sprites for end act 4 integrated
This commit is contained in:
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3e3e901097
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e4a5de84e4
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@ -1011,7 +1011,7 @@ h2: Just remembering a friendly face, is all.
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`publish("al-shire", ["panic"]);`
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{{if _.TOP_FEAR=="harm"}}
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s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS CRAZY PSYCHO!
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s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS PANIC-DRIVEN PSYCHO!
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{{/if}}
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{{if _.TOP_FEAR=="alone"}}
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@ -2,7 +2,7 @@
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```
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SceneSetup.act4();
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Game.FORCE_CANT_SKIP = true;
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/*Game.FORCE_CANT_SKIP = true;*/
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```
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(...1001)
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@ -215,56 +215,83 @@ music('campus', {volume:0.5, fade:1});
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`Game.WORDS_HEIGHT_BOTTOM = 221;`
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`publish("act4", ["alshire", 0]);`
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a: W-wo-would you mind if I sat with you for lunch?
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`publish("act4", ["alshire", 1]);`
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{{if _.TOP_FEAR=="harm"}}
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s: They were sitting alone for lunch? They must be a psycho loner serial killer!
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s: *This* is your crush? Why are they sitting alone like a psycho serial killer?
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{{/if}}
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{{if _.TOP_FEAR=="alone"}}
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s: Ack, do you know how pathetic we sound? How desperate, how *needy*?
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s: Asking your crush if you can sit with them? Do you know how *needy* we sound?!
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{{/if}}
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{{if _.TOP_FEAR=="bad"}}
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s: They were enjoying peace and quiet, then we interrupted them! We're such a burden!
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s: *This* is your crush? We interrupted their peace and quiet! We're such a burden!
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{{/if}}
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`publish("act4", ["alshire", 2]);`
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a: I- I mean- it's, it's okay if not, I just...
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`publish("act4", ["alshire", 3]);`
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`Game.OVERRIDE_CHOICE_SPEAKER = "h2"`
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[Wait, didn't I see you at the party?](#act4d_recognition)
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[Wait, didn't I see you at the party?](#act4d_recognition) `publish("act4", ["hong_to_alshire",1])`
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[Yeah, of course! Come here.](#act4d_yes)
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[Yeah, of course! Come here.](#act4d_yes) `publish("act4", ["hong_to_alshire",2])`
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[Sorry, I need alone time right now.](#act4d_no)
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[Sorry, I need alone time right now.](#act4d_no) `publish("act4", ["hong_to_alshire",8])`
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# act4d_recognition
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h2: Yeah you were on the couch! At the first party I went to,
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`publish("act4", ["hong_to_alshire",2]);`
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h2: Yeah you were on the couch! At the first party I went to...
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`publish("act4", ["hong_to_alshire",10]);`
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{{if _.a2_ending=="fight"}}
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h2: The one where I had that panic attack and punched the host.
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h2: Where I had that panic attack and punched the host.
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{{/if}}
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{{if _.a2_ending=="flight"}}
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h2: The one where I had that panic attack and ran out crying.
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h2: Where I had that panic attack and ran out crying.
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{{/if}}
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b: Hang on human, we might be making them uncomfortable.
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```
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publish("act4", ["hong_to_alshire", 0]);
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publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
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```
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b: Hang on human, we may be making them uncomfortable.
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```
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publish("act4", ["hong_to_alshire", 3]);
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publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
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```
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h2: Ah, I don't mean to put you on the spot!
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`publish("act4", ["hong_to_alshire",4]);`
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h2: Just remembering a friendly face, is all.
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`publish("al-shire", ["panic"]);`
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```
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publish("act4", ["hong_to_alshire",5]);
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publish("act4", ["alshire", 4]);
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```
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{{if _.TOP_FEAR=="harm"}}
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s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS CRAZY PSYCHO!
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s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS PANIC-DRIVEN PSYCHO!
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{{/if}}
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{{if _.TOP_FEAR=="alone"}}
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s: SEE HOW MUCH WE SUCK AT MAKING FRIENDS?! THE FIRST IMPRESSION WE MADE IS "WITNESSED MY TRAUMA". WE SUCK!
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s: AAHHH THE FIRST IMPRESSION WE MADE WAS "WITNESSED MY TRAUMA"! THAT MEANS THEY HATE US!
