33 KiB
act2
SceneSetup.act2();
{{if .badnews && !.factcheck}}
(#act2-preamble-news1)
{{/if}}
{{if _.badnews && _.factcheck}}
(#act2-preamble-news2)
{{/if}}
{{if _.catmilk}}
(#act2-preamble-cat)
{{/if}}
(#act2-preamble-tinder)
act2-preamble-news1
publish("act2",["dee",3]);
s: But did you see that "news story" about that horrible thing happening somewhere?
publish("act2",["dee",2]);
publish("act2",["party_hong","next"]);
h2: h-hi...
publish("act2",["party_hunter",1]);
publish("act2",["party_hong","next"]);
publish("act2",["dum",3]);
a: God I hate the news. It's all sensationalism and clickbait.
publish("act2",["dum",2]);
publish("act2",["party_hong","next"]);
h2: n... nice party...
publish("act2",["party_hong","next"]);
publish("act2",["party_hunter",0]);
publish("act2",["dee",1]);
s: True, but they're just following incentives. The real problem is people who click the clickbait.
publish("act2",["dee",3]);
s: Who would retweet a terrible news story, and make all their friends feel bad?
publish("act2",["party_hunter",1]);
publish("act2",["dee",2]);
publish("act2",["dum",3]);
a: Ugh, I know right?
(#act2-preamble-end)
act2-preamble-news2
publish("act2",["dee",3]);
s: But did you see that "news story" going viral?
publish("act2",["dee",2]);
publish("act2",["party_hong","next"]);
h2: h-hi...
publish("act2",["party_hunter",1]);
publish("act2",["party_hong","next"]);
publish("act2",["dum",3]);
a: Yeah, totally fake. Who would fall for that and retweet it?
publish("act2",["dum",2]);
publish("act2",["party_hong","next"]);
h2: n... nice party...
publish("act2",["party_hong","next"]);
publish("act2",["party_hunter",0]);
publish("act2",["dee",3]);
s: Seriously dude. Like, hello, open up Google and factcheck first?
publish("act2",["party_hunter",1]);
publish("act2",["dee",2]);
publish("act2",["dum",3]);
a: Ugh, I know right?
(#act2-preamble-end)
act2-preamble-cat
publish("act2",["dee",3]);
s: Like I was saying, the Meme Industrial Complex exploits cats.
publish("act2",["dee",2]);
publish("act2",["party_hong","next"]);
h2: h-hi...
publish("act2",["party_hunter",1]);
publish("act2",["party_hong","next"]);
publish("act2",["dum",1]);
a: Elaborate on this thesis.
publish("act2",["dum",0]);
publish("act2",["party_hong","next"]);
h2: n... nice party...
publish("act2",["party_hong","next"]);
publish("act2",["party_hunter",0]);
publish("act2",["dee",1]);
s: Well, I saw someone retweet a GIF of a cat drinking milk yesterday.
publish("act2",["dee",3]);
s: They can't digest that ^crap^! Who would retweet animal abuse like that?
publish("act2",["party_hunter",1]);
publish("act2",["dee",2]);
publish("act2",["dum",3]);
a: Ugh, I know right?
(#act2-preamble-end)
act2-preamble-tinder
publish("act2",["dee",1]);
s: So yeah they never replied back!
publish("act2",["dee",0]);
publish("act2",["party_hong","next"]);
h2: h-hi...
publish("act2",["party_hunter",1]);
publish("act2",["party_hong","next"]);
publish("act2",["dum",1]);
a: Even though you both matched each other on Tinder?
publish("act2",["dum",0]);
publish("act2",["party_hong","next"]);
h2: n... nice party...
publish("act2",["party_hong","next"]);
{{if _.serialkiller}}
(#act2-preamble-serialkiller)
{{/if}}
{{if _.hookuphole}}
(#act2-preamble-hookuphole)
{{/if}}
{{if _.pokemon}}
(#act2-preamble-pokemon)
{{/if}}
act2-preamble-serialkiller
publish("act2",["party_hunter",0]);
publish("act2",["dee",3]);
s: Yeah I dunno! What, did they think I was a serial killer or something? So paranoid.
publish("act2",["party_hunter",1]);
publish("act2",["dee",2]);
publish("act2",["dum",3]);
a: Ugh, I know right?
(#act2-preamble-end)
act2-preamble-hookuphole
publish("act2",["party_hunter",0]);
publish("act2",["dee",3]);
s: Yeah I dunno! Maybe they think hookups can't fill the hole in their heart?
s: Stop being such a prude! Open your mind, then open your legs!
publish("act2",["party_hunter",1]);
publish("act2",["dee",2]);
publish("act2",["dum",3]);
a: Ugh, I know right?
