anxiety/scenes/act2.md

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# act2
`SceneSetup.act2();`
n: party words party words party words
n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fallback - anxiety in general)
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```
Game.clearText();
publish("act2-out-1");
music(null, {fade:1});
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```
(...2500)
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```
music('battle', {volume:0.5});
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publish("hp_show");
```
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n: ROUND TWO: *FIGHT!*
[Oh no they all hate us!](#act2a_social)
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[Ogling the host? Like a pervert?](#act2a_perv)
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[Hey, let's talk about the meaning of life.](#act2a_meaning)
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# act2a_social
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b: We're bringing down the mood of this party by being such a sad lump!
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b: We're killing the good vibes! We're committing first-degree vibe-murder!
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b: Human, we have to leave *now* before--
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`_.a2_first_danger = 'social'`
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(#act2b)
# act2a_perv
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`//b: // pokemon?`
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b: They're more attractive than you, which means if we even *look* at them, then--
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b: WE'RE CREEPS
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b: We're creepy, crappy, bad bad bad terrible terrible perv--
`_.a2_first_danger = 'perv'`
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(#act2b)
# act2a_meaning
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b: I mean, what can we possibly do that matters in the grand scheme of things?
b: Even in the Hollywood-ending scenario, where we save humanity and the world... so what?
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b: Everything dies anyway.
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b: Humanity dies, the sun dies, the whole universe dies, what the heck are we supposed to--
`_.a2_first_danger = 'meaning'`
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(#act2b)
# act2b
b: ...
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b: Um... can you hear me, human?
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b: ...
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b: *GASP*
[I must warn you *LOUDER!*](#act2b_louder)
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{{if _.a2_first_danger=="social"}}
[I must warn you about a *different* social danger!](#act2b_different_social)
{{/if}}
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{{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}}
[I must warn you about a *different* moral danger!](#act2b_different_moral)
{{/if}}
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[You're ignoring danger! That's dangerous!](#act2b_ignore)
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# act2b_louder
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`_.a2_first_choice = "louder"`
{{if _.a2_first_danger=="social"}}
(#act2b_louder_social)
{{/if}}
{{if _.a2_first_danger=="perv"}}
(#act2b_louder_perv)
{{/if}}
{{if _.a2_first_danger=="meaning"}}
(#act2b_louder_meaning)
{{/if}}
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# act2b_louder_social
b: EMOTIONS ARE CONTAGIOUS! SO IF YOU DON'T LEAVE YOU'LL INFECT EVERYONE WITH YOUR MENTAL ILLNESS!
b: You'll create a deadly outbreak of SAD LUMP SYNDROME
b: We need to get out of here and quarantine ourselves forever in a small room with Netflix and food delivery!
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`_.a2_second_danger = 'netflix'`
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(#act2c)
# act2b_louder_perv
b: DON'T BE A CREEP. IT'S AGAINST THE LAW!
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b: Creep Law, Section 74.5: (1) Any Person who checks out (a) that sweet ass (b) that bulge (2) shall be hereby referred to as
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b: "A BIG DISGUSTING TRASH PERVERT"
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`_.a2_second_danger = 'law'`
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(#act2c)
# act2b_louder_meaning
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b: ACTUALLY YOU KNOW WHAT'S WORSE THAN HAVING NO IMPACT ON HUMANITY?
b: HAVING *ALL* THE IMPACT ON HUMANITY.
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b: Alfred Nobel wanted world peace, and for cultures to understand each other. So he decided to make travel easier.
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b: So he needed a way to cheaply create train tunnels. So he invented a new material called "dynamite"...
b: which was used in World War I to KILL MILLIONS OF PEOPLE
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b: IT'S THE BUTTERFLY EFFECT, HUMAN! HOW MANY PEOPLE ARE YOU ACCIDENTALLY KILLING RIGHT NOW
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`_.a2_second_danger = 'butterfly'`
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(#act2c)
# act2b_different_social
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`_.a2_first_choice = "different"`
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b: Actually, you know what's worse than no-one liking you? *Everyone* liking you.
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b: That is, becoming one of *these* shallow party animals.
b: A shallow life with shallow friends who only know the shallow you!
b: Human, we need to run away from these dopamine-zombies before they turn us into one of them!
