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Bron's Quest - Reasonably Beta!.swf

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Flash #248217

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ActionScript [AS1/AS2]
Combined Code
movieClip 117 white { } movieClip 125 { } // unknown tag 88 length 146 movieClip 128 fileButton { } // unknown tag 88 length 151 movieClip 131 saveLoadScreen { } movieClip 134 saveGame { } movieClip 137 { } movieClip 138 { } movieClip 139 premiumTopLeft { } // unknown tag 88 length 48 movieClip 143 patreonButton { } movieClip 145 overButtonShade { } movieClip 148 { } movieClip 153 { frame 1 { stop(); } } movieClip 161 { } movieClip 162 { } movieClip 166 lockIcon { } movieClip 167 { frame 1 { stop(); } } movieClip 170 { frame 1 { this._alpha = 0; } } movieClip 177 optionsScreen { } movieClip 179 noticeDialogueBottom { } movieClip 180 { } // unknown tag 88 length 40 movieClip 184 noticeDialogue { } // unknown tag 88 length 64 // unknown tag 88 length 70 // unknown tag 88 length 69 // unknown tag 88 length 75 // unknown tag 88 length 215 movieClip 194 necessaryForItalics { } movieClip 196 { } movieClip 199 muteThing { } movieClip 201 menuBack { } movieClip 206 { } movieClip 207 { } movieClip 211 { } movieClip 213 { } movieClip 216 { } movieClip 217 { } movieClip 219 { } movieClip 220 { } movieClip 222 { } movieClip 223 { } movieClip 227 { } movieClip 228 { } movieClip 229 { } movieClip 233 { } movieClip 235 { } movieClip 236 { } movieClip 238 { } movieClip 239 { } movieClip 244 { frame 1 { stop(); } } movieClip 245 { } movieClip 247 { } movieClip 248 { } movieClip 251 { } movieClip 252 { } movieClip 254 { } movieClip 255 { } movieClip 258 { } movieClip 259 { } movieClip 261 { } movieClip 262 { } movieClip 265 { } movieClip 266 { } movieClip 268 { } movieClip 269 { } movieClip 270 mainMenu { } movieClip 272 { } movieClip 273 loadingClip { } movieClip 276 loadGame { } movieClip 281 noticeDialogueChoice { } movieClip 284 inputDialogue { } // unknown tag 88 length 95 movieClip 287 graphicTextOrange { } movieClip 289 graphicTextBlue { } movieClip 292 gallery { } movieClip 294 fileButtonSmaller { } movieClip 296 { } movieClip 324 dialogue_rpg { } movieClip 326 { } movieClip 333 { frame 1 { stop(); } } movieClip 336 dialogue_nympho { } movieClip 337 { } movieClip 342 { frame 1 { stop(); } } movieClip 346 { frame 1 { stop(); } } movieClip 350 { frame 1 { stop(); } } movieClip 368 dialogue { } movieClip 373 choiceOptions { } movieClip 375 { } movieClip 380 { frame 1 { stop(); } } movieClip 383 choiceBoxWIP { } movieClip 385 { } // unknown tag 88 length 91 movieClip 389 choiceBoxRemaid { } movieClip 391 { } movieClip 393 { } movieClip 398 choiceBoxNympho { } movieClip 400 { } movieClip 403 { } movieClip 404 choiceBoxMenu { } movieClip 408 choiceBoxCrusoe { } movieClip 411 { } movieClip 414 choiceBoxBron { } movieClip 417 { } movieClip 426 { frame 1 { stop(); } frame 1 { stop(); } } movieClip 432 { frame 1 { stop(); } frame 1 { stop(); } } movieClip 433 choiceBoxPremium { } movieClip 435 { frame 1 { stop(); } } movieClip 436 choiceBox { } movieClip 444 cheatsTitle { } movieClip 450 { frame 1 { stop(); } } movieClip 454 cheatBox { } movieClip 456 black { } movieClip 458 { } movieClip 460 { } movieClip 461 { } movieClip 463 { } movieClip 464 { } movieClip 466 { } movieClip 467 { } movieClip 469 { } movieClip 470 { } movieClip 471 { } movieClip 472 { } movieClip 474 { } movieClip 475 { } movieClip 477 { } movieClip 478 { } movieClip 480 { } movieClip 481 { } movieClip 482 { } movieClip 483 { } movieClip 485 { } movieClip 486 { } movieClip 487 { } movieClip 489 { } movieClip 490 { } movieClip 491 { } movieClip 493 { } movieClip 494 { } movieClip 496 { } movieClip 498 { } movieClip 499 { } movieClip 500 { } movieClip 502 { } movieClip 503 { } movieClip 504 lensflare { } movieClip 506 { } movieClip 508 { } movieClip 510 { } movieClip 512 { } movieClip 514 clockMC { } movieClip 518 { } movieClip 520 { } movieClip 522 { } movieClip 524 { } movieClip 526 { } movieClip 529 { } movieClip 530 { } movieClip 532 { } movieClip 534 { } movieClip 536 { } movieClip 537 { } movieClip 539 { } movieClip 541 { } movieClip 549 { } movieClip 551 clip_ms { frame 169 { stop(); this.done = true; } } movieClip 554 { frame 50 { gotoAndPlay(1); } } movieClip 736 { frame 1 { stop(); } frame 7 { stop(); } frame 8 { stop(); } frame 21 { gotoAndStop(1); } } frame 3 { function f2(s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12) { f(s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12); } function f(s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12) { if (s1 != undefined) { fCalledEvenOnce = true; if (s1 == undefined or s2 == undefined && (s3 != undefined or s4 != undefined)) { } parsing['s' + parser] = [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12]; var v1 = parsing['s' + parser]; for (var v4 in v1) { if (v1[v4] == undefined) { v1.splice(v4, 1); } } var v2 = false; if (v1.length == 1) { for (var v5 in commands) { if (v1[0] == commands[v5]) { v2 = true; } } if (!v2) { v1.splice(0, 0, 'thinking'); } } else { if (v1.length == 2 or v1.length == 3 or v1.length == 4) { for (var v5 in commands) { if (v1[0] == commands[v5]) { v2 = true; } } if (!v2) { v1.splice(0, 0, 'talking'); } } } if (v1[0] == label) { if (v1[2] == undefined or v1[2] == true) { var v7 = v1[1]; parsing['s' + parser] = [jump, v1[1]]; v1 = parsing['s' + parser]; parser = Math.ceil((parser + 1) / 10000) * 10000; labels[v7] = parser; } else { labels[v1[1]] = parser; } } else { ++parser; } ++debugParser; if (v1[0] == label) { allLabels.push(v1[1]); } else { if (v1[0] == 'talking' || v1[0] == 'thinking') { ++totalNumberOfDialogues; } else { if (v1[0] == 'ending') { var v3 = true; for (v4 in allUniqueEndings) { if (allUniqueEndings[v4] == v1[1]) { v3 = false; } } if (v3) { allUniqueEndings.push(v1[1]); } } else { if (v1[0] == jump) { allJumps.push(v1[1]); } else { if (v1[0] == 'person') { allPersonsAndMoods.push([v1[0], v1[1], v1[2]]); } else { if (v1[0] == 'choice' && v1[1] == undefined) { ++allChoices; } else { if (v1[0] == 'endChoice') { ++allEndChoices; } else { if (v1[0] == 'whatIf') { ++allIfs; } else { if (v1[0] == 'endIf') { ++allEndIfs; } } } } } } } } } } } sourceDisclaimer = 'Sano Toshihide ga, Anata no Senyou Gengaman ni Narimasu S/N: GJ0169424'; stop(); parsing = new Object(); labels = new Object(); parser = 1; debugParser = 1; scene = 'scene'; doCall = 'doCall'; endCall = 'endCall'; textbox = 'textbox'; textEffect = 'textEffect'; cheatRule = 'cheatRule'; registerCGBasesForCheats = 'registerCGBasesForCheats'; notification = 'notification'; changeString = 'changeString'; sceneClip = 'sceneClip'; inputDialogue = 'inputDialogue'; log = 'log'; cg = 'cg'; cgs = 'cgs'; addButton = 'addButton'; animateOnce = 'animateOnce'; animateLoop = 'animateLoop'; addToCg = 'addToCg'; changeBg = 'changeBg'; panAll = 'panAll'; setFilter = 'setFilter'; setZoom = 'setZoom'; setAlpha = 'setAlpha'; url = 'url'; panTo = 'panTo'; pan = 'pan'; panAndRotate = 'panAndRotate'; setX = 'setX'; setY = 'setY'; jump = 'jump'; person = 'person'; removeAllChars = 'removeAllChars'; remove = 'remove'; swapDepth = 'swapDepth'; choice = 'choice'; endChoice = 'endChoice'; startGameAndJump = 'startGameAndJump'; continueLastGame = 'continueLastGame'; openMainMenu = 'openMainMenu'; playMusic = 'playMusic'; loopSound = 'loopSound'; stopLoop = 'stopLoop'; fadeIn = 'fadeIn'; chibi = 'chibi'; setVolume = 'setVolume'; playSound = 'playSound'; stopSound = 'stopSound'; playSystemSound = 'playSystemSound'; voice = 'voice'; stopVoice = 'stopVoice'; stopMusic = 'stopMusic'; label = 'label'; ending = 'ending'; effect = 'effect'; screenEffect = 'screenEffect'; removeScreenEffects = 'removeScreenEffects'; item = 'item'; mcItem = 'mcItem'; scrollBitmap = 'scrollBitmap'; pause = 'pause'; whatIf = 'whatIf'; elseIf = 'elseIf'; pass = 'pass'; otherwise = 'otherwise'; endIf = 'endIf'; setVariable = 'setVariable'; incrementVariable = 'incrementVariable'; languageScreen = 'languageScreen'; screenIsALink = 'screenIsALink'; changeName = 'changeName'; restart = 'restart'; save = 'save'; calculate = 'calculate'; black = 'black'; me = 'me'; right = 'right'; left = 'left'; center = 'center'; fadeOut = 'fadeOut'; commands = [label, save, cheatRule, scrollBitmap, log, fadeIn, changeString, notification, setX, setY, inputDialogue, registerCGBasesForCheats, swapDepth, textbox, textEffect, pan, panTo, panAndRotate, doCall, endCall, animateOnce, animateLoop, setVolume, panAll, setZoom, setAlpha, sceneClip, setFilter, chibi, removeScreenEffects, screenIsALink, addButton, calculate, changeName, openMainMenu, item, mcItem, loopSound, stopLoop, playMusic, stopMusic, playSound, playSystemSound, stopSound, voice, stopVoice, choice, continueLastGame, endChoice, person, scene, cg, addToCg, cgs, changeBg, ending, screenEffect, effect, startGameAndJump, jump, pause, url, setVariable, incrementVariable, whatIf, elseIf, otherwise, endIf, pass, languageScreen, removeAllChars, remove, restart]; totalNumberOfDialogues = 0; allJumps = new Array(); allLabels = new Array(); allUniqueEndings = new Array(); allPersonsAndMoods = new Array(); allChoices = 0; allEndChoices = 0; allIfs = 0; allEndIfs = 0; x = ''; } frame 3 { all = 'all'; b = 'b'; e = 'e'; elf = 'elf'; ev = 'ev'; h = 'h'; k = 'k'; j = 'j'; o = 'o'; p = 'p'; wg = 'wg'; fd = 'fd'; g1 = 'g1'; g2 = 'g2'; ho = 'ho'; sam = 'sam'; fb = 'fb'; gg = 'gg'; cg1 = 'cg1'; cg2 = 'cg2'; cg3 = 'cg3'; c_t = 'c_t'; c_b = 'c_b'; all = 'all'; unknown = 'unknown'; ct = 'ct'; c_b = 'c_b'; c_t = 'c_t'; c_bb = 'c_bb'; c_e = 'c_e'; } frame 3 { f(scene, 'black'); f(pause, 0.4); f(scene, 'parentalAdvisory', 'fade'); f(pause, 1.5); f(scene, 'black', 'fade'); f(scene, 'splash', 'fade'); f(pause, 1.5); f(scene, 'black', 'fade'); f(playMusic, 'adventurebegins'); f(setVariable, 'adventurebeginsPlaying'); f(scene, 'marblesyrup', 'fade'); f(pause, 1.5); f(); f(label, 'startMenu', false); f(scene, 'white', 'fade'); f(pause, 0.5); f(whatIf, '!adventurebeginsPlaying'); f(playMusic, 'adventurebegins'); f(endIf); f(setVariable, 'adventurebeginsPlaying', false); f(); f(scene, 'white', 'fade'); f(scene, 'title'); f(screenEffect, 'fadeFromWhite', 1); f(pause, 1.5); f(label, 'startMenu2', false); f(label, 'startMenu3', false); f(scene, 'title'); f(); f(choice, {'style': 'Bron', 'xPos': 'right'}); f(choice, 'CONTINUE', 'continueCheck'); f(stopMusic, 'fade', 2); f(playSound, 'kettei'); f(pause, 0.6); f(continueLastGame); f(choice, 'NEW GAME'); f(changeBg, 'black', 0.55); f(stopMusic, 'fade', 2); f(playSound, 'kettei'); f(pause, 0.6); f(startGameAndJump, 'scene0'); f(choice, 'LOAD GAME', 'autoSaveExists'); f(openMainMenu, 'load'); f(choice, 'CHEATS'); f(openMainMenu, 'cheats'); f(choice, 'OPTIONS'); f(openMainMenu, 'options'); f(choice, 'MORE GAMES!'); f(url, 'patreonURL'); f(jump, 'startMenu3'); f(endChoice); f(); f(label, 'titleScreenCredits', false); f(scene, 'black', 'fade'); f(doCall, 'credits'); f(screenEffect, 'fadeFromWhite', 1); f(jump, 'startMenu3'); f(); f(); f(label, 'scene0'); f(registerCGBasesForCheats, ['e_asleep1']); f(); f(setVariable, 'ow_castle'); f(); f(setVariable, 'oddbottom', 'Oddbottom'); f(setVariable, 'erinOrSis', 'Erin'); f(setVariable, 'Bron', 'Bron'); f(setVariable, 'B', 'B'); f(setVariable, 'eBron', 'Bron'); f(setVariable, 'eB', 'B'); f(setVariable, 'oBron', 'Bron'); f(setVariable, 'oB', 'B'); f(setVariable, 'erinOrSister', 'Erin'); f(setVariable, 'erinOrYourSister', 'Erin'); f(setVariable, 'friendOrSister', 'friend'); f(setVariable, 'eIncest', false); f(setVariable, 'incest', false); f(setVariable, 'theWhiteGirl', 'the White Girl'); f(setVariable, 'whiteGirl', 'White Girl'); f(setVariable, 'older', false); f(setVariable, 'Evilanne', 'Evilanne'); f(setVariable, 'princessOrSis', 'princess'); f(setVariable, 'thePrincess', 'the princess'); f(setVariable, 'w_angh', 'angh'); f(setVariable, 'm_angh', 'angh'); f(setVariable, 'meow', ''); f(setVariable, 'woof', ''); f(whatIf, 'furry'); f(setVariable, 'w_angh', 'woof'); f(setVariable, 'm_angh', 'meow'); f(setVariable, 'meow', ', meow'); f(setVariable, 'woof', ', woof'); f(endIf); f(whatIf, 'sister||daughter||cousin||niece'); f(whatIf, 'onlyErin'); f(setVariable, 'eIncest'); f(otherwise); f(setVariable, 'incest'); f(endIf); f(endIf); f(pause, 0.01); f(whatIf, 'incest'); f(setVariable, 'theWhiteGirl', 'the White Girl'); f(setVariable, 'whiteGirl', 'White Girl'); f(endIf); f(whatIf, 'sister'); f(setVariable, 'oddbottom', 'Bangersfield'); f(setVariable, 'erinOrSis', 'sis'); f(setVariable, 'erinOrSister', 'sister'); f(setVariable, 'erinOrYourSister', 'your sister'); f(setVariable, 'brotherAndSister', 'brother and sister'); f(setVariable, 'brother', 'brother'); f(setVariable, 'friendOrSister', 'sister'); f(setVariable, 'sis', 'sis'); f(setVariable, 'bro', 'bro'); f(setVariable, 'sisters', 'sisters'); f(setVariable, 'sisterSingular', 'sister'); f(whatIf, 'incest'); f(setVariable, 'princessOrSis', 'sis'); f(setVariable, 'thePrincess', 'your sister'); f(setVariable, 'sisterOrGwen', 'sister'); f(endIf); f(elseIf, 'daughter'); f(setVariable, 'oddbottom', 'Bangersfield'); f(setVariable, 'erinOrSis', 'kiddo'); f(setVariable, 'erinOrSister', 'daughter'); f(setVariable, 'erinOrYourSister', 'your daughter'); f(setVariable, 'brotherAndSister', 'father and daughter'); f(setVariable, 'brother', 'father'); f(setVariable, 'friendOrSister', 'daughter'); f(setVariable, 'sis', 'kiddo'); f(setVariable, 'bro', 'dad'); f(setVariable, 'sisters', 'daughters'); f(setVariable, 'sisterSingular', 'daughter'); f(setVariable, 'eBron', 'dad'); f(setVariable, 'eB', 'd'); f(setVariable, 'older', true); f(whatIf, 'incest'); f(setVariable, 'oBron', 'dad'); f(setVariable, 'oB', 'd'); f(setVariable, 'princessOrSis', 'kiddo'); f(setVariable, 'thePrincess', 'your daughter'); f(setVariable, 'sisterOrGwen', 'daughter'); f(endIf); f(elseIf, 'cousin'); f(setVariable, 'erinOrSister', 'cousin'); f(setVariable, 'brotherAndSister', 'cousins'); f(setVariable, 'friendOrSister', 'cousin'); f(setVariable, 'erinOrYourSister', 'your cousin'); f(setVariable, 'brother', 'cousin'); f(setVariable, 'sis', 'cuz'); f(setVariable, 'bro', 'dad'); f(setVariable, 'sisters', 'cousins'); f(setVariable, 'sisterSingular', 'cousin'); f(whatIf, 'incest'); f(setVariable, 'princessOrSis', 'cuz'); f(setVariable, 'thePrincess', 'your cousin'); f(setVariable, 'sisterOrGwen', 'cousin'); f(endIf); f(elseIf, 'niece'); f(setVariable, 'oddbottom', 'Bangersfield'); f(setVariable, 'erinOrSis', 'kiddo'); f(setVariable, 'erinOrSister', 'niece'); f(setVariable, 'erinOrYourSister', 'your niece'); f(setVariable, 'brotherAndSister', 'uncle and niece'); f(setVariable, 'brother', 'uncle'); f(setVariable, 'friendOrSister', 'niece'); f(setVariable, 'sis', 'kiddo'); f(setVariable, 'bro', 'uncle'); f(setVariable, 'sisters', 'daughters'); f(setVariable, 'sisterSingular', 'daughter'); f(setVariable, 'eBron', 'uncle'); f(setVariable, 'eB', 'u'); f(setVariable, 'older', true); f(whatIf, 'incest'); f(setVariable, 'oBron', 'uncle'); f(setVariable, 'oB', 'u'); f(setVariable, 'princessOrSis', 'kiddo'); f(setVariable, 'thePrincess', 'your niece'); f(setVariable, 'sisterOrGwen', 'daughter'); f(endIf); f(endIf); f(jump, 'scene0c'); f(label, 'scene0b', false); f(setVariable, 'ow_swamps'); f(setVariable, 'visits_swamps', 1); f(setVariable, 'quest_princessRape', 1); f(setVariable, 'ow_oldtown'); f(setVariable, 'visits_shithole', 1); f(setVariable, 'quest_princessRape', 1); f(jump, 'princessRape'); f(label, 'scene0c', false); f(scene, 'black'); f(label, 'nameChangeLabel'); f(whatIf, 'nameChange'); f(pause, 1); f(inputDialogue, 'Bron', 'What\'s your name?', 'Notbron'); f(whatIf, 'Bron==Taxcup||Bron==taxcup'); f(c_t, 'What? No!! Not cool. That\'s my name. Come up with something else!', 'WIPexp', true); f(jump, 'nameChangeLabel'); f(elseIf, 'Bron==bigb||Bron==BigB||Bron==Bigb'); f(c_b, 'Er... nope. I\'m gonna veto that.', 'WIPexp', true); f(jump, 'nameChangeLabel'); f(elseIf, 'Bron!