10 KiB
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;
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: This is your crush? Why are they sitting alone like a psycho serial killer?
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: Asking your crush if you can sit with them? Do you know how needy we sound?!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
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? publish("act4", ["hong_to_alshire",1])
Yeah, of course! Come here. publish("act4", ["hong_to_alshire",2])
Sorry, I need alone time right now. publish("act4", ["hong_to_alshire",8])
act4d_recognition
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: Where I had that panic attack and punched the host.
{{/if}}
{{if _.a2_ending=="flight"}}
h2: Where I had that panic attack and ran out crying.
{{/if}}
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("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: AAHHH THE FIRST IMPRESSION WE MADE WAS "WITNESSED MY TRAUMA"! THAT MEANS THEY HATE US!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OTHERS.
{{/if}}
(#act4e)
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("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 CLOSE TO US!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: AHHH WE ALWAYS MAKE OTHERS FEEL AWKWARD! WE'RE A STAIN UPON THE EARTH!
{{/if}}
(#act4e)
act4d_no
publish("act4", ["hong_to_alshire", 9]);
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 be rude!
publish("act4", ["hong_to_alshire", 6]);
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: "PROCESS" EMOTIONS? LIKE A ROBOT?! THEY'RE TALKING LIKE A PSYCHO SERIAL KILLER!
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
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("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?
publish("act4", ["bb_closer", 0]);
publish("act4", ["hong_closer", 3]);
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. Game.OVERRIDE_CHOICE_SPEAKER = "h"; publish("act4", ["hong_closer", 2]);
Game.OVERRIDE_CHOICE_SPEAKER = "b"
Good human. Game.OVERRIDE_CHOICE_SPEAKER = "b"; publish("act4", ["bb_closer", 8]);
act4f-pat-hong
Game.clearText();
Game.FORCE_CANT_SKIP = true;
music(null,{fade:0.5});
sfx("youbothwin");
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 13]);
(...501)
publish("act4", ["bb_closer", 14]);
(...501)
publish("act4", ["bb_closer", 13]);
(...501)
publish("act4", ["bb_closer", 14]);
(...501)
publish("act4", ["bb_closer", 13]);
(...501)
publish("act4", ["bb_closer", 14]);
(...6501)
publish("act4", ["bb_closer", 15]);
(...1001)
(#act4f)
act4f-pat-bb
Game.clearText();
Game.FORCE_CANT_SKIP = true;
music(null,{fade:0.5});
sfx("youbothwin");
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 10]);
(...501)
publish("act4", ["bb_closer", 11]);
(...501)
publish("act4", ["bb_closer", 10]);
(...501)
publish("act4", ["bb_closer", 11]);
(...501)
publish("act4", ["bb_closer", 10]);
(...501)
publish("act4", ["bb_closer", 11]);
(...6501)
publish("act4", ["bb_closer", 12]);
(...1001)
(#act4f)
act4f
Game.FORCE_CANT_SKIP = false;
publish("act4", ["bb_closer", 16]);
publish("act4", ["hong_closer", 5]);
{{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]);
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
music('credits', {NO_LOOP:true, volume:0.45});
(...1884)
(#credits)