asdasd
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TODO
66
TODO
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@ -1,10 +1,68 @@
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TODO
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TODO
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INTRO
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- continue / new game
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- chapter select
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- (content note)
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- replay, skip intro
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- About: Main Credits + resources
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ACT I
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- more beebee art: animated point, less aggro, more sweet & defensive
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- re-animate cry so that lake tears falls in right place
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- continuous shot, no glitch-stop (low prior)
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ACT II
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- actual party bg & fg
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- minor char voice (hansel & gretel)
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- parallax aligns
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- hong char + anims
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- bb char + anims
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- hunter better art
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- runaway better anim
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- SPECIAL ATTACK ICONS
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- sfx for running away
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! more sympathetic Hunter
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- callbacks for "what you mumbling about"
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ACT III
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- callback for act ii ending
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- better roof bg
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- better minor chars
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- more hunter intro anim
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- more hong intro anims
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- hong char + anims
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- bb char + anims
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- hospital scenes
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- sfx for endings
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! more sympathetic Hunter
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ACT IV
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- hong char + anims
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- bb char + anims
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- more al/shire
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- sfx's
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? act i & ii callbacks
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! social cognition/restructuring
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! pain is helpful, an alarm system for your body/mind
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CREDITS
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- animate it
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- nicky
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- monplaisir
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- art for characters
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- patreon
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- a sweet end message
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- post-creds bb-walking
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- end buttons: mental health resources, social share, support nicky / monplaisir
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CODE
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! auto save
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! translatable, localizable
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! nonstandard bubbles (for attacks, and chap select)
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- bug: mouseover dialogue option, multiple sounds over div's and i's
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- bug: mouseover dialogue option, multiple sounds over div's and i's
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- extra sound when line ends with *italics*
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- extra sound when line ends with *italics*
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- can't click outside to advance
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- favicon one-line eye
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- favicon one-line eye
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- hadouken not shoryken
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- Open Sans, for consistency???
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- Open Sans, for consistency???
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- intermission D.R.Y.
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- get rid of bubbles off screen, for optimization
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- get rid of bubbles off screen, for optimization
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@ -90,9 +90,9 @@ bb({mouth:"normal", eyes:"fear"});
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Game.OVERRIDE_TEXT_SPEED = 1.5;
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Game.OVERRIDE_TEXT_SPEED = 1.5;
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```
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```
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b: If we're not contributing to the body of society then we're a parasite!
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b: If we're not contributing to the body of society then we're a selfish parasite!
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b: The society-body will go to the society-doctor to get medication to kill their society-parasites and then we'll--
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b: The society-body will go to the society-doctor for medication to kill their society-parasites so we'll--
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```
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```
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bb({body:"panic", mouth:"normal", eyes:"fear"});
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bb({body:"panic", mouth:"normal", eyes:"fear"});
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@ -19,7 +19,7 @@
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# act2-preamble-news1
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# act2-preamble-news1
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a: But did you *see* that "news story" going viral?
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a: But did you *see* that "news story" about that horrible thing happening somewhere?
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h2: h-hi...
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h2: h-hi...
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@ -547,21 +547,21 @@ hong({body:"attacked"});
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attack("20p", _.a2_attack_1);
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attack("20p", _.a2_attack_1);
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```
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```
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(...301)
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(...401)
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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("20p", _.a2_attack_2);
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attack("20p", _.a2_attack_2);
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```
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```
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(...301)
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(...401)
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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("20p", _.a2_attack_3);
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attack("20p", _.a2_attack_3);
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```
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```
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(...301)
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(...1001)
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h: FUCK!
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h: FUCK!
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@ -703,7 +703,7 @@ b: Ahhh 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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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("10p", "bad");
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```
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```
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(...2500)
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(...2500)
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@ -328,6 +328,17 @@ h: Because you don't believe in *me*.
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(#act3_bad_3)
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(#act3_bad_3)
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# act3_bad_2_terrible
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b: Other guard-wolves have humans who actually take time to patiently train them, to learn to work together,
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b: Rather than hate the guard-wolves for trying to protect them! So why couldn't you jus--
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h: Wrong fucking answer.
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(#act3_bad_3)
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# act3_bad_3
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# act3_bad_3
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@ -396,17 +407,31 @@ h: Sorry for *what*?