=Bron'); f(setVariable, 'nameNotBron'); f(setVariable, 'B', 'initialOf.$Bron'); f(whatIf, 'eBron==Bron'); f(setVariable, 'eBron', '$Bron'); f(setVariable, 'eB', 'initialOf.$Bron'); f(endIf); f(whatIf, 'oBron==Bron'); f(setVariable, 'oBron', '$Bron'); f(setVariable, 'oB', 'initialOf.$Bron'); f(endIf); f(changeName, b, '$Bron'); f(endIf); f(endIf); f(scene, 'black', 'fade'); f(setVariable, 'lastloc', 'village'); f(pause, 3.5); f(playSound, 'step'); f(e, 'Bron!'); f(pause, 1); f(playSound, 'pantsOff'); f(b, 'Ngh...'); f(pause, 1.2); f(playSound, 'blanketRemoved'); f(pause, 0.1); f(e, 'Bron! Wake up already! Sleepy-head!'); f(pause, 0.5); f(b, 'Ungh?'); f(screenEffect, 'painsen'); f(textEffect, 'Ouch!!', 460, 220, x, x, -20, 'hShakeFade'); f(playSound, 'bodyHit'); f(pause, 1); f(b, 'Ugh... my head... what happened? It feels like my brains are about to explode.'); f(playMusic, 'sillytheme'); f(scene, 'inn_day'); f(screenEffect, 'fadeFromBlack', 3, 'crap'); f(setZoom, 'bg', 1.6, 400, 300); f(effect, 'bg', 'blur', 10, x); f(person, e, 0, 'irritated'); f(setZoom, e, 2.1); f(pause, 2); f(person, e, 0, 'angry'); f(effect, e, 'joltLeft'); f(whatIf, 'nameNotBron'); f(whatIf, 'daughter'); f(e, 'Dad? Daa-aad! Bron of Oddbottom! Wake up!'); f(otherwise); f(e, 'Bron!'); f(endIf); f('Though your head is pounding like a retarded troll on percussion, you\'re overcume by an urgent desire to correct the record, before it\'s too late.'); f(b, 'Look, Erin... $erinOrSis$... let me stop you right there.'); f(scene, 'black', 'fade'); f(pause, 0.5); f(playSound, 'blanketRemoved'); f(pause, 0.3); f('You get up, as the pounding in your head speeds up.'); f(scene, 'inn_day'); f(screenEffect, 'fadeFromBlack', 1); f(person, e, 'alt', 'neutral_alt'); f(setZoom, e, 1.5); f(e, 'What?'); f(b, 'I\'m not... my name is not Bron.'); f(effect, e, 'joltRight'); f(person, e, 0, 'shocked'); f(e, 'What? But... this is... this is <i>Bron\'s Quest</i>, is it not?!'); f(b, 'Nevertheless... my name, it\'s... it\'s...'); f(effect, e, 'joltLeft'); f(person, e, 0, 'huh'); f(e, 'Wh-what? What is it?!'); f(b, 'It\'s... it\'s $Bron$.'); f(pause, 0.5); f(playSound, 'surprisedSound'); f(pause, 0.5); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltRight'); f(e, '$B$-$Bron$?! Are you... are you kidding me?!'); f(b, '... Yeah, I wish. Anyways... Let\'s pretend everything\'s normal. Please? For the sake of my sanity.'); f(effect, e, 'joltLeft'); f(person, e, 'alt', 'embarrassed_alt'); f(e, 'B-but... you want me to actually call you...'); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltRight'); f(e, '$Bron$...?'); f(b, '$erinOrSis$... it\'s not about what I want. It\'s... it\' about what the player wants.'); f(e, 'B-but... why?'); f(b, 'He\'s a... he\'s a...'); f('You hesitate to even take the word into your mouth.'); f(b, 'He\'s a <i>patron</i>, Erin. He\'s paid good money for this, so that he can... so that he can...'); f('You feel the tears begin to well up. No, $Bron$! You won\'t cry. You won\'t. Not in front of your $friendOrSister$. Not today.'); f('You take a deep breath.'); f(b, 'So he can <i>self-insert</i> into me!!!'); f(playSound, 'surprisedSound'); f(pause, 0.5); f(effect, e, 'joltRight'); f(person, e, 0, 'angryEmbarrassed'); f(e, 'S-self insertion?!?!'); f(b, '.... yes. Self... self insertion. Now... please, Erin....'); f(screenEffect, 'painsen'); f(screenEffect, 'zoom'); f(playSound, 'bodyHit'); f(screenEffect, 'shake', 8, 0.3); f(b, 'Ugh... I\'m in too much pain, as it is. Can we get on with it, please...?'); f('There\'s a shade of desperate begging in your voice that even surprises yourself.'); f(b, 'But just... don\'t call me Bron, OK? It\'s... it\'s $Bron$.'); f(effect, e, 'joltLeft'); f(person, e, 0, 'huh'); f(e, 'I... I see.'); f(b, 'So... you were saying?'); f(person, e, 'alt', 'eyesClosed_alt'); f(e, 'Well, um... right. I... OK. Just... just let my collect myself. Give me a second. Wow. Phew.'); f(pause, 1); f(effect, e, 'joltLeft'); f(person, e, 'alt', 'sad_alt'); f(e, 'Right... The thing is, I don\'t... I don\'t remember what happened yesterday after we encountered the slime monster, but I\'m pretty certain I had more than 200 gold on me.'); f(otherwise); f(e, '$eBron$! '); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltRight'); f(e, 'The innkeeper is asking for money, and I... I don\'t have any!'); f(b, 'Erin, god damn it...'); f(screenEffect, 'fadeToBlack', 1.4); f(pause, 1.5); f(scene, 'black'); f(pause, 0.5); f('You get up, as the pounding in your head speeds up.'); f(pause, 0.5); f(playSound, 'blanketRemoved'); f(pause, 0.3); f(scene, 'inn_day'); f(screenEffect, 'fadeFromBlack', 2); f(person, e, 'alt', 'sad_alt'); f(setZoom, e, 1.5); f(pause, 1); f(e, 'Hey, I\'m sorry...'); f(effect, e, 'joltRight'); f(e, 'I know I had like 20 gold on me, but... I don\'t even remember what happened yesterday, after we encountered the slime monster.'); f(endIf); f(person, e, 0, 'shocked'); f(effect, e, 'joltLeft'); f(e, 'Did I... was I knocked unconscious?'); f(b, 'Ha! You bet your ass you were. I had to carry you all the way back here to the village.'); f(effect, e, 'joltRight'); f(person, e, 'alt', 'sad_alt'); f(e, 'Oh...'); f(effect, e, 'joltRight'); f(person, e, 0, 'huh'); f(e, 'But... what happened to my gold?'); f(b, '... Well, uh... Let\'s see if I can remember...'); f(screenEffect, 'painsen'); f(screenEffect, 'zoom'); f(playSound, 'bodyHit'); f(screenEffect, 'shake', 8, 0.3); f(pause, 0.5); f(b, 'Ngh...'); f('You feel like there\'s an ork playing the drums inside your head. What\'s going on?'); f('Oh, right.'); f('You drank like a fish yesterday night... and crawled back here like a rat. It\'s all coming back to you and you realize you may have... <i>borrowed</i>...'); f('Some, or indeed, <i>all,</i> of Erin\'s money, before heading out.'); f('You figure there\'s no need letting her know about it now, though.'); f('$erinOrYourSister$ gets all too easily upset by innocent things like that.'); f('Let bygones be bygones, as your humble narrator always says.'); f(b, 'I... I don\'t know, actually. You must have dropped them.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft'); f(whatIf, 'incest||eIncest'); f(e, 'Drats. Well, I\'m sorry but... it looks like you\'re going have to pay for your $sisterSingular$ as well!'); f(b, 'Alright, fine... but...'); f(otherwise); f(e, 'Drats. Well, I\'m sorry but... you\'re going to have to pay for me as well!'); f(b, 'Hey, that\'s not the deal! When you hired me, I specifically asked whether lodging was included!'); f(e, 'I know, I know, but... I\'ll pay you back later, OK? I just... I\'m sorry, but i don\'t have the money right now.'); f(endIf); f('Hmm... maybe you could use this to your advantage...?'); f(c_t, 'Um, I\'ll just jump in here, for now. Hi! I\'m Taxcup. I wrote this game.'); f(c_b, 'Hi, I\'m BigB. I\'m the producer.'); f(c_t, 'There isn\'t a lot of commentary in here yet.', 'unhappy'); f(c_t, 'Most of it is from a session we did 2 years ago... when we thought the game was mostly done anyways.', 'embarrassed'); f(c_b, 'LOL', 'bigbsweetjesus'); f(c_t, 'Anyways, I just thought I should mention this, in case somebody bothered to turn commentary mode on after unlocking both endings. Go on with the game.'); f(choice); f(choice, 'Let it slide for this time, but let Erin know she owes you one.'); f(setVariable, 'erinOwesFavors', 1); f(b, 'Fine, I\'ll let it slide for now, but you owe me one, OK?'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(e, 'Thanks.'); f(pause, 0.5); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 0.5); f(stopMusic, 'fade', 2); f('You get up, get ready, and pay the innkeeper for last night.'); f(pause, 0.5); f(jump, 'village_start'); f(choice, 'Ask her for a favor now. A bird in the hand is worth two in the bush.'); f(endChoice); f(b, 'Fine, Erin! I\'ll pay, but! There\'s a but!'); f(b, 'You\'re going to have to do me a favor.'); f('Erin sighs.'); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight'); f(e, 'Alright, what do you want this time, you perv?'); f(choice); f(choice, 'A blowjob.'); f(b, 'I want a blowjob, right now.'); f(stopMusic); f(playSound, 'jan1'); f(person, e, 0, 'shocked'); f(effect, e, 'joltRight'); f(screenEffect, 'shuchusen', 1); f(screenEffect, 'zoom'); f(whatIf, 'virgin||mindcontrol'); f(e, 'B-by Rhygar\'s virtue! I would never do something <i>shameful</i> like that!'); f(otherwise); f(e, 'B-by Rhygar\'s virtue... You know I hate putting that thing in my mouth, $eBron$!'); f(endIf); f(whatIf, 'incest||eIncest'); f(person, e, 0, 'shouting'); f(effect, e, 'joltLeft'); f(e, 'Besides, it\'s-, it\'s ungodly! We\'re $brotherAndSister$!'); f(b, '$erinOrSis$, do you have any ideas how god damn incestous the Gods were? You know they\'re all related, right? Every single one of them.'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, 'B-but...'); f(b, 'Yes, I know what the Holy Masters say... but I\'m telling you, it\'s just a classic case of "do as I say, not as I do". I, for one, think it\'s only fair we hold ourselves to the same standards they do!'); f(otherwise); f(b, 'Well, maybe you should have thought about that before you got knocked out yesterday.'); f(endIf); f(whatIf, 'hypnosis'); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft'); f(e, 'L-look, $eBron$! It\'s not going to happen, and that\'s that!'); f('You sigh.'); f(b, 'Look, Erin, I really didn\'t want to do this, but...'); f(b, 'I mean, actually, I kind of did, but...'); f(pause, 0.4); f(screenEffect, 'spiral', 8); f(playSound, 'hypnosisSpell'); f(pause, 1); f(person, e, 'hypno', 'neutral'); f(removeScreenEffects, 'fade', 2); f('WIP'); f(otherwise); f(whatIf, 'incest||eIncest'); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft'); f(e, 'Still-'); f(b, 'Besides, we\'re not going to actually copulate, are we? I\'m not proposing to allow old <i>Drogon</i> inside of your birthing canal, now am I?'); f(c_b, 'Dracarys!'); f(b, 'I mean, yes, that\'d be downright sinful, I agree.'); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltRight'); f(e, 'Y-you do?'); f(b, 'Yes, for me use up my $sisterSingular$\'s prized virginity while I\'m this hungover? That\'d be a sin, and a horrible waste at that. When the time comes for me to, er, <i>deplete your shield,</i> I want to be able to fully enjo-'); f(person, e, 0, 'shouting'); f(effect, e, 'joltLeft'); f(e, 'Oh, shut up, you perv! In your dreams! That\'s never going to happen! Never in my lifetime will I be found out having sex with my perverted $brother$!'); f(whatIf, 'niece'); f(b, 'Hmpf. You\'re mother was never this fussy about letting me fuck her. She\'d take care of her sisterly duties whenever prompted-'); f(effect, e, 'joltLeft'); f(e, 'I don\'t believe you! M-mom would never h-have-'); f(b, 'OK, OK. Fine. Believe what you will.'); f(otherwise); f(b, 'Alright, then.'); f(endIf); f(b, 'How about that blowjob, though?'); f(endIf); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight'); f(whatIf, 'virgin'); f(e, '...'); f(e, 'I-I... I guess I don\'t have a choice...'); f(b, 'That\'s right.'); f(otherwise); f('Erin sighs.'); f(person, e, 0, 'angry'); f(effect, e, 'joltLeft'); f(e, 'Dammit. Fine. I guess I do owe you one.'); f(endIf); f(endIf); f(choice, 'Sex.'); f(setVariable, 'askedErinForSex'); f(stopMusic); f(playSound, 'jan1'); f(person, e, 0, 'shocked'); f(effect, e, 'joltRight'); f(e, 'H-have you gone mad, $eBron$? You know I\'m saving my virginity for the love my life, the warrior priest Qayn, currently falsely imprisoned on drummed up charges by the evil Princess Roynette! That\'s the whole reason we\'re travelling together!'); f(e, 'Don\'t tell me you had already forgotten?!'); f(setVariable, 'expositioned', 1); f('Nothing is as yummy as a little exposition in the morning.'); f(whatIf, 'incest||eIncest'); f(person, e, 0, 'shouting'); f(e, 'Besides, $eBron$, you\'re my $brother$! It\'s ungodly! $brotherAndSister$, <i>c-copulatin\'?!</i> Wh-when hell freezes over!'); f(endIf); f(person, e, 'alt', 'embarrassed_alt'); f(effect, e, 'joltLeft'); f(e, 'I\'d... I\'d rather die than let you stick that <i>thing</i> inside my... my place of holiness.'); f('You let off a sigh.'); f(b, 'Yeah, yeah, I figured as much, but it never hurts to ask.'); f(b, '... Blowjob it is, then.'); f(playSound, 'jan1'); f(person, e, 0, 'shocked'); f(effect, e, 'joltRight'); f(whatIf, 'virgin'); f(e, '...'); f(person, e, 'alt', 'eyesClosed_alt'); f(e, '... I... I guess I don\'t have a choice... no matter how disgusting I find the idea...'); f(otherwise); f(e, '...'); f(e, 'I... I guess I don\'t have a choice. I do owe you...'); f(endIf); f(whatIf, 'incest||eIncest'); f(b, 'That\'s right, $singularSister$. Get to it.'); f(endIf); f(jump, 'blowjob1'); f(choice, 'Just tell her she\'ll owe you one.'); f(b, 'Uh, never mind. You owe me one.'