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{{/if}}
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{{if _.TOP_FEAR=="bad"}}
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@ -275,48 +302,70 @@ s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OT
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# act4d_yes
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```
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publish("act4", ["hong_to_alshire", 5]);
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publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
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```
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b: Hang on human, they seem uncomfortable.
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```
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publish("act4", ["hong_to_alshire", 6]);
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publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
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```
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h2: Ah, no pressure of course!
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`publish("act4", ["hong_to_alshire", 4]);`
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h2: Just saying, you can sit here if you want to.
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`publish("al-shire", ["panic"]);`
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```
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publish("act4", ["hong_to_alshire", 5]);
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publish("act4", ["alshire", 4]);
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```
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{{if _.TOP_FEAR=="harm"}}
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s: THEY'RE BEING *TOO* FRIENDLY! LIKE TED BUNDY, THE SERIAL KILLER!
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{{/if}}
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{{if _.TOP_FEAR=="alone"}}
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s: THEY'RE JUST ACTING NICE. NO ONE *REALLY* WANTS TO BE OUR FRIEND.
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s: THEY'RE JUST ACTING NICE! NO ONE *REALLY* WANTS TO BE CLOSE TO US!
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{{/if}}
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{{if _.TOP_FEAR=="bad"}}
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s: GAH, WE ALWAYS MAKE OTHERS FEEL UNCOMFORTABLE! WE'RE TERRIBLE!
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s: AHHH WE ALWAYS MAKE OTHERS FEEL AWKWARD! WE'RE A STAIN UPON THE EARTH!
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{{/if}}
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(#act4e)
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# act4d_no
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b: Hang on human, we might be making them uncomfortable.
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```
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publish("act4", ["hong_to_alshire", 9]);
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publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
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```
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b: Hang on human, we may be making them uncomfortable.
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```
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publish("act4", ["hong_to_alshire", 3]);
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publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
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```
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h2: Ah, I didn't mean to come off as rude!
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{{if _.INJURED}}
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h2: It's just that, well, I jumped off a roof and almost killed myself.
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{{/if}}
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`publish("act4", ["hong_to_alshire", 6]);`
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{{if !_.INJURED}}
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h2: It's just that, well, I almost jumped off a roof.
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{{/if}}
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h2: I just need some time to process my emotions. Please don't take it as a personal rejection.
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h2: Please don't take it as a personal rejection, I just need quiet time to process some emotions.
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`publish("al-shire", ["panic"]);`
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```
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publish("act4", ["hong_to_alshire", 7]);
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publish("act4", ["alshire", 4]);
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```
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{{if _.TOP_FEAR=="harm"}}
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s: HOLY COW I KNEW IT, THEY *ARE* A DANGEROUS PSYCHO!
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s: "PROCESS" EMOTIONS? LIKE A *ROBOT?!* THEY'RE TALKING LIKE A PSYCHO SERIAL KILLER!
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{{/if}}
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{{if _.TOP_FEAR=="alone"}}
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@ -324,7 +373,7 @@ s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED!
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{{/if}}
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{{if _.TOP_FEAR=="bad"}}
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s: WE INTERRUPTED SOMEONE'S EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
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s: WE INTERRUPTED THEIR EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
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{{/if}}
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(#act4e)
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@ -340,6 +389,7 @@ s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN
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```
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Game.clearText();
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publish("act4", ["hong_to_alshire", 0]);
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publish("act4", ["alshire", 10]);
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```
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@ -360,47 +410,88 @@ Game.WORDS_HEIGHT_BOTTOM = -1; /* reset */
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h: Huh. That was weird. I wonder what was going on in their head.
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`publish("act4", ["hong_closer", 2]);`
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h: Anyway, you were saying?
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```
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publish("act4", ["hong_closer", 1]);
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publish("act4", ["bb_closer", 6]);
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```
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b: Uh, I forget? Something about teams and work?
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```
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publish("act4", ["bb_closer", 0]);
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publish("act4", ["hong_closer", 3]);
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```
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h: ¯\_(ツ)_/¯
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b: They say you should "make peace" with your emotions, as if your emotions are some kind of *war criminals*.
