integrate sprites act 4 start and end

This commit is contained in:
Nicky Case 2019-08-16 16:02:23 -04:00
parent e4a5de84e4
commit 38dc6e6d66
7 changed files with 344 additions and 76 deletions

View File

@ -2,7 +2,7 @@
```
SceneSetup.act4();
Game.FORCE_CANT_SKIP = true;
/*Game.FORCE_CANT_SKIP = true;*/
```
(...1001)
@ -139,14 +139,37 @@ publish("act4", ["hong_walks_in",hong_frame]);
(...99)
`Game.FORCE_CANT_SKIP = false;`
```
publish("act4-show-chars");
Game.FORCE_CANT_SKIP = false;
```
(...901)
`hong({body:"sigh_1"})`
(...601)
```
hong({body:"sigh_2"});
bb({eyes:"look_down"});
```
h: *sigh*
```
hong({body:"hold", eyes:"normal", mouth:"normal"});
bb({eyes:"normal"});
```
h: So what the hell was the moral of this story?
`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*.
`hong({body:"normal", eyes:"normal"})`
{{if _.INJURED}}
[Yeah, not to mention the hospital bill.](#act4a_bill)
{{/if}}
@ -161,48 +184,77 @@ h: What did we even *learn*? I *was* being stupid, my "friends" *were* using me,
# act4a_bill
`hong({eyes:"annoyed_l", mouth:"narrow"});`
h: Right. I don't think my insurance plan covers "being a dumbass".
`hong({eyes:"annoyed", mouth:"normal"});`
b: And yet... we survived!
`hong({eyes:"normal"});`
h: ?
(#act4b)
# act4a_liver
`bb({eyes:"normal_d"});`
b: We definitely shaved a few years off our life expectancy...
`bb({eyes:"surprise"});`
b: But at least we still *have* a life expectancy! We survived!
(#act4b)
# act4a_worst
`bb({eyes:"normal_d"});`
b: And yet...
h: Hm?
`bb({eyes:"surprise"});`
b: We survived!
(#act4b)
# act4a_right
`bb({eyes:"normal_d"});`
b: But... you were right, too.
`hong({eyes:"surprise"});`
h: Hm?
`bb({eyes:"normal"});`
b: I *was* the wolf who cried wolf. So when *actual* danger came, you justifiably didn't believe me.
`bb({eyes:"surprise_r"});`
b: And yet, we survived!
(#act4b)
# act4b
```
bb({eyes:"normal", mouth:"normal"});
hong({eyes:"normal", mouth:"normal"});
```
b: Despite everything, we're still here.
`hong({eyes:"suspect"});`
{{if _.INJURED}}
h: You seem pretty calm considering we just had a near-death experience.
{{/if}}
@ -211,17 +263,33 @@ h: You seem pretty calm considering we just had a near-death experience.
h: You seem pretty calm considering we just had a *near*-near-death experience.
{{/if}}
```
hong({eyes:"normal"});
bb({eyes:"annoyed_d", mouth:"narrow"});
```
b: Well, it makes everything else less scary in comparison. It's also got me thinking.
`bb({eyes:"normal", mouth:"normal"});`
b: If me fighting you sucks...
h: But me fighting *you* also sucks...
`bb({eyes:"normal_r"})`
b: Because no matter who wins, we *both* lose, so maybe...
`bb({eyes:"normal"})`
h: Maybe we don't have to fight.
`Game.FORCE_CANT_SKIP = true;`
```
Game.FORCE_CANT_SKIP = true;
Game.clearText();
```
(...301)
`publish("smash",[0]);`
@ -232,40 +300,76 @@ publish("smash",[1]);
sfx("grass_step1");
```
(...2601)
```
publish("smash",[2]);
bb({eyes:"normal", mouth:"normal"});
hong({eyes:"normal", mouth:"normal"});
```
(...2001)
`publish("smash",[2]);`
(...501)
`Game.FORCE_CANT_SKIP = false;`
(#act4b_2)
# act4b_2
`music('dontfight',{fade:5, volume:0.6})`
```
music('dontfight',{fade:5, volume:0.6});
bb({eyes:"annoyed_d"});
```
b: I'm not a Big Bad Wolf. But I'm not a guard-wolf either.
`bb({eyes:"sad_d"})`
b: I'm a battered shelter dog.