(#act2-preamble-end)
act2-preamble-pokemon
publish("act2",["party_hunter",0]);
publish("act2",["dee",3]);
s: Yeah I dunno! They weren't that hot, but they would have been a nice catch!
publish("act2",["party_hunter",1]);
publish("act2",["dee",2]);
publish("act2",["dum",3]);
a: Gotta Catch 'Em All!™
(#act2-preamble-end)
act2-preamble-end
Game.clearText();
publish("act2-out-1");
music(null, {fade:1});
(...3000)
music('battle', {volume:0.5});
publish("hp_show");
bb({body:"normal", mouth:"normal", eyes:"normal"});
n: ROUND TWO: FIGHT!
Hey, let's talk about the meaning of life.
act2a_social
bb({eyes:"sad"})
b: We're bringing down the mood of this party by being such a sad lump!
bb({eyes:"shock", body:"two_up"})
b: We're killing the good vibes! We're committing first-degree vibe-murder!
bb({eyes:"normal", body:"normal"})
b: Human, we have to leave now before--
_.a2_first_danger = 'social';
_.a2_attack_1 = "alone";
(#act2b)
act2a_perv
bb({eyes:"suspect"})
b: They're more attractive than us, which means if we even look at them, then--
bb({eyes:"shock", body:"two_up"})
b: WE'RE CREEPS
bb({body:"normal"})
b: We're creepy, evil, bad bad bad terrible terrible perv--
_.a2_first_danger = 'perv';
_.a2_attack_1 = "bad";
(#act2b)
act2a_meaning
bb({body:"one_up", eyes:"normal_r"})
b: At the end of it all, what can we possibly do that really matters?
bb({body:"normal", eyes:"sad"})
b: Contribute to humanity? All great works decay the way of Ozymandias. Love? Death will always do it part.
bb({eyes:"sad_r"})
b: And how much death there is! We will die. Our loved ones will die.
bb({eyes:"shock", body:"two_up"})
b: Heck, the Second Law of Thermodynamics means even our universe will die!
bb({eyes:"suspect", body:"normal"})
b: Oh, "death makes us appreciate life"? That's like saying slavery is good because it makes us appreciate freedom!
bb({body:"one_up"})
b: Oh, "you need to make your own meaning"? That's what cultists and conspiracy theorists do!
bb({eyes:"shock", body:"two_up"})
b: Life has no meaning, death has no meaning, even meaning has no meaning! What is a mortal soul supposed to--
_.a2_first_danger = 'meaning';
_.a2_attack_1 = "bad";
(#act2b)
act2b
bb({eyes:"normal", mouth:"normal", body:"normal", MOUTH_LOCK:true})
b: ...
bb({eyes:"suspect"})
b: Um... can you hear me, human?
bb({eyes:"normal", MOUTH_LOCK:true})
b: ...
bb({eyes:"shock", mouth:"small_talk", body:"chest", MOUTH_LOCK:true})
b: GASP
bb({mouth:"small_talk"})
b: I MUST WARN YOU ABOUT...
{{if _.a2_first_danger=="social"}}
A different social danger!
{{/if}}
{{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}}
A different moral danger!
{{/if}}
You're ignoring danger! That's dangerous!
act2b_louder
_.a2_first_choice = "louder"
{{if _.a2_first_danger=="social"}}
(#act2b_louder_social)
{{/if}}
{{if _.a2_first_danger=="perv"}}
(#act2b_louder_perv)
{{/if}}
{{if _.a2_first_danger=="meaning"}}
(#act2b_louder_meaning)
{{/if}}
act2b_louder_social
bb({eyes:"shock", body:"two_up", mouth:"normal"})
b: EMOTIONS ARE CONTAGIOUS! SO IF YOU DON'T LEAVE YOU'LL INFECT EVERYONE WITH YOUR MENTAL ILLNESS!
b: You'll create a deadly outbreak of SAD LUMP SYNDROME
bb({eyes:"suspect", body:"normal", mouth:"normal"})
b: We need to get out of here and quarantine ourselves forever in a small room with Netflix and food delivery!
