anxiety/scenes/act3.md

18 KiB

act3

SceneSetup.act3();
Game.WORDS_HEIGHT_BOTTOM = 205;
sfx("cheers");

r: Cheers!

publish("act3",["roofhunter",1]);
publish("act3",["roofhong",1]);
sfx("drinking");

(...4001)

publish("act3-alpha", ["dizzyhunter",1]);
publish("act3-alpha", ["dizzyhong",1]);
publish("act3",["roofhunter",3]);
publish("act3",["roofhong",3]);

h2: Ah that hits the spot.

publish("act3",["roofhunter",2]);
publish("act3",["roofhong",2]);

r: You know, kid...

publish("act3",["roofhunter",3]);
publish("act3",["roofhong",6]);

h2: Specifically, the spots hit are my left and right amygdala.

publish("act3",["roofhunter",8]);
publish("act3",["roofhong",5]);

r: You remind me of myself when I was younger. Back when I was tormented by the animal in my head.

publish("act3",["roofhunter",9]);
publish("act3",["roofhong",2]);

r: I'm so grateful I can pay it forward, and help you kill the beast the way I killed mine.

publish("act3",["roofhunter",2]);

r: Hey, quick question: truth or da--

publish("act3",["roofhunter",3]);
publish("act3",["roofhong",7]);
publish("act3-alpha", ["dizzyhong",0]);

h2: DARE!

publish("act3-alpha", ["dizzyhong",1]);
publish("act3",["roofhunter",10]);
publish("act3",["roofhong",2]);

r: Haha! Good.

publish("act3",["roofhunter",21]);
publish("act3",["roofhong",4]);

r: Ok. You see that baby-blue swimming pool down there?

publish("act3-alpha", ["dizzyhong",0]);
publish("act3",["roofhunter",11]);
publish("act3",["roofhong",9]);

h2: Yeah? Six floors down?

publish("act3",["roofhunter",10]);
publish("act3",["roofhong",8]);

r: Jump in.

publish("act3",["roofhunter",11]);
publish("act3",["roofhong",10]);

h2: ...

publish("act3",["roofhong",11]);

h2: Wait, what?

publish("act3",["roofhong",10]);
publish("act3",["roofhunter",2]);

r: The animal's started whining, hasn't it?

publish("act3",["roofhunter",23]);

r: Oh nooooo it's dangerous, don't do iiiiit.

publish("act3",["roofhunter",22]);

r: But that's exactly why we need death-defying thrills! Party hard! Carpe diem! Snort coke off a hooker's ^ass^, #YOLO!

publish("act3",["roofhunter",10]);

r: Show that animal we don't give two ^dick^s about its ^bitch^ing! Jump in.

publish("act3",["roofhunter",11]);
publish("act3",["roofhong",13]);

h2: Uh, but sometimes, um... fear has a point...

publish("act3",["roofhunter",5]);
publish("act3",["roofhong",12]);
music(null, {fade:2});

r: ...

publish("act3-alpha", ["dizzyhunter",0]);
publish("act3",["roofhunter",6]);
publish("act3",["dd",1]);

r: I'm sorry, did you fall for that McMindfulness fad that claims feeling bad is good?

publish("act3",["roofhunter",17]);

r: Pleasure is the opposite of pain. There-^fuck^ing-fore, you can use pleasure to fight pain!

publish("act3",["roofhunter",18]);

r: How do those Silicon Valley pseudo-Buddhists not see this ^shit^?!

publish("act3",["roofhunter",6]);

r: Kid, I know that you know that animal hurts people like us. It tortures people like us.

publish("act3",["roofhunter",19]);

r: It's not our friend. It's a rabid beast, which either needs to be tranquilized,

publish("act3",["roofhunter",20]);

r: Or have a bullet put in its skull.

publish("act3",["roofhunter",27]);

r: Otherwise, you're going to let it win.

publish("act3",["roofhunter",31]);
publish("act3",["roofhong",14]);
publish("act3",["dd",2]);

h2: No. You're wrong.