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(e, 'Thanks!'); f(scene, 'black', 'fade'); f(pause, 1); f('You get up, get your stuff in order and pay off the innkeeper.'); f(stopMusic, 'fade', 1); f(pause, 1.4); f(jump, 'village_start'); f(endChoice); f(); f(); f(label, 'blowjob1'); f(setVariable, 'erinBlowjob'); f(b, 'Well, get to work!'); f(remove, e); f(pause, 0.4); f(scene, 'black', 'fade'); f(playSound, 'clothesOffShorter'); f(pause, 1); f('Though she doesn\'t seem all too happy to, Erin sits herself on the ground in front of you.'); f(playSound, 'smb_powerup_appears'); f(pause, 0.8); f('You immediately feel your package powering up in anticipation.'); f('With an untoward look on her face, Erin pulls down your pants.'); f(playSound, 'clothesOffShorter'); f(pause, 3); f(label, 'blowjob1_2', false); f(cgs, 'e_blowjob', 0, [0, 'exp_reluctantUp']); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'smb_bump'); f(textEffect, '<THUD>', 440, 294, x, 0.6, 26, 'shakeFade', 10, 3); f(pause, 1.5); f('Your erect penis bounces up happily, and hits Erin in the face with a small <i>thud.</i>'); f(pause, 2); f(e, 'E-ew...!'); f(b, 'Hey, don\'t be like that... not when he\'s so happy to see you!'); f(whatIf, 'virgin'); f('And indeed he is.'); f('You can hardly believe your luck — after all that coaxing, $erinOrYourSister$ is finally going to go down on you...!'); f(e, 'P-please... d-don\'t do anything weird...!'); f(b, 'Come on! Get to it already!'); f(otherwise); f('And indeed he is. While Erin\'s "place of holiness" has remained out of reach for you, you have received your fair share of blowjobs.'); f(whatIf, 'sister||cousin'); f('Ever since you were teenagers, it\'s been your favorite pastime — to figure out how to coax her into it.'); f(elseIf, 'daughter'); f('Ever since her mother left you with her when Erin was a teenager, it\'s been your favorite pastime — to figure out how to coax her into it.'); f(endIf); f(whatIf, 'incest||eIncest'); f('You figure she probably enjoys it on some level... or she\'d protest much more.'); f(endIf); f(endIf); f(cgs, 'e_blowjob', 'fade', [0, 'exp_eyesHalfClosedUp']); f(screenEffect, 'zoom'); f(pause, 2); f(cgs, 'e_blowjob', x, [0, 'exp_headDown']); f(setZoom, 'bg', 1.5, 440, 294, 'fade', 0.2); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'smb_pipe'); f(screenEffect, 'shuchusen'); f(pause, 0.3); f(setZoom, 'bg', 1.4, 440, 294, 'fade', 0.05); f(pause, 0.1); f(setZoom, 'bg', 1.5, 440, 294, 'fade', 0.1); f(pause, 1); f(e, '<i>Aumbg!</i>'); f('Erin takes you all in, in one sudden sweep.'); f(setZoom, 'bg', 1, x, x, 'fade', 1); f(loopSound, 'blowjob'); f(textEffect, '<SQUISH!>', 340, 294, x, 0.7, -26, 'shakeFade'); f(b, 'Oh, my...'); f(screenEffect, 'shake', 10, 0.2); f(b, 'Ngh!'); f(textEffect, '<SHLURP!>', 490, 292, x, 0.8, 22, 'shakeFade'); f('When you feel $erinOrYourSister$\'s tongue suddenly surround your shaft, you can\'t help yourself almost jumping out of your seat.'); f(screenEffect, 'zoom'); f(b, 'Mmmm...'); f(pause, 2); f(textEffect, 'Angh...', 465, 254, 'Blue', 1, 12, 'hShakeFade'); f(screenEffect, 'shuchusen'); f(b, 'Girl, that\'s it. That\'s exactly it...'); f(b, 'Now, start moving your head up and down.'); f('Erin complies, and begins moving her head up and down, slowly at first...'); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 1.5); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 1.3); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 1); f('... then increasingly fast.'); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 0.8); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 0.7); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 0.7); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 0.7); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 0.7); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(screenEffect, 'zoom', 0.2, 0.7); f(pause, 0.7); f(screenEffect, 'shuchusen'); f(b, 'Ngh... mmm...'); f(b, 'That\'s it... Damn, $erinOrSis$! You know what you\'re doing!'); f('Are you imagining things, or his her mouth getting warmer and warmer? It\'s sure getting comfier and comfier in there.'); f(pause, 1); f(screenEffect, 'zoom'); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(pause, 0.7); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(pause, 0.7); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(pause, 0.7); f(screenEffect, 'verticalShake', 30, 0.2, 15); f(pause, 0.7); f(b, 'Nghh...'); f(pause); f(whatIf, 'virgin'); f('Shit. You\'re already seconds from cumming. You wanted to make your $erinOrYourSister$\'s first time blowing you last, but... alas. Too late to do anything about it now.'); f(otherwise); f('Before you have a mind to make her stop, you\'re already seconds from cumming. Not that this was unexpected -- the more blowjobs you\'ve coaxed out of $erinOrYourSister$ -- the better she\'s gotten at it.'); f('It makes sense from her perspective, of course, as a mostly unwilling participant. The better it feels to you, the sooner you\'ll cum, and the sooner she can take your dick out her mouth.'); f('A win-win situation, really.'); f(endIf); f('Time to decide where you want your load to end up.'); f(choice); f(choice, 'Cum in her mouth.'); f(stopLoop); f(cgs, 'e_blowjob', 'fade', [0, 'exp_headDown', 'arms']); f(pause, 0.4); f(screenEffect, 'shake', 10, 0.2); f(pause, 0.6); f(cgs, 'e_blowjob', x, [0, 'exp_headDown', 'cumInside', 'arms']); f(setZoom, 'bg', 1.5, 440, 294, 'fade', 0.2); f(screenEffect, 'shuchusen'); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'splat'); f(pause); f(e, 'Mfff mfmfgfhff!!'); f(setZoom, 'bg', 1, x, x, 'fade', 2); f('You hold her head down to your crotch, not letting your cock fall out of her mouth until she has swallowed all of your seed. After a couple of seconds of fighting it, you hear her gulp, loudly.'); f(pause, 1); f(screenEffect, 'shuchusen'); f(playSound, 'gulp'); f(pause, 0.5); f(b, 'Good girl.'); f(cgs, 'e_blowjob', 'fade', [0, 'exp_headDown', 'cumInside']); f(pause, 0.2); f(playSound, 'spittake'); f('You release her. Erin\'s head pulls back quickly. She begins spitting out whatever\'s rest of your cum.'); f(scene, 'black', 'fade'); f(pause, 1.5); f(whatIf, 'virgin'); f('With tears welling up her inside her eyes, Erin looks at you, indignantly.'); f(e, 'Y-you, you... pig! How could you do this to me!?'); f(b, 'Hey, now. You\'re a virgin in a bunch of other places, still. Don\'t cry.'); f(otherwise); f(e, 'You pig! That\'s the last time I do you a favor!'); f(b, 'Hey, now.'); f(endIf); f(pause, 1.5); f(playSound, 'pantsOff'); f(pause, 0.1); f(playSound, 'blanketRemoved'); f(pause, 0.5); f('You get out of bed.'); f(choice, 'Pull out, and cum on her face.'); f(stopLoop); f(cgs, 'e_blowjob', 'fade', [0, 'exp_surprisedUp', 'cumOutside']); f(screenEffect, 'shuchusen'); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'cumSpray'); f(pause); f(e, 'Eeewww... $eBron$, in the name of Etemis\' Bracelet of Fire!'); f('You shoot her a confident smile.'); f('Much like you just shot her face with a confident amount of cum.'); f('... but I digress.'); f(b, 'I\'m sorry, I forgot you\'re one of those girls who swallow.'); f('Erin blushes.'); f(whatIf, 'virgin'); f(e, 'I\'d... I\'d never...!'); f(b, 'The lady doth protest too much, methinks. You\'re a <i>gulper</i>, $erinOrSis$, no point in denying it.'); f(otherwise); f(e, 'I\'m not! It... it just happened, that one time.'); f(endIf); f(pause, 1); f(scene, 'black', 'fade'); f(pause, 1); f(playSound, 'pantsOff'); f(pause, 0.1); f(playSound, 'blanketRemoved'); f(pause, 0.5); f('After Erin has cleaned up her face, you get out of bed.'); f(endChoice); f(pause, 1.3); f('You head downstairs...'); f(playSound, 'coinDrop'); f(pause, 0.5); f('... and pay the innkeeper what he\'s owed, and you head out.'); f(pause, 0.8); f(jump, 'village_start'); f(label, 'village_start'); f(scene, 'village_day', 'fade'); f(playMusic, 'goodspirits'); f(pause, 0.7); f(whatIf, 'erinBlowjob'); f(person, e, 'alt_cum', 'neutral_alt', 'p3.5'); f(otherwise); f(person, e, 'alt', 'neutral_alt', 'p3.5'); f(endIf); f(setZoom, e, 1.3); f(pause, 0.6); f(e, 'So...'); f(whatIf, 'erinBlowjob'); f(pause, 1.2); f('Should... should you tell her?'); f('You decide to do a good deed, for once.'); f(pause, 0.5); f(whatIf, 'incest||eIncest'); f(b, 'You\'ve... you\'ve still got some of your $brother$\'s cum, on your face...'); f(otherwise); f(b, 'You\'ve... you\'ve still got some cum, on your face.'); f(endIf); f(pause, 1); f(stopMusic); f(playSound, 'surprisedSound'); f(person, e, 'cum', 'veryShocked'); f(effect, e, 'joltRight2'); f(e, '...!'); f(pause, 1); f(playSound, 'swish'); f(person, e, 'behind', x, x, x, x, x, x, x, 0); f(pause, 0.4); f(effect, e, 'joltLeft'); f(pause, 0.4); f(effect, e, 'joltRight'); f(pause, 0.4); f(effect, e, 'joltLeft'); f(pause, 0.4); f(effect, e, 'joltright'); f(pause, 0.8); f(playSound, 'swish'); f(person, e, 0, 'angryEmbarrassed', x, x, x, x, x, x, 0); f(pause, 1); f(e, 'Th-there...'); f(b, 'Good times.'); f(pause, 0.5); f(playMusic, 'goodspirits'); f(pause, 0.5); f(person, e, 'alt', 'embarrassed_alt'); f(effect, e, 'joltRight'); f(e, 'A-anyway... what\'s the plan for today...?'); f(otherwise); f(effect, e, 'joltLeft'); f(e, '... what\'s the plan for today?'); f(endIf); f(pause, 0.4); f(whatIf, 'expositioned<1'); f(setVariable, 'expositioned', 1); f(person, e, 'alt', 'pouting_alt'); f(effect, e, 'joltRight'); f(e, 'How can we get closer to saving the love of my life, the warrior monk Quitus, who is being falsely imprisoned on drummed up charges by the evil Princess Roynette?'); f(whatIf, 'daughter'); f(b, 'Right. Let me just again mention, for the record, how I\'m <i>totally</i> opposed to this whole "I\'m old enough to be seeing to anybody\'s sexual needs except my father\'s" charade you keep insisting on performing.'); f(effect, e, 'joltLeft'); f(person, e, 0, 'huh'); f(e, 'Whatever...'); f(otherwise); f(b, 'Right.'); f(endIf); f(whatIf, 'virgin'); f(effect, e, 'joltRight'); f(person, e, 'alt', 'pouting_alt'); f(e, 'The very man I\'m saving my <I>pristine virginity</i> for!'); f(whatIf, 'erinBlowjob'); f(b, 'Let\'s be precise. Your pristine <i>vaginal</i> virginity. Remember what happened this morning...'); f(person, e, 0, 'angryEmbarrassed'); f(effect, e, 'shake'); f(e, 'A-and my anal virginity as well, thank you very much!!'); f(b, 'Well... that\'s only because you clench so hard when you\'re asleep...'); f(effect, e, 'joltRight'); f(person, e, 0, 'shouting'); f(e, 'Sh-shut up!'); f(person, e, 0, 'neutral'); f(e, 'So... anyways...'); f(otherwise); f(b, 'Hmf, yeah, well, we\'ll see about that.'); f(endIf); f(endIf); f(endIf); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(e, 'So, yesterday, if I recall correctly...'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft'); f(e, 'We went to Catacombs of the Slime Monsters in search for Hund the Slow, who supposedly knows the whereabouts of my dear Quinty.'); f(effect, e, 'joltRight'); f(e, 'So...'); f(e, 'What happened after I passed out? Did you have any luck in finding him?'); f(choice); f(choice, 'Tell her what happened.'); f(choice, 'Cut the small talk.'); f(b, 'You know, that\'s not important.'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, 'Wh-what?'); f(b, 'I mean... we\'re gonna skip ahead a little. Past all this conversation.'); f(effect, e, 'joltLeft'); f(e, 'B-but why?'); f(b, 'I dunno. Probably the player got tired of seeing this convo on the start-up of every new game.'); f(jump, 'village_wanderers'); f(endChoice); f(b, 'Well, Erin, my trusty companion — turns out that whole thing was a dead end — quite literally.'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(stopMusic); f(playSound, 'recordScratch'); f(e, 'A... a dead end...?'); f(b, 'Well... Let\'s just say that Hund the Slow will henceforth perhaps be better known as... Hund... <i>the Very Slow.</i>'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, 'Wh-what do you mean?'); f(b, 'Or Hund the <i>Slow Indeed</i>... nay, Hund, the <i>Not Very Much Moving</i>... Hund, the-'); f(effect, e, 'joltRight'); f(e, '$eBron$...'); f(pause, 2); f(b, 'Yes?'); f(person, e, 0, 'shocked'); f(effect, e, 'joltLeft'); f(playSound, 'surprisedSound'); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(e, 'Are you trying to tell me he\'s <i>dead?</i>'); f(playSound, 'jan1'); f(pause, 0.1); f(screenEffect, 'smallShake'); f(b, 'What!? $erinOrSis$, <i>gross!</i> Don\'t be so morbid! I swear, where do you get off, always suggesting everybody and their mother are dead?!?!'); f(person, e, 0, 'shouting'); f(effect, e, 'joltLeft'); f(e, '<i>What then?!</i>'); f(b, 'Hm?'); f(playMusic, 'goodspirits'); f(b, 'Oh, well, the poor bugger had recently sprained his leg, is all I\'m saying. Obviously that will hinder him from walking very fast. <i>Really,</i> $erinOrSis$...!'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, '...'); f(b, 'No, you see, it was a dead end, <i>quite literally,</i> because I found our dear Hund sitting on a bunch of rotten corpses at the very end of the catacombs.'); f(stopMusic); f(playSound, 'recordScratch'); f(person, e, 0, 'shocked'); f(effect, e, 'joltLeft'); f(screenEffect, 'shuchusen'); f(screenEffect, 'smallShake'); f(e, '$eB$-$eBron$!'); f(b, 'What...?'); f(e, 'That\'s-, that\'s actually the correct usage of the word <i>literal!!</i> '); f(b, 'Yes, I know! I\'m not actually using it to mean the complete opposite of the actual, <i>literal</i> meaning of the word <i>literal</i> itself, like so many other mouthbreathers!'); f(effect, e, 'joltRight'); f(e, 'I\'m... I\'m genuinely impressed!'); f(playMusic, 'goodspirits'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft'); f(e, 'So... uh, what did he tell you?'); f(b, 'Oh, it was actually a dead end in the figurative sense, as well. The poor bugger was stark raving mad, don\'t you know.'); f(b, 'Wouldn\'t say a word, except to chant "OOGA-CHAKA, OOGA-CHAKA".'); f(person, e, 'alt', 'eyesClosed_alt'); f(e, 'And that\'s... such an old song, too.'); f(b, 'Indeed. Pretty hard to get your freak on when 80\'s cheese ain\'t your <i>cuppa.