each other.
b: Then they should say *that* instead of some problematic word like "accept".
h: Yeah come to think of it, "accept" kind of sucks.
b: I do not accept "accept".
(#act4_something_else)
# act4_bad_accept_literally
b: But we already *know* you shouldn't take me literally!
b: The whole *problem* is that I want to help you, but I suck at using words to do so!
h: I think therapists mean "accept" your emotions as in: "don't fight or ignore them."
h: To listen to you, work *with* you, but not take what you say as 100% literal truth.
b: Then therapists should say *that* instead of some vague confusing word like "accept".
h: I guess they want to help, but suck at using words, too.
(#act4_something_else)
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# act4_something_else
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{{if _.a4_fears_discussed==1}}
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h: Anyway, anything else you wanna chat about?
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{{/if}}
{{if _.a4_fears_discussed==2}}
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h: So, anything else on your heavy heart?
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{{/if}}
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{{if _.a4_fears_discussed==3}}
(#act4_something_else_2)
{{/if}}
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{{if _.a4_talked_about_harm!=true}}
[I'm scared we'll be harmed.](#act4_harm)
{{/if}}
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{{if _.a4_talked_about_alone!=true}}
[I'm scared we'll be alone.](#act4_alone)
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{{/if}}
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{{if _.a4_talked_about_bad!=true}}
[I'm scared we're bad people.](#act4_bad)
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{{/if}}
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[Nah, I'm good for now.](#act4c_prelude)
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# act4_something_else_2
h: Okay, I think we've talked about all our fears now.
b: Yes, there are only three fears.
h: Yup, exactly three.
b: Convenient.
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(#act4c)
# act4c_prelude
h: Good chat, team.
(#act4c)
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# act4c
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```
Game.clearText();
music(null,{fade:3});
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bb({body:"normal", eyes:"normal", mouth:"normal", MOUTH_LOCK:true},0);
hong({body:"normal", eyes:"normal", mouth:"normal"},0);
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```
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b: ...
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`hong({MOUTH_LOCK:true},0)`
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h: ...
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`bb({eyes:"annoyed_d"})`
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b: This isn't some *game*, you know.
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`bb({eyes:"angry_d", body:"one_up"})`
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b: Building a better relationship with your emotions isn't as simple as clicking buttons on a screen.
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`bb({eyes:"sad", body:"normal"})`
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b: *Can* we really get along?
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b: *Can* we work together, as a team?
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`hong({eyes:"sad", body:"one_up"})`
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h: Well,
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```
hong({eyes:"surprise_l"});
bb({eyes:"normal"});
```
2019-06-06 16:32:57 +00:00
a: E-excuse me...
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```
Game.clearText();
publish("act4-in-2");
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music('campus', {volume:0.5, fade:1});
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```
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(...2101)
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(#act4d)
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# act4d
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`Game.WORDS_HEIGHT_BOTTOM = 221;`
`publish("act4", ["alshire", 0]);`
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a: W-wo-would you mind if I sat with you for lunch?
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`publish("act4", ["alshire", 1]);`
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{{if _.TOP_FEAR=="harm"}}
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s: *This* is your crush? Why are they sitting alone like a psycho serial killer?
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{{/if}}
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{{if _.TOP_FEAR=="alone"}}
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s: Asking your crush if you can sit with them? Do you know how *needy* we sound?!
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{{/if}}
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{{if _.TOP_FEAR=="bad"}}
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s: *This* is your crush? We interrupted their peace and quiet! We're such a burden!
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{{/if}}
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`publish("act4", ["alshire", 2]);`
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a: I- I mean- it's, it's okay if not, I just...
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`publish("act4", ["alshire", 3]);`
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`Game.OVERRIDE_CHOICE_SPEAKER = "h2"`
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[Wait, didn't I see you at the party?](#act4d_recognition) `publish("act4", ["hong_to_alshire",1])`
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[Yeah, of course! Come here.](#act4d_yes) `publish("act4", ["hong_to_alshire",2])`
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[Sorry, I need alone time right now.](#act4d_no) `publish("act4", ["hong_to_alshire",8])`
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# act4d_recognition
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`publish("act4", ["hong_to_alshire",2]);`
h2: Yeah you were on the couch! At the first party I went to...
`publish("act4", ["hong_to_alshire",10]);`
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{{if _.a2_ending=="fight"}}
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h2: Where I had that panic attack and punched the host.
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{{/if}}
{{if _.a2_ending=="flight"}}
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h2: Where I had that panic attack and ran out crying.
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{{/if}}
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```
publish("act4", ["hong_to_alshire", 0]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
```
b: Hang on human, we may be making them uncomfortable.
```
publish("act4", ["hong_to_alshire", 3]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
```
2019-06-06 16:32:57 +00:00
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h2: Ah, I don't mean to put you on the spot!
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["hong_to_alshire",4]);`
2019-06-06 16:32:57 +00:00
h2: Just remembering a friendly face, is all.
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_to_alshire",5]);
publish("act4", ["alshire", 4]);
```
2019-06-19 14:49:05 +00:00
{{if _.TOP_FEAR=="harm"}}
2019-08-16 16:37:01 +00:00
s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS PANIC-DRIVEN PSYCHO!