_.a2_second_danger = 'netflix';
_.a2_attack_2 = "alone";
_.a2_hoodie_callback = "a quarantine";
(#act2c)
act2b_louder_perv
bb({eyes:"suspect", body:"two_up", mouth:"normal"})
b: DON'T BE A CREEP. IT'S AGAINST THE LAW!
bb({eyes:"judge", body:"judge_1", mouth:"normal"})
(...201)
bb({body:"judge_2"}, 0);
sfx("gravel");
(...168)
bb({body:"judge_1"}, 0)
(...168)
bb({body:"judge_2"}, 0)
(...168)
bb({body:"judge_1"}, 0)
(...501)
b: Creep Law, Section 74.5: (1) Any Person who checks out (a) those muscular shoulders (b) that bubble booty (2) shall be hereby known as
bb({eyes:"shock", body:"two_up", mouth:"normal"})
b: "A BIG DISGUSTING TRASH PERVERT"
_.a2_second_danger = 'law';
_.a2_attack_2 = "bad";
_.a2_hoodie_callback = "the law";
(#act2c)
act2b_louder_meaning
bb({body:"two_up", mouth:"normal", eyes:"shock"})
b: Actually, even if you find a noble purpose in life, you can still mess everything up!
bb({body:"normal", mouth:"normal", eyes:"normal"})
b: Alfred Nobel wanted world peace and for cultures to understand each other. So he decided to make travel easier.
bb({eyes:"normal_r"})
b: So he needed a way to cheaply create train tunnels. So he invented a new material called "dynamite"...
bb({body:"one_up", eyes:"normal"})
b: which was used in World War I to KILL MILLIONS OF PEOPLE
bb({body:"two_up", eyes:"shock"})
b: IT'S THE BUTTERFLY EFFECT, HUMAN! HOW MANY PEOPLE ARE YOU ACCIDENTALLY KILLING RIGHT NOW
_.a2_second_danger = 'butterfly';
_.a2_attack_2 = "bad";
_.a2_hoodie_callback = "World War I";
(#act2c)
act2b_different_social
_.a2_first_choice = "different"
bb({eyes:"normal_r", body:"point", mouth:"normal"})
b: Actually, you know what's worse than no-one liking you? Everyone liking you.
bb({body:"one_up", eyes:"suspect", mouth:"normal"})
b: That is, becoming one of these pleasure-chasing party animals.
bb({body:"normal", mouth:"small"})
b: A shallow life with shallow friends who only know the shallow you!
bb({body:"two_up", eyes:"shock", mouth:"normal"})
b: Human, we need to run away from these pleasure-zombies before they turn us into one of them!
_.a2_second_danger = 'zombies';
_.a2_attack_2 = "alone";
_.a2_hoodie_callback = "zombies";
(#act2c)
act2b_different_moral
_.a2_first_choice = "different"
bb({body:"two_up", eyes:"shock", mouth:"normal"})
b: People are dying in famines and genocides right now and we're just partying!
bb({body:"point", eyes:"closed", mouth:"small"})
b: A wise person once said, "the only thing necessary for the triumph of evil is for good folks to do nothing."
bb({body:"two_up", eyes:"shock", mouth:"normal"})
b: WE'RE DOING NOTHING.
bb({mouth:"small"})
b: BY PARTYING, WE'RE HELPING HITLER.
_.a2_second_danger = 'hitler';
_.a2_attack_2 = "bad";
_.a2_hoodie_callback = "Hitler";
(#act2c)
act2b_ignore
_.a2_first_choice = "ignore"
bb({body:"normal", mouth:"normal", eyes:"suspect"})
b: You think you're safe just because you took the batteries out of the carbon monoxide detector?
bb({eyes:"suspect_r"})
b: You won't even smell the poison! You'll just get sleepy and then you'll--
bb({body:"scream_c_1"})
b: DIEEEEEEEEEEEEEEEEEE
_.a2_second_danger = 'ignore';
_.a2_attack_2 = "harm";
_.a2_hoodie_callback = "carbon monoxide";
(#act2c)
act2c
hong({body:"ignore_sweat"});
bb({eyes:"normal", mouth:"normal", body:"normal", MOUTH_LOCK:true});
b: ...
bb({eyes:"happy", mouth:"smile", body:"chest"})
b: Oh thank goodness human, I think you can hear me again!
bb({eyes:"closed", body:"point"})
b: I SHALL WARN YOU ABOUT...
{{if _.a2_first_choice=="louder"}}
Even more of the same danger!
{{/if}}
{{if _.a2_first_choice!="louder"}}
More of the same danger!
{{/if}}
{{if _.a2_first_danger=="social"}}
A different social danger!
{{/if}}
{{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}}
A different moral danger!
{{/if}}
Did you check that punch before drinking?
