anxiety/scenes/act3_test.md

2.0 KiB

act3

SceneSetup.act3();

h: meow

r: blah blah blah blah blah blah blah blah blah blah blah blah

Game.clearText();
publish("act3-out");
music('battle_dark', {volume:0.7, fade:1});

(...1500)

publish("hp_show");

n: FINAL ROUND: FIGHT!

h: Yelling

b: Yelling

Game.clearText();
publish("act3-in");
publish("hp_hide");
Game.FORCE_CANT_SKIP = true;
music(null,{fade:1});

(#act3_walkaway)

act3_walkaway

publish("start-walkaway-anim");

(...2001)

publish('hong-next')

(...667)

publish('hong-next')

(...667)

publish('hong-next')

(...667)

publish('hong-next')

Game.FORCE_CANT_SKIP = false;

r: What's the matter, kid?

r: Ya scared?

publish('hong-next');
publish('hunter-bored');

h2: Yes.

h2: I'm scared.

publish('hong-next')

h2: And that's okay!

publish('hong-next')

h2: It's okay to be scared.

publish('hong-next')

(...500)

Game.clearText();
Game.FORCE_CANT_SKIP = true;

(...1167)

publish('hong-next')

(...833)

publish('hong-next')

(...1333)

publish('hong-next')

(...667)

publish('hong-next')

(...667)

publish('hong-next')

(...1333)

publish('hong-next')

(...501)

publish('hong-next')

Game.FORCE_CANT_SKIP = false;

(...1001)

r: Did they just lock the door?

r: ...

r: shit.

act3_jump

publish("start-jump-anim");

(...2001)

publish('hong-next')

(...833)

publish('hong-next')

(...501)

publish('hong-next')

(...501)

publish('hong-next')

(...1167)

publish('hong-next')

(...1001)

publish('hong-next')

b: no...

publish('hong-next')

(...501)

Game.clearText();

(...1333)

publish('hong-next')

(...1333)

publish('hong-next')

b: no no no

(...501)

Game.clearText();

publish('hong-next')

(...2001)

publish('hong-next')

(...501)

publish('hong-next')

(...167)

publish('hong-next')

(...167)

publish('hong-next')

(...167)

publish('hong-next');
publish("hunter-shock");

(...833)

publish('hong-next')

(...167)

publish('hong-next')

(...167)

publish('hong-next')

b: NO!