`_.a2_second_danger = 'zombies'`
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(#act2c)
# act2b_different_moral
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`_.a2_first_choice = "different"`
b: People are dying in famines and genocides *right now* and we're just partying!
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b: A wise person once said, "the only thing necessary for the triumph of evil is for good folks to do nothing."
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b: WE'RE DOING NOTHING.
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b: BY PARTYING, WE'RE HELPING *HITLER*.
`_.a2_second_danger = 'hitler'`
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(#act2c)
# act2b_ignore
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`_.a2_first_choice = "ignore"`
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b: You think you're safe just because you took the batteries out of the carbon monoxide detector?
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b: You won't even smell the poison! You'll just get sleepy and then you'll--
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b: DIEEEEEEEEEEEEEEEEEE
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`_.a2_second_danger = 'ignore'`
(#act2c)
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# act2c
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``hong({body:"ignore_sweat"});`
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b: ...
b: Oh thank goodness human, I think you can hear me again!
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{{if _.a2_first_choice=="louder"}}
[I'll warn you *EVEN LOUDER!*](#act2c_louder)
{{/if}}
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{{if _.a2_first_choice!="louder"}}
[I'll warn you *LOUDER!*](#act2c_louder)
{{/if}}
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{{if _.a2_first_danger=="social"}}
[I'll warn you about *another* social danger!](#act2c_different_social)
{{/if}}
{{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}}
[I'll warn you about *another* moral danger!](#act2c_different_moral)
{{/if}}
[Did you check that punch before drinking?](#act2c_punch)
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#act2c_louder
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{{if _.a2_second_danger=="netflix"}}
(#act2c_louder_netflix)
{{/if}}
{{if _.a2_second_danger=="law"}}
(#act2c_louder_law)
{{/if}}
{{if _.a2_second_danger=="butterfly"}}
(#act2c_louder_butterfly)
{{/if}}
{{if _.a2_second_danger=="zombies"}}
(#act2c_louder_zombies)
{{/if}}
{{if _.a2_second_danger=="hitler"}}
(#act2c_louder_hitler)
{{/if}}
{{if _.a2_second_danger=="ignore"}}
(#act2c_louder_ignore)
{{/if}}
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# act2c_louder_netflix
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b: Actually, Netflix & food delivery isn't quarantined enough! We'd still infect the delivery person!
b: We need to move to the Canadian Yukon territories, and have our food delivered by drone!
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b: And then they'd have to sterilize the drone to rid it of our SAD LUMP GERMS
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`_.a2_first_attack = "alone"`
(#act2d)
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# act2c_louder_law
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b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to 48 hours in one of those medieval public-humiliation devices
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b: unless they're actually *into* that sort of thing
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b: in which case that proves them being a BIG DISGUSTING TRASH PERVERT
`_.a2_first_attack = "bad"`
(#act2d)
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# act2c_louder_butterfly
b: BUTTERFLY EFFECT! Did you drive to this party in your fossil-fuel car?
b: BAM, ONE KID DROWNED IN FLORIDA.
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b: Remember when you said that mean thing to that stranger online?
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b: BAM, THEY'RE PROBABLY SUICIDED BY NOW
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`_.a2_first_attack = "bad"`
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(#act2d)
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# act2c_louder_zombies
b: These popularity-zombies will stumble towards you mumbling,
b: LIIIIIKES. LIIIIIIIIIIKES.
b: And they'll bite you and turn you into a brainless bro and/or thoughtless thot!
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`_.a2_first_attack = "bad"`
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(#act2d)
# act2c_louder_hitler
b: THE NAZIS ARE GOOSE-STEPPING BACK ON THE STREETS RIGHT NOW
b: And they're saying:
b: *Good thing those 'good folks' slacked off with crap like 'relaxing' and 'self-care'!*
b: *Now our plans can go fourth, reich on schedule!*
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`_.a2_first_attack = "bad"`
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(#act2d)
# act2c_louder_ignore
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b: Come to think about it, do we know if this building *has* a monoxide detector?!
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b: What if we're all being poisoned *RIGHT NOW?*
b: WE WOULDN'T EVEN KNOW. ONE MOMENT WE'RE HERE, NEXT MOMENT WE STOP EXISTING FOREVER AND EVER AND EV--
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`_.a2_first_attack = "harm"`
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(#act2d)
# act2c_different_social
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b: What if we're just *fundamentally incapable* of ever being loved, or loving another?