publish("act3",["roofhunter",13]);
publish("act3",["roofhong",15]);
music('battle_dark', {volume:1.0}, function(){
	music('battle_dark_loop');
});

h2: I'm not going to let it win.

publish("act3",["roofhunter",25]);
publish("act3-alpha", ["roofhong",0]);
publish("act3-alpha", ["transition",1]);
publish("act3",["dd",6]);

r: ^Fuck^ yeah! I believe in you, babe! Kill it! <3

(#act3a)

act3a

Game.clearText();
publish("act3-out");
Game.WORDS_HEIGHT_BOTTOM = -1; /* reset */
_.act3_bb_body = 1;

(...1500)

publish("hp_show");

b: no no no no no no

n: THIS CHAPTER HAS TWO POSSIBLE ENDINGS. ONE IS VERY, VERY BAD.

b: NO NO NO NO NO NO NO NO NO NO NO NO NO NO

n: CHOOSE WISELY. PROTECT YOUR HUMAN

bb({ eyes:"oh_crap", mouth:"normal_talk", MOUTH_LOCK:true });

b: AAAAAAAAAAAAAAAAAA

bb({ mouth:"normal" });

n: GOOD LUCK

Game.clearText();
bb({ eyes:"start" });

Human, you could actually DIE here! Game.OVERRIDE_CHOICE_LINE=true

This is stupid and self-destructive! Game.OVERRIDE_CHOICE_LINE=true

These sickos aren't really your friends! Game.OVERRIDE_CHOICE_LINE=true

act3a_harm

bb({ MOUTH_LOCK:true, mouth:"normal_talk" });

b: H--

(#act3a_after)

act3a_alone

bb({ MOUTH_LOCK:true, mouth:"normal_talk" });

b: T--

(#act3a_after)

act3a_bad

bb({ MOUTH_LOCK:true, mouth:"normal_talk" });

b: T--

(#act3a_after)

act3a_after

hong({body:"drink"});
bb({body:"attacked"});
attackBB("32p");
_.act3_bb_body++;

(...2000)

hong({ body:"normal" });
bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });

h: You know, I might've believed you... if you hadn't tried that a zillion times before.

h: You're the wolf who cried wolf.

bb({ eyes:"sad" });

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

act3_fork

Game.clearText();
bb({body:"special_attack"});
sfx("charging");
Game.FORCE_CANT_SKIP = true;

(...1001)

Game.FORCE_CANT_SKIP = false;
hong({body:"drink"});
bb({body:"attacked"});
attackBB("32p");
_.act3_bb_body++;

(...2000)

hong({ body:"normal" });
bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });

h: You tried that too.

b: human, please...

hong({ eyes:"look_right" });

h: Oh I'm sorry Big Pharma doesn't approve of my self-medication.

h: Look ^asshole^, we all have a way of shutting you the ^fuck^ up.

hong({ body:"look_up", eyes:"look_up" });

h: Some people throw themselves into work.

hong({ body:"look_down", eyes:"look_down" });

h: Some people throw themselves into sex, drugs, and refreshing their Facebook feed.

hong({ body:"normal", eyes:"look_right" });

h: Some people throw themselves into other people.

hong({ eyes:"angry" });

h: I'm going to throw myself into that swimming pool.

You're drunk and it's SIX FLOORS DOWN

Dang it, this is the thanks I get?! bb({eyes:"angry"});

Okay, I admit it. I messed up. bb({mouth:"sorry", eyes:"sorry_down"});

act3_bad_1_harm

b: Even if you land in the water, the surface tension will crack your ribs and give you a concussion at the least!

h: Eh.

hong({body:"drink"});
bb({body:"attacked"});
attackBB("32p");
_.act3_bb_body++;

(...2000)

hong({ body:"normal", mouth:"angry", eyes:"angry" });
bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });

h: I saw a Russian guy do this on YouTube once.