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```
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publish("act4", ["hong_closer", 1]);
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publish("act4", ["bb_closer", 4]);
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```
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b: They say you should "make peace" with your emotions, as if your emotions are *war criminals*.
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`publish("act4", ["bb_closer", 7]);`
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b: But I want us to make *more* than mere peace! I want us to be *allies!*
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`publish("act4", ["bb_closer", 3]);`
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b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs,
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`publish("act4", ["bb_closer", 8]);`
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b: I want to be the alarm for your emotional needs – your needs for safety, belonging, goodness.
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`publish("act4", ["bb_closer", 1]);`
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b: But... I suck at my job, so I need you to train me.
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`publish("act4", ["bb_closer", 5]);`
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b: Help me help you.
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`publish("act4", ["bb_closer", 6]);`
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b: Teaching an old dog new tricks *will* take a while. Maybe *years.*
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`publish("act4", ["bb_closer", 4]);`
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b: And sometimes I'll relapse, I'll slip into my old habits.
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`publish("act4", ["bb_closer", 2]);`
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b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things.
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`publish("act4", ["bb_closer", 9]);`
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b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes!
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`publish("act4", ["bb_closer", 4]);`
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b: But if you're patient with me... and just stay and sit with me...
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`publish("act4", ["bb_closer", 8]);`
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b: Maybe you can tame this wolf.
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`publish("act4", ["bb_closer", 0]);`
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`Game.clearText();`
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(...1000)
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`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
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[Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"`
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[Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"; publish("act4", ["hong_closer", 2]);`
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`Game.OVERRIDE_CHOICE_SPEAKER = "b"`
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[Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"`
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[Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"; publish("act4", ["bb_closer", 8]);`
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# act4f-pat-hong
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@ -411,31 +502,34 @@ music(null,{fade:0.5});
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sfx("youbothwin");
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```
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`publish("end-pat", ["pat-hong-1"])`
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```
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publish("act4", ["hong_closer", 4]);
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publish("act4", ["bb_closer", 13]);
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```
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(...501)
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`publish("end-pat", ["pat-hong-2"])`
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`publish("act4", ["bb_closer", 14]);`
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(...501)
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`publish("end-pat", ["pat-hong-1"])`
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`publish("act4", ["bb_closer", 13]);`
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(...501)
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`publish("end-pat", ["pat-hong-2"])`
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`publish("act4", ["bb_closer", 14]);`
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(...501)
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`publish("end-pat", ["pat-hong-1"])`
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`publish("act4", ["bb_closer", 13]);`
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(...501)
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`publish("end-pat", ["pat-hong-2"])`
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`publish("act4", ["bb_closer", 14]);`
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(...6501)
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`publish("end-pat", ["pat-hong-3"])`
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`publish("act4", ["bb_closer", 15]);`
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(...1001)
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sfx("youbothwin");
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```
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`publish("end-pat", ["pat-bb-1"])`
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```
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publish("act4", ["hong_closer", 4]);
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publish("act4", ["bb_closer", 10]);
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```
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(...501)
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`publish("end-pat", ["pat-bb-2"])`
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`publish("act4", ["bb_closer", 11]);`
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(...501)
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`publish("end-pat", ["pat-bb-1"])`
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`publish("act4", ["bb_closer", 10]);`
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(...501)
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`publish("end-pat", ["pat-bb-2"])`
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`publish("act4", ["bb_closer", 11]);`
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(...501)
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`publish("end-pat", ["pat-bb-1"])`
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`publish("act4", ["bb_closer", 10]);`
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(...501)
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`publish("end-pat", ["pat-bb-2"])`
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`publish("act4", ["bb_closer", 11]);`
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(...6501)
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`publish("end-pat", ["pat-bb-3"])`
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`publish("act4", ["bb_closer", 12]);`
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(...1001)
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@ -484,7 +581,8 @@ sfx("youbothwin");
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```
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Game.FORCE_CANT_SKIP = false;
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publish("end-pat", ["freak-out"])
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publish("act4", ["bb_closer", 16]);
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publish("act4", ["hong_closer", 5]);
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```
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{{if _.fifteencigs}}
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@ -501,8 +599,10 @@ b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
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```
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publish("act4", ["bb_closer", 18]);
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publish("act4", ["hong_closer", 6]);
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sfx("yaps", {volume:0.6});
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Game.FORCE_CANT_SKIP = true;
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Game.WORDS_HEIGHT_BOTTOM = 205;
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```
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b: YAP YAP YAP YAP YAP
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@ -377,7 +377,8 @@ function BG_Act4(){
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self.createAnimation("break_hp", _animSequence( 1,4, 1/12, true) );
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// ALSHIRE
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self.createAnimation("alshire", _animSequence( 6,9, 1/12, true) );
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self.createAnimation("alshire", _animSequence( 4,5, 1/10, true) );
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self.createAnimation("alshire", _animSequence( 6,9, 1/15, true) );
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self.createAnimation("alshire", _animSequence( 11,22, 1/30, false) );
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// BB
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@ -431,9 +432,7 @@ function BG_Act4(){
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if(STAGE==2){
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self.break_hp.visible = false;
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self.bb_to_alshire.visible = true;
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if(_.INJURED){
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self.bb_to_alshire.gotoFrame(2); // CONE!
