and some sounds
This commit is contained in:
parent
91d5a8f90e
commit
27b5ba5c13
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@ -70,6 +70,9 @@
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</span>
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</span>
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</div>
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</div>
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<!-- HACK: SPECIAL ATTACK -->
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<div id="special_attack"></div>
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<!-- Bottom Corner Tabs -->
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<!-- Bottom Corner Tabs -->
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<div id="gear" style="display:none" onclick="publish('show_options')">
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<div id="gear" style="display:none" onclick="publish('show_options')">
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<div class="icon">
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<div class="icon">
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@ -267,14 +270,13 @@
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<script src="scripts/intro/Intro_SceneSetup.js"></script>
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<script src="scripts/intro/Intro_SceneSetup.js"></script>
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<script src="scripts/intro/Intro_BG.js"></script>
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<script src="scripts/intro/Intro_BG.js"></script>
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<!--
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<!-- ACT I -->
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ACT I
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<script src="scripts/act1/Act1_SceneSetup.js"></script>
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<script src="scripts/act1/Act1_SceneSetup.js"></script>
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<script src="scripts/act1/Act1_Hong.js"></script>
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<script src="scripts/act1/Act1_Hong.js"></script>
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<script src="scripts/act1/Act1_Beebee.js"></script>
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<script src="scripts/act1/Act1_Beebee.js"></script>
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<script src="scripts/act1/Act1_Outro_BG.js"></script>
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<script src="scripts/act1/Act1_Outro_BG.js"></script>
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-->
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<!-- ACT II -->
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<script src="scripts/act2/Act2_SceneSetup.js"></script>
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<script src="scripts/act2/Act2_SceneSetup.js"></script>
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<script src="scripts/act2/Act2_BG.js"></script>
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<script src="scripts/act2/Act2_BG.js"></script>
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<script src="scripts/act2/Act2_Hong.js"></script>
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<script src="scripts/act2/Act2_Hong.js"></script>
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@ -9,10 +9,18 @@ n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fa
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```
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```
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Game.clearText();
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Game.clearText();
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publish("act2-out-1");
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publish("act2-out-1");
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```
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(...1000)
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```
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music('battle', {volume:0.5});
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publish("hp_show");
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publish("hp_show");
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```
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```
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(#act2f)
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n: ROUND TWO: *FIGHT!*
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(#act2e)
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[Oh god they all hate us!](#act2a_social)
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[Oh god they all hate us!](#act2a_social)
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@ -356,7 +364,7 @@ b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI--
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```
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```
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hong({body:"attacked"});
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hong({body:"attacked"});
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attack("30p", _.a2_first_attack);
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attack("20p", _.a2_first_attack);
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```
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```
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(...2500)
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(...2500)
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@ -409,7 +417,7 @@ b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS
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```
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```
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hong({body:"attacked"});
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hong({body:"attacked"});
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attack("10p", "bad");
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attack("20p", "bad");
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```
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```
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(...2500)
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(...2500)
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@ -428,7 +436,7 @@ b: EVERYTHING. EVERYTHING IS WRONG
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```
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```
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hong({body:"attacked"});
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hong({body:"attacked"});
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attack("10p", "bad");
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attack("20p", "bad");
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```
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```
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(...2500)
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(...2500)
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@ -445,7 +453,7 @@ b: STOP BEING RACIST YOU SQUINTY-EYED JERK
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```
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```
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hong({body:"attacked"});
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hong({body:"attacked"});
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attack("10p", "bad");
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attack("20p", "bad");
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```
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```
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(...2500)
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(...2500)
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@ -481,8 +489,9 @@ 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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b: Why are you hitting yourself, human? STOP HITTING YOURSELF.