`bb({eyes:"sad"})`
b: We've been through rough stuff, possibly trauma, so that's why sometimes I over-react and go--
`sfx("yaps", {volume:0.6});`
```
sfx("yaps", {volume:0.6});
bb({body:"yap_1"});
Game.FORCE_CANT_SKIP = true;
Game.WORDS_HEIGHT_BOTTOM = 215;
```
b: YAP YAP YAP YAP YAP
(...1884)
```
Game.WORDS_HEIGHT_BOTTOM = -1;
Game.FORCE_CANT_SKIP = false;
bb({body:"normal", mouth:"scream", eyes:"scream_sad"});
```
b: But I don't *want* to be a cowardly dog! I want to protect you! I want to be a good dog!
`bb({eyes:"sad", mouth:"normal"});`
b: Human... will you help tame this wolf?
`hong({eyes:"sad"})`
h: I... I'll try.
`hong({eyes:"normal_l", body:"chin", mouth:"narrow"})`
h: Okay. Healthy relationship with emotions. Relationships need communication. So, let's communicate.
`hong({eyes:"normal", body:"hands_1", mouth:"normal"})`
h: The next five minutes are going to sound super cheesy, but let's fake it 'til we make it.
```
hong({body:"hands_2", mouth:"normal"});
```
h: Dear inner wolf... how are *you* feeling?
n2: TOTAL FEARS USED:
@ -277,8 +381,12 @@ n2: WHAT FEAR DO YOU WANT TO TALK ABOUT FIRST? (YOU CAN DO THE OTHERS LATER)
```
_.a4_fears_discussed = 0;
_.num_thanks = 0;
hong({body:"normal"});
bb({eyes:"normal"});
```
(#act4c)
[I'm scared we'll be harmed.](#act4_harm)
[I'm scared we'll be alone.](#act4_alone)
@ -933,89 +1041,132 @@ h: Good chat, team.
```
Game.clearText();
music(null,{fade:3});
bb({body:"normal", eyes:"normal", mouth:"normal", MOUTH_LOCK:true},0);
hong({body:"normal", eyes:"normal", mouth:"normal"},0);
```
b: ...
`hong({MOUTH_LOCK:true},0)`
h: ...
`bb({eyes:"annoyed_d"})`
b: This isn't some *game*, you know.
`bb({eyes:"angry_d", body:"one_up"})`
b: Building a better relationship with your emotions isn't as simple as clicking buttons on a screen.
`bb({eyes:"sad", body:"normal"})`
b: *Can* we really get along?
b: *Can* we work together, as a team?
`hong({eyes:"sad", body:"one_up"})`
h: Well,
```
hong({eyes:"surprise_l"});
bb({eyes:"normal"});
```
a: E-excuse me...
```
Game.clearText();
publish("smash",[3]);
publish("act4-in-2");
publish("outside-hong", ["look-back"]);
publish("al-shire", ["ask"]);
music('campus', {volume:0.5, fade:1});
```
(...1600)
(...2101)
(#act4d)
# act4d
`Game.WORDS_HEIGHT_BOTTOM = 221;`
`publish("act4", ["alshire", 0]);`
a: W-wo-would you mind if I sat with you for lunch?
`publish("act4", ["alshire", 1]);`
{{if _.TOP_FEAR=="harm"}}
s: They were sitting alone for lunch? They must be a psycho loner serial killer!
s: *This* is your crush? Why are they sitting alone like a psycho serial killer?
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: Ack, do you know how pathetic we sound? How desperate, how *needy*?
s: Asking your crush if you can sit with them? Do you know how *needy* we sound?!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: They were enjoying peace and quiet, then we interrupted them! We're such a burden!
s: *This* is your crush? We interrupted their peace and quiet! We're such a burden!
{{/if}}
`publish("act4", ["alshire", 2]);`
a: I- I mean- it's, it's okay if not, I just...
`publish("act4", ["alshire", 3]);`
`Game.OVERRIDE_CHOICE_SPEAKER = "h2"`
[Wait, didn't I see you at the party?](#act4d_recognition)
[Wait, didn't I see you at the party?](#act4d_recognition) `publish("act4", ["hong_to_alshire",1])`
[Yeah, of course! Come here.](#act4d_yes)
[Yeah, of course! Come here.](#act4d_yes) `publish("act4", ["hong_to_alshire",2])`
[Sorry, I need alone time right now.](#act4d_no)
[Sorry, I need alone time right now.](#act4d_no) `publish("act4", ["hong_to_alshire",8])`
# act4d_recognition
h2: Yeah you were on the couch! At the first party I went to,
`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]);`
{{if _.a2_ending=="fight"}}
h2: The one where I had that panic attack and punched the host.
h2: Where I had that panic attack and punched the host.
