ACT 3 SPRITESHEETS AHHH
1
TODO
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@ -14,6 +14,7 @@ ACT I
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- continuous shot, no glitch-stop (low prior)
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ACT II
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- code: LOCKABLE MOUTHS
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- art: lock mouth small gasp
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- art: lock mouth normal shut (...)
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- a fourth scream anim
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@ -951,11 +951,11 @@ attack("10p", "bad");
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# act2d_narcissist
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`bb({body:"normal", mouth:"normal", eyes:"suspect"})`
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`bb({body:"normal", mouth:"normal", eyes:"normal"})`
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b: You *need* to humbly see your own flaws in order to grow as a person!
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`bb({body:"two_up"})`
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`bb({body:"two_up", eyes:"suspect"})`
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b: You can't spray air freshener over a moldy room! Covering up your flaws makes you worse in the long-run.
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@ -1011,9 +1011,13 @@ h: You know what? You're *irrational*.
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h: Everyone already knows emotions are irrational! Especially fear!
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`hong({body:"facepalm_2"})`
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h: You're nothing but neuro-chemicals. You're just a useless evolutionary leftover like my appendix or wisdom teeth.
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`hong({body:"cross", mouth:"cross"})`
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h: Why should I listen to a moron shitstain like you?!
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h: So why should I listen to a worthless, irrational shitstain like you?!
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`bb({eyes:"sad"})`
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@ -1048,11 +1052,11 @@ attack("10p", "harm");
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# act2e_rational
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bb({body:"normal", mouth:"normal", eyes:"normal_r"});
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`bb({body:"normal", mouth:"normal", eyes:"normal_r"});`
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b: Which means if *I'm* irrational, then *you're* irrational!
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bb({body:"two_up", eyes:"shock"});
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`bb({body:"two_up", eyes:"shock"});`
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b: And if we're both so dumb and stupid, we'll *never* figure out how to be happy!
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@ -2,6 +2,8 @@
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`SceneSetup.act3();`
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r: Cheers!
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h2: *Ah* that hits the spot.
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r: You know, kid...
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@ -59,7 +61,7 @@ r: How do those Silicon Valley pseudo-Buddhists not see this shit?!
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r: Kid, I know that *you* know that animal *hurts* people like us. It *tortures* people like us.
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r: It's not our friend. It's a rabid beast, which needs to be *tranquilized*,
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r: It's not our friend. It's a rabid beast, which either needs to be *tranquilized*,
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r: Or have a *bullet put in its fucking skull*.
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@ -154,11 +156,18 @@ h: You know, I might've believed you... if you hadn't tried that a zillion times
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h: You're the wolf who cried wolf.
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[🗡](#act3_fork) `Game.OVERRIDE_CHOICE_LINE=true`
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`Game.OVERRIDE_CHOICE_SPEAKER = "fear_harm"`
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[💔](#act3_fork) `Game.OVERRIDE_CHOICE_LINE=true`
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[](#act3_fork) `_.SPECIAL_ATTACK="harm"; Game.OVERRIDE_CHOICE_LINE=true`
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`Game.OVERRIDE_CHOICE_SPEAKER = "fear_alone"`
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[](#act3_fork) `_.SPECIAL_ATTACK="alone"; Game.OVERRIDE_CHOICE_LINE=true`
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`Game.OVERRIDE_CHOICE_SPEAKER = "fear_bad"`
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[](#act3_fork) `_.SPECIAL_ATTACK="bad"; Game.OVERRIDE_CHOICE_LINE=true`
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[👿](#act3_fork) `Game.OVERRIDE_CHOICE_LINE=true`
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# act3_fork
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@ -189,7 +198,7 @@ h: Some people throw themselves into sex, drugs, and refreshing their Facebook f
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h: Some people throw themselves into other people.
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h: I'm going to throw myself into that pool.
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h: I'm going to throw myself into that swimming pool.
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[You're drunk and it's TEN FLOORS DOWN](#act3_bad_1_harm)
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@ -389,7 +398,7 @@ b: human... please...
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h: A while back, I said: “I just want to be free from all this pain.”
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h: I got my wish! I no longer feel pain, or fear, or anxiety...
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h: I got my wish. I no longer feel pain, or fear, or anxiety...
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h: I don't feel anything at all.
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@ -474,7 +483,7 @@ b: I'm sorry.
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b: I was supposed to be *your* loyal guard-dog, but I acted as if you were supposed to obey *me*.
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b: There's a difference between protective and suffocating, and I crossed the line.
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b: There's a difference between protector and prison warden, and I crossed the line.
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b: I'm sorry.
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@ -276,9 +276,9 @@ h: It's called exposure therapy!
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h: Since you're a dog, it should work for you too, right? All mammals have the same fight-or-flight response.
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[What if we desensitize ourselves *too* much?](#act4_harm_exposure_overboard)
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[What if we desensitize *too* much?](#act4_harm_exposure_overboard)
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[What if we expose ourselves to *real* danger?](#act4_harm_exposure_hurt)
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[What if we're exposed to *real* danger?](#act4_harm_exposure_hurt)
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[I'm a wolf, not a dog.](#act4_harm_exposure_dog)
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@ -35,11 +35,15 @@ subscribe("START_GAME", function(){
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$("#gear").style.display = "block";
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$("#about").style.display = "block";
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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","badnews":true,"factcheck":false,"act1_ending":"flight","INTERMISSION_STAGE":1};
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Game.TEXT_SPEED = 5;
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Game.goto("act2");
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//Game.goto("act4");
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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","badnews":true,"factcheck":false,"act1_ending":"flight","INTERMISSION_STAGE":1};
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//Game.goto("act2");
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// Act 3
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_ = {"CHAPTER":2,"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":"bad","a2_ending":"fight"};
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Game.goto("act3");
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//Game.goto("intro");
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