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}
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self.bb_to_alshire.gotoFrame(_.INJURED ? 2 : 0); // CONE?
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ALPHAS[16] = 0; // BB
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}
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@ -478,6 +477,14 @@ function BG_Act4(){
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self.break_hp_cone.y = self.break_hp.y;
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// ENDINGS YAP YAP YAP
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if(self.bb_closer.currentFrame>=13 && self.bb_closer.currentFrame<=15){
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self.bb_closer_coneb.gotoFrame(27);
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self.bb_closer_cone.gotoFrame(26);
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}
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if(self.bb_closer.currentFrame==16){
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self.bb_closer_coneb.gotoFrame(31); // blank
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self.bb_closer_cone.gotoFrame(17);
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}
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if(self.bb_closer.currentFrame>=18 && self.bb_closer.currentFrame<=21){
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self.bb_closer_coneb.gotoFrame(31); // blank
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self.bb_closer_cone.gotoFrame(self.bb_closer.currentFrame + 4); // CONE
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@ -602,6 +609,7 @@ function BG_Act4(){
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// Show Alshire sprites
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self.alshire.visible = true;
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self.alshire.gotoFrame(23);
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self.hong_to_alshire.visible = true;
|
||||
|
||||
// WHOOSH
|
||||
|
@ -641,19 +649,6 @@ function BG_Act4(){
|
|||
self.hong_closer.visible = true;
|
||||
})
|
||||
|
||||
/*
|
||||
subscribe("outside-hong", function(frame){
|
||||
if(_.INJURED) frame += "-injured";
|
||||
if(self.outsideHongSprite.doesFrameNameExist(frame)){
|
||||
self.outsideHongSprite.gotoFrameByName(frame);
|
||||
}
|
||||
}),
|
||||
subscribe("al-shire", function(frame){
|
||||
self.alShireSprite.gotoFrameByName(frame);
|
||||
}),
|
||||
subscribe("end-pat", function(frame){
|
||||
self.talk2Sprite.gotoFrameByName(frame);
|
||||
})*/
|
||||
);
|
||||
|
||||
self.kill = function(){
|
||||
|
|
|
@ -117,6 +117,12 @@ function Act4_Beebee(){
|
|||
_subscriptions.push( subscribe("bb", self.gotoFrames) );
|
||||
_subscriptions.push( subscribe("DONE_SPEAKING", self.whenDoneSpeaking) );
|
||||
|
||||
// Hide cone?
|
||||
if(!_.INJURED){
|
||||
self.layers.coneb.visible = false;
|
||||
self.layers.cone.visible = false;
|
||||
}
|
||||
|
||||
// Draw!
|
||||
var ticker = 0;
|
||||
self.characterSpeakerID = "b";
|
||||
|
|
|
@ -933,6 +933,9 @@ Game.resetScene = function(){
|
|||
Game.scene = {};
|
||||
Game.scene.children = [];
|
||||
|
||||
// Misc
|
||||
Game.WORDS_HEIGHT_BOTTOM = -1;
|
||||
|
||||
};
|
||||
Game.resetScene();
|
||||
|
||||
|
|
|
@ -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":true};
|
||||
_ = {"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};
|
||||
Game.goto("act4");
|
||||
|
||||
//Game.goto("intro");
|
||||
|
|
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Reference in New Issue