#act2c_louder
{{if _.a2_second_danger=="netflix"}}
(#act2c_louder_netflix)
{{/if}}
{{if _.a2_second_danger=="law"}}
(#act2c_louder_law)
{{/if}}
{{if _.a2_second_danger=="butterfly"}}
(#act2c_louder_butterfly)
{{/if}}
{{if _.a2_second_danger=="zombies"}}
(#act2c_louder_zombies)
{{/if}}
{{if _.a2_second_danger=="hitler"}}
(#act2c_louder_hitler)
{{/if}}
{{if _.a2_second_danger=="ignore"}}
(#act2c_louder_ignore)
{{/if}}
act2c_louder_netflix
bb({body:"normal", mouth:"normal", eyes:"shock"})
b: Actually, Netflix & food delivery isn't quarantined enough! We'd still infect the delivery person!
bb({body:"one_up", mouth:"small"})
b: We need to move to the Canadian Yukon territories, and have our food delivered by drone!
bb({body:"two_up", mouth:"normal"})
b: And then they'd have to sterilize the drone to rid it of our SAD LUMP GERMS
_.a2_attack_3 = "alone";
_.a2_hoodie_callback = "a quarantine";
(#act2d)
act2c_louder_law
bb({eyes:"judge", body:"judge_1", mouth:"normal"})
(...201)
bb({body:"judge_2"}, 0);
sfx("gravel");
(...168)
bb({body:"judge_1"}, 0)
(...168)
bb({body:"judge_2"}, 0)
(...168)
bb({body:"judge_1"}, 0)
(...501)
b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to 72 hours in one of those medieval public-humiliation devices
b: unless they're secretly into that sort of thing
bb({body:"scream_a_1"})
b: because they're a BIG DISGUSTING TRASH PERVERT
_.a2_attack_3 = "bad";
_.a2_hoodie_callback = "the law";
(#act2d)
act2c_louder_butterfly
bb({body:"normal", mouth:"small", eyes:"suspect"})
b: BUTTERFLY EFFECT! You're using a non-biodegradable plastic cup?
bb({body:"two_up", mouth:"normal", eyes:"shock"})
b: BAM, A LANDFILL LEAKS POISON AND KILLS A KID
bb({body:"normal", mouth:"small", eyes:"suspect"})
b: You're sweating and your heart's pounding?
bb({body:"scream_a_1"})
b: BAM, YOU BANKRUPT OUR HEALTHCARE SYSTEM AND MILLIONS DIE
_.a2_attack_3 = "bad";
_.a2_hoodie_callback = "the butterfly effect";
(#act2d)
act2c_louder_zombies
bb({body:"normal", mouth:"small", eyes:"angry"})
b: These pleasure-zombies will stumble towards you mumbling,
bb({body:"normal", mouth:"normal", eyes:"shock"})
b: LIIIIIKES. LIIIIIIIIIIKES.
bb({body:"scream_a_1"})
b: Then they'll BITE YOU and turn you into a BRAINLESS BRO and/or THOUGHTLESS THOT!
_.a2_attack_3 = "bad";
_.a2_hoodie_callback = "zombies";
(#act2d)
act2c_louder_hitler
bb({body:"scream_a_1"})
b: THE NAZIS ARE GOOSE-STEPPING BACK ON THE STREETS RIGHT NOW
bb({body:"one_up", mouth:"smile", eyes:"happy"})
b: Saying, good thing those 'good folks' slacked off with stuff like 'relaxing' and 'self-care'!
bb({body:"point", mouth:"smile", eyes:"happy_r"})
b: Now our plans can go fourth, reich on schedule!
_.a2_attack_3 = "bad";
_.a2_hoodie_callback = "Hitler";
(#act2d)
act2c_louder_ignore
bb({body:"normal", mouth:"normal", eyes:"normal_r"})
b: Come to think about it, do we know if this building has a monoxide detector?!
bb({body:"two_up", mouth:"small", eyes:"normal"})
b: What if we're all being poisoned RIGHT NOW?
bb({body:"scream_a_1"})
b: WE WOULDN'T EVEN SEE DEATH APPROACH. WE'D JUST STOP EXISTING FOREVER AND EVER AND EV--
_.a2_attack_3 = "harm";
_.a2_hoodie_callback = "carbon monoxide";
(#act2d)
act2c_different_social
bb({body:"normal", mouth:"normal", eyes:"sad"})
b: What if we're just fundamentally incapable of ever being loved, or loving another?
bb({body:"normal", mouth:"small", eyes:"sad_r"})
b: What if something irreversibly broke inside of us a long time ago? Or never existed in us in the first place?
bb({body:"scream_a_1"})
b: AHH WE'RE BROKEN! SO BROKEN SO BROKEN SO BROKE--
_.a2_attack_3 = "alone";
(#act2d)
act2c_different_moral
bb({body:"normal", mouth:"normal", eyes:"normal"})
b: What if we're just fundamentally rotten?
bb({body:"one_up", eyes:"sad"})
b: Others have an inner drive to do goodness, but we only do "good" out of guilt or shame, if at all.
bb({body:"normal", mouth:"small", eyes:"sad_r"})
b: What if it's in our nature to hurt others? What if we can't be anything other than a burden to those close to us?