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b: What if something irreversibly broke inside of us a long time ago? Or never existed in us in the first place?
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b: Ahhh we're broken! We're so broken so broken so brok--
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`_.a2_first_attack = "alone"`
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(#act2d)
# act2c_different_moral
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b: What if we're just *fundamentally rotten?*
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b: Others have an inner drive to do goodness, but we only do "good" out of guilt or shame, if at all.
b: What if it's in our nature to hurt others? What if we can't be anything *other* than a burden to those close to us?
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b: Ahhh we're broken! We're so broken so broken so brok--
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`_.a2_first_attack = "bad"`
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(#act2d)
# act2c_punch
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b: I'm not being irrational. People *do* drug punch bowls. That is an actual thing that actually happens.
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b: Human, is your head hurting? Do your limbs feel limp? I think we're dying. We need to call an ambulance RIGHT NOW.
b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI--
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`_.a2_first_attack = "harm"`
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(#act2d)
# act2d
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```
hong({body:"attacked"});
attack("30p", _.a2_first_attack);
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```
(...2500)
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h: FUCK!
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h: FUCKING FUCK-FUKKITY *FUUUUUCK*
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`bb({body:"happy"})`
b: Yay, human! I'm so happy you can hear me again!
`bb({body:"sad"})`
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b: Why did you try ignoring me?
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`hong({body:"yell"})`
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h: Holy whoring hell, you stupid sack of shit.
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h: You know that Native American story?
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h: "There are two wolves inside you, one is hope, one is despair, which wolf wins? The one you feed."
h: I was trying to fucking *starve* you, you sadistic asshole!
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h: Fuck it, I'll do positive affirmations instead.
h: *I am loved. I am good. I am smart. I am beautiful. I am special.*
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`bb({body:"neutral"})`
[Golly, that's so narcissistic!](#act2d_narcissist)
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[You know affirmations were *disproven?*](#act2d_disproven)
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[omg you can't credit random stories to indigenous folk](#act2d_racist)
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# act2d_disproven
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b: In fact, they actually *backfire* for people with low self-esteem!
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b: It was a well-designed study randomized controlled trial, experimenter was blinded as to who was in which group.
b: Results: if you already had low self-esteem, being asked to repeat affirmations makes you feel *worse* than if you'd said nothing at all!
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b: Wood et al, 2009. Look it up on Google Scholar, human,
b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS
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```
hong({body:"attacked"});
attack("10p", "bad");
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```
(...2500)
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(#act2e)
# act2d_narcissist
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b: You *need* to humbly see your own flaws in order to grow as a person!
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b: You can't spray air freshener over a moldy room! Covering up your flaws with narcissism makes you worse in the long-run.
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b: Thankfully, I, as your loyal guard-wolf, can alert you to your flaws. And right now, it's-
b: EVERYTHING. EVERYTHING IS WRONG
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```
hong({body:"attacked"});
attack("10p", "bad");
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```
(...2500)
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(#act2e)
# act2d_racist
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b: Native Americans are *actual people*, not some "noble savages" you can namedrop to make your fortune-cookie advice more *exotic*.
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b: You're reducing individual persons & complex cultures to a Hallmark card! That's "benevolent racism"!
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b: STOP BEING RACIST YOU SQUINTY-EYED JERK
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```
hong({body:"attacked"});
attack("10p", "bad");
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```
(...2500)
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(#act2e)
# act2e
h: FUCKDAMMIT.
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`hong({body:"yell"})`
h: You know what? You're *irrational*.
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h: Everyone already knows emotions are irrational! Especially fear!
h: Why should I listen to a moron shitstain like you?!
b: ...
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`bb({body:"sad"})`
[...jeez human. That's really hurtful.](#act2e_hurtful)
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[What happened to "your feelings are valid"?](#act2e_valid)
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[We share the same brain. We're equally rational.](#act2e_rational)
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# act2e_hurtful
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b: I'm *part* of you, you know. When you say that, you're hurting *yourself*.
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b: Why are you hitting yourself, human? STOP HITTING YOURSELF.