{{/if}}
{{if _.a2_ending=="flight"}}
h2: The one where I had that panic attack and ran out crying.
h2: Where I had that panic attack and ran out crying.
{{/if}}
b: Hang on human, we might be making them uncomfortable.
```
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]);
```
h2: Ah, I don't mean to put you on the spot!
`publish("act4", ["hong_to_alshire",4]);`
h2: Just remembering a friendly face, is all.
`publish("al-shire", ["panic"]);`
```
publish("act4", ["hong_to_alshire",5]);
publish("act4", ["alshire", 4]);
```
{{if _.TOP_FEAR=="harm"}}
s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS PANIC-DRIVEN PSYCHO!
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: SEE HOW MUCH WE SUCK AT MAKING FRIENDS?! THE FIRST IMPRESSION WE MADE IS "WITNESSED MY TRAUMA". WE SUCK!
s: AAHHH THE FIRST IMPRESSION WE MADE WAS "WITNESSED MY TRAUMA"! THAT MEANS THEY HATE US!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
@ -1026,48 +1177,70 @@ s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OT
# act4d_yes
```
publish("act4", ["hong_to_alshire", 5]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
```
b: Hang on human, they seem uncomfortable.
```
publish("act4", ["hong_to_alshire", 6]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
```
h2: Ah, no pressure of course!
`publish("act4", ["hong_to_alshire", 4]);`
h2: Just saying, you can sit here if you want to.
`publish("al-shire", ["panic"]);`
```
publish("act4", ["hong_to_alshire", 5]);
publish("act4", ["alshire", 4]);
```
{{if _.TOP_FEAR=="harm"}}
s: THEY'RE BEING *TOO* FRIENDLY! LIKE TED BUNDY, THE SERIAL KILLER!
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: THEY'RE JUST ACTING NICE. NO ONE *REALLY* WANTS TO BE OUR FRIEND.
s: THEY'RE JUST ACTING NICE! NO ONE *REALLY* WANTS TO BE CLOSE TO US!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: GAH, WE ALWAYS MAKE OTHERS FEEL UNCOMFORTABLE! WE'RE TERRIBLE!
s: AHHH WE ALWAYS MAKE OTHERS FEEL AWKWARD! WE'RE A STAIN UPON THE EARTH!
{{/if}}
(#act4e)
# act4d_no
b: Hang on human, we might be making them uncomfortable.
```
publish("act4", ["hong_to_alshire", 9]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
```
h2: Ah, I didn't mean to come off as rude!
b: Hang on human, we may be making them uncomfortable.
{{if _.INJURED}}
h2: It's just that, well, I jumped off a roof and almost killed myself.
{{/if}}
```
publish("act4", ["hong_to_alshire", 3]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
```
{{if !_.INJURED}}
h2: It's just that, well, I almost jumped off a roof.
{{/if}}
h2: Ah, I don't mean to be rude!
h2: Please don't take it as a personal rejection, I just need quiet time to process some emotions.
`publish("act4", ["hong_to_alshire", 6]);`
`publish("al-shire", ["panic"]);`
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]);
```
{{if _.TOP_FEAR=="harm"}}
s: HOLY COW I KNEW IT, THEY *ARE* A DANGEROUS PSYCHO!
s: WHAT SICK, TWISTED THOUGHTS ARE THEY PROCESSING?! WHAT DARK DESIRES FILL THEIR HEART? GET AWAY FROM THIS PSYCHO!
{{/if}}
{{if _.TOP_FEAR=="alone"}}
@ -1075,71 +1248,125 @@ s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: WE INTERRUPTED SOMEONE'S EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
s: WE INTERRUPTED THEIR EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
{{/if}}
(#act4e)
# act4e
```
Game.WORDS_HEIGHT_BOTTOM = 195;
publish("act4", ["alshire", 6]);
```
s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN
```
Game.clearText();
publish("al-shire", ["run"]);
```
(...2001)
```
publish("act4-out-3");
publish("act4", ["hong_to_alshire", 0]);
publish("act4", ["alshire", 10]);
```
(...1001)
`publish("act4", ["alshire", 11]);`
(...1001)
```
publish("act4-out-3");
Game.WORDS_HEIGHT_BOTTOM = -1; /* reset */
```
(...1201)
`publish("act4-jumpcut-hong");`
h: Huh. That was weird. I wonder what was going on in their head.
`publish("act4", ["hong_closer", 2]);`
h: Anyway, you were saying?