</i>'); f(stopMusic); f(playSound, 'recordScratch'); f(person, e, 0, 'huh'); f(screenEffect, 'shuchusen'); f(effect, e, 'joltRight3'); f(e, 'B-but... didn\'t you just say his leg was sprained...?'); f(b, 'Come on $erinOrSis$. Beggars can\'t be choosers.'); f(effect, e, 'joltRight'); f(e, 'What?'); f(b, 'We sang, and we danced, and...'); f(pause, 0.2); f(playSound, 'farawayFart'); f(item, 'fartfliers', -30, 180); f(pan, 'fartfliers', 280, -280, 3.1); f(pause, 1.6); f(b, '... It was beautiful.'); f(c_t, '<i>Swiss Army Man</i> reference there, for those of you in the know.'); f(person, e, 'behind', 'indisbelief'); f(effect, e, 'joltRight'); f(e, 'Wh-...'); f(pause, 0.5); f(playMusic, 'goodspirits'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft'); f(e, 'Nevermind.'); f(c_b, 'Erin\'s not in the know, then!!'); f(effect, e, 'joltRight'); f(e, 'So... it was all in vain, essentially? Boiling it down?'); f(b, 'Oh, not quite. There was a bunch of treasure chests about the place filled with gold and magical weapons... as well as a pristine elven virgin perched on top of the largest one of them.'); f('You drool at the memory. Those pristine elven virgins... Nghhh...'); f(c_b, 'So why didn\'t $Bron$ dance with her instead of Hund the Slow?'); f(c_t, '...'); f(c_t, '\'s the law of diminishing returns, and all that.'); f(c_t, 'INCEPTO-POP REFERENCE WHAMMY CHICK-AWOW-WOW!!'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft'); f(e, '... and our quest?'); f(b, 'The quest...?'); f(notification, 'REMINDER: You\'re on a quest, mate!', x, 0.8); f(b, 'Oh, <i>the quest!</i> No, sorry, we\'re no closer to finding out where old Queefy is being held then we were two days ago.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft'); f(e, 'Hmpf. So... to reiterate — what\'s the plan?'); f(b, 'Well, we\'ve ended up in... wait, where are we, exactly?'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(e, 'I, uh...'); f(effect, e, 'joltLeft'); f(e, 'It\'s... <i>Quaint Little Village #4,</i> isn\'t it?'); f(b, 'Right. It is. So I guess we should just get the fuck outta here, before, you know.'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, 'What?'); f(b, 'Before we get bored as fuck.'); f(person, e, 'alt', 'smiling_alt'); f(effect, e, 'joltLeft'); f(e, 'Right-ho.'); f(b, '...'); f(e, '...'); f(b, 'For that! That we wouldn\'t want to be.'); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight2'); f(e, 'What?'); f(b, '<i>That</i>, my dear $Bron$son.'); f(e, 'Bored?'); f(b, 'Or, you know. A rose, by any other name..'); f(e, 'Right...'); f(pause, 1); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft'); f(e, 'Um... back to leaving then, are we?'); f(b, 'Leave, or not to leave. <i>THAT</i>. Is the question.'); f(pause, 1); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltLeft'); f(e, 'Is <i>this</i>... is this what I think it is?'); f(b, 'What?'); f(effect, e, 'joltLeft'); f(e, 'Padding?'); f(b, 'What?'); f(effect, e, 'joltRight'); f(e, 'Is this dialogue... is it <i>padding</i>?'); f(b, 'What?'); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltLeft'); f(e, 'Ehum... <i>Entirely superfluous material in a book, etc., introduced solely in order to make it reach a desired length.</i>'); f(pause, 1.5); f(b, '... Kind of like an erection, then? With all that extendin\' to a desired length, an\', uh...'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(playSound, 'ehumGirlexcusemetypeofCoughSoundmaybeWIP'); f(e, '$eBron$, that\'s... thank you, for the simile. I just mean, that we\'re wasting time here before jumping to the overworld screen for no other purpose than to extend the time it takes to play through the game.'); f(b, 'Oh. Right. That.'); f(b, '...'); f('<i>Yes.</i> Yes it is.'); f(effect, e, 'joltRight'); f(e, 'Well... uh, OK. Thank you for your honesty, narrator... I guess.'); f('You and Erin are suddenly filled with an <i>enormous</i> feeling of gratitude towards this all-seeing, omnipotent, most likely <i>incredibly</i> handsome an-'); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft'); f(e, 'OK OK, narrator, that\'s enough. Let\'s not kill the cow that calved...'); f(whatIf, 'commentary'); f(c_t, 'The narrator is not me, by the way. He\'s like... a third character. Part of the story, in a sense.'); f(b, 'Shut up, Taxcup! Don\'t pretend you\'re not a part of it too...!'); f(c_t, '...', 'worried'); f(endIf); f(effect, e, 'joltRight'); f(e, 'Let\'s head towards Oldtown, shall we? I\'m sure we\'ll be able to find more clues about Quoreen\'s whereabouts there.'); f(b, 'OK, fine.'); f(e, 'Great.'); f(b, '...'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'So...?'); f(b, 'Oh, I\'m sorry. Actually, I was waiting for something interesting to happen. Usually, there\'ll be somebody bursting in with a, you know, a <i>quest</i> or something. At times like these.'); f(b, '"Oh, young travellers! You come in the eleventh hour, for I hath a mostly sore knee! Could thou please put a generous portion of lotion on it, and I\'ll help thee find whom thee are searching for!"'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, 'Right...'); f(b, 'Oh, come on. Don\'t give me that look. You know perfectly well what I\'m talking about.'); f(b, 'Anyway... I guess it\'s not happening, so... let\'s get going.'); f(label, 'village_wanderers', false); f(changeName, wg, '????'); f(stopMusic); f(playSound, 'surprisedSound'); f(screenEffect, 'smallShake'); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(wg, 'Not so fast, wanderers!'); f('A white figure shouts at you from across the square. You can\'t make out much of it, except... that whoever it is, they apparently has a penchant for white clothing.'); f(person, e, 'behind'); f(effect, e, 'joltRight2'); f(e, 'Well I\'ll be...'); f(b, '... <i>Nope.</i>'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, 'Huh?'); f(b, 'Ain\'t having none of that. <i>Too little, too late!</i> Come on Erin, we\'ve already given "Quaint Little Shitstain #4" <i>plenty</i> of opportunities to throw its fair share of old, wrinkled-up quest-givers at us <i>before</i> I decided it was time to leave.'); f(person, e, 'behind'); f(effect, e, 'joltRight'); f(e, 'Look-'); f(b, 'Hey, if they can\'t respect our busy schedule, why should we respect their retarded fetch quests?'); f(effect, e, 'joltRight'); f(e, 'But... look, the quest giver, it\'s-...'); f(e, 'It\'s a girl...!'); f(screenEffect, 'zoom'); f(playSound, 'hakken-janjanjanshinshin'); f(pause, 1); f(b, '...'); f(changeName, wg, 'White Quest Girl'); f(choice); f(choice, '"THIS CHANGES EVYERNTI... EVEYR"'); f(b, 'EVERYTHING!!!!!'); f(jump, 'yepQuest'); f(choice, 'Nope out of here.'); f(setVariable, 'ranAwayFromWhiteGirl'); f(b, 'No, $erinOrSis$. We nopin\' da hell out of dis shit like <i>fo\' real.</i> I\'ve been itching to get to that overworld map...'); f(b, 'Now, run! Before she gets to us!'); f(person, e, 0, 'indisbelief'); f(e, 'Huh?!'); f(jump, 'nopedQuest'); f(endChoice); f(label, 'nopedQuest'); f(setVariable, 'quest_wg', -1); f(playSound, 'runningAwayOnGravel'); f('Heroically, you run away.'); f(c_t, '♪ Oh, brave Sir Robin! When danger reared its ugly head, ♪', 'taxcupderp'); f(c_t, '♪ he bravely turned his tail and fled. ♪', 'taxcupderp'); f(pause, 3); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight'); f(e, '...'); f(c_b, 'I wish we had more of a facepalm-y graphic for Erin. Would have been plenty useful.'); f(remove, e); f(pause, 0.3); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'nopingQuest'); f(setVariable, 'quest_wg', -1); f(effect, wg, 'joltLeft'); f(wg, 'Um... OK, whatever. I\'ll find somebody else. A more adventurous group of adventurers, I suppose.'); f(b, 'Fine!'); f(remove, wg); f('$theWhiteGirl$ walks away.'); f(person, e, 0, 'angry'); f(effect, e, 'joltLeft3'); f(e, '$eBron$! What was the point of that?!'); f(b, 'Come on! Obviously there\'s going to be a better quest around the corner.'); f(effect, e, 'joltRight'); f(person, e, 0, 'surprised'); f(e, 'Oh... really? How... how can you tell?'); f(b, 'Just trust me, alright.'); f(whatIf, 'erinKnowsPlayedBefore'); f(e, 'So... you did play this before...? How\'s that... how\'s that even possible?'); f('You consider explaining the very simple procedure of going into the menu and choosing the "New Game" option but ultimately decide against it.'); f(endIf); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.3); f(remove, e); f(pause, 0.4); f(stopMusic, 'fade', 1); f(scene, 'black', 'fade'); f(pause, 1.5); f(jump, 'overworld'); f(); f(label, 'whiteGirlIncestQuest'); f('You stand by idly as the white-dressed girl walks up to you, as you realize-'); f(person, wg, 0, 'surprised', 'p2'); f(swapDepth, wg, e); f(changeName, wg, 'Whitney'); f(person, e, 0, 'shocked'); f(effect, e, 'joltRight'); f(playSound, 'surprisedSound'); f(wg, '$oB$-$oBron$?! W-what the hell?! What are you doing here?'); f(playMusic, 'sillytheme'); f('Lo and behold! Turns out the white girl is none other than your $sisterSingular$ — <i>Whitney</i>.'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(whatIf, 'sister||father'); f(e, 'Uh, sis...'); f(otherwise); f(e, 'Uh, Whitney...'); f(endIf); f(person, wg, 0, 'happy'); f(effect, wg, 'joltRight'); f(wg, 'Erin!! What up, girlfriend!!'); f(effect, e, 'joltRight'); f(e, 'Hi ya.'); f(effect, wg, 'joltLeft'); f(person, wg, 0, 'slightly_surprised'); f(wg, 'Man, what are the odds? Of coming across the two of you, just like this?'); f(effect, wg, 'joltRight'); f(wg, 'And the timing! It\'s just <i>perfect</i>, too! You guys... you guys are adventurers, right?'); f(b, 'Heck <i>yah</i> we are. Hey, why don\'t you joi-'); f(effect, wg, 'joltLeft'); f(person, wg, 0, 'laughing'); f(wg, 'That\'s just about perfect, because I\'ve got a quest for you!'); f(b, 'O-oh.'); f('Turns out your $sisterSingular$ isn\'t a recruitable character, as you had hoped, but a quest-giving NPC. Oh well.'); f(effect, wg, 'joltRight'); f(person, wg, 0, 'pouting'); f(whatIf, 'daughter'); f(wg, 'Would you please <i>please</i> do it for me, daddy?'); f(otherwise); f(wg, 'Would you please, oh please, help your dear $sisterSingular$ out?'); f(endIf); f('Your spider sense is tingling slightly, but... she <i>is</i> your $sisterSingular$. Might it be rude to ask for details?'); f('You decide to go with your guts, and your guts are telling you to:'); f(choice); f(choice, 'Accept the quest.'); f(jump, 'yep2Quest'); f(choice, 'Nah.'); f(b, 'Sorry, no.'); f(effect, wg, 'joltLeft'); f(person, wg, 0, 'irritated'); f(wg, 'Wh-what? But why?'); f(b, 'I don\'t know, but I was presented with a choice, and I choose one of the options. Maybe I\'m hoping for a different path with, you know... Hotter $sisters$ waiting, or something.'); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltRight'); f(wg, 'Okthxbye.'); f(remove, wg); f(person, e, 0, 'neutral'); f(effect, e, 'joltLeft'); f(e, 'Oh, well.'); f(b, 'Well. You know what it\'s like. Choices.'); f(effect, e, 'joltRight'); f(e, 'Well, I... I don\'t, actually.'); f(b, 'Right.'); f(b, 'Now... time to heroically run away!!'); f(effect, e, 'joltRight'); f(person, e, 0, 'huh'); f(e, 'Huh?'); f(jump, 'nopedQuest'); f(endChoice); f(jump, 'wgQuestChoice'); f(); f(label, 'yepQuest'); f(whatIf, 'incest'); f(jump, 'whiteGirlIncestQuest'); f(endIf); f('You stand by idly as $theWhiteGirl$ walks up to you.'); f(playMusic, 'sillytheme'); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(person, wg, 0, 'disappointed', 'p2'); f(swapDepth, wg, e); f(pause, 0.5); f(wg, 'Hi.'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft'); f(e, 'Hi.'); f(wg, '...'); f(b, 'What?'); f(person, wg, 0, 'slightly_surprised'); f(effect, wg, 'joltLeft'); f(wg, 'Oh, right. Sorry. My turn to speak, isn\'t it?'); f(b, 'Yep.'); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltRight'); f(wg, 'Well, then. Will you please do my quest?'); f(choice); f(choice, '"Yah I didn\'t run away already so like obvi I\'m up for it?!"'); f(setVariable, 'permanent.askedWGForDetails', 'false'); f(jump, 'yep2Quest'); f(choice, '"No."'); f(b, 'You know, as tantalizing as this seems, I\'m going to go with a wee little <i>nopety</i> here.'); f(person, wg, 0, 'surprised'); f(effect, wg, 'joltLeft'); f(wg, 'W-what? B-but, why?! I haven\'t even told you what it is, yet!'); f(b, 'Hah! Like you were even about too!'); f(whatIf, 'permanent.askedWGForDetails'); f(setVariable, 'erinKnowsPlayedBefore'); f(b, 'Like, bitch! I\'s been around. Last time I <i>did</i> ask you for details, and you were all like... "how dare you?!"'); f(otherwise); f(b, 'Don\'t even for a second think I don\'t know your kind, missus!!'); f(endIf); f(setVariable, 'permanent.askedWGForDetails', 'false'); f(jump, 'nopingQuest'); f(choice, '"The dev\'s in the details, fam."'); f(c_b, 'The... the devs?? Isn\'t that us?!'); f(setVariable, 'permanent.askedWGForDetails'); f(choice, 'Offer to rub lotion on her knees.'); f(setVariable, 'lotion'); f(b, 'OK, fine. I\'ll do your stupid lotion-rubbing quest. Hurry up and hand me your knees!'); f(endChoice); f(person, wg, 0, 'slightly_surprised'); f(effect, wg, 'joltLeft'); f(wg, 'What?! What do you even mean?'); f(person, e, 0, 'angry'); f(effect, e, 'joltRight'); f(whatIf, 'lotion'); f(e, 'Yeah, $eBron$!! Stop fantasizing about lotion, and knees!'); f(b, 'A-and hands! Don\'t forget the hands! Them hands, on the knees!'); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltRight'); f(wg, 'Look, the quest has nothing to do with lotion...!'); f(b, 'B-but-'); f(effect, wg, 'joltLeft'); f(wg, '-No buts! Now, will you do it?'); f(otherwise); f(e, 'Yeah, $eBron$?! You don\'t... you just don\'t ask for details! What\'s come over you!'); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltRight'); f(wg, 'I take the Fifth!'); f(effect, e, 'joltRight'); f(e, 'We either quest the quest, or we questn\'t! And that\'s it! <i>Adventurer\'s Codex.</i>'); f(b, 'Gee, well excuse me.'); f(endIf); f(choice); f(choice, 'Do it.'); f(jump, 'yep2Quest'); f(choice, 'Nope it.'); f(b, 'Nope.'); f(jump, 'nopingQuest'); f(endChoice); f(); f(); f(label, 'yep2Quest'); f(setVariable, 'ow_swamps'); f(setVariable, 'quest_wg', 1); f(b, 'OK, fine. We\'ll do it.'