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# act3_good_2q
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# act3_good_2q
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{{if _.apologized_for_hurt}}
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(#act3_good_2q_already_apologized)
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{{/if}}
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{{if !_.apologized_for_hurt}}
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(#act3_good_2q_not_already_apologized)
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{{/if}}
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# act3_good_2q_already_apologized
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[I'm sorry I wasn't a good protector.](#act3_good_3_protector)
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[I'm sorry I wasn't a good protector.](#act3_good_3_protector)
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[I'm sorry I didn't respect you.](#act3_good_3_respect)
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[I'm sorry I didn't respect you.](#act3_good_3_respect)
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{{if _.apologized_for_hurt}}
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[I'm sorry.](#act3_good_4)
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[I'm sorry.](#act3_good_4)
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{{/if}}
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{{if !_.apologized_for_hurt}}
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# act3_good_2q_not_already_apologized
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[I'm sorry I have a terrible human!](#act3_bad_2_terrible) `bb({body:"scared"})`
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[I'm sorry I didn't respect you.](#act3_good_3_respect)
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[I'm sorry I hurt you.](#act3_good_3_hurt)
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[I'm sorry I hurt you.](#act3_good_3_hurt)
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{{/if}}
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SceneSetup.act4();
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SceneSetup.act4();
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```
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```
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(...2001)
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(...5001)
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`publish("outside-hong", ["walk"])`
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`publish("outside-hong", ["walk"])`
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# act4d_recognition
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# act4d_recognition
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{{if _.a2_ending=="fight"}}
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{{if _.a2_ending=="fight"}}
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h2: Yeah it was the first party, where I had that panic attack and punched the host.
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h2: Yeah it was the first party, where I had that panic attack and punched the host!
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{{/if}}
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{{/if}}
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{{if _.a2_ending=="flight"}}
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{{if _.a2_ending=="flight"}}
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h2: Yeah it was the first party, where I had that panic attack and ran out crying.
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h2: Yeah it was the first party, where I had that panic attack and ran out crying!
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{{/if}}
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{{/if}}
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b: Hang on human, we might be making them uncomfortable.
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b: Hang on human, we might be making them uncomfortable.
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# act4d_yes
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# act4d_yes
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b: Hang on human, we might be making them uncomfortable.
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b: Hang on human, they seem uncomfortable.
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h2: Ah, I don't mean to make you feel awkward!
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h2: Ah, I don't mean to make you feel awkward!
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```
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```
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{{if _.fifteencigs}}
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{{if _.fifteencigs}}
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b: AAAAA YOU'RE STILL BEING ALONE FIFTEEN CIGARETTES AAAAA
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b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA
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{{/if}}
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{{/if}}
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{{if _.parasite}}
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{{if _.parasite}}
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b: AAAAA YOU'RE STILL NOT BEING PRODUCTIVE AAAAA
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b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE PARASITES AAAAA
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{{/if}}
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{{/if}}
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{{if _.whitebread}}
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{{if _.whitebread}}
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image: Library.images.act4_callback,
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image: Library.images.act4_callback,
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grid:{ width:2, height:1 },
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grid:{ width:2, height:1 },
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frame:{ width:400, height:200 },
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frame:{ width:400, height:200 },
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y: 347
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y: 347,
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frameNames:[
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"phone",
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"puddle"
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]
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});
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});
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self.callbackSprite.gotoFrameByName( _.act1_ending=="fight" ? "phone" : "puddle" );
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self.alShireSprite = new Sprite({
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self.alShireSprite = new Sprite({
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image: Library.images.al_shire,
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image: Library.images.al_shire,
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grid:{ width:4, height:1 },
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grid:{ width:4, height:1 },
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$("#about").style.display = "block";
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$("#about").style.display = "block";
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// Act 2
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// Act 2
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/*_ = {"CHAPTER":1,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","act1_ending":"flight","INTERMISSION_STAGE":1};
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//_ = {"CHAPTER":1,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","act1_ending":"flight","INTERMISSION_STAGE":1};
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Game.goto("act2");*/
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//Game.goto("act2");
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//Game.goto("act4");
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Game.goto("intro");
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Game.goto("intro");
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});
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});
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