2019-06-19 14:49:05 +00:00
{{/if}}
{{if _.TOP_FEAR=="alone"}}
2019-08-16 20:02:23 +00:00
s: AAHHH THE FIRST IMPRESSION WE MADE WAS "WITNESSED MY TRAUMA"! THAT MEANS THEY HATE US!
2019-06-19 14:49:05 +00:00
{{/if}}
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
{{if _.TOP_FEAR=="bad"}}
s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OTHERS.
{{/if}}
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
(#act4e)
2019-06-06 16:32:57 +00:00
# act4d_yes
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_to_alshire", 5]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
```
2019-06-29 02:38:57 +00:00
b: Hang on human, they seem uncomfortable.
2019-06-26 15:03:27 +00:00
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_to_alshire", 6]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
```
2019-07-04 14:16:45 +00:00
h2: Ah, no pressure of course!
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["hong_to_alshire", 4]);`
2019-06-06 16:32:57 +00:00
h2: Just saying, you can sit here if you want to.
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_to_alshire", 5]);
publish("act4", ["alshire", 4]);
```
2019-06-19 14:49:05 +00:00
{{if _.TOP_FEAR=="harm"}}
s: THEY'RE BEING *TOO* FRIENDLY! LIKE TED BUNDY, THE SERIAL KILLER!
{{/if}}
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
{{if _.TOP_FEAR=="alone"}}
2019-08-16 20:02:23 +00:00
s: THEY'RE JUST ACTING NICE! NO ONE *REALLY* WANTS TO BE CLOSE TO US!
2019-06-19 14:49:05 +00:00
{{/if}}
{{if _.TOP_FEAR=="bad"}}
2019-08-16 20:02:23 +00:00
s: AHHH WE ALWAYS MAKE OTHERS FEEL AWKWARD! WE'RE A STAIN UPON THE EARTH!
2019-06-19 14:49:05 +00:00
{{/if}}
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
(#act4e)
2019-06-06 16:32:57 +00:00
# act4d_no
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_to_alshire", 9]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
```
2019-06-26 15:03:27 +00:00
2019-08-16 20:02:23 +00:00
b: Hang on human, we may be making them uncomfortable.
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_to_alshire", 3]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
```
2019-06-19 14:49:05 +00:00
2019-08-16 20:02:23 +00:00
h2: Ah, I don't mean to be rude!
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["hong_to_alshire", 6]);`
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
h2: I just need some time to process my emotions. Please don't take it as a personal rejection.
```
publish("act4", ["hong_to_alshire", 7]);
publish("act4", ["alshire", 4]);
```
2019-06-19 14:49:05 +00:00
{{if _.TOP_FEAR=="harm"}}
2019-08-16 20:02:23 +00:00
s: WHAT SICK, TWISTED THOUGHTS ARE THEY PROCESSING?! WHAT DARK DESIRES FILL THEIR HEART? GET AWAY FROM THIS PSYCHO!
2019-06-19 14:49:05 +00:00
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED!
{{/if}}
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
{{if _.TOP_FEAR=="bad"}}
2019-08-16 20:02:23 +00:00
s: WE INTERRUPTED THEIR EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
2019-06-19 14:49:05 +00:00
{{/if}}
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
(#act4e)
2019-06-06 16:32:57 +00:00
# act4e
2019-08-16 20:02:23 +00:00
```
Game.WORDS_HEIGHT_BOTTOM = 195;
publish("act4", ["alshire", 6]);
```
2019-06-06 16:32:57 +00:00
s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN
2019-06-19 14:49:05 +00:00
```
Game.clearText();
2019-08-16 20:02:23 +00:00
publish("act4", ["hong_to_alshire", 0]);
publish("act4", ["alshire", 10]);
2019-06-19 14:49:05 +00:00
```
2019-08-16 20:02:23 +00:00
(...1001)
`publish("act4", ["alshire", 11]);`
(...1001)
2019-06-19 14:49:05 +00:00
```
publish("act4-out-3");
2019-08-16 20:02:23 +00:00
Game.WORDS_HEIGHT_BOTTOM = -1; /* reset */
2019-06-19 14:49:05 +00:00
```
2019-08-16 20:02:23 +00:00
(...1201)
`publish("act4-jumpcut-hong");`
2019-06-06 16:32:57 +00:00
2019-07-16 15:43:39 +00:00
h: Huh. That was weird. I wonder what was going on in their head.
2019-06-18 20:21:14 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["hong_closer", 2]);`
2019-06-18 20:21:14 +00:00
h: Anyway, you were saying?
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_closer", 1]);
publish("act4", ["bb_closer", 6]);
```
2019-07-04 14:16:45 +00:00
b: Uh, I forget? Something about teams and work?
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
```
publish("act4", ["bb_closer", 0]);
publish("act4", ["hong_closer", 3]);
```
h: ¯\_(ツ)_/¯
```
publish("act4", ["hong_closer", 1]);
publish("act4", ["bb_closer", 4]);
```
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
b: They say you should "make peace" with your emotions, as if your emotions are *war criminals*.