(#act3_bad_2)

act3_bad_1_insult

hong({ eyes:"look_right" });

h: I- Excuse me, the thanks?

bb({ eyes:"angry" });

b: This is exactly why I exist! Because humans can't be trusted to protect themselves!

b: I've been trying to protect your stupid butt all my life and now you're just going t--

hong({body:"drink"});
bb({body:"attacked"});
attackBB("32p");
_.act3_bb_body++;

(...2000)

hong({ body:"normal", mouth:"angry", eyes:"angry" });
bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });

(#act3_bad_2)

act3_good_1

`hong({ body:"laugh_1" })``

h: heh.

`hong({ body:"laugh_2" })``

h: hahahaha

`hong({ body:"laugh_3" })``

h: HAHAHAHAHAHA

bb({ eyes:"sorry"});
hong({ body:"yell_1", mouth:"yell", eyes:"blank" });

h: Oh WOW is that the biggest ^fuck^ing understatement of the century!

hong({ body:"yell_2" });

h: Yeah, you rotting pile of blood-coated ^shit^! You messed the ^fuck^ up!

hong({ body:"normal", mouth:"angry", eyes:"angry" });

h: Any other remarks, Captain Obvious?

But revenge on me isn't the answer! bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });

But this time I'm actually right! bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });

I've hurt you.

act3_good_1_fail_revenge

b: You need to have a healthier relationship with your emotions, rather than drown them wi--

hong({body:"drink"});
bb({body:"attacked"});
attackBB("32p");
_.act3_bb_body++;

(...2000)

hong({ body:"normal", mouth:"angry", eyes:"angry" });
bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });

(#act3_bad_2)

act3_good_1_fail_harm

b: So please, put the bottle down and let's--

hong({body:"drink"});
bb({body:"attacked"});
attackBB("32p");
_.act3_bb_body++;

(...2000)

hong({ body:"normal", mouth:"angry", eyes:"angry" });
bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });

(#act3_bad_2)

act3_bad_2

bb({ eyes:"sad" });

b: please... don't...

h: Your energy bar's looking awfully low there, wolf.

h: If I were you, I'd choose your next words very carefully.

bb({ eyes:"normal" });

Fine. I'm done protecting you. bb({ mouth:"ignore", eyes:"ignore" });

I was right all along.

I'm sorry. bb({mouth:"sorry", eyes:"sorry_down"});

act3_bad_2_jump

b: So, go ahead and jump. See what I care.

hong({ eyes:"look_right", mouth:"normal", MOUTH_LOCK:true });

h: ...

hong({ eyes:"less_angry", mouth:"normal" });
bb({ eyes:"ignore_oh_crap" });

h: Okay then. Bottoms up.

bb({ mouth:"normal", eyes:"oh_crap" });
Game.OVERRIDE_TEXT_SPEED = 2;

b: WAIT NO THAT WAS REVERSE PSYCHOLOGY YOU WERE SUPPOSED TO DO THE OPPOSITE OF WHAT I SA--

(#act3_bad_3)

act3_bad_2_right

bb({ eyes:"angry" });

b: You are putting yourself in danger. Your so-called friends are using you. And you are using your so-called friends.

bb({ eyes:"sad" });

b: So please, human... why don't you believe me?!

h: Because you never believed in me.

(#act3_bad_3)

act3_bad_2_terrible

bb({ eyes:"angry" });

b: Other guard-wolves have humans who actually take time to patiently train them, to learn to work together,

b: Rather than hate the guard-wolves for trying to protect them! So why can't you jus--

bb({ eyes:"normal" });

h: Wrong ^fuck^ing answer.

(#act3_bad_3)

act3_bad_3

music(null);
hong({body:"drink"});
bb({body:"attacked"});
publish("bb_STOP_VIBRATING");
attackBB("100p");

(...2000)

hong({ body:"normal", mouth:"normal", eyes:"normal" });
bb({ body:"dead" });

(...999)

h: "The only thing to fear is fear itself."

hong({ body:"look_up", mouth:"happy", eyes:"blank" });

h: "Don't worry, be happy!"

hong({ body:"normal", mouth:"normal", eyes:"normal" });

h: All the wise folk of our time agree: negative emotions are bad!

hong({ eyes:"less_angry" });

h: Duh! That's why they're called negative!

b: human... please...

hong({ eyes:"normal" });

h: A while back, I said: “I just want to be free from all this pain.”

h: I got my wish. I no longer feel pain, or fear, or anxiety...

h: I don't feel anything at all.

