This act is DONE for playtesting anyway
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27b5ba5c13
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112
scenes/act2.md
112
scenes/act2.md
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@ -9,9 +9,10 @@ n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fa
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```
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Game.clearText();
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publish("act2-out-1");
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music(null, {fade:1});
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```
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(...1000)
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(...2500)
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```
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music('battle', {volume:0.5});
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@ -20,9 +21,7 @@ publish("hp_show");
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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 no they all hate us!](#act2a_social)
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[Ogling the host? Like a pervert?](#act2a_perv)
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@ -328,7 +327,7 @@ b: What if we're just *fundamentally incapable* of ever being loved, or loving a
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b: What if something irreversibly broke inside of us a long time ago? Or never existed in us in the first place?
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b: Oh god we're broken! We're so broken so broken so brok--
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b: Ahhh we're broken! We're so broken so broken so brok--
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`_.a2_first_attack = "alone"`
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@ -342,7 +341,7 @@ b: Others have an inner drive to do goodness, but we only do "good" out of guilt
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b: What if it's in our nature to hurt others? What if we can't be anything *other* than a burden to those close to us?
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b: Oh god we're broken! We're so broken so broken so brok--
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b: Ahhh we're broken! We're so broken so broken so brok--
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`_.a2_first_attack = "bad"`
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@ -364,7 +363,7 @@ b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI--
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```
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hong({body:"attacked"});
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attack("20p", _.a2_first_attack);
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attack("30p", _.a2_first_attack);
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```
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(...2500)
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@ -417,7 +416,7 @@ b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS
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```
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hong({body:"attacked"});
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attack("20p", "bad");
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attack("10p", "bad");
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```
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(...2500)
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@ -436,7 +435,7 @@ b: EVERYTHING. EVERYTHING IS WRONG
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```
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hong({body:"attacked"});
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attack("20p", "bad");
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attack("10p", "bad");
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```
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(...2500)
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@ -453,7 +452,7 @@ b: STOP BEING RACIST YOU SQUINTY-EYED JERK
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```
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hong({body:"attacked"});
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attack("20p", "bad");
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attack("10p", "bad");
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```
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(...2500)
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@ -491,7 +490,7 @@ b: Why are you hitting yourself, human? STOP HITTING YOURSELF.
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```
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music(null);
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hong({body:"attacked"});
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attack("20p", "harm");
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attack("10p", "harm");
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```
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(...2500)
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@ -504,12 +503,12 @@ b: Which means if *I'm* irrational, then *you're* irrational!
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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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b: Oh god we're so lost! So lost so lost so los--
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b: Ahhh we're so lost! So lost so lost so los--
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```
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music(null);
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hong({body:"attacked"});
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attack("20p", "harm");
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attack("10p", "harm");
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```
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(...2500)
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@ -529,7 +528,7 @@ b: "They" are feeding us contradictions to maintain our dependency on the Self-H
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```
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music(null);
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hong({body:"attacked"});
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attack("20p", "harm");
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attack("10p", "harm");
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```
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(...2500)
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@ -562,7 +561,7 @@ b: I'm trying my best to be your guard-dog, but you keep seeing me as some Big B
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b: So I try even *harder* to alert you to danger. More danger! Louder danger!
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b: But no matter how hard I try, you *still* think of me as your enemy!
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b: But no matter how hard I try to protect you, you *still* think of me as your enemy!
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b: I *know* I suck at my job! But I'm *trying*, human!
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@ -582,6 +581,7 @@ r: Hey.
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Game.clearText();
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publish("act2-in-2");
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publish("hp_hide");
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music('party1', {volume:0.4, fade:2});
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```
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(...2000)
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@ -600,20 +600,26 @@ r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cr
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h2: huh imagine that.
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r: That's why I throw all these parties. I want to help peeps have a good time.
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r: That's why I throw all these parties. I want to help peeps forget their worries.
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h2: but my anxiety...
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r: Don't worry, kid. There's a simple trick to get that negative voice in your head to be quiet forever.
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`Game.clearText();`
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(...1400)
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`publish("act2-party-action", ["twist3"]);`
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```
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Game.clearText();
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music(null, {fade:1});
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```
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(...2000)
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```
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publish("act2-party-action", ["twist3"]);
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sfx("rustle");
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```
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(...2500)
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`publish("act2-party-action", ["twist4"]);`
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(...1000)
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@ -630,7 +636,9 @@ publish("act2-out-3");
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publish("hp_show");
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```
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[Oh god.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true`
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(...3500)
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[Oh God.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true`
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[Please don't do this.](#act2g_please) `Game.OVERRIDE_CHOICE_LINE=true`
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@ -671,7 +679,7 @@ bb({body:"pained"});
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h: Mmm, what an exquisite palette!
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h: A full-bodied flavor of "shut your mind up", with a subtle aftertaste of "never feel anything ever again".
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h: A full-bodied flavor of "shut your mind up", with a subtle aftertaste of "never feel anything ever again"!
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b: This is bad, human. This is really, really bad.
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@ -717,7 +725,7 @@ bb({body:"pained"});
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h: Delicious, *and* cheaper than therapy!
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b: GOD HUMAN STOP
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b: HUMAN PLEASE STOP
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h: Hehehe!
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@ -743,9 +751,12 @@ h: What's this crap?
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h: You're gonna yap more stupid words at me again to try t--
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`bb({body:"special_2"})`
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```
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bb({body:"special_2"});
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sfx("shoryuken");
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```
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(...501)
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(...1251)
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(#act2i)
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@ -755,6 +766,7 @@ h: You're gonna yap more stupid words at me again to try t--
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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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stopAllSounds();
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```
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(...5000)
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@ -785,9 +797,9 @@ n: *FINISH THEM*
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# act2j_fight
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b: They were taking advantage of you, a scared vulnerable human.