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```
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music(null);
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hong({body:"attacked"});
attack("10p", "harm");
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```
(...2500)
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(#act2f)
# act2e_rational
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b: Which means if *I'm* irrational, then *you're* irrational!
b: And if we're both so dumb and stupid, we'll *never* figure out how to be happy!
b: Ahhh we're so lost! So lost so lost so los--
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```
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music(null);
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hong({body:"attacked"});
attack("10p", "harm");
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```
(...2500)
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(#act2f)
# act2e_valid
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b: Hang on... "they" say that feelings are valid, that you should always accept your emotions.
b: But "they" also say emotions are irrational, that emotions are not to be trusted.
b: Maybe "they" are just full of crud!
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b: "They" are feeding us contradictions to maintain our dependency on the Self-Help Industrial Complex!
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```
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music(null);
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hong({body:"attacked"});
attack("10p", "harm");
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```
(...2500)
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(#act2f)
# act2f
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`hong({body:"cry"});`
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h: ...
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h: I hate this. God it hurts so much I *hate* this.
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h: I can't appease you. I can't ignore you. I can't fight you.
h: No matter what I do, I can't seem to get rid of yo--
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```
bb({body:"yell"});
```
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b: Well maybe you're NOT *SUPPOSED* TO GET RID ME.
b: How do you think *I* feel, human?!
`bb({body:"cry"})`
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b: I'm trying my best to be your guard-dog, but you keep seeing me as some Big Bad Wolf!
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b: So I try even *harder* to alert you to danger. More danger! Louder danger!
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b: But no matter how hard I try to protect you, you *still* think of me as your enemy!
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b: I *know* I suck at my job! But I'm *trying*, human!
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b: ...I'm trying.
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b: You don't have to heed my warnings, or agree with me, or even *like* me.
b: I just... all I want is for you to be patient with me.
b: I just want for you to sit with me for a while, instead of turning away from m--
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
`publish("act2-party-action", ["twist1"]);`
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
r: Hey.
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
```
Game.clearText();
publish("act2-in-2");
publish("hp_hide");
music('party1', {volume:0.4, fade:2});
2019-06-12 16:23:26 +00:00
```
(...2000)
r: Looks like you're caught up in a fight with yourself, kid.
`publish("act2-party-action", ["twist2"]);`
2019-05-22 19:47:13 +00:00
h2: (nods)
2019-06-12 16:23:26 +00:00
r: You're not alone, friend. Anxiety's super common.
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
`// r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone / curled up into a ball and cried!`
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
h2: huh imagine that.
2019-05-22 19:47:13 +00:00
r: That's why I throw all these parties. I want to help peeps forget their worries.
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
h2: but my anxiety...
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
r: Don't worry, kid. There's a simple trick to get that negative voice in your head to be quiet forever.
2019-05-22 19:47:13 +00:00
```
Game.clearText();
music(null, {fade:1});
```
2019-05-22 19:47:13 +00:00
(...2000)
2019-05-22 19:47:13 +00:00
```
publish("act2-party-action", ["twist3"]);
sfx("rustle");
```
2019-05-22 19:47:13 +00:00
(...2500)
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
`publish("act2-party-action", ["twist4"]);`
(...1000)
r: My own specialty blend. It's a mix of... well, everything.
r: Bottoms up, motherfucker.
```
hong({body:"hold_alcohol"});
bb({body:"shock"});
Game.clearText();
publish("act2-out-3");
publish("hp_show");
```
(...3500)
[Oh God.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true`
2019-06-12 16:23:26 +00:00
[Please don't do this.](#act2g_please) `Game.OVERRIDE_CHOICE_LINE=true`
[We don't know what's in that drink.](#act2g_we) `Game.OVERRIDE_CHOICE_LINE=true`
# act2g_oh
b: O--
(#act2g)
# act2g_please
b: P--
(#act2g)
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
# act2g_we
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
b: W--
(#act2g)
2019-05-22 19:47:13 +00:00
# act2g
2019-06-12 16:23:26 +00:00
```
hong({body:"drinking"});
bb({body:"attacked"});
2019-06-14 16:02:25 +00:00
attackBB("40p", "harm");
2019-06-12 16:23:26 +00:00
```
(...2000)
```
hong({body:"drunk"});
bb({body:"pained"});
```
2019-05-22 19:47:13 +00:00
h: Mmm, what an exquisite palette!
h: A full-bodied flavor of "shut your mind up", with a subtle aftertaste of "never feel anything ever again"!