bb({body:"scream_a_1"})
b: AHH WE'RE BROKEN! SO BROKEN SO BROKEN SO BROKE--
_.a2_attack_3 = "bad";
(#act2d)
act2c_punch
bb({body:"normal", mouth:"normal", eyes:"normal"})
b: I'm not being irrational. People do drug punch bowls. That is an actual thing that actually happens.
bb({eyes:"suspect"})
b: Human, does your head hurt? Are your limbs limp? I think we're dying.
bb({body:"scream_a_1"})
b: AHHH WE'RE DYING! WE'RE DYING WE'RE DYING WE'RE DYI--
_.a2_attack_3 = "harm";
_.a2_hoodie_callback = "punch bowls";
(#act2d)
act2d
bb({body:"normal", mouth:"normal", eyes:"normal"});
hong({body:"attacked"});
attack("20p", _.a2_attack_1);
(...401)
hong({body:"attacked_2"});
attack("20p", _.a2_attack_2);
(...401)
hong({body:"attacked_3"});
attack("20p", _.a2_attack_3);
(...1001)
h: F^AAACK^!
h: F^ACK^ING F^ACK^-F^AKK^ITY F^AAAAACK^
bb({body:"two_up", mouth:"smile", eyes:"happy"});
b: Yay, human! I'm so happy you can hear me again!
bb({body:"normal", mouth:"small", eyes:"sad"})
b: Why were you ignoring me?
hong({body:"facepalm"})
h: Holy ^hell^, you absolute moron.
hong({body:"facepalm_2"})
h: You know that Native American story?
h: "There are two wolves inside you, one is hope, one is despair, which wolf wins? The one you feed."
hong({body:"facepalm_3"});
bb({eyes:"normal"});
h: I was trying to starve you, you sadistic ^asshole^!
hong({body:"smile", mouth:"smile"})
h: Screw it, I'll do positive affirmations instead.
h: I am loved. I am good. I am smart. I am beautiful. I am special.
bb({eyes:"suspect"});
Golly, that's so narcissistic!
Y'know affirmations were disproven?
omg don't credit random stories to indigenous folk
act2d_disproven
bb({body:"point", mouth:"normal", eyes:"closed"})
b: In fact, they actually backfire for people with low self-esteem!
bb({body:"one_up", mouth:"small", eyes:"normal"})
b: It was a well-designed study – randomized controlled trial, experimenter was blinded as to who was in which group.
bb({body:"two_up", mouth:"small", eyes:"normal_r"})
b: Results: if you already had low self-esteem, being asked to repeat affirmations makes you feel worse than if you'd said nothing at all!
bb({body:"point", mouth:"normal", eyes:"closed"})
b: Wood 2009, Psychological Science. Look it up on Google Scholar, human,
bb({body:"scream_b_1"})
b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS
hong({body:"attacked"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
attack("10p", "bad");
(...2500)
(#act2e)
act2d_narcissist
bb({body:"normal", mouth:"normal", eyes:"normal"})
b: You need to humbly see your own flaws in order to grow as a person!
bb({body:"two_up", eyes:"suspect"})
b: You can't spray air freshener over a moldy room! Covering up your flaws makes you worse in the long run.
bb({body:"chest", mouth:"smile", eyes:"closed"})
b: Thankfully, I, as your loyal guard-wolf, can alert you to your flaws. And right now, it's-
bb({body:"scream_b_1"})
b: EVERYTHING. EVERYTHING IS WRONG
hong({body:"attacked"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
attack("10p", "bad");
(...2500)
(#act2e)
act2d_racist
bb({body:"normal", mouth:"normal", eyes:"suspect"})
b: Native Americans are actual people, not some "noble savages" you can namedrop to make your fortune-cookie advice more exotic.
bb({eyes:"suspect_r"})
b: You're reducing individual persons & complex cultures to a Hallmark card! That's "benevolent racism"!
bb({body:"scream_b_1"})
b: STOP BEING RACIST YOU SQUINTY-EYED JERK
hong({body:"attacked"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
attack("10p", "bad");
(...2500)
(#act2e)
act2e
h: ^ASSDAMMIT^.
hong({body:"yell", mouth:"yell"})
h: You know what? You're irrational.
h: Everyone knows emotions are irrational! Especially fear!
hong({body:"facepalm_2"})
h: You're a useless evolutionary leftover, like my appendix or wisdom teeth!
hong({body:"yell", mouth:"yell"})
h: ^Hell^, this whole wolf metaphor is stupid! You're just a bunch of neuro-chemicals in my head.
hong({body:"cross", mouth:"cross"})
h: So why should I listen to a worthless, irrational, non-existent piece of ^shit^ like you?!
bb({eyes:"sad", MOUTH_LOCK:true})
b: ...
Jeez, human. That's really hurtful.
I'm a feeling. Feelings are valid.