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```
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```
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music(null);
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hong({body:"attacked"});
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hong({body:"attacked"});
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attack("10p", "harm");
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attack("20p", "harm");
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```
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```
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(...2500)
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(...2500)
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@ -498,8 +507,9 @@ b: And if we're both so dumb and stupid, we'll *never* figure out how to be happ
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b: Oh god we're so lost! So lost so lost so los--
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b: Oh god we're so lost! So lost so lost so los--
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```
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```
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music(null);
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hong({body:"attacked"});
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hong({body:"attacked"});
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attack("10p", "harm");
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attack("20p", "harm");
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```
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```
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(...2500)
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(...2500)
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@ -517,8 +527,9 @@ 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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b: "They" are feeding us contradictions to maintain our dependency on the Self-Help Industrial Complex!
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```
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```
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music(null);
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hong({body:"attacked"});
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hong({body:"attacked"});
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attack("10p", "harm");
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attack("20p", "harm");
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```
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```
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(...2500)
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(...2500)
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@ -527,7 +538,7 @@ attack("10p", "harm");
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# act2f
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# act2f
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`hong({body:"cry"})`
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`hong({body:"cry"});`
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h: ...
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h: ...
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@ -537,7 +548,9 @@ h: I can't appease you. I can't ignore you. I can't fight you.
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h: No matter what I do, I can't seem to get rid of yo--
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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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```
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bb({body:"yell"});
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```
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b: Well maybe you're NOT *SUPPOSED* TO GET RID ME.
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b: Well maybe you're NOT *SUPPOSED* TO GET RID ME.
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@ -714,11 +727,13 @@ b: I'm so sorry, human.
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b: I'm going to have to use my SPECIAL ATTACK
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b: I'm going to have to use my SPECIAL ATTACK
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[harm](#act2h_attack) `_.SPECIAL_ATTACK="harm"; Game.OVERRIDE_CHOICE_LINE=true`
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`music('battle', {volume:0.5});`
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[alone](#act2h_attack) `_.SPECIAL_ATTACK="alone"; Game.OVERRIDE_CHOICE_LINE=true`
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[🗡](#act2h_attack) `_.SPECIAL_ATTACK="harm"; Game.OVERRIDE_CHOICE_LINE=true`
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[bad](#act2h_attack) `_.SPECIAL_ATTACK="bad"; Game.OVERRIDE_CHOICE_LINE=true`
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[💔](#act2h_attack) `_.SPECIAL_ATTACK="alone"; Game.OVERRIDE_CHOICE_LINE=true`
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[👿](#act2h_attack) `_.SPECIAL_ATTACK="bad"; Game.OVERRIDE_CHOICE_LINE=true`
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# act2h_attack
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# act2h_attack
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# act2i
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# act2i
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```
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```
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publish("show_special_attack");
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Game.FORCE_CANT_SKIP = true;
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music(null);
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```
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(...5000)
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```
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publish("remove_special_attack");
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hong({body:"defeated"});
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hong({body:"defeated"});
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bb({body:"sad"});
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bb({body:"sad"});
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attack("100p", _.SPECIAL_ATTACK);
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attack("100p", _.SPECIAL_ATTACK);
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Game.FORCE_CANT_SKIP = false;
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```
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```
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(...2500)
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(...2500)
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publish("act2-in-4");
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publish("act2-in-4");
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publish("hp_hide");
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publish("hp_hide");
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publish("act2-party-action", ["end"]);
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publish("act2-party-action", ["end"]);
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music(null, {fade:2});
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```
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```
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(...2000)
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(...2000)
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h2: ok sorry i have to go
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h2: ok sorry i have to go
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r: Ah, the voice was too strong, huh?
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r: Ah, the voice won, huh?
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r: Come to my party next weekend. I promise I'll mix something even stronger for you.
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r: Come to my party next weekend, bud. I'll mix something even stronger for ya.