2019-06-12 16:23:26 +00:00
b: This is bad, human. This is really, really bad.
[This is *actually* how addiction starts.](#act2h_opt1) `Game.OVERRIDE_CHOICE_LINE=true`
[They could've put something bad in there.](#act2h_opt2) `Game.OVERRIDE_CHOICE_LINE=true`
[I *knew* the host was deeply messed up!](#act2h_opt3) `Game.OVERRIDE_CHOICE_LINE=true`
# act2h_opt1
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
b: This is *actu*--
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
(#act2h)
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
# act2h_opt2
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
b: They could've--
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
(#act2h)
# act2h_opt3
b: I *knew* th--
(#act2h)
2019-05-22 19:47:13 +00:00
# act2h
2019-06-12 16:23:26 +00:00
```
hong({body:"drinking"});
bb({body:"attacked"});
2019-06-14 16:02:25 +00:00
attackBB("40p", "harm");
2019-06-12 16:23:26 +00:00
```
(...2000)
```
hong({body:"drunk"});
bb({body:"pained"});
```
h: Delicious, *and* cheaper than therapy!
2019-05-22 19:47:13 +00:00
b: HUMAN PLEASE STOP
2019-05-22 19:47:13 +00:00
h: Hehehe!
2019-06-12 16:23:26 +00:00
h: And what are *you* gonna do about it, asshole?
2019-05-22 19:47:13 +00:00
b: I'm so sorry, human.
b: I'm going to have to use my SPECIAL ATTACK
2019-06-12 19:08:32 +00:00
`music('battle', {volume:0.5});`
2019-05-22 19:47:13 +00:00
2019-06-12 19:08:32 +00:00
[🗡](#act2h_attack) `_.SPECIAL_ATTACK="harm"; Game.OVERRIDE_CHOICE_LINE=true`
2019-05-22 19:47:13 +00:00
2019-06-12 19:08:32 +00:00
[💔](#act2h_attack) `_.SPECIAL_ATTACK="alone"; Game.OVERRIDE_CHOICE_LINE=true`
[👿](#act2h_attack) `_.SPECIAL_ATTACK="bad"; Game.OVERRIDE_CHOICE_LINE=true`
2019-05-22 19:47:13 +00:00
# act2h_attack
2019-06-12 16:23:26 +00:00
`bb({body:"special_1"})`
2019-05-22 19:47:13 +00:00
h: What's this crap?
h: You're gonna yap more stupid words at me again to try t--
```
bb({body:"special_2"});
sfx("shoryuken");
```
2019-06-12 16:23:26 +00:00
(...1251)
2019-06-12 16:23:26 +00:00
(#act2i)
2019-05-22 19:47:13 +00:00
# act2i
2019-06-12 16:23:26 +00:00
```
2019-06-12 19:08:32 +00:00
publish("show_special_attack");
Game.FORCE_CANT_SKIP = true;
music(null);
stopAllSounds();
2019-06-12 19:08:32 +00:00
```
(...5000)
```
publish("remove_special_attack");
2019-06-12 16:23:26 +00:00
hong({body:"defeated"});
bb({body:"sad"});
attack("100p", _.SPECIAL_ATTACK);
2019-06-12 19:08:32 +00:00
Game.FORCE_CANT_SKIP = false;
2019-06-12 16:23:26 +00:00
```
(...2500)
2019-05-22 19:47:13 +00:00
h: WHAT THE HELL WAS THAT
b: I'm sorry. It was the only way.
h: I COULD *SEE* IT. I COULD *FEEL* IT. // the blood, the guilt, the humiliation
b: I'm sorry, human.
2019-06-12 16:23:26 +00:00
n: *FINISH THEM*
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
[{FIGHT: Punch the host.}](#act2j_fight) `Game.OVERRIDE_CHOICE_LINE=true`
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
[{FLIGHT: Let's get out of here.}](#act2j_flight) `Game.OVERRIDE_CHOICE_LINE=true`
2019-05-22 19:47:13 +00:00
# act2j_fight
b: They were taking advantage of you.
2019-05-22 19:47:13 +00:00
b: Punch that jerk! Knock their friggin' lights out!