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(e, 'Hooray!'); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltLeft'); f(wg, 'OK. So here\'s what you need to do...'); f(stopMusic, 'fade', 1); f(swapDepth, wg, e); f(person, wg, 0, 'pouting'); f(setZoom, wg, 2); f(pause, 1); f('She leans in closer and lowers her voice.'); f(playMusic, 'shortsadness'); f(wg, 'So I have a very sad backstory. Really, it\'s like... quite sad, like, you know... <i>literallish</i>.'); f(whatIf, 'incest'); f(stopMusic); f(playSound, 'recordScratch'); f(b, 'But... I\'m your $brother$, Whitney. I\'m familiar with your backstory. It\'s not that sad, is it? You grew up in a loving home, surrounded by your beautiful sisters...'); f(playMusic, 'sillytheme'); f(whatIf, 'virgin'); f(b, '... and your loving $brother$, who didn\'t even deflower you, saving up your virginity for a moment just like this?'); f(person, wg, 0, 'slightly_surprised'); f(effect, wg, 'joltLeft'); f(wg, 'Wh-what the hell d-do you think you know about my virginity?!'); f(b, 'Come on. I\'m playing with the virginity cheat turned on. I know. You, dear Whitney, you\'re about as inexperienced as they come.'); f(person, wg, 'blush', 'surprised'); f(effect, wg, 'joltRight'); f(wg, 'Sh-shut up!'); f(b, 'Oh, now I get it. The sad backstory? It\'s that you had a crush on your $brother$ who refused to have sex with you?'); f(person, wg, 'blush', 'irritated'); f(effect, wg, 'joltLeft'); f(wg, 'You\'re disgusting!'); f(b, 'Am I? Or is you who are disgusting? Heck, I bet right now, you\'re fantasizing about putting those <i>sweet little lips</i> of yours around my massive cock, licking up the pre-cum... <i>touching</i> yourself all the while...'); f(e, '$eBron$, enough! This is your $sisterSingular$ you\'re talking to!!!'); f(whatIf, 'erinBlowjob'); f(b, 'Hah! Says the $sisterSingular$ who gave her $brother$ a blowjob <i>this very morning...!</i>'); f(e, 'Sh-shut up!'); f(endIf); f(person, wg, 'blush', 'sad_eyes_closed'); f(stopMusic, 'fade', 2); f(wg, 'Look, $oBron$, you truly are disgusting. But what matters is — there\'s just something sad that happened to me, OK? And you don\'t really know much about it. Let\'s leave it at that, OK?'); f(wg, 'And, uh...'); f(playMusic, 'shortsadness'); f(otherwise); f(whatIf, 'dad'); f(person, wg, 0, 'irritated'); f(wg, '... and a perverted "doting dad" who\'d rape me two-three times a day?'); f(b, 'Oh, come on! It was hardly <i>rape</i>, now was it?'); f(person, wg, 'blush', 'pouting'); f(wg, 'Just because you kept going at it until I came doesn\'t mean it wasn\'t rape!! I\'m your <i>daughter!!</i> What you did was despicable!!'); f(b, 'Yeah, well, that much, I don\'t dispute. <i>Lovably</i> despicable — that\'s me. But if it was legitimately rape-'); f(otherwise); f(person, wg, 0, 'irritated'); f(wg, 'Really? With a rapist $brother$ having his way with me anytime he cared for?'); f(b, 'Oh, really, now? Is that how you want to frame our relationship?'); f(wg, '...'); f(b, 'Come on though, if it was legitimately rape-'); f(endIf); f(e, '<i>Rape</i> rape.'); f(b, 'Thank you, Erin. If I were a <i>rape</i> rapist, instead of a happy-go-lucky <i>comedy rape</i> rapist, why is it that Erin\'s hymen still intact? Riddle me that!'); f(person, wg, 'blush', 'irritated'); f(wg, 'I-, I <i>tried</i> to push you away as you penetrated me!!'); f(b, 'Come on, now. We both know you could have pushed <i>way harder</i>, using a lot more heavy weaponry than you did.'); f(wg, 'I stabbed you with a <i>knife...!</i>'); f(b, 'Oh, darling, my sweet summer child — that counts as foreplay. You ought to have used a <i>sword</i>.'); f(c_t, 'GoT reference #171.'); f(b, 'Also, while you\'re at it, please explain why it was that I could always penetrate your pussy with such ease. You were basically <i>always</i> dripping wet as soon as I as much as walked past you.'); f(e, '... "as soon as I as much as..." Is this an <i>as</i> marathon?'); f(wg, 'Sh-shut up, $oBron$! I was categorically not!'); f(b, 'An ass marathon?! Where?!'); f(all, '...'); f(stopMusic, 'fade'); f(wg, 'Look. It\'s not important, let\'s just leave it at that. I have a sad background story, OK?'); f(pause, 0.5); f(playMusic, 'shortsadness'); f(endIf); f(otherwise); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltRight'); f(e, 'Awww... we got your back, girlfriendo!'); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltLeft'); f(wg, 'Thank you.'); f(endIf); f(person, wg, 0, 'sad_eyes_closed2'); f(effect, wg, 'joltRight'); f(wg, 'And then, there\'s the current issue, the problem, <i>the plot</i>, what have you, that\'s causing me grievances right now, that is also loosely connected to my really sad backstory.'); f(person, e, 0, 'shouting'); f(effect, e, 'joltLeft'); f(e, '<i>Grievances!</i> God damn them! God damn them straight to <i>hell!</i>'); f(person, wg, 0, 'slightly_surprised'); f(effect, wg, 'joltLeft'); f(wg, 'But the good news is, there\'s a possible solution. A happy ending, just looming around the corner...!'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(e, 'You go, girl!!'); f(stopMusic, 'fade', 0.5); f(pause, 0.2); f(wg, 'And...'); f(pause, 0.3); f(playMusic, 'goodspirits'); f(person, wg, 0, 'laughing'); f(effect, wg, 'joltRight'); f(wg, '... that\'s where you guys come in!'); f(person, e, 'alt', 'laughing_alt'); f(effect, e, 'joltLeft'); f(e, 'Aw yiss!!'); f(person, wg, 0, 'sad_eyes_closed'); f(effect, wg, 'joltLeft'); f(wg, 'So... that\'s why I need you to go the Swamps of Kulumpah and savagely kill my ol\' buddy Kenjah.'); f(person, e, 0, 'angry'); f(effect, e, 'joltRight3'); f(notification, 'NEW QUEST: Kill Kenjah.', x, 0.5); f(e, 'Th-... oh, to heck with it! We\'ll do it and we\'ll do it good!'); f(person, wg, 0, 'laughing'); f(wg, 'Aw, thank you! You\'re like, the best!! Thank you!'); f(person, wg, 0, 'happy2'); f(setZoom, wg, 1.5); f(whatIf, 'incest'); f('Your $sisterSingular$ prepares to turn around and leave when you stop her in her tracks.'); f(stopMusic); f(playSound, 'surprisedSound'); f(screenEffect, 'shuchusen'); f(screenEffect, 'smallShake'); f(b, 'Not so fast, $sisterSingular$ of mine!'); f(otherwise); f('$theWhiteGirl$ prepares to turn around and leave when you stop her in her tracks.'); f(stopMusic); f(playSound, 'surprisedSound'); f(screenEffect, 'shuchusen'); f(screenEffect, 'smallShake'); f(b, 'Not so fast, $whiteGirl$!!'); f(endIf); f(person, wg, 0, 'slightly_surprised'); f(person, e, 'alt', 'neutral_alt'); f(effect, wg, 'joltLeft'); f(wg, 'Huh?'); f(b, 'You forgot to mention just one thing...'); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltRight'); f(wg, 'Hm...? And what\'d that be?'); f(pause, 0.5); f(playMusic, 'goodspirits'); f(b, '<i>The reward,</i> dummy.'); f(person, wg, 0, 'pouting'); f(effect, wg, 'joltLeft'); f(wg, 'Oh. Well, see, the thing is, between the <i>Very Sad Back Story</i> and the <i>Current Issue</i>, I... I just don\'t have any gold to pay you with, o noble adventurer.'); f(person, wg, 0, 'sad'); f(effect, wg, 'joltRight'); f(whatIf, 'incest'); f(whatIf, 'virgin'); f(wg, 'But we\'re family — surely you don\'t need payment from your $sisterSingular$...?'); f(otherwise); f(wg, 'But this is the perfect way for you to pay me back for all the hardships and horrors you\'ve put me through!'); f(endIf); f(otherwise); f(wg, 'But in a way, I guess this is the perfect way for you to pay me back for all the hardships and horrors life has put me through!'); f(endIf); f('Your nostrils flare up, with a vengeance.'); f(whatIf, 'virgin'); f(b, 'Hah, well! There happens to be an easy solution for that — you could let us fuck you!'); f(person, e, 0, 'shocked'); f(effect, e, 'joltRight'); f(e, 'Huh?!'); f(b, 'Hm? Oh. I mean, let <i>me</i> fuck you, of course. I mean, Erin\'s certainly more than welcome to join in and all, but...'); f(whatIf, 'incest'); f(wg, '$oB$-$oBron$, you\'re simply awful. How could you suggest something like that to your bloodborne virgin $sisterSingular$?!'); f(b, 'Are you kidding me? I do that shit for breakfast.'); f(whatIf, 'askedErinForSex'); f(e, 'L-literally...'); f(endIf); f(otherwise); f(wg, 'B-but, no! M-my... my virginity!'); f(c_t, 'MUH VIRGINITY!', 'taxcuptrollface'); f(wg, 'I-it\'s... it\'s priceless!'); f(endIf); f(b, '$whiteGirl$, come, now. Do I need to take you aside to teach you the ways of this world?'); f(e, 'Don\'t... don\'t let him do that. Just a fair word of warning.'); f(b, 'Thank you, Erin. $whiteGirl$... uh...'); f(wg, 'Yes...?'); f(b, 'Look. You\'re a virgin, <i>correctamente?</i>'); f(wg, '<i>Si...?</i>'); f(b, 'So you don\'t actually know what sex is lik- ah, fuck it. I can\'t be bothered.'); f(b, 'I was gonna pull some smart manipulative shit on you, but look, $whiteGirl$ — either you agree to having sex with me after I\'ve completed this stupid quest, or I\'ll just pull you down right here.'); f(whatIf, 'incest'); f(wg, 'What?! Y-you\'d ravish your own $sisterSingular$?!'); f(otherwise); f(wg, 'Wh-what?! You\'d disgrace me out in the street?! For everyone to see?!'); f('Though obviously, that line reveals she\'s totally into that type of shit.... you\'ve no time to dwell on it.'); f('To be honest, it probably went over your head anyway, seeing as you\'re kinda dumb. <i>Woosh</i>.'); f(c_t, 'That\'s the narrator insulting Bron, by the way — not the player. Jus\' mentioning this in case it wasn\'t completely clear by now that the narrator is a character of his own.'); f(whatIf, 'nameNotBron'); f(c_b, 'That\'s $Bron$, to you!'); f(c_t, 'Right. Sorry. Forgot about that cheat.'); f(endIf); f(endIf); f(b, 'Yah.'); f(e, 'To be fair, $whiteGirl$, He probably wouldn\'t. But on the other hand, I wouldn\'t put it entirely beneath him either...'); f(wg, '... OK.'); f(b, 'Huh?'); f(e, 'Huh?'); f(wg, 'I said, OK. I\'ll... I\'ll let you do it. But only once you\'ve completed my quest, mark my words!'); f(whatIf, 'incest'); f(e, '$whiteGirl$, you mustn\'t! Not... not with $eBron$! It\'s not right, the gods woul-'); f(otherwise); f(e, '$whiteGirl$, don\'t! Us virgins... we need to-'); f(endIf); f(playSound, 'elbownudgeWIP'); f(effect, e, 'joltRight'); f(e, 'Ouch!!!'); f('You give Erin a helpful bash in the head, to help her consider just how stupid she\'s sounding.'); f(b, 'Alrighty. It\'s a deal then.'); f(e, 'That really hurt, $eBron$!'); f(whatIf, 'incest||eIncest'); f(e, 'That\'s no way to treat your $sisterSingular$!'); f(b, 'Hey, look on the bright side. At least I\'m not coercing you to have sex with me. I mean, er... I\'m not doing that <i>at this particular juncture in the story</i>, at least...'); f(endIf); f(wg, 'Now, please leave!'); f(b, 'OK. But we\'ll be back, $whiteGirl$... and I\'ll take that reward. So guard it carefully until my return...'); f(e, 'Bye, $whiteGirl$.'); f(otherwise); f(b, 'Hah, well, there\'s an easy solution for that — you could pay us <i>in natu-</i>'); f(stopMusic); f(playSound, 'recordScratch'); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltRight2'); f(screenEffect, 'shuchusen'); f(screenEffect, 'zoom'); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltLeft'); f(wg, 'Look! Why don\'t we just say I\'ll let you put your dick inside of me for a bit?'); f(wg, 'I mean, a good couple of thrusts. Until you, you know, come... or whatever.'); f('You feel like a tire that\'s just gone flat.'); f(playMusic, 'goodspirits'); f(whatIf, 'incest'); f(b, '$sisterSingular$! Where exactly is the joy in it if you don\'t let me force it on you, like in the good ol\' days...?'); f(wg, 'Come on, $oBron$. You\'ve violated me way too many times for me to just give a fuck any longer.'); f(b, 'Well. Beggars can\'t fuck choosers, I guess. I\'ll go ahead and fuck you, my sweet $sisterSingular$, even if you seem to have set your mind to mnot protesting very loudly about it.'); f(wg, 'Deal.'); f(otherwise); f(b, '<i>Girl!</i> Where\'s the joy if you don\'t let me force it on you, with you being all unwilling, and the like...'); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltLeft'); f(wg, 'Oh, so <i>that\'s</i> your fetish? Well, why aren\'t you playing with the "virgin" cheat activated then?'); f(whatIf, 'premiumPatreon'); f(choice); f(choice, 'It\'s complicated.'); f(b, 'It\'s, uh... complicated.'); f(choice, 'Tell her you wanted the vanilla experience first, before delwing deeper into this shit.'); f('<i>You vanilla? I\'m chocolate. Let\'s shake it, baby!