`publish("act4", ["bb_closer", 7]);`
2019-06-19 14:49:05 +00:00
b: But I want us to make *more* than mere peace! I want us to be *allies!*
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 3]);`
2019-07-04 14:16:45 +00:00
b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs,
2019-06-19 14:49:05 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 8]);`
2019-07-04 14:16:45 +00:00
b: I want to be the alarm for your emotional needs your needs for safety, belonging, goodness.
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 1]);`
2019-07-04 14:16:45 +00:00
b: But... I suck at my job, so I need you to train me.
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 5]);`
b: Help me help you.
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 6]);`
2019-06-19 14:49:05 +00:00
b: Teaching an old dog new tricks *will* take a while. Maybe *years.*
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 4]);`
2019-07-04 14:16:45 +00:00
b: And sometimes I'll relapse, I'll slip into my old habits.
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 2]);`
2019-06-06 16:32:57 +00:00
b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things.
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 9]);`
2019-07-04 14:16:45 +00:00
b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes!
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 4]);`
2019-06-06 16:32:57 +00:00
b: But if you're patient with me... and just stay and sit with me...
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 8]);`
2019-06-21 15:33:04 +00:00
b: Maybe you can tame this wolf.
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 0]);`
2019-06-19 14:49:05 +00:00
`Game.clearText();`
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
(...1000)
2019-06-06 16:32:57 +00:00
2019-06-26 15:03:27 +00:00
`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
2019-06-06 16:32:57 +00:00
2019-08-16 20:02:23 +00:00
[Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"; publish("act4", ["hong_closer", 2]);`
2019-06-26 15:03:27 +00:00
`Game.OVERRIDE_CHOICE_SPEAKER = "b"`
2019-08-16 20:02:23 +00:00
[Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"; publish("act4", ["bb_closer", 8]);`
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
# act4f-pat-hong
```
Game.clearText();
Game.FORCE_CANT_SKIP = true;
2019-06-26 15:03:27 +00:00
music(null,{fade:0.5});
sfx("youbothwin");
2019-06-19 14:49:05 +00:00
```
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 13]);
```
2019-06-06 16:32:57 +00:00
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 14]);`
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 13]);`
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 14]);`
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 13]);`
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 14]);`
2019-06-06 16:32:57 +00:00
2019-06-26 15:03:27 +00:00
(...6501)
2019-06-19 14:49:05 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 15]);`
2019-06-19 14:49:05 +00:00
(...1001)
(#act4f)
# act4f-pat-bb
```
Game.clearText();
Game.FORCE_CANT_SKIP = true;
2019-06-26 15:03:27 +00:00
music(null,{fade:0.5});
sfx("youbothwin");
2019-06-18 20:21:14 +00:00
```
2019-06-19 14:49:05 +00:00
2019-08-16 20:02:23 +00:00
```
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 10]);
```
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 11]);`
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 10]);`
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 11]);`
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 10]);`
2019-06-19 14:49:05 +00:00
(...501)
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 11]);`
2019-06-19 14:49:05 +00:00
2019-06-26 15:03:27 +00:00
(...6501)
2019-06-19 14:49:05 +00:00
2019-08-16 20:02:23 +00:00
`publish("act4", ["bb_closer", 12]);`
2019-06-19 14:49:05 +00:00
(...1001)
(#act4f)
# act4f
```
Game.FORCE_CANT_SKIP = false;
2019-08-16 20:02:23 +00:00
publish("act4", ["bb_closer", 16]);
publish("act4", ["hong_closer", 5]);
2019-06-19 14:49:05 +00:00
```
2019-06-26 15:03:27 +00:00
{{if _.fifteencigs}}
2019-06-29 02:38:57 +00:00
b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA
2019-06-19 14:49:05 +00:00
{{/if}}
2019-06-26 15:03:27 +00:00
{{if _.parasite}}
2019-06-29 02:38:57 +00:00
b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE PARASITES AAAAA
2019-06-19 14:49:05 +00:00
{{/if}}
2019-06-26 15:03:27 +00:00
{{if _.whitebread}}
2019-06-18 20:21:14 +00:00
b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
2019-06-19 14:49:05 +00:00
{{/if}}
2019-06-26 15:03:27 +00:00
```
2019-08-16 20:02:23 +00:00
publish("act4", ["bb_closer", 18]);
publish("act4", ["hong_closer", 6]);
2019-07-04 14:16:45 +00:00
sfx("yaps", {volume:0.6});
2019-06-26 15:03:27 +00:00
Game.FORCE_CANT_SKIP = true;
2019-08-16 20:02:23 +00:00
Game.WORDS_HEIGHT_BOTTOM = 205;
2019-06-26 15:03:27 +00:00
```
2019-06-19 14:49:05 +00:00
2019-06-21 15:33:04 +00:00
b: YAP YAP YAP YAP YAP
2019-06-26 15:03:27 +00:00
2019-08-16 20:02:23 +00:00
`music('credits', {NO_LOOP:true, volume:0.45});`
(...1884)
(#credits)