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b: They were taking advantage of you.
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b: Punch that jerk. Knock their friggin' lights out.
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b: Punch that jerk! Knock their friggin' lights out!
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`bb({body:"yell"})`
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@ -818,7 +830,7 @@ Game.clearText();
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publish("act2-in-4");
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publish("hp_hide");
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publish("act2-party-action", ["end"]);
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music(null, {fade:2});
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music('party1', {volume:0.6, fade:1.5});
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```
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(...2000)
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@ -838,19 +850,27 @@ r: Y'okay there, kid?
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```
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Game.clearText();
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publish("act2-party-action", ["end_slap1"]);
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music(null);
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sfx("hit");
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```
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(...1500)
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(...1000)
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`publish("act2-party-action", ["end_slap2"]);`
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```
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sfx("record_scratch");
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publish("act2-party-action", ["end_slap2"]);
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```
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r: Y-you...
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`publish("act2-party-action", ["end_slap3"]);`
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```
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publish("act2-party-action", ["end_slap3"]);
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music('party1', {volume:0.6, fade:6});
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```
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r: are *kinky*.
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r: I like that. You're invited to my party next weekend.
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r: I like that. Come to my party next weekend.
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`publish("act2-party-action", ["end_run"]);`
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b: Human! Are you okay?!
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b: God, that was *close.* We really could've--
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b: Gosh, that was *close.* We really could've--
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```
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Game.clearText();
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publish("act2-outro", ["end3"]);
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music(null);
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sfx("squeak");
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```
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(...1000)
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(...1500)
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`publish("act2-outro", ["end4"]);`
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```
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publish("act2-outro", ["end4"]);
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sfx("hit");
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```
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(...1000)
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```
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Game.clearText();
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publish("act2-outro", ["end5"]);
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sfx("grass_step1");
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````
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(...1000)
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(...901)
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`publish("act2-outro", ["end6"]);`
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```
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sfx("grass_step2", {volume:0.8});
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publish("act2-outro", ["end6"]);
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```
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(...901)
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`sfx("grass_step1", {volume:0.5});`
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(...901)
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`sfx("grass_step2", {volume:0.25});`
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(...3000)
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@ -1,29 +1,3 @@
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/*****
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TODO:
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- whoosh out @done
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- put hong & beebee sprites in for battle @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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- fight icons in bubble @done
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- music & sounds
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- put them in
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- re-use old sound effects for now
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// white noise shock sfx for bb
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- sounds: Hunter's voice, slap, white noise electic attack, party ambience, bottle slosh
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****/
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Loader.addImages([
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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:"SPECIAL_ATTACK", src:"sprites/act2/special.png" },
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]);
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Loader.addSounds([
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{ id:"squeak", src:"sounds/sfx/squeak.mp3" },
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{ id:"record_scratch", src:"sounds/sfx/record_scratch.mp3" },
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{ id:"shoryuken", src:"sounds/sfx/shoryuken.mp3" }
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]);
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function BG_Party(){
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var self = this;
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Loader.addSounds([
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{ id:"music_party1", src:"sounds/music/party1.mp3" }
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]);
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SceneSetup.act2 = function(){
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Game.resetScene();
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_.attack_alone = 0;
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_.attack_bad = 0;
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// Music
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music('party1', {volume:0.6});
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// Background
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var bg = new BG_Party();
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Game.scene.children.push(bg);
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if(speaker=="n3"){
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voice("typewriter", {volume:0.5});
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}
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if(speaker=="r"){
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voice("hunter", {volume:0.17});
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}
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}
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}
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Loader.addSounds([
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{ id:"hit", src:"sounds/sfx/hit.mp3" },
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{ id:"hit_big", src:"sounds/sfx/hit_big.mp3" }
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{ id:"hit_big", src:"sounds/sfx/hit_big.mp3" },
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{ id:"hit_bb", src:"sounds/sfx/hit_bb.mp3" }
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]);
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}else{
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sfx("hit");
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}
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if(target=="bb"){
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sfx("hit_bb");
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}
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});
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var offset = (1-self[side+"White"])*295;//self[side+"WhiteWidth"];
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offset *= isRight ? -1 : 1;
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ctx.globalCompositeOperation = "source-atop";
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ctx.drawImage(self.image, sx,sy,sw,sh, (sx+offset)/2,0,sw/2,sh/2);
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ctx.drawImage(self.image, (sx-offset),sy,sw,sh, sx/2,0,sw/2,sh/2);
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// Red
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var sx=isRight ? 360 : 0, sy=200*2, sw=360, sh=200;
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var offset = (1-self[side+"Red"])*295;//self[side+"WhiteWidth"];
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offset *= isRight ? -1 : 1;
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ctx.globalCompositeOperation = "source-atop";
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ctx.drawImage(self.image, sx,sy,sw,sh, (sx+offset)/2,0,sw/2,sh/2);
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ctx.drawImage(self.image, (sx-offset),sy,sw,sh, sx/2,0,sw/2,sh/2);
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// Restore
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ctx.restore();
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{ id:"voice_beebee", src:"sounds/voices/beebee.mp3" },
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{ id:"voice_narrator", src:"sounds/voices/narrator.mp3" },
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{ id:"voice_narrator_emphasis", src:"sounds/voices/narrator_emphasis.mp3" },
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{ id:"voice_typewriter", src:"sounds/voices/typewriter.mp3" }
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{ id:"voice_typewriter", src:"sounds/voices/typewriter.mp3" },
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{ id:"voice_hunter", src:"sounds/voices/hunter.mp3" }
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]);
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window.sfx = function(sound, options){
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