</i>'); f(b, 'I wanted the... aw, shucks, I don\'t actually have to say it, do I? It was in the choice box already, so...'); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltLeft'); f(e, 'B-but, $eBron$...! The devil\'s in the de-, uh... delivery!'); f(b, 'Fine.'); f(b, 'Have you ever had a dream that, that, you, you had, you, you, you that, you\'d do, you\'d want, you-, you could, do something, you you you do, you could, you-, you want, you want him to do you so much you could do anything?'); f(choice, 'Who cares? This particular choice is obviously not important anyways.'); f('And indeed, it wasn\'t.'); f(endChoice); f(otherwise); f(b, 'It\'s, uh... I\'m not a premium plus patreon, so, I, uh... I can\'t. And, I mean. This is the web version, also, so...'); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltLeft'); f(wg, 'Oh, come on, it\'s what, $10 bucks?'); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltLeft'); f(e, 'And you get a lot of other cheats too, you know...! Not just for <i>Bron\'s Quest,</i> but for Marble Syrup\'s other games, as well.'); f(c_b, 'Hear, hear! This NPC knows what\'s up.'); f(b, 'Come on guys. You don\'t know my situation. Maybe I\'m like... uh... starving, or something. Or you know, in Thailand, with a minimum wage job. Or just... unemployed.'); f(c_t, 'Not throwing shade on anyone, so don\'t get upset, y\'all. Just teasing you guys a bit.'); f('And so it was that the developers unabashedly put the very thing they shill into the story of their game, for the betterment of none.'); f(c_b, 'For the betterment of none? I don\'t know about that...', 'bigbjew'); f(c_t, 'Come on, don\'t use that Jew avatar... people shat on the game last time it happened', 'angry'); f(c_t, 'We\'re not... we\'re not anti-semites, OK? BigB can\'t help himself. He just surfs 4ch too much.', 'taxcupsuspicious'); f(endIf); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltRight'); f(wg, 'Fine. But I wouldn\'t mind that much — and I won\'t pretend I do.'); f(b, 'Fine, fine! I\'ll fuck you, <i>even</i> if you\'re perfectly willing to.'); f(effect, wg, 'joltRight'); f(wg, 'Deal!'); f(endIf); f(endIf); f(b, 'Great. OK, we\'re done here then.'); f(b, 'Finally we can head for the god damn overworld... some 5K words or so later!'); f(effect, wg, 'joltLeft'); f(wg, 'Bye bye.'); f(stopMusic, 'fade', 3); f(pause, 0.5); f(remove, wg); f(pause, 0.2); f(effect, e, 'joltLeft'); f(e, 'OK, let\'s go!'); f(pause, 0.5); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(remove, e); f(pause, 0.3); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'overworld'); f(scene, 'white', 'fade'); f(playMusic, 'adventurebegins'); f(pause, 0.8); f(screenEffect, 'fadeFromWhite', 0.5); f(label, 'overworld2', false); f(scene, 'overworld'); f(item, 'ow_village', 0, 273.6); f(item, 'ow_shithole', 552.65, 414); f(item, 'ow_castle', 769.1, 329.6); f(item, 'ow_swamps', 840, 167.45); f(item, 'ow_oldtown', 217, 138.65); f(item, 'ow_forest', 491.75, 178.15); f(whatIf, 'lastloc==village'); f(elseIf, 'lastloc==oldtown'); f(elseIf, 'lastloc==swamps'); f(elseIf, 'lastloc==bearvalley'); f(elseIf, 'lastloc==castle'); f(elseIf, 'lastloc==shithole'); f(elseIf, 'lastloc==forest'); f(endIf); f(whatIf, '!NotFirstTimeOverworld'); f(setVariable, 'NotFirstTimeOverworld'); f(pause, 0.5); f(b, 'Er...'); f(pause, 1); f(b, '... This is the overworld?'); f(b, 'What the hell!? It looks like a five year old drew it. And handed it over to the middle-aged librarian for the finishing ClipArt touches.'); f(person, e, 0, 'veryShocked', 'p3.4'); f(setZoom, e, 1.1); f(e, 'H-hey, the devs are doing the best they can. Besides, it\'s just a temporary measure, from what I hear.'); f(effect, e, 'joltLeft'); f(person, e, 'alt', 'pouting_alt'); f(e, 'I mean, you do know this is still just the beta, right?'); f(b, 'OK, whatever.'); f(remove, e); f(elseIf, 'party_sam&&!didSamOverworldBit'); f(setVariable, 'didSamOverworldBit'); f(pause, 1.5); f(person, sam, 0, 'surprised', 'left'); f(setZoom, sam, 1.2); f(sam, 'What the... why we wark up this hiru!?'); f(person, e, 'alt', 'smiling_alt', 'p3.8'); f(setZoom, e, 1.3); f(person, sam, 0, 'neutral'); f(e, 'Welcome to the Overworld!'); f(stopMusic); f(playSound, 'recordScratch'); f(person, sam, 0, 'surprised'); f(effect, 'sam', 'joltLeft2'); f(sam, 'Over-... overworrd? What are you tarking about, we riterary just spent a good hour warking up this hill!'); f(person, e, 0, 'angry'); f(effect, e, 'joltRight2'); f(e, 'H-hey!'); f(b, 'God dammit, Sammy. Don\'t ruin it for the player, will you?! Don\'t go about exposin\' the nuts and bolts all willy-nilly! This is the Overworld with a capital <i>o</i> and that\'s all the player should have to worry about!'); f(changeName, sam, 'Sammy'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltLeft'); f(sam, '... You guys are weird.'); f(playMusic, 'adventurebegins'); f(pause, 0.2); f(remove, e); f(pause, 0.2); f(remove, sam); f(pause, 0.1); f(endIf); f(whatIf, 'timeToUnlockOldtown'); f(setVariable, 'ow_oldtown'); f(pause, 1.4); f(b, 'Fuck... I think we\'ve run out of places to go to.'); f(person, e, 0, 'neutral', 'p1', x, true); f(setZoom, e, 1.2); f(e, 'Does that mean that we can finally go to Oldtown?!'); f(b, 'Let\'s see what happens.'); f(pause, 0.4); f(remove, e); f(endIf); f(whatIf, 'ow_oldtown'); f(whatIf, '!ow_oldtown_revealed'); f(setVariable, 'ow_oldtown_revealed'); f(playSound, 'popS'); f(notification, 'New location revealed: Oldtown'); f(pause, 0.5); f(endIf); f(endIf); f(whatIf, 'timeToUnlockOldtown'); f(pause, 1); f(setVariable, 'timeToUnlockOldtown', false); f(b, 'Cool. I guess it does.'); f(endIf); f(whatIf, 'ow_swamps'); f(whatIf, '!ow_swamps_revealed'); f(setVariable, 'ow_swamps_revealed'); f(playSound, 'popS'); f(notification, 'New location revealed: Swamps of Kulu... something.'); f(pause, 0.5); f(endIf); f(endIf); f(whatIf, 'ow_forest'); f(whatIf, '!ow_forest_revealed'); f(setVariable, 'ow_forest_revealed'); f(playSound, 'popS'); f(notification, 'New location revealed: The Forest of Dreadmore'); f(pause, 0.5); f(endIf); f(endIf); f(whatIf, 'ow_bearvalley'); f(whatIf, '!ow_bearvalley_revealed'); f(setVariable, 'ow_bearvalley_revealed'); f(playSound, 'popS'); f(notification, 'New location revealed: Bear Valley'); f(pause, 0.5); f(endIf); f(endIf); f(whatIf, 'ow_castle'); f(whatIf, '!ow_castle_revealed'); f(setVariable, 'ow_castle_revealed'); f(playSound, 'popS'); f(notification, 'New location revealed: Some old castle'); f(pause, 0.5); f(endIf); f(endIf); f(label, 'ow_choice'); f(choice, {'type': 'map', 'legend': ['ow_village', 'ow_shithole', 'ow_castle', 'ow_swamps', 'ow_oldtown', 'ow_forest', 'ow_bearvalley']}); f(choice, 'Generic Fantasy Village #4'); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_village'); f(choice, 'Some random shithole', 'ow_shithole'); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_shithole'); f(choice, 'Castle', 'ow_castle'); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_castle'); f(choice, 'Swamps of Kulumpah', 'ow_swamps'); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_swamps'); f(choice, 'Oldtown', 'ow_oldtown'); f(jump, 'loc_oldtown'); f(choice, 'Forest of Dreadmore', 'ow_forest'); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_forest'); f(choice, 'Bear Valley', 'ow_bearvalley'); f(whatIf, 'premiumEG5PatronWIP'); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_bearvalley'); f(otherwise); f(b, 'Oh, shit. You ain\'t a patron, is ya? Or assumin\' ya is, you isn\'t patronin\' enough! WIP'); f(e, 'Can\'t go here. Blame the Jew devs.'); f(e, 'And If you\'re offended by "greedy Jew" jokes, please pay $10 to become a premium patron to turn on the "no anti-semitism" cheat.'); f(b, 'Oy vey!'); f(c_t, 'I wanted to actually add this cheat, at least for those who had seen this dialogue... then I realized you wouldn\'t see this dialogue if you were actually a patron. So essentially it\'s, you know... <i>broadly</i> speaking, as advertised.'); f(jump, 'ow_choice'); f(endIf); f(endChoice); f(label, 'loc_bearvalley'); f(scene, 'bearvalley', 'fade'); f(setVariable, 'lastloc', 'bearvalley'); f('WIP'); f(jump, 'overworld'); f(label, 'loc_village'); f(scene, 'village_day', 'fade'); f(setVariable, 'lastloc', 'village'); f(incrementVariable, 'visits_village'); f(playMusic, 'goodspirits'); f(whatIf, 'quest_wg==1.1'); f(setVariable, 'quest_wg', 1.2); f(whatIf, 'incest'); f('incest part of this isn\'t done WIP'); f(endIf); f(person, e, 0, 'neutral', 'p4.5'); f(setZoom, e, 1.8); f(b, 'Alright. Where she at?'); f(pause, 1); f(person, e, 'behind'); f(person, wg, 0, 'happy', 'p2.2'); f(setZoom, wg, 1.1); f(swapDepth, wg, e); f(pause, 0.3); f(wg, 'Here! I\'m here. Rumour of the swift justice you have carried out in my name has already reached this quaint village!'); f(b, 'Oh.'); f(person, wg, 0, 'happy'); f(effect, wg, 'joltRight'); f(wg, 'Which is why I\'ve chosen to appear this time!'); f(b, 'Oh.'); f(person, wg, 0, 'happy2'); f(effect, wg, 'joltLeft'); f(wg, 'Despite me not appearing the previous times you might or might not have visited the village!'); f(b, 'Right. Not a plot hole or whatever.'); f(whatIf, 'visits_village==2'); f(b, 'That said, I didn\'t come back here until now. So, you know.'); f(endIf); f(b, 'Anyways... I\'m happy to hear you\'re not going back on your word.'); f(effect, wg, 'joltRight'); f(whatIf, 'virgin'); f(person, wg, 'blush', 'pouting'); f(wg, 'Er, ur... I... I don\'t quite know... I mean... I guess I don\'t have a choice.'); f(otherwise); f(person, wg, 0, 'slightly_surprised'); f(wg, 'Ehum, well... You did the deed... now you get to do me. No biggie.'); f(endIf); f(effect, wg, 'joltLeft'); f(wg, 'But first things first -- give me the amulet.'); f(playSound, 'zipper'); f(pause, 1); f(stopMusic); f(playSound, 'surprisedSound'); f(person, wg, 0, 'surprised'); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(pause, 0.5); f(b, 'Here you go!'); f('You\'ve unzipped and let out your trouser snake. My.'); f(pause, 1); f(person, wg, 'blush', 'surprised'); f(person, e, 0, 'huh'); f(e, 'What-'); f(playSound, 'surprisedSound'); f(screenEffect, 'smallShake'); f(screenEffect, 'shuchusen'); f(person, e, 0, 'angryEmbarrassed'); f(effect, e, 'joltRight4'); f(pause, 0.5); f(e, '$eB$-$eBron$!!! Not out in the street!!'); f(whatIf, 'virgin'); f(wg, 'J-just what the hell do you th-think you\'re doing, p-pulling out that b-beastly thing, $oBron$!'); f(effect, e, 'joltRight'); f(person, e, 0, 'igotit'); f(e, '$whiteGirl$, don\'t... d-don\'t compliment him... you\'ll only make it grow even bigger...'); f(otherwise); f(wg, 'Just what the hell do you think you\'re you doing?'); f(endIf); f(person, e, 0, 'neutral'); f(whatIf, 'permanent.amuletJoke==1'); f(b, 'You... you called for my little "advocate"? You know, a guy who will stand up for those who needs his services, but can also be a real dick to people? I was assuming you were referring to, eh-'); f(elseIf, 'permanent.amuletJoke==2'); f(b, 'You... you just said you were hoping for something "inadequate", did you not?'); f(elseIf, 'permanent.amuletJoke==3'); f(b, 'You... you asked for, er... my "graduate"? This guy can <i>magna cum laude</i> all over your cute little face, let me tell ya.'); f(elseIf, 'permanent.amuletJoke==4'); f(b, 'You were... you were calling for a "Mr. Capulet"? That could... you know in theory, that could be the name of... you know somebody out there might, possibly... at least, it\'s not unthinkable, that somebody, in one of the many multiverses, might be calling their dick-'); f(elseIf, 'permanent.amuletJoke==5'); f(b, 'Hm? I just pulled down my pants to show you my dick, I suppose. No particular reason. I mean, I\'d have sent you a dick pic, but it\'d have ruined the whole fantasy set-up, wouldn\'t it? Not to mention, none of us actually have camera phones.'); f(otherwise); f(b, 'You... you asked for "a rivulet"? I was assuming you were referring to a golden shower, and I thought, well, fine, not how I\'d typically start out things, not my cup of <i>foreplay,</i>, if you know what I mean, but-'); f(endIf); f(whatIf, 'permanent.amuletJoke==5'); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltRigh2'); f(wg, 'You\'re right I only have a Nokia 3310. It\'s the only smartphone ancient <i>slash</i> hardcore enough to be OK\'d by the <i>Generic Fantasy Standards & Practices Department.</i>'); f(effect, e, 'joltRight'); f(person, e, 0, 'angryEmbarrassed'); f(e, '$eBron$! Put it away!'); f(otherwise); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltRight2'); f(playSound, 'surprisedSound'); f(wg, 'The <i>amulet!!</i> $oBron$!! The <i>amulet!!</i>'); f(b, 'Er... oh. Right.'); f(endIf); f(incrementVariable, 'permanent.amuletJoke'); f(playSound, 'zipper'); f(pause, 1); f('You carefully put your package in place and pull up your zipper, awkwardly.'); f(playMusic, 'goodspirits'); f(b, 'There\'s... you didn\'t mention no amulet, did you? In the quest briefing, you just-'); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltLeft2'); f(wg, 'Well, of course I wanted it! It\'s half the reason for my sad backstory! I thought that went without saying?!'); f(b, 'Er... I guess not.'); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltRight3'); f(wg, 'So where is it? No amulet, no deal, buddy!'); f(person, e, 'behind'); f(effect, e, 'joltLeft'); f(e, 'See, the issue is... it was stolen, actually.'); f(person, wg, 0, 'slightly_surprised'); f(effect, wg, 'joltLeft2'); f(stopMusic); f(playSound, 'surprisedSound'); f(wg, 'S-stolen?! By whom?!'); f(effect, e, 'joltRight2'); f(e, 'Er... well, this... $Evilanne$ feller.'); f(effect, wg, 'joltRight3'); f(wg, 'Evil-... $Evilanne$?!'); f(playMusic, 'goodspirits'); f(whatIf, 'Bron==Evilbron'); f(b, 'Yep. Also, my name is "Evilbron", now. Just thought I\'d let you know.'); f(effect, wg, 'joltLeft'); f(person, wg, 0, 'disappointed'); f(wg, 'Oh. That explains the nameplate, I guess.'); f(b, 'Anyways... if you\'re not going to volunteer a place for my penis inside your vulva, I think I\'ll just take it forcefu-'); f(otherwise); f(b, 'Yep. So you see, if you\'re not going to volunteer a place for my penis inside your vulva, I think I\'ll just take it forcefu-'); f(endIf); f(stopMusic); f(playSound, 'recordScratch'); f(person, e, 0, 'angryEmbarrassed'); f(effect, e, 'joltLeft3'); f(e, '$eB$-$eBron$, no!! <i>No rape!</i> It goes against the <i>Adventurer\'s Codex!