```
publish("act4", ["hong_closer", 1]);
publish("act4", ["bb_closer", 6]);
```
b: Uh, I forget? Something about teams and work?
h: ¯\\_(ツ)_/¯
```
publish("act4", ["bb_closer", 0]);
publish("act4", ["hong_closer", 3]);
```
b: They say you should "make peace" with your emotions, as if your emotions are some kind of *war criminals*.
h: ¯\_(ツ)_/¯
```
publish("act4", ["hong_closer", 1]);
publish("act4", ["bb_closer", 4]);
```
b: They say you should "make peace" with your emotions, as if your emotions are *war criminals*.
`publish("act4", ["bb_closer", 7]);`
b: But I want us to make *more* than mere peace! I want us to be *allies!*
`publish("act4", ["bb_closer", 3]);`
b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs,
`publish("act4", ["bb_closer", 8]);`
b: I want to be the alarm for your emotional needs your needs for safety, belonging, goodness.
`publish("act4", ["bb_closer", 1]);`
b: But... I suck at my job, so I need you to train me.
`publish("act4", ["bb_closer", 5]);`
b: Help me help you.
`publish("act4", ["bb_closer", 6]);`
b: Teaching an old dog new tricks *will* take a while. Maybe *years.*
`publish("act4", ["bb_closer", 4]);`
b: And sometimes I'll relapse, I'll slip into my old habits.
`publish("act4", ["bb_closer", 2]);`
b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things.
`publish("act4", ["bb_closer", 9]);`
b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes!
`publish("act4", ["bb_closer", 4]);`
b: But if you're patient with me... and just stay and sit with me...
`publish("act4", ["bb_closer", 8]);`
b: Maybe you can tame this wolf.
`publish("act4", ["bb_closer", 0]);`
`Game.clearText();`
(...1000)
`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
[Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"`
[Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"; publish("act4", ["hong_closer", 2]);`
`Game.OVERRIDE_CHOICE_SPEAKER = "b"`
[Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"`
[Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"; publish("act4", ["bb_closer", 8]);`
# act4f-pat-hong
@ -1150,31 +1377,34 @@ music(null,{fade:0.5});
sfx("youbothwin");
```
`publish("end-pat", ["pat-hong-1"])`
```
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 13]);
```
(...501)
`publish("end-pat", ["pat-hong-2"])`
`publish("act4", ["bb_closer", 14]);`
(...501)
`publish("end-pat", ["pat-hong-1"])`
`publish("act4", ["bb_closer", 13]);`
(...501)
`publish("end-pat", ["pat-hong-2"])`
`publish("act4", ["bb_closer", 14]);`
(...501)
`publish("end-pat", ["pat-hong-1"])`
`publish("act4", ["bb_closer", 13]);`
(...501)
`publish("end-pat", ["pat-hong-2"])`
`publish("act4", ["bb_closer", 14]);`
(...6501)
`publish("end-pat", ["pat-hong-3"])`
`publish("act4", ["bb_closer", 15]);`
(...1001)
@ -1189,31 +1419,34 @@ music(null,{fade:0.5});
sfx("youbothwin");
```
`publish("end-pat", ["pat-bb-1"])`
```
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 10]);
```
(...501)
`publish("end-pat", ["pat-bb-2"])`
`publish("act4", ["bb_closer", 11]);`
(...501)
`publish("end-pat", ["pat-bb-1"])`
`publish("act4", ["bb_closer", 10]);`
(...501)
`publish("end-pat", ["pat-bb-2"])`
`publish("act4", ["bb_closer", 11]);`
(...501)
`publish("end-pat", ["pat-bb-1"])`
`publish("act4", ["bb_closer", 10]);`
(...501)
`publish("end-pat", ["pat-bb-2"])`
`publish("act4", ["bb_closer", 11]);`
(...6501)
`publish("end-pat", ["pat-bb-3"])`
`publish("act4", ["bb_closer", 12]);`
(...1001)
@ -1223,7 +1456,8 @@ sfx("youbothwin");
```
Game.FORCE_CANT_SKIP = false;
publish("end-pat", ["freak-out"])
publish("act4", ["bb_closer", 16]);
publish("act4", ["hong_closer", 5]);
```
{{if _.fifteencigs}}
@ -1239,10 +1473,17 @@ b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
{{/if}}
```
publish("act4", ["bb_closer", 18]);
publish("act4", ["hong_closer", 6]);
sfx("yaps", {volume:0.6});
Game.FORCE_CANT_SKIP = true;
Game.WORDS_HEIGHT_BOTTOM = 205;
```
b: YAP YAP YAP YAP YAP
(#credits)
`music('credits', {NO_LOOP:true, volume:0.45});`
(...1884)
(#credits)

View File

@ -353,7 +353,7 @@ publish("act4", ["hong_to_alshire", 3]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
```
h2: Ah, I didn't mean to come off as rude!
h2: Ah, I don't mean to be rude!