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
`bb({body:"yell"})`
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
b: PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THE--
`_.a2_ending = "fight";`
(#act2k)
2019-05-22 19:47:13 +00:00
# act2j_flight
2019-06-12 16:23:26 +00:00
b: I *knew* all these partygoers were messed up. They all dull their pain with horrible things!
b: And they're tricking you into doing the same thing! They're corrupting you! We need to get out!
`bb({body:"yell"})`
b: GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OU--
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
`_.a2_ending = "flight";`
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
(#act2k)
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
# act2k
```
Game.clearText();
publish("act2-in-4");
publish("hp_hide");
publish("act2-party-action", ["end"]);
music('party1', {volume:0.6, fade:1.5});
2019-06-12 16:23:26 +00:00
```
(...2000)
r: Y'okay there, kid?
{{if _.a2_ending=="fight"}}
(#act2k_fight)
{{/if}}
{{if _.a2_ending=="flight"}}
(#act2k_flight)
{{/if}}
2019-05-22 19:47:13 +00:00
# act2k_fight
2019-06-12 16:23:26 +00:00
```
Game.clearText();
publish("act2-party-action", ["end_slap1"]);
music(null);
sfx("hit");
2019-06-12 16:23:26 +00:00
```
2019-05-22 19:47:13 +00:00
(...1000)
2019-05-22 19:47:13 +00:00
```
sfx("record_scratch");
publish("act2-party-action", ["end_slap2"]);
```
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
r: Y-you...
2019-05-22 19:47:13 +00:00
```
publish("act2-party-action", ["end_slap3"]);
music('party1', {volume:0.6, fade:6});
```
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
r: are *kinky*.
2019-05-22 19:47:13 +00:00
2019-06-17 19:33:15 +00:00
r: I like that. Come to my party next weekend, babe.
2019-06-12 16:23:26 +00:00
`publish("act2-party-action", ["end_run"]);`
h2: ok thank you bye
r: I wanna see you let out that *vicious* side of you more, kid!
(#act2k_end)
2019-05-22 19:47:13 +00:00
# act2k_flight
2019-06-12 16:23:26 +00:00
h2: ok sorry i have to go
2019-05-22 19:47:13 +00:00
2019-06-12 19:08:32 +00:00
r: Ah, the voice won, huh?
2019-05-22 19:47:13 +00:00
2019-06-17 19:33:15 +00:00
r: Come to my party next weekend, babe. I'll mix something even stronger for ya.
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
`publish("act2-party-action", ["end_run"]);`
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
h2: ok thank you bye
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
r: I wanna see you finally let loose, kid!
(#act2k_end)
2019-05-22 19:47:13 +00:00
# act2k_end
2019-06-12 16:23:26 +00:00
```
Game.clearText();
publish("act2-out-5");
publish("act2-outro", ["end1"]);
2019-06-12 19:08:32 +00:00
music("hum", {fade:2, volume:0.6});
2019-06-12 16:23:26 +00:00
```
2019-06-12 19:08:32 +00:00
(...2500)
2019-06-12 16:23:26 +00:00
```
publish("act2-outro", ["end2"]);
sfx("whoosh");
```
(...1000)
2019-05-22 19:47:13 +00:00
b: Human! Are you okay?!
b: Gosh, that was *close.* We really could've--
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
```
Game.clearText();
publish("act2-outro", ["end3"]);
2019-06-12 19:08:32 +00:00
music(null);
sfx("squeak");
2019-06-12 16:23:26 +00:00
```
(...1500)
2019-06-12 16:23:26 +00:00
```
publish("act2-outro", ["end4"]);
sfx("hit");
```
2019-06-12 16:23:26 +00:00
(...1000)
2019-05-22 19:47:13 +00:00
h: I'm going to the party next weekend.
h: The next time we fight, I'm not just going to *defeat* you...
2019-06-12 16:23:26 +00:00
h: I'm going to fucking *kill* you.
```
Game.clearText();
publish("act2-outro", ["end5"]);
sfx("grass_step1");
2019-06-12 16:23:26 +00:00
````
(...901)
```
sfx("grass_step2", {volume:0.8});
publish("act2-outro", ["end6"]);
```
(...901)
`sfx("grass_step1", {volume:0.5});`
(...901)
2019-06-12 16:23:26 +00:00
`sfx("grass_step2", {volume:0.25});`
2019-05-22 19:47:13 +00:00
2019-06-12 16:23:26 +00:00
(...3000)