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`publish("act2-party-action", ["end_run"]);`
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`publish("act2-party-action", ["end_run"]);`
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Game.clearText();
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Game.clearText();
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publish("act2-out-5");
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publish("act2-out-5");
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publish("act2-outro", ["end1"]);
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publish("act2-outro", ["end1"]);
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music("hum", {fade:2, volume:0.6});
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```
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```
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(...3000)
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(...2500)
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```
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```
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publish("act2-outro", ["end2"]);
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publish("act2-outro", ["end2"]);
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```
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```
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Game.clearText();
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Game.clearText();
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publish("act2-outro", ["end3"]);
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publish("act2-outro", ["end3"]);
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music(null);
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```
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```
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(...1000)
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(...1000)
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- whoosh out @done
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- whoosh out @done
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- put hong & beebee sprites in for battle @done
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- put hong & beebee sprites in for battle @done
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- characters in @done
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- characters in @done
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- battle talk @done
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- whoosh in @done
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- party talk @done
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- whoosh out @done
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- battle talk 2 @done
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- jarring image @done
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- whoosh in @done
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- slap dat/run out @done
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- whoosh out @done
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TODO:
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TODO:
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- battle talk
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- fight icons in bubble @done
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- whoosh in
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- music & sounds
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- party talk
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- put them in
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- whoosh out
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- re-use old sound effects for now
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- battle talk 2
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// white noise shock sfx for bb
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- jarring image
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- sounds: Hunter's voice, slap, white noise electic attack, party ambience, bottle slosh
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- whoosh in
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- slap dat/run out
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- whoosh out
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****/
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****/
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@ -22,6 +28,7 @@ Loader.addImages([
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{ id:"party_bg", src:"sprites/act2/party_bg.png" },
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{ id:"party_bg", src:"sprites/act2/party_bg.png" },
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{ id:"party_action", src:"sprites/act2/party_action.png" },
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{ id:"party_action", src:"sprites/act2/party_action.png" },
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{ id:"hong_bb_outro", src:"sprites/act2/hong_bb_outro.png" },
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{ id:"hong_bb_outro", src:"sprites/act2/hong_bb_outro.png" },
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{ id:"SPECIAL_ATTACK", src:"sprites/act2/special.png" },
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]);
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]);
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function BG_Party(){
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function BG_Party(){
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}),
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}),
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subscribe("act2-outro", function(frameName){
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subscribe("act2-outro", function(frameName){
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self.outroSprite.gotoFrameByName(frameName);
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self.outroSprite.gotoFrameByName(frameName);
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}),
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subscribe("show_special_attack", function(){
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var dom = $("#special_attack");
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dom.setAttribute("attack", _.SPECIAL_ATTACK);
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dom.style.display = "block";
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}),
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subscribe("remove_special_attack", function(){
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var dom = $("#special_attack");
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dom.style.display = "none";
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})
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})
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);
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);
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var gotoY = (wordsHeight<250) ? 0 : wordsHeight-250;
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var gotoY = (wordsHeight<250) ? 0 : wordsHeight-250;
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gotoY = 80 - gotoY;
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gotoY = 80 - gotoY;
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var nextY = instant ? gotoY : currentY*0.9 + gotoY*0.1;
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var nextY = instant ? gotoY : currentY*0.9 + gotoY*0.1;
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Game.wordsDOM.style.top = nextY+"px";
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Game.wordsDOM.style.top = (Math.round(nextY*10)/10)+"px";
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}else{
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}else{
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Game.wordsDOM.style.top = Game.FORCE_TEXT_Y+"px";
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Game.wordsDOM.style.top = Game.FORCE_TEXT_Y+"px";
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}
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}
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Binary file not shown.
Binary file not shown.
Binary file not shown.
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pointer-events: none;
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pointer-events: none;
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}
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}
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#special_attack{
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display: none;
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position: absolute;
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top:0; left:0;
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width: 100%;
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height: 100%;
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background: #ff4040;
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background: url(../sprites/act2/special.png);
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background-size: auto 100%;
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}
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#special_attack[attack=harm]{
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background-position: 0% 0;
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}
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#special_attack[attack=alone]{
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background-position: -100% 0;
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}
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#special_attack[attack=bad]{
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background-position: -200% 0;
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}
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/******************************************************************************************************
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/******************************************************************************************************
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Loading…
Reference in New Issue