Human, we're both "just chemicals."
act2e_hurtful
bb({body:"chest"})
b: I'm part of you, you know. When you say that, you're hurting yourself.
bb({body:"scream_a_1"})
b: Why are you hitting yourself, human? STOP HITTING YOURSELF.
music(null);
hong({body:"attacked"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
attack("10p", "harm");
(...2500)
(#act2f)
act2e_rational
bb({body:"normal", mouth:"normal", eyes:"normal_r"});
b: Your deepest motivations are dopamine, your richest joys are serotonin.
bb({body:"one_up"});
b: Your memories are synaptic weights, your reason is fault-prone electrical signals.
bb({eyes:"normal", body:"normal"});
b: So if me being "just chemicals" means I'm irrational... then that means you're irrational!
bb({body:"two_up", eyes:"shock"});
b: And if we're both irrational, then we'll never figure out how to be fulfilled and happy!
bb({body:"scream_a_1"})
b: AHHH WE'RE BROKEN! SO BROKEN SO BROKEN SO BROKEN--
music(null);
hong({body:"attacked"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
attack("10p", "bad");
(...2500)
(#act2f)
act2e_valid
bb({body:"normal", mouth:"normal", eyes:"suspect"});
b: Hang on... "they" say that feelings are valid, that you should always accept your emotions.
bb({eyes:"suspect_r"});
b: But "they" also say emotions are irrational, that emotions are not to be trusted.
bb({eyes:"angry"});
b: Oh my gosh, "they" have been lying to us this whole time!
bb({body:"scream_a_1"})
b: "THEY" FEED US CONTRADICTIONS TO MAKE US DEPENDENT ON THE SELF-HELP INDUSTRIAL COMPLEX
music(null);
hong({body:"attacked"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
attack("10p", "harm");
(...2500)
(#act2f)
act2f
hong({body:"defeated", MOUTH_LOCK:true});
h: ...
h: I hate this. God it hurts so much I hate this.
h: I can't appease you. I can't ignore you. I can't fight you.
bb({eyes:"suspect"});
h: No matter what I do, I can't seem to get rid of yo--
bb({body:"cry_1"});
b: Well maybe you're NOT SUPPOSED TO GET RID OF ME.
bb({body:"cry_2"});
b: How do you think I feel, human?!
bb({body:"cry_4", mouth:"cry", eyes:"cry"})
b: I'm trying my best to be your guard-dog, but you keep seeing me as some Big Bad Wolf!
b: So I try even harder to alert you to danger! More danger! Different danger!
bb({eyes:"cry_2"})
b: But no matter how hard I try to protect you, you still think I'm your enemy!
bb({body:"cry_5"});
b: What am I doing wrong?!
bb({body:"cry_2"});
b: I know I suck at my job. But I'm trying, human!
bb({body:"cry_3"});
b: ...I'm trying.
bb({body:"cry_6", mouth:"right", eyes:"cry_r_1"});
b: You don't have to heed my warnings, or agree with me, or even like me.
bb({eyes:"cry_r_2"});
b: I just... all I want is for you to be patient with me.
bb({eyes:"cry_r_3"});
b: I just want for you to sit with me for a while, instead of turning away and--
bb({eyes:"cry_r_4"});
hong({body:"listen"});
r: Hey.
hong({body:"look"});
Game.clearText();
publish("act2-in-2");
publish("hp_hide");
music('party1', {volume:0.4, fade:2});
(...2000)
publish("act2",["party_hunter",2]);
Game.WORDS_HEIGHT_BOTTOM = 230;
r: Looks like you're caught in a fight with yourself, kid.
publish("act2",["party_hunter",3]);
publish("act2",["party_hong",13]);
h2: Was it that obvious?
publish("act2",["party_hunter",4]);
publish("act2",["party_hong",14]);
r: You were, uh, mumbling at your hoodie about {{_.a2_hoodie_callback}} or something.
publish("act2",["party_hunter",13]);
publish("act2",["party_hong",15]);
sfx("rustle", {volume:0.6});
setTimeout(function(){
publish("act2",["party_hong",16]);
sfx("concrete_step3", {volume:0.6});
},401);
setTimeout(function(){
publish("act2",["party_hong",17]);
sfx("concrete_step4", {volume:0.6});
},801);
h2: oh god i'm such a mess.
publish("act2",["party_hunter",7]);
publish("act2",["party_hong",18]);
sfx("squeak");
r: Hey. You're not alone, friend. Anxiety's super common.
publish("act2",["party_hunter",5]);
publish("act2",["party_hong",19]);
{{if _.act1_ending=="fight"}}
r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone!