_.a3_ending = "jump";

(#act3_end)

act3_good_2a

bb({mouth:"sorry", eyes:"sorry_down"});

b: I was so obsessed with making sure nothing else hurt you, that I didn't realize I was creating the hurt.

bb({ eyes:"sorry"});
hong({ body:"yell_2", mouth:"yell", eyes:"blank" });

h: NO. S^HIT^.

hong({ body:"yell_1" });

h: ^GODDAMN^. It really took you this long to finally figure it out?!

hong({ body:"cry", mouth:"cry", eyes:"blank" });

h: You could've saved us so much trouble, you big fluffy dumb^ass^. Why didn't you realize this sooner?...

_.apologized_for_hurt = true;

(#act3_good_2q)

act3_good_2b

hong({ body:"normal", mouth:"angry", eyes:"look_right" });

h: ...you're sorry.

hong({ eyes:"angry", MOUTH_LOCK:true });

h: ...

h: Sorry for what?

(#act3_good_2q)

act3_good_2q

bb({mouth:"sorry", eyes:"sorry"});

{{if _.apologized_for_hurt}}
(#act3_good_2q_already_apologized)
{{/if}}

{{if !_.apologized_for_hurt}}
(#act3_good_2q_not_already_apologized)
{{/if}}

act3_good_2q_already_apologized

hong({ body:"normal", mouth:"angry", eyes:"less_angry" });

I'm sorry I wasn't a good protector.

I'm sorry I didn't respect you.

I'm sorry.

act3_good_2q_not_already_apologized

hong({ body:"normal", mouth:"angry", eyes:"angry" }, 0);

I'm sorry I have a terrible human! bb({mouth:"normal", eyes:"normal"})

I'm sorry I didn't respect you.

I'm sorry I hurt you.

act3_good_3_protector

bb({eyes:"sorry_down"});

b: It's my duty to warn you against real danger, but I kept barking at cars and the mailman.

bb({eyes:"sorry_up"});

b: Barking at shadows. Barking so much.

bb({eyes:"sorry"});

b: It only makes sense that you'd want to muzzle me.

bb({eyes:"sorry_down"});

b: I'm sorry.

(#act3_good_4)

act3_good_3_respect

bb({eyes:"sorry_down"});

b: I was supposed to be your loyal guard-dog, but I acted as if you were supposed to obey me.

bb({eyes:"sorry_up"});

b: There's a difference between a protector and a prison warden, and I crossed the line.

bb({eyes:"sorry_down"});

b: I'm sorry.

(#act3_good_4)

act3_good_3_hurt

bb({eyes:"sorry_down"});

b: I was so obsessed with trying to protect you from being hurt, I never stopped to realize I was hurting you.

bb({eyes:"sorry_up"});

b: I was a bad dog.

bb({eyes:"sorry_down"});

b: I'm sorry.

(#act3_good_4)

act3_good_4

music(null,{fade:3});
hong({ eyes:"less_angry", MOUTH_LOCK:true },0);

h: ...

hong({ body:"stop", mouth:"stop", eyes:"blank" });

h: Yeah, well, this was a dumb idea anyway.

h: I only did this to mess you up, and, well, I messed you up.

h: Let's just call this round a tie, okay?

bb({ mouth:"sorry", eyes:"sorry" });
bb({ MOUTH_LOCK:true });

b: ...

b: Okay.

h: Okay.

n: TIE

_.a3_ending = "walkaway";

(#act3_end)

act3_end

Game.clearText();
publish("act3-in");
publish("hp_hide");
Game.FORCE_CANT_SKIP = true;

{{if _.a3_ending=="walkaway"}}
(#act3_walkaway)
{{/if}}

{{if _.a3_ending=="jump"}}
(#act3_jump)
{{/if}}

act3_walkaway

publish("start-walkaway-anim");
Game.WORDS_HEIGHT_BOTTOM = 205;

(...3501)

sfx("bottle_toss");
publish('hong-next');
publish("act3",["roofhunter",7]);

