diff --git a/scenes/act4.md b/scenes/act4.md index 0acc08a..62de52f 100644 --- a/scenes/act4.md +++ b/scenes/act4.md @@ -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) \ No newline at end of file diff --git a/scenes/act4_test.md b/scenes/act4_test.md index f84e409..a602148 100644 --- a/scenes/act4_test.md +++ b/scenes/act4_test.md @@ -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]);` diff --git a/scripts/act4/Act4_Beebee.js b/scripts/act4/Act4_Beebee.js index 2b84b1f..e3f44df 100644 --- a/scripts/act4/Act4_Beebee.js +++ b/scripts/act4/Act4_Beebee.js @@ -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]); diff --git a/scripts/game/Character.js b/scripts/game/Character.js index 783236e..81763bf 100644 --- a/scripts/game/Character.js +++ b/scripts/game/Character.js @@ -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); diff --git a/scripts/main.js b/scripts/main.js index dcd37db..32fded0 100644 --- a/scripts/main.js +++ b/scripts/main.js @@ -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"); diff --git a/sprites/act4/bb_convo.png b/sprites/act4/bb_convo.png index fd96d33..f55b5a6 100644 Binary files a/sprites/act4/bb_convo.png and b/sprites/act4/bb_convo.png differ diff --git a/sprites/act4/sexy.png b/sprites/act4/sexy.png new file mode 100644 index 0000000..e28065d Binary files /dev/null and b/sprites/act4/sexy.png differ