`publish("act4", ["hong_to_alshire", 6]);`

View File

@ -11,7 +11,7 @@ function Act4_Beebee(){
image: Library.images.act4_bb,
grid:{
width: 8,
height: 8
height: 9
},
frame:{
width: 500,
@ -24,10 +24,10 @@ function Act4_Beebee(){
frameNames:[
"body_normal",
"body_normal_chest",
"body_normal_two_up",
"body_normal_one_up",
"body_normal_paw",
"body_chest",
"body_two_up",
"body_one_up",
"body_paw",
"cone_normal",
"coneb_normal",
"mouth_normal",
@ -95,6 +95,8 @@ function Act4_Beebee(){
"eyes_blank", // BLANK
"mouth_blank", // BLANK
"coneb_blank", // BLANK
],
x: 110+171,
y: 200+242,
@ -102,7 +104,15 @@ function Act4_Beebee(){
};
// ANIM LOOPS
var animLoops = [];
var animLoops = [
// YAP YAP YAP
{ target:"body", ifOnFrame:"yap_1*", wait:1/24, thenGoToFrame:"yap_2*" },
{ target:"body", ifOnFrame:"yap_2*", wait:1/24, thenGoToFrame:"yap_3*" },
{ target:"body", ifOnFrame:"yap_3*", wait:1/24, thenGoToFrame:"yap_4*" },
{ target:"body", ifOnFrame:"yap_4*", wait:1/24, thenGoToFrame:"yap_1*" },
];
// Inherit from Character!
Character.apply(self, [spriteConfig, animLoops]);

View File

@ -157,6 +157,23 @@ function Character(spriteConfig, animLoops){
// Anim Loop rules!
self.runAnimLoopRules();
// SUPER DUPER HACK
if(THERE_IS_A_CONE){
if(l.mouth.currentFrameName.indexOf("scream")>=0){
l.cone.gotoFrameByName( "cone_scream" );
l.coneb.gotoFrameByName( "coneb_scream" );
}else if(l.body.currentFrameName.indexOf("karate")>=0){
l.cone.gotoFrameByName( "cone_karate" );
l.coneb.gotoFrameByName( "coneb_karate" );
}else if(l.body.currentFrameName.indexOf("yap")>=0){
l.cone.gotoFrame(l.body.currentFrame+4);
l.coneb.gotoFrameByName( "coneb_blank" );
}else{
l.cone.gotoFrameByName( "cone_normal" );
l.coneb.gotoFrameByName( "coneb_normal" );
}
}
// SUPER HACK
if(THERE_IS_A_CONE){
l.coneb.draw(ctx);

View File

@ -6,7 +6,7 @@ Loader.addScenes([
"scenes/intermission.md",
"scenes/act2.md",
"scenes/act3.md",
"scenes/act4_test.md",
"scenes/act4.md",
"scenes/credits.md"
]);
@ -45,7 +45,7 @@ subscribe("START_GAME", function(){
//Game.goto("act3");
// Act 4
_ = {"CHAPTER":3,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","badnews":true,"factcheck":false,"act1_ending":"fight","INTERMISSION_STAGE":2,"attack_harm_ch2":2,"attack_alone_ch2":1,"attack_bad_ch2":3,"a2_first_danger":"social","a2_attack_1":"alone","a2_first_choice":"ignore","a2_second_danger":"ignore","a2_attack_2":"harm","a2_attack_3":"harm","SPECIAL_ATTACK":"alone","a2_ending":"fight","act3_bb_body":4,"a3_ending":"walkaway","INJURED":false};
_ = {"CHAPTER":3,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","badnews":true,"factcheck":false,"act1_ending":"flight","INTERMISSION_STAGE":2,"attack_harm_ch2":2,"attack_alone_ch2":1,"attack_bad_ch2":3,"a2_first_danger":"social","a2_attack_1":"alone","a2_first_choice":"ignore","a2_second_danger":"ignore","a2_attack_2":"harm","a2_attack_3":"harm","SPECIAL_ATTACK":"alone","a2_ending":"fight","act3_bb_body":4,"a3_ending":"walkaway","INJURED":true};
Game.goto("act4");
//Game.goto("intro");

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sprites/act4/sexy.png Normal file

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