{{/if}}
{{if _.act1_ending=="flight"}}
r: Heck, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
{{/if}}
publish("act2",["party_hunter",2]);
r: Listen: I know what it's like to have that animal in your head.
publish("act2",["party_hunter",8]);
r: We all do. That's why I throw these parties every weekend, to forget our worries, forget that animal.
publish("act2",["party_hunter",9]);
publish("act2",["party_hong",20]);
h2: but my anxiety...
publish("act2",["party_hunter",2]);
publish("act2",["party_hong",21]);
r: Don't worry, kid. I used to be like you. But then I found a little trick to get that negative voice to shut up forever...
publish("act2",["party_hunter",3]);
Game.clearText();
music(null, {fade:1});
(...2001)
publish("act2",["party_hunter",10]);
publish("act2",["party_hong",22]);
sfx("rustle");
(...2501)
publish("act2",["party_hunter",10]);
publish("act2",["party_hong",23]);
sfx("rustle2");
(...1001)
publish("act2",["party_hunter",11]);
r: My own specialty blend. It's a bit stronger than... well, anything legal really.
publish("act2",["party_hunter",12]);
publish("act2",["party_hong",24]);
r: Bottoms up, ^bee-yatch^!
hong({body:"hold"});
bb({body:"normal", mouth:"small", eyes:"wat"});
Game.clearText();
Game.WORDS_HEIGHT_BOTTOM = -1;
publish("act2-out-3");
publish("hp_show");
(...3500)
Oh my God. Game.OVERRIDE_CHOICE_LINE=true
This is a bad coping mechanism. Game.OVERRIDE_CHOICE_LINE=true
Don't take drinks from strangers. Game.OVERRIDE_CHOICE_LINE=true
act2g_1
b: O--
(#act2g)
act2g_2
b: T--
(#act2g)
act2g_3
b: D--
(#act2g)
act2g
hong({body:"drink"});
bb({body:"attacked"});
attackBB("40p", "harm");
(...2000)
hong({body:"forward", mouth:"forward"});
bb({body:"frazzled", mouth:"frazzled", eyes:"frazzled"});
h: Mmm, what an exquisite palette!
h: A full-bodied flavor of "shut your mind up," with a subtle aftertaste of "never feel anything ever again"!
b: This is bad, human. This is really, really bad.
This is actually how addiction starts. Game.OVERRIDE_CHOICE_LINE=true
I knew the host was deeply messed up! Game.OVERRIDE_CHOICE_LINE=true
Also, they could have drugged that! Game.OVERRIDE_CHOICE_LINE=true
act2h_opt1
b: This is actu--
(#act2h)
act2h_opt2
b: Also, they co--
(#act2h)
act2h_opt3
b: I knew th--
(#act2h)
act2h
hong({body:"drink"});
bb({body:"attacked"});
attackBB("40p", "harm");
(...2000)
hong({body:"back", mouth:"back"});
bb({body:"panicked", mouth:"panicked", eyes:"panicked"});
h: Delicious, and cheaper than therapy!
b: HUMAN PLEASE STOP
h: Hehehe!
h: And what are you gonna do about it, ^asshole^?
b: I'm so sorry, human.
b: I'm going to have to use my SPECIAL ATTACK
bb({body:"special_a"});
music('battle', {volume:0.5});
Game.OVERRIDE_CHOICE_SPEAKER = "fear_harm"
_.SPECIAL_ATTACK="harm"; Game.OVERRIDE_CHOICE_LINE=true
Game.OVERRIDE_CHOICE_SPEAKER = "fear_alone"
_.SPECIAL_ATTACK="alone"; Game.OVERRIDE_CHOICE_LINE=true
Game.OVERRIDE_CHOICE_SPEAKER = "fear_bad"
_.SPECIAL_ATTACK="bad"; Game.OVERRIDE_CHOICE_LINE=true
act2h_attack
bb({body:"special_b_1"});
hong({body:"forward", mouth:"forward"});
sfx("charging");
h: What's this ^crap^?
h: You're gonna yap more stupid words at me to--
bb({body:"special_c"});
sfx("hadouken");
(...901)
(#act2i)
act2i
publish("hide_tabs");
publish("show_special_attack");
Game.FORCE_CANT_SKIP = true;
music(null);
stopAllSounds();
(...5000)
publish("show_tabs");
hong({ body:"final", mouth:"final" });
bb({ body:"normal", mouth:"normal", eyes:"sad" });
attack("100p", _.SPECIAL_ATTACK);
Game.FORCE_CANT_SKIP = false;
setTimeout(function(){
publish("remove_special_attack");
},30);
(...2500)
h: WHAT THE ^HELL^ WAS THAT
b: I'm sorry. I needed to show you the consequences.
{{if _.SPECIAL_ATTACK=="harm"}}
h: I COULD SEE MY OWN CORPSE. I COULD FEEL THE SENSATION OF BEING ACTUALLY DEAD.
