anxiety/scenes/act4_test.md

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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)