# act4 ``` SceneSetup.act4(); Game.FORCE_CANT_SKIP = true; ``` (...1001) ``` /* (...5001) */ var hong_frame = _.INJURED ? 9 : 0; publish("act4", ["hong_walks_in",hong_frame]); ``` (...666) `publish("act4", ["hong_walks_in", "next"]);` (...666) `publish("act4", ["hong_walks_in", "next"]);` (...666) `publish("act4", ["hong_walks_in", "next"]);` (...666) `publish("act4", ["hong_walks_in", "next"]);` (...1667) `publish("act4", ["hong_walks_in", "next"]);` (...666) `publish("act4", ["hong_walks_in", "next"]);` (...666) `publish("act4", ["hong_walks_in", "next"]);` (...1333) `publish("act4", ["hong_walks_in", "next"]);` (...167) `publish("act4_hong_sits");` (...66) `publish("act4", ["hong_transition", "next"]);` (...133) `publish("act4", ["hong_transition", "next"]);` (...1333) `publish("act4", ["hong_transition", "next"]);` (...333) `publish("act4", ["hong_transition", "next"]);` (...1001) `publish("act4", ["hong_transition", "next"]);` (...333) `publish("act4", ["hong_transition", 9]);` (...333) `publish("act4", ["hong_transition", 10]);` (...333) `publish("act4", ["hong_transition", 9]);` (...333) `publish("act4", ["hong_transition", 10]);` (...333) `publish("act4", ["hong_transition", 9]);` (...333) `publish("act4", ["hong_transition", 10]);` (...333) `publish("act4", ["hong_transition", "next"]);` (...1466) `publish("act4-out-1");` (...201) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) ``` publish("act4-show-chars"); Game.FORCE_CANT_SKIP = false; ``` h: *sigh* h: Maybe we don't have to fight. ``` Game.FORCE_CANT_SKIP = true; Game.clearText(); ``` (...301) `publish("smash",[0]);` (...2001) ``` publish("smash",[1]); sfx("grass_step1"); ``` (...2601) `publish("smash",[2]);` (...501) `Game.FORCE_CANT_SKIP = false;` (#act4b_2) # act4b_2 `music('dontfight',{fade:5, volume:0.6})` b: I'm not a Big Bad Wolf. But I'm not a guard-wolf either. b: I'm a battered shelter dog. (#act4c) # act4c ``` Game.clearText(); music(null,{fade:3}); ``` b: *Can* we really get along? b: *Can* we work together, as a team? h: Well, a: E-excuse me... ``` Game.clearText(); publish("act4-in-2"); music('campus', {volume:0.5, fade:1}); ``` (...2101) (#act4d) # act4d `Game.WORDS_HEIGHT_BOTTOM = 221;` a: W-wo-would you mind if I sat with you for lunch? {{if _.TOP_FEAR=="harm"}} s: They were sitting alone for lunch? They must be a psycho loner serial killer! {{/if}} {{if _.TOP_FEAR=="alone"}} s: Ack, do you know how pathetic we sound? How desperate, how *needy*? {{/if}} {{if _.TOP_FEAR=="bad"}} s: They were enjoying peace and quiet, then we interrupted them! We're such a burden! {{/if}} a: I- I mean- it's, it's okay if not, I just... `Game.OVERRIDE_CHOICE_SPEAKER = "h2"` [Wait, didn't I see you at the party?](#act4d_recognition) [Yeah, of course! Come here.](#act4d_yes) [Sorry, I need alone time right now.](#act4d_no) # act4d_recognition h2: Yeah you were on the couch! At the first party I went to, {{if _.a2_ending=="fight"}} h2: The one 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. {{/if}} b: Hang on human, we might be making them uncomfortable. h2: Ah, I don't mean to put you on the spot! h2: Just remembering a friendly face, is all. `publish("al-shire", ["panic"]);` {{if _.TOP_FEAR=="harm"}} s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS CRAZY 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! {{/if}} {{if _.TOP_FEAR=="bad"}} s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OTHERS. {{/if}} (#act4e) # act4d_yes b: Hang on human, they seem uncomfortable. h2: Ah, no pressure of course! h2: Just saying, you can sit here if you want to. `publish("al-shire", ["panic"]);` {{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. {{/if}} {{if _.TOP_FEAR=="bad"}} s: GAH, WE ALWAYS MAKE OTHERS FEEL UNCOMFORTABLE! WE'RE TERRIBLE! {{/if}} (#act4e) # act4d_no b: Hang on human, we might be making them uncomfortable. h2: Ah, I didn't mean to come off as rude! {{if _.INJURED}} h2: It's just that, well, I jumped off a roof and almost killed myself. {{/if}} {{if !