anxiety/scenes/act3.md

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Markdown

# 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!](#act3a_harm) `Game.OVERRIDE_CHOICE_LINE=true`
[This is stupid and self-destructive!](#act3a_bad) `Game.OVERRIDE_CHOICE_LINE=true`
[These sickos aren't really your friends!](#act3a_alone) `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"`
[](#act3_fork) `_.SPECIAL_ATTACK="harm"; Game.OVERRIDE_CHOICE_LINE=true`
`Game.OVERRIDE_CHOICE_SPEAKER = "fear_alone"`
[](#act3_fork) `_.SPECIAL_ATTACK="alone"; Game.OVERRIDE_CHOICE_LINE=true`
`Game.OVERRIDE_CHOICE_SPEAKER = "fear_bad"`
[](#act3_fork) `_.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](#act3_bad_1_harm)
[Dang it, this is the thanks I get?!](#act3_bad_1_insult) `bb({eyes:"angry"});`
[Okay, I admit it. I messed up.](#act3_good_1) `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!](#act3_good_1_fail_revenge) `bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });`
[But this time I'm *actually* right!](#act3_good_1_fail_harm) `bb({ body:"normal_"+_.act3_bb_body, mouth:"normal", eyes:"normal" });`
[I've hurt you.](#act3_good_2a)
# 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.](#act3_bad_2_jump) `bb({ mouth:"ignore", eyes:"ignore" });`
[I was right all along.](#act3_bad_2_right)
[I'm sorry.](#act3_good_2b) `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.](#act3_good_3_protector)
[I'm sorry I didn't respect you.](#act3_good_3_respect)
[I'm sorry.](#act3_good_4)
# act3_good_2q_not_already_apologized
`hong({ body:"normal", mouth:"angry", eyes:"angry" }, 0);`
[I'm sorry I have a terrible human!](#act3_bad_2_terrible) `bb({mouth:"normal", eyes:"normal"})`
[I'm sorry I didn't respect you.](#act3_good_3_respect)
[I'm sorry I hurt you.](#act3_good_3_hurt)
# 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)