</i> Go ahead with it, and you might get thrown out of the game entirely!! That\'d mean, no further adventures for you! No more loins to ravish!!'); f(whatIf, 'kenjahMentionedRape'); f(b, 'But... but didn\'t Kenjah offer up a... a rape quest...?'); f(person, e, 'alt', 'embarrassed_alt'); f(effect, e, 'joltRight2'); f(e, 'Well, uh... th-that, that wouldn\'t have been <i>rape</i> rape anyway, would it? More like... rape-play. I-if even that! Not that I\'d know...! You didn\'t go through with it an any rate, now did you?!'); f(b, 'Ur... OK...'); f(otherwise); f(b, 'Dammit!'); f(endIf); f(pause, 1); f(playMusic, 'goodspirits'); f(b, '... So what now, then?!'); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltLeft'); f(wg, 'Well, you\'re just going to have to track her down, aren\'t you? And get my amulet back.'); f(b, 'Well, shit. Where are we going to find her, then?'); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltRight'); f(wg, 'Well. That\'s hardly my problem, is it?'); f(person, e, 0, 'igotit'); f(effect, e, 'joltLeft2'); f(whatIf, 'quest_killGuard==-1||quest_killGuard==1.6||quest_killGuard>=2'); f(setVariable, 'ow_oldtown'); f(e, 'I bet she\'s in Oldtown. You know what they say, about... all them roads, and... in the direction in which they\'re leading, an\'... stuff.'); f(b, 'OK. Well, it\'s the natural place to look, I guess. Considering it\'s the next area on the Overworld after the swamps...'); f(person, e, 0, 'neutral2'); f(effect, e, 'joltRight'); f(e, 'Ya. Also we\'re kind of headed there anyway. For the main quest.'); f(otherwise); f(e, 'I bet she\'ll be in Oldtown. Look, we\'ll just have to finish the other quest, and it\'ll be unlocked. Let\'s go there, then.'); f(b, 'OK, fine.'); f(endIf); f(person, wg, 0, 'disappointed'); f(effect, wg, 'joltLeft'); f(wg, 'Alright. I\'m not gonna wait around in this stupid village anymore, though.'); f(b, 'What? What the heck? Unimportant NPC\'s like yourself can\'t just move about freely on the Overworld!'); f(person, wg, 0, 'irritated'); f(effect, wg, 'joltRight2'); f(wg, 'Pfft. Maybe it\'s <i>you</i> who\'s the unimportant NPC, huh? Didn\'t ever consider that, did ya?'); f(b, 'Um, OK. Very deep. Except it\'s obviously wrong, stupid, and, you know. Subsequently, not very deep at all.'); f(person, wg, 0, 'sad'); f(effect, wg, 'joltLeft2'); f(whatIf, 'incest'); f(wg, 'Whatever, fam. I\'ll be in Oldtown. See you there.'); f(otherwise); f(wg, 'Whatever. I\'ll be in Oldtown. Catch ya later, dudes.'); f(endIf); f(pause, 0.2); f(remove, wg); f(pause, 1); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft2'); f(e, 'I guess we should get going, too?'); f(b, 'I guess.'); f(pause, 1); f(jump, 'leaveChoice'); f(elseIf, 'quest_wg==2'); f('WIP the white girl isn\'t here any longer. Remember? She said she\'d be in oldtown.'); f('But if she were here:'); f(setVariable, 'quest_wg', 3); f('WIP reward time have sex'); f(choice); f(choice, 'Just get to it.'); f(jump, 'wg_sexinthestreet'); f(choice, 'Get a room.'); f(jump, 'wg_getaroom'); f(endChoice); f(elseIf, 'quest_flyfetch≈0.1'); f(setVariable, 'quest_flyfetch', 1); f('You find yourself back in the quaint little village you began in.'); f(person, e, 0, 'irritated', 'p1.6', x, true); f(setZoom, e, 1.4); f(doCall, 'sammyFirstVillage'); f(whatIf, 'visits_village>3'); f(e, 'Seriously, $eBron$, what are we even doing here?'); f(e, 'How many damn times are we going to have come here until you realize there\'s nothing-?!'); f(otherwise); f(e, 'What are we doing here?'); f(endIf); f(choice); f(choice, 'Let\'s see if we can\'t find somebody who wants us to pick those flies for them.'); f(choice, 'Leave.'); f(b, 'Fine. Let\'s leave, then.'); f(endChoice); f(b, 'Let\'s bla bla fly quest.'); f(pause, 0.6); f(person, e, 0, 'surprised'); f(effect, e, 'joltLeft'); f(e, 'What, seriously?'); f(pause, 1); f(b, 'Uh...'); f(b, 'Yeah.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, 'We have other, <i>real</i> quests to get to, $eBron$!'); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry', 'p2.4'); f(setZoom, sam, 1.5); f(sam, 'Yeah $oBron$ rike rebenging my <i>riege rord!!</i>!'); f(otherwise); f(whatIf, 'quest_princessRape≈1||quest_killGuard≈1||quest_wg≈1'); f(b, 'Yeah, but... I don\'t know if I\'m totally <i>feeling</i> it, if you know what I mean?'); f(b, 'I... I want something bigger.'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltRight2'); f(whatIf, 'quest_princessRape≈1'); f(e, 'You... you think going on a totally retarded, entirely non-existing fly fetch quest is bigger than to go rape some poor, unsuspecting princess?'); f(elseIf, 'quest_killGuard≈1'); f(e, 'You... you think going on a totally retarded, entirely non-existing fly fetch quest is bigger than going to some swamps to kill some random guard at the bidding of a particularly pernicious psychopathic princess?'); f(elseIf, 'quest_wg==1'); f(e, 'You... you think going on a totally retarded, entirely non-existing fly fetch quest is bigger than going to some swamps to kill some random guy called Kenjah?'); f(elseIf, 'quest_wg==1.1'); f(e, 'You... you think going on a totally retarded, entirely non-existing fly fetch quest is bigger than going to Oldtown to take back an amulet from your archnemesis "$Evilanne$" because $theWhiteGirl$ claimed it has something to do with her sad backstory...?'); f(endIf); f(pause, 1); f(person, e, 0, 'unimpressed'); f(e, 'Um... saying it out loud, I guess...'); f(e, '...'); f(person, e, 'alt', 'eyesClosed_alt'); f(e, '<i>This game is so fucking retarded.</i>'); f(c_t, 'H-hey!', 'angry'); f(otherwise); f(b, 'I mean... not really?'); f(person, e, 'alt', 'pouting_alt'); f(effect, e, 'joltLeft'); f(e, 'O-, OK, maybe not right now, but... there\'s the main storyline, $eBron$! The love of my life, Quetellus! The... the evil... something, or other...'); f(endIf); f(endIf); f(b, 'Can\'t we at least look around a little?'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, 'I\'m telling you, you\'re just wasting time!'); f(choice); f(choice, 'Fine. Let\'s leave, then.'); f(b, 'Whatever. Let\'s leave, then.'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'About time.'); f(stopMusic, 'fade', 2); f(pause, 0.4); f(remove, e); f(pause, 0.2); f(remove, sam); f(pause, 0.3); f(scene, 'black', 'fade'); f(pause, 1.3); f(jump, 'overworld'); f(choice, 'Fuck Erin. I\'m going to find somebody who wants flies.', '!party_sam'); f(choice, 'Flies over hoes, man! Erin and Sammy can go stuff themselves.', 'party_sam'); f(endChoice); f(b, 'OK well you know what? I\'m the one in charge, and I say... let\'s stand around and wait, until somebody comes.'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft2'); f(e, 'Seriously? This, again?'); f(whatIf, 'party_sam'); f(effect, sam, 'veryAngry'); f(sam, 'How very much irritate!! How stupid!! What about my riege rord!!'); f(endIf); f(b, 'Look, guys-'); f(stopMusic); f(playSound, 'recordScratch'); f(screenEffect, 'shuchusen'); f(fb, 'Adventurers!'); f(whatIf, 'party_sam'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltLeft2'); f(endIf); f(person, e, 0, 'shocked'); f(effect, e, 'joltRight2'); f('A voice booms over the village\'s tiny square.'); f('Some guy whose graphics aren\'t done yet appears. Or you know, since his graphics aren\'t done... doesn\'t.'); f(person, e, 0, 'unimpressed'); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral'); f('But you can pretend he\'s standing between the girls. Or maybe in front of them.'); f(otherwise); f('But you can pretend he\'s standing next to Erin.'); f(endIf); f(fb, 'Lol guys will you go fetch 10 flies for me plz'); f('Now imagine he leaves and stuff. And maybe Erin saying something in response.'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, 'B-but, wh-why? My graphics are in place, already! I mean, I can talk! As-is! Out of the box!'); f('And there. You got the fly fetch quest.'); f(b, 'Hah. Erin, you just proved you don\'t know shit. I GOT THE FLIPPENIN\' FLY QUEST WOOP WOOP!!'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.2); f(remove, e); f(pause, 0.2); f(remove, sam); f(pause, 0.6); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(elseIf, 'quest_flyfetch≈1'); f('Lol pretend there\'s a guy standing in front of you and he says:'); f(fb, 'WIP Hi whatcha back for huh you didn\'t finish my fly quest? Go aways lol'); f('Lol u shud go now I guess'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 1); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(elseIf, 'quest_flyfetch==2'); f(setVariable, 'quest_flyfetch', 3); f('lol u back in village u did quest lol u lol lol imagine fly boy and stuff and then u know'); f(fb, 'WIP thank you you did the quest very good'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 1); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(elseIf, 'visits_village==1'); f('You find yourself back in the quaint little village you began in.'); f(whatIf, 'quest_wg<1.1'); f('The White Girl isn\'t around, in case you were looking for her. For whatever reason.'); f(elseIf, 'quest_flyfetch==3'); f('Maybe to reminisce about the good ol\' days, when u did a fly quest here lol'); f(otherwise); f('Youthfully innocent as you are, you are yet to come to the realization that the whole "overworld" thing in this game is basically a sham, because there\'s very little meaning in visiting any place on the map more than once...'); f(endIf); f('So... happily, you stroll along.'); f(doCall, 'sammyFirstVillage'); f(person, e, 0, 'huh', 'p1.6', x, true); f(setZoom, e, 1.4); f(e, 'Remind me why we\'re here again...?'); f(whatIf, 'quest_wg==1'); f(effect, e, 'joltRight'); f(e, 'Weren\'t we supposed to go the Swamps of Kulumpah?'); f(elseIf, 'quest_princessRape≈1 || quest_killGuard=1.5 || quest_killGuard=1.7'); f(effect, e, 'joltRight'); f(e, 'I thought we were headed for the princesses\' castle...?'); f(endIf); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry', 'p4.5'); f(setZoom, sam, 1.4); f(sam, 'My riege rood is notto here, $oBron$!!'); f(endIf); f(b, 'Um. Right. Well. Whatever. I don\'t know.'); f(remove, e); f(remove, sam); f(elseIf, 'visits_village==2'); f('Once again, in a rare display of utmost naiveté you find yourself in this fake potemkin village.'); f('Though the wise narrator previously mocked you for returning here, you, for some reason, decided to double down on the dumbness.'); f('Can\'t save them all, your humble narrator supposes.'); f(otherwise); f('Yet again, for no discernible reason whatsoever, you\'re once more back in the village of whatever.'); f(endIf); f(endIf); f(label, 'loc_village_choice'); f(choice, {'yPos': 'bottom'}); f(choice, 'Visit the tavern.', 'once'); f(setVariable, 'wentToTavern'); f(b, 'Let\'s have a look inside the tavern.'); f(person, e, 'alt', 'eyesClosed_alt', 'p1.6', x, true); f(setZoom, e, 1.4); f(e, '... There is no tavern.'); f(b, 'Oh. Let\'s... let\'s <i>not</i> have a look inside the tavern, then. Have it your way.'); f(remove, e); f(choice, 'Take a look inside the store.', 'wentToTavern&&!wentToStore'); f(setVariable, 'wentToStore'); f(b, 'Let\'s have a look inside the store.'); f(person, e, 'alt', 'eyesClosed_alt', 'p1.6', x, true); f(setZoom, e, 1.4); f(e, 'Which store?'); f(b, 'The... the general store. <i>Ye Olde Shoppe.</i>'); f(effect, e, 'joltLeft'); f(e, 'There\'s... there\'s no general store. Also it\'s pronounced "the", not "ye". You\'re misreading the font.'); f(b, 'Alright. Bust my balls, fine. The magic potion shop, then.'); f(e, 'There\'s no magic potion shop either.'); f(b, '... The armory?'); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry', 'p4.5'); f(setZoom, sam, 1.4); f(sam, 'We have more important matters to see too, $oBron$!!'); f(otherwise); f(effect, e, 'joltRight'); f(person, e, 0, 'irritated'); f(e, '... Can we just go and get on with the main story, please?'); f(endIf); f(remove, e); f(remove, sam); f(choice, 'Stand around and wait for something to happen.', 'wentToStore'); f(whatIf, '!standaround'); f(setVariable, 'standaround'); f(b, 'Let\'s stand around for a bit.'); f(person, e, 'alt', 'eyesClosed_alt', 'p1.6', x, true); f(setZoom, e, 1.4); f(e, 'Ugh... fine.'); f(otherwise); f(b, 'Let\'s stand around for a bit more.'); f(person, e, 'alt', 'eyesClosed_alt', 'p1.6', x, true); f(setZoom, e, 1.4); f(e, 'Really? You\'re going to try this again?'); f(b, 'Uh-huh.'); f(endIf); f(pause, 1.8); f(person, e, 0, 'irritated'); f(pause, 1.8); f(b, 'OK. Maybe that\'s enough standing around for now.'); f(remove, e); f(choice, 'Leave.'); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(endChoice); f(jump, 'loc_village_choice'); f(label, 'sammyFirstVillage'); f(whatIf, 'party_sam'); f(whatIf, 'sammyVisitedVillageOnce'); f(endCall); f(endIf); f(setVariable, 'sammyVisitedVillageOnce'); f(person, sam, 0, 'angry', 'p5'); f(setZoom, sam, 1.4); f(sam, 'What is this prace?!'); f(b, 'Calm down, Sammy. It\'s just... some village.'); f(effect, sam, 'joltLeft2'); f(sam, 'What about my reige rordo?! I wanto revenge!'); f(b, '... One thing at a time.'); f(endIf); f(endCall); f(label, 'wg_getaroom'); f(b, 'Fine, fine. Let\'s hit the inn.'); f(pause, 0.1); f(remove, wg); f(pause, 0.2); f(scene, 'black', 'fade'); f(pause, 2); f(playSound, 'wipsomesoundshere'); f(wg, 'Oh, $oBron$...'); f(whatIf, 'virgin'); f(wg, 'I-it\'s m-my... it\'s my first time, $oBron$...'); f(b, 'I know, I know. Now get up on the bed.'); f(wg, 'P-please, $oB$-$oBron$, be... be gentle with me...'); f(endIf); f(cgs, 'wg_sex', x, [0]); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.5); f(wg, 'Anghhgh!'); f(wg, 'Oh... $oBron$... y-you... you\'re so big!'); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(b, 'Of course I am!'); f(cgs, 'wg_sex', x, [0, 'exp_alt']); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(wg, 'Ngh...!'); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.7); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(label, 'wg_getaroom_choice'); f(choice); f(choice, 'Keep humping.'); f(setVariable, 'humps', 0); f(choice, 'Cum.'); f(jump, 'wg_getaroom_cum'); f(endChoice); f(label, 'wg_getaroom_humping'); f(incrementVariable, 'humps'); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(whatIf, 'humps<15'); f(jump, 'wg_getaroom_humping'); f(otherwise); f(jump, 'wg_getaroom_choice'); f(endIf); f(label, 'wg_getaroom_cum'); f(cgs, 'wg_sex', x, [0, 'exp_angh', 'cum']); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(wg, 'AAAaa-AAaanaaAAangh!!!'); f(pause); f(scene, 'black', 'fade'); f(pause, 2); f(scene, 'inn_day', 'fade'); f(whatIf, 'virgin'); f(person, wg, 'blush', 'sad_eyes_closed2'); f(otherwise); f(person, wg, 0, 'irritated'); f(endIf); f(b, 'Thanks. I enjoyed that.'); f(effect, wg, 'joltRight'); f(wg, 'I can\'t believe you came inside me, $oBron$...!'); f(b, 'What? I thought that was part of the deal.'); f(effect, wg, 'joltLeft2'); f(wg, 'Of course it wasn\'t! What if I become pregnant...?!'); f(b, 'Don\'t worry, I hear a kick in the tummy can be pretty efficient.'); f(effect, wg, 'joltRight'); f(wg, 'You men!'); f(pause, 0.2); f(remove, wg); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(scene, 'village_day', 'fade'); f(playMusic, 'goodspirits'); f(pause, 0.5); f(person, e, 0, 'irritated', 'p4'); f(setZoom, e, 1.2); f(e, 'There you are! About time...'); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry'); f(setZoom, sam, 1.2); f(sam, 'You shourd not make us wait! We have to hurry up and revenge my riege rood!'); f(endIf); f(whatIf, 'sister||daughter||niece'); f(b, 'Sorry to keep you waiting. I was busy creaming your sister\'s insides.'); f(person, e, 0, 'angryEmbarrassed'); f(effect, e, 'joltRight2'); f(e, 'Sh-shut up! You disgust me! I don\'t want to hear about it!!'); f(whatIf, 'party_sam'); f(effect, sam, 'joltLeft2'); f(sam, 'Y-you bring dishonoruru to our famiry name!'); f(endIf); f(b, 'What, why? She sure seemed to enjoy it.'); f(whatIf, 'party_sam'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltRight'); f(sam, 'She... she did?'); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltLeft2'); f(e, 'S-Sam! That\'s entirely b-besides the point!!'); f(effect, sam, 'joltLeft'); f(sam, 'O-oh...'