(...667)

publish("act3",["dd",4]);
publish("act3",["roofhunter",26]);
publish('hong-next');
sfx("concrete_step1");

(...667)

publish('hong-next');
sfx("concrete_step2");

(...667)

publish('hong-next');
publish("act3",["roofhunter",27]);

Game.FORCE_CANT_SKIP = false;

r: Oh come on. After all that animal's done to you, you're just giving up?

r: What's the matter, kid? Are you scared?

publish('hong-next');
publish("act3",["roofhunter",26]);

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');
sfx("rustle2");

(...1333)

publish('hong-next');
publish("act3",["dd",5]);
publish("act3",["roofhunter",31]);
sfx("concrete_step4");

(...667)

publish('hong-next');
sfx("concrete_step1");

(...667)

publish('hong-next');
sfx("door");

(...1333)

publish('hong-next');
sfx("concrete_step2");

(...501)

publish('hong-next');
Game.FORCE_CANT_SKIP = false;
sfx("lock_door");
publish("act3",["roofhunter",32]);

(...2001)

publish("act3",["roofhunter",33]);

r: Did they just lock the door?

Game.clearAll();
_.INJURED = false;
Game.WORDS_HEIGHT_BOTTOM = -1;

(...2000)

(#act4)

act3_jump

publish("start-jump-anim");
Game.FORCE_TEXT_Y = 300;

(...2001)

publish('hong-next');
sfx("bottle_toss");

(...833)

sfx("concrete_step1");
sfx("claps");
publish('hong-next');
publish("act3",["dd",4]);
publish("act3",["roofhunter",28]);

(...125)

publish("act3",["roofhunter",29]);

(...125)

publish("act3",["roofhunter",28]);

(...125)

publish("act3",["roofhunter",29]);

(...125)

sfx("concrete_step2");
publish('hong-next');
publish("act3",["roofhunter",28]);

(...125)

publish("act3",["roofhunter",29]);

(...125)

publish("act3",["roofhunter",28]);

(...125)

publish("act3",["roofhunter",29]);

(...125)

sfx("concrete_step3");
publish('hong-next');
publish("act3",["dd",5]);
publish("act3",["roofhunter",34]);

(...1167)

sfx("rustle2");
publish('hong-next');

(...1001)

publish('hong-next')

b: no...

(...501)

Game.clearText();

publish('hong-next')

(...1333)

sfx("quack");
publish('hong-next');

(...1333)

publish('hong-next')

b: no no no

(...501)

Game.clearText();

publish('hong-next')

(...2001)

sfx("rustle2");
publish('hong-next')

(...501)

sfx("concrete_step1");
publish('hong-next');
publish("act3",["dd",4]);
publish("act3",["roofhunter",30]);

(...167)

sfx("concrete_step2");
publish('hong-next');

(...167)

sfx("concrete_step3");
publish('hong-next');
publish("act3",["dd",2]);
publish("act3",["roofhunter",15]);

(...167)

sfx("bottle_slip");
publish('hong-next');
publish("act3",["dd",3]);
publish("act3",["roofhunter",16]);

(...833)

sfx("rustle");
publish('hong-next');

(...167)

publish('hong-next')

(...167)

publish('hong-next');
Game.FORCE_TEXT_Y = 325;
Game.OVERRIDE_FONT_SIZE = 50;

b: NO!

(...400)

Game.WORDS_HEIGHT_BOTTOM = -1;
Game.FORCE_TEXT_Y = -1;
Game.clearText();
publish("act4-injury-show");
publish("hide_tabs");

(...2000)

sfx("hospital1");
publish("act4-injury", [1]);

(...4000)

stopAllSounds();
publish("act4-injury", [0]);

(...2000)

sfx("hospital2");
publish("act4-injury", [2]);

(...4000)

stopAllSounds();
publish("act4-injury", [0]);

(...2000)

sfx("hospital3");
publish("act4-injury", [3]);

(...8000)

stopAllSounds();
publish("act4-injury", [0]);

(...5500)

_.INJURED = true;

(#act4)