_.INJURED}} h2: It's just that, well, I almost jumped off a roof. {{/if}} h2: Please don't take it as a personal rejection, I just need quiet time to process some emotions. `publish("al-shire", ["panic"]);` {{if _.TOP_FEAR=="harm"}} s: HOLY COW I KNEW IT, THEY *ARE* A DANGEROUS PSYCHO! {{/if}} {{if _.TOP_FEAR=="alone"}} 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! {{/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("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. h: Anyway, you were saying? b: Uh, I forget? Something about teams and work? h: ¯\_(ツ)_/¯ b: They say you should "make peace" with your emotions, as if your emotions are some kind of *war criminals*. b: But I want us to make *more* than mere peace! I want us to be *allies!* b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs, b: I want to be the alarm for your emotional needs – your needs for safety, belonging, goodness. b: But... I suck at my job, so I need you to train me. b: Help me help you. b: Teaching an old dog new tricks *will* take a while. Maybe *years.* b: And sometimes I'll relapse, I'll slip into my old habits. b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things. b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes! b: But if you're patient with me... and just stay and sit with me... b: Maybe you can tame this wolf. `Game.clearText();` (...1000) `Game.OVERRIDE_CHOICE_SPEAKER = "h"` [Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"` `Game.OVERRIDE_CHOICE_SPEAKER = "b"` [Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"` # act4f-pat-hong ``` Game.clearText(); Game.FORCE_CANT_SKIP = true; music(null,{fade:0.5}); sfx("youbothwin"); ``` `publish("end-pat", ["pat-hong-1"])` (...501) `publish("end-pat", ["pat-hong-2"])` (...501) `publish("end-pat", ["pat-hong-1"])` (...501) `publish("end-pat", ["pat-hong-2"])` (...501) `publish("end-pat", ["pat-hong-1"])` (...501) `publish("end-pat", ["pat-hong-2"])` (...6501) `publish("end-pat", ["pat-hong-3"])` (...1001) (#act4f) # act4f-pat-bb ``` Game.clearText(); Game.FORCE_CANT_SKIP = true; music(null,{fade:0.5}); sfx("youbothwin"); ``` `publish("end-pat", ["pat-bb-1"])` (...501) `publish("end-pat", ["pat-bb-2"])` (...501) `publish("end-pat", ["pat-bb-1"])` (...501) `publish("end-pat", ["pat-bb-2"])` (...501) `publish("end-pat", ["pat-bb-1"])` (...501) `publish("end-pat", ["pat-bb-2"])` (...6501) `publish("end-pat", ["pat-bb-3"])` (...1001) (#act4f) # act4f ``` Game.FORCE_CANT_SKIP = false; publish("end-pat", ["freak-out"]) ``` {{if _.fifteencigs}} b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA {{/if}} {{if _.parasite}} b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE PARASITES AAAAA {{/if}} {{if _.whitebread}} b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA {{/if}} ``` publish("act4", ["bb_closer", 18]); sfx("yaps", {volume:0.6}); Game.FORCE_CANT_SKIP = true; ``` b: YAP YAP YAP YAP YAP `music('credits', {NO_LOOP:true, volume:0.45});` (...1884) (#credits)