{{/if}}
{{if _.SPECIAL_ATTACK=="alone"}}
h: I COULD SEE EVERYONE'S LOOK OF DISGUST. I COULD HEAR ALL THE THINGS THEY SAID.
{{/if}}
{{if _.SPECIAL_ATTACK=="bad"}}
h: I COULD HEAR THE CRUNCHING OF RIBS. I COULD TASTE THE BLOOD IN THE AIR.
{{/if}}
b: I'm sorry, human.
n: FINISH THEM
{FIGHT: Punch the host.} Game.OVERRIDE_CHOICE_LINE=true
{FLIGHT: Let's get out of here.} Game.OVERRIDE_CHOICE_LINE=true
act2j_fight
bb({ eyes:"angry" });
b: That psychopath was taking advantage of you.
b: They were trying to corrupt you, make you as messed up as they are!
bb({ body:"yell_angry_1" });
b: Punch that jerk! Knock their friggin' lights out!
bb({ body:"final_1" });
b: PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THE--
_.a2_ending = "fight";
(#act2k)
act2j_flight
b: I knew all these partygoers were deeply messed up. They all dull their pain with horrible things!
bb({ body:"yell_1" });
b: And they're tricking you into doing the same thing! They're corrupting you! We need to get out!
bb({ body:"final_1" });
b: GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OU--
_.a2_ending = "flight";
(#act2k)
act2k
Game.clearText();
publish("act2-in-4");
publish("hp_hide");
music('party1', {volume:0.6, fade:1.5});
(...2001)
publish("act2",["party_hong",26]);
sfx("slide");
(...1001)
publish("act2",["party_hunter",14]);
Game.WORDS_HEIGHT_BOTTOM = 230;
r: You alright, kid?
publish("act2",["party_hunter",13]);
{{if _.a2_ending=="fight"}}
(#act2k_fight)
{{/if}}
{{if _.a2_ending=="flight"}}
(#act2k_flight)
{{/if}}
act2k_fight
Game.clearText();
publish("act2",["party_hunter",21]);
publish("act2",["party_hong",33]);
music(null);
sfx("hit");
(...1000)
sfx("record_scratch");
publish("act2",["party_hunter",22]);
publish("act2",["party_hong",34]);
publish("act2",["dee",6]);
publish("act2",["dum",6]);
r: Y-you...
publish("act2",["party_hunter",23]);
publish("act2",["party_hong",35]);
publish("act2",["dee",5]);
publish("act2",["dum",5]);
music('party1', {volume:0.6, fade:6});
r: are kinky.
r: I like that. Come to my party next weekend, cutie.
publish("act2",["party_hunter",19]);
publish("act2",["party_hong",36]);
h2: ok bye, ciao, adios, au revoir
r: The animal might have won today, but come back, and I'll mix something even stronger for you!
h2: sayōnara, auf wiedersehen, zài jiàn, shalom
r: You and me, kid, we'll show that beast who's boss!
(#act2k_end)
act2k_flight
publish("act2",["party_hong",36]);
h2: ok sorry i have to run
publish("act2",["party_hunter",16]);
r: ^Damn^ it. The animal won today, huh?
publish("act2",["party_hunter",15]);
h2: no no, just, uh, gotta run a marathon. gotta go fast.
publish("act2",["party_hunter",19]);
r: Come to my party next weekend, cutie. I'll mix something even stronger for you.
h2: ok thanks gonna run run run run run
r: You and me, kid, we'll show that beast who's boss!
(#act2k_end)
act2k_end
Game.clearText();
publish("act2-out-5");
publish("act2-outro", ["end1"]);
music("hum", {fade:2, volume:0.6});
Game.WORDS_HEIGHT_BOTTOM = -1;
(...2500)
publish("act2", ["act2_end",2]);
sfx("whoosh");
(...1000)
b: Human! Are you okay?!
publish("act2", ["act2_end","next"]);
b: Gosh, that was close. We really could've--
Game.clearText();
publish("act2", ["act2_end","next"]);
music(null);
sfx("squeak");
(...1500)
publish("act2", ["act2_end","next"]);
sfx("hit");
(...1000)
h: I'm coming back to the party next weekend.
h: The next time we fight, I'm not just going to defeat you...
h: I'm going to ^fuck^ing kill you.
Game.clearText();
publish("act2", ["act2_end","next"]);
sfx("concrete_step1");
(...901)
publish("act2", ["act2_end","next"]);
sfx("concrete_step2", {volume:0.8});
(...901)
publish("act2", ["act2_end","next"]);
sfx("concrete_step3", {volume:0.5});
(...901)
sfx("concrete_step4", {volume:0.25});
(...3000)
_.INTERMISSION_STAGE = 2;
(#intermission)