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltRight'); f(whatIf, 'virgin'); f(sam, 'I-I mean, y-yes! I don\'t care if it feers good to have man\'s penis monster inside your wet hollowness, e-even your $brother$\'s penis monster!'); f(sam, 'I would never want my $brother$\'s penis monster inside me anyways! I just have no interest whatsoever in finding out what it might feer rike-'); f(otherwise); f('WIP'); f(endIf); f(effect, e, 'joltLeft'); f(e, 'Sam, thank you, I think that\'s... that\'s enough.'); f(e, 'Let\'s get going.'); f(otherwise); f(e, 'Th-that\'s besides the point, $eBron$! A $brother$ sh-should not fuck his $sisterSingular$...!'); f(b, 'Whatever. Let\'s get going.'); f(endIf); f(otherwise); f(b, 'Sorry to keep you waiting.'); f(e, 'Let\'s get going already.'); f(endIf); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.5); f(stopMusic, 'fade'); f(remove, e); f(whatIf, 'party_sam'); f(pause, 0.1); f(remove, sam); f(endIf); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'wg_sexinthestreet'); f(b, 'Fuck it. Let\'s do it right here.'); f(person, wg, 'blush', 'surprised'); f(effect, wg, 'joltRight'); f(wg, 'Wh-what? Come on, n-no! Be reasonable!'); f(scene, 'black', 'fade', 0.2); f(playSound, 'tumbleWIP'); f(pause, 0.4); f(wg, 'H-hey!'); f(pause, 0.2); f(playSound, 'sthWIP'); f(pause, 0.5); f(wg, 'N-no! C-come on!'); f(pause, 0.8); f(cgs, 'wg_sexgrass', x, [0, 'wg_sex_exp_angh']); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.1); f(wg, 'A-angh!'); f('Before she knows what hit her, you are inside of her pussy.'); f('Despite her protestations, she was amply juiced up -- her body is revealing her true state of mind.'); f(c_b, 'God, what a horrible line.'); f(c_t, 'I know, it\'s corny, whatever. Also please keep out of my sex scenes, man!'); f(c_b, 'Whaddaya mean, "yours"...?'); f(c_t, 'You... you know what I mean!'); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(cgs, 'wg_sexgrass', x, [0]); f(wg, '$oB$-$oBron$, n-no! Not here! Not in front of e-every-'); f(pause, 0.1); f(cgs, 'wg_sexgrass', x, [0, 'exp_angh']); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.5); f(wg, '-Nghah!!'); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(cgs, 'wg_sexgrass', x, [0]); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(label, 'wg_sexinthestreet_choice'); f(choice); f(choice, 'Keep humping.'); f(setVariable, 'humps', 0); f(choice, 'Cum.'); f(jump, 'wg_sexinthestreet_cum'); f(endChoice); f(label, 'wg_sexinthestreet_humping'); f(incrementVariable, 'humps'); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.8); f(whatIf, 'humps<15'); f(jump, 'wg_sexinthestreet_humping'); f(otherwise); f(jump, 'wg_sexinthestreet_choice'); f(endIf); f(label, 'wg_sexinthestreet_cum'); f(screenEffect, 'shake', 24, 0.5); f(effect, 'hump'); f(cgs, 'wg_sexgrass', x, [0, '!wg_sex_exp_angh', '!wg_sex_cum']); f(wg, 'AAAaa-AAaanaaAAangh!!!'); f(pause); f(scene, 'black', 'fade'); f(pause, 2); f(scene, 'village_day', 'fade'); f(b, 'Well well! That was some refreshing gymnastics.'); f(person, wg, 'blush', 'irritated', 'p4'); f(effect, wg, 'joltRight'); f(setZoom, wg, 1.1); f(wg, 'H-how dare you! I-in front of everybody...! This was not part of what we agreed on!'); f(b, 'Now, now.'); f(pause, 0.3); f(remove, wg); f('$whiteGirl$ takes her leave.'); f(pause, 0.3); f(person, e, 'alt', 'eyesClosed_alt'); f(setZoom, e, 1.2); f(e, 'Now...'); f(b, 'Did you enjoy the show?'); f(person, e, 0, 'angryEmbarrassed'); f(whatIf, 'incest'); f(e, 'Shut up! Let\'s leave already, OK? Lest you\'ve forgotten the actual premise of this game is the two of us setting out to rescue my fiancé, Quornbeef, not for you to fuck any of your $sisters$ stupid enough to give you a quest!'); f(otherwise); f(e, 'Shut up! Let\'s leave already, OK? Lest you\'ve forgotten the actual premise of this game is the two of us setting out to rescue my fiancé, Quornbeef, not for you to fuck anybody stupid enough to give you a quest!'); f(endIf); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral', 'p4', 'bottom'); f(setZoom, sam, 1.4); f(pan, sam, 0, -400, 0.2); f(sam, 'Arso I\'m here and-'); f(endIf); f(b, 'Fine, fine.'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(whatIf, 'party_sam'); f(remove, sam); f(pause, 0.1); f(endIf); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(jump, 'overworld'); f(label, 'loc_swamps'); f(whatIf, 'visits_shithole<1'); f(jump, 'loc_shithole'); f(endIf); f(setVariable, 'lastloc', 'swamps'); f(incrementVariable, 'visits_swamps'); f(whatIf, 'visits_swamps==1'); f(playMusic, 'sillytheme'); f(pause, 0.5); f(scene, 'swamps', 'fade'); f(person, e, 0, 'neutral'); f(setZoom, e, 1.5); f(e, 'OK, so we\'ve made it to the swamps!'); f(b, 'Yeah, how \'bout that, huh. And the <i>extraordinary</i>, <i>moving</i>, <i>interesting</i> and <i>downright wondrous</i> adventures we went through on our way here, but were too busy to bother showing the player!'); f(c_t, 'This whole part was funnier/more apt before we added the overworld. You\'d be "on-railed" here whether you wanted to or not.'); f(c_t, 'I kept it because I\'m happy with the Monty Python gag coming up in a couple of lines.'); f(c_t, 'But I\'ll... I\'ll probably touch it up a little, before we finally ship.'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(e, 'Indeed! <i>Exhilarating</i> stuff, really.'); f(b, 'And you know, all the beautiful women I had to have sex with, for us to get this far! Wow!'); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltRight'); f(e, 'Er...'); f(b, 'I mean, the player really missed out, didn\'t he...!'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'Or she.'); f(b, 'Or she.'); f(stopMusic); f(playSound, 'recordScratch'); f(screenEffect, 'smallShake'); f(screenEffect, 'shuchusen'); f(person, e, 0, 'shouting'); f(effect, e, 'joltLeft'); f(e, 'All I\'m saying is, watery women lying in ponds distributin\' weaponry is no basis for a system of government.'); f(c_t, 'That\'s the one.'); f(b, '...'); f(playMusic, 'sillytheme'); f(person, e, 0, 'neutral'); f(whatIf, 'quest_killGuard==1&&quest_wg==1'); f(e, 'OK, so I guess we\'re actually here on two quests...'); f(b, 'Right.'); f(e, 'Who do you want to look for first? Kenjah or Bartholomart?'); f(choice); f(choice, 'Kenjah.'); f(jump, 'swamps_kenjah'); f(choice, 'Bartholomart.'); f(jump, 'swamps_bartholomart'); f(endChoice); f(elseIf, 'quest_killGuard≈1'); f(jump, 'swamps_bartholomart'); f(elseIf, 'quest_wg==1'); f(jump, 'swamps_kenjah'); f(endIf); f(otherwise); f(playMusic, 'sillytheme'); f(pause, 0.5); f(scene, 'swamps', 'fade'); f(person, e, 0, 'neutral', 'p2', x, true); f(setZoom, e, 1.5); f(endIf); f(whatIf, 'quest_killGuard==-1&&quest_wg==-1'); f(setVariable, 'timeToUnlockOldtown'); f(effect, e, 'joltRight'); f(whatIf, 'visit_swamps>=3'); f(e, 'Uh...'); f(b, 'Ngh...'); f(elseIf, 'visit_swamps==2'); f(e, 'Uhm... we\'re back in the swamps, I guess.'); f(b, 'Yeah. I hate this shitty place!'); f(person, e, 0, 'surprised'); f(effect, e, 'joltLeft'); f(e, 'So... why did we come back here in the first place...?'); f(b, 'So I could curse at it!'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft'); f(e, '...'); f(otherwise); f(b, 'What the fuck are we doing here, though? We ain\'t got no quests! And nobody to deliver any new ones for us either, by the looks of it?!'); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltLeft'); f(e, 'Imagine all the interesting things that might have taken place here, if only we\'d make different choices.'); f(b, 'Whatever! It\'s shitty place. This is precisely why I said no to those stupid quests in the first place. Wading around in a fucking marshland?'); f(b, 'Seriously, is that your idea of fun, $erinOrSis$?!'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, '... Let\'s just leave, then.'); f(b, 'You bet.'); f(endIf); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 0.5); f(jump, 'overworld'); f(endIf); f(whatIf, 'killedKenjah'); f(doCall, 'threePecks'); f(whatIf, 'visits_swamps==2'); f(person, e, 0, 'huh', x, x, true); f(effect, e, 'joltLeft6'); f(setZoom, e, 1.5); f(e, 'Would you look at that? The astral owl is still pecking on Kenjah\'s eye.'); f(effect, e, 'joltRight'); f(e, 'I thought he said it\'d fly off, after a couple of minutes.'); f(whatIf, 'quest_wg==1.2'); f(b, 'Stupid thing\'s defect. What the heck does $theWhiteGirl$ want it for anyway...?'); f(otherwise); f(b, 'Ha! It\'s defect! Good thing we didn\'t bother with that amulet, then.'); f(endIf); f(otherwise); f(b, 'Hm.'); f(person, e, 0, 'huh', x, x, true); f(endIf); f(whatIf, 'quest_killGuard==1'); f(b, 'Let\'s get to it.'); f(jump, 'swamps_bartholomart'); f(otherwise); f(e, '... Let\'s just leave.'); f(endIf); f(b, 'OK, fine.'); f(pause, 0.5); f(jump, 'leaveChoice'); f(elseIf, 'quest_princessRape>=1'); f(jump, 'swamps_kenjahBackMission'); f(elseIf, 'quest_killGuard==1'); f(b, 'OK. So we\'re looking for that guard, this time.'); f(jump, 'swamps_bartholomart'); f(otherwise); f(e, 'Um...'); f(pause, 2); f(e, 'Remind me again, why did we come here... <i>again?</i>'); f(b, 'No reason, I guess.'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(remove, e); f(pause, 1); f(endIf); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'swamps_bartholomart'); f(panTo, e, 'p2', 0, 1); f(pause, 0.4); f(e, 'Alright, then. Let\'s begin looking for hi-'); f(label, 'swamps_bartholomart2', false); f(person, g2, 0, 'smiling', 'p4'); f(setZoom, g2, 1.4); f(swapDepth, g2, e); f(playSound, 'armor1'); f(changeName, g2, 'Bartholomart'); f(person, e, 0, 'neutral', x, x, true); f(panTo, e, 'p1.6', 0, 1); f(pause, 0.7); f(g2, 'G\'day mate. And, uh... <i>matette.</i>'); f(b, 'A-ha! There you are.'); f(choice); f(choice, 'Off him.'); f(effect, g2, 'joltLeft'); f(playSound, 'armor2'); f(g2, 'Yes, yes... I believe I am.'); f(jump, 'killG2'); f(choice, 'Chat him up.'); f(endChoice); f(b, 'We\'ve been sent here to off you, aren\'t we! What do you have to say for yourself?!'); f(effect, g2, 'joltRight'); f(playSound, 'armor2'); f(g2, 'Really...?'); f(b, 'Yes, really!'); f(g2, 'Who sent you, then?'); f(choice); f(choice, 'Tell him.'); f(setVariable, 'quest_killGuard', 1.5); f(b, 'Your boss, that\'s who!'); f(effect, g2, 'joltRight'); f(playSound, 'armor3'); f(g2, 'The princess...?'); f(b, 'Yah! That\'s who. How many bosses have you got, huh?!'); f(g2, 'Really?'); f(b, 'Yah!'); f(effect, g2, 'joltLeft'); f(playSound, 'armor1'); f(g2, 'B-but... that doesn\'t make any sense. I\'m her favorite.'); f(b, 'You... you are?'); f(g2, 'Yeah. I mean, it\'s the guy on my right she doesn\'t like.'); f(effect, g2, 'joltRight'); f(playSound, 'armor4'); f(b, 'The guy on your right, meaning...'); f('You feel a sense of dread tingling in your undies.'); f(stopMusic); f(playSound, 'recordScratch'); f(person, e, 0, 'shocked'); f(effect, e, 'joltLeft2'); f(e, 'Meaning the guy standing on the left side of the screen!!'); f(pause, 2); f(b, 'What!?'); f(pause, 1); f(b, 'Did he play the old switcheroo on us?!'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, 'Dastardly deception, $eBron$man!'); f(b, 'Indeed, little Roberin.'); f('You let out a sigh.'); f(b, 'I guess... I guess we have no choice but to return to the castle.'); f(effect, g2, 'joltRight'); f(playSound, 'armor3'); f(g2, 'Funny how these things go, isn\'t it.'); f(b, 'Right. We\'ll be off then. Thanks for being helpful, and all.'); f(effect, g2, 'joltLeft'); f(playSound, 'armor2'); f(g2, 'Oh, don\'t fret it. As long as I\'m not killed, I\'m happy!'); f(b, 'Oh, trust me, I know that feeling.'); f(b, 'Oh, shit, almost forgot. The other guard-'); f(effect, g2, 'joltLeft2'); f(playSound, 'armor3'); f(g2, 'Bartholofart?'); f(b, 'Uhr... yeah, sure. He wanted the keys.'); f(effect, 'g2', 'joltRight2'); f(playSound, 'armor4'); f(g2, 'Oh. Right. Aren\'t you... you\'re killing him, though, aren\'t you?'); f(b, 'Yeah, but you know. I wanna finish his quest first for that juicy EXP.'); f(effect, 'g2', 'joltRight'); f(playSound, 'armor3'); f(g2, 'Oh. Of course. Well then, here ya are.'); f(setVariable, 'inventory_key'); f(pause, 0.4); f(notification, 'KEY TO THE GATES added to the inventory.', x, 0.5); f(item, 'whiteBehind', 0, 0); f(item, 'key', 0, 0); f(pause, 0.1); f(playSound, 'objectPuching'); f(pause, 1.5); f(remove, 'key'); f(remove, 'whiteBehind', 0); f(b, 'Thanks.'); f(g2, 'Tah, then.'); f(playSound, 'armor1'); f(remove, g2); f(whatIf, 'quest_wg==1'); f(person, e, 0, 'neutral2'); f(effect, e, 'joltLeft'); f(e, 'Alright. Let\'s do the other quest then, shall we?'); f(b, 'Which one?'); f(effect, e, 'joltLeft'); f(e, 'We\'re supposed to kill some Kenjah character hanging out in these parts of the map.'); f(b, 'Alright.'); f(jump, 'swamps_kenjah2'); f(endIf); f(jump, 'leaveChoice'); f(choice, 'Don\'t tell him.'); f(endChoice); f(b, 'Well, I\'m sure you\'d like to know, wouldn\'t you?'); f(g2, 'Uh... yes?'); f(b, 'Ha! I <i>knew</i> it!'); f(g2, 'Why...? Is this a position you find it reasonable to make fun of?'); f(e, 'He has a point, $eBron$! Thirst for knowledge isn\'t risible!'); f(b, 'Risi-.... Look. I was.... I\'m sorry.'); f(e, 'You are?'); f(b, 'Well, you know the story, don\'t you, Erin?'); f(e, 'Which one? Really, which one?'); f(b, 'You know. The one where I make grave mistakes, with horrible outcomes for everyone but me, but where the <i>real</i> victim, nonetheless, is me.'); f(e, 'Oh, that story. Yeah, I think I\'ve lived it a fair amount of times, as well.'); f(b, 'There, you see.'); f(g2, 'I\'m... I\'m sorry, $Bron$. I just... I didn\'t know.'); f(b, 'Is that the best you\'ve got?'); f(g2, 'Best I\'ve got in terms of what?'); f(b, 'Apologies.'); f(g2, 'Um...'); f(e, '$eBron$, aren\'t you taking things a little too far here?'); f(g2, 'Indeed, $Bron$, I think you are. Your request doesn\'t strike me as at all reasonable.'); f(b, 'B-but...'); f(e, 'No "buts", $eBron$! You know we\'re right.'); f(b, 'You\'re... you\'re right you\'re right.'); f(e, 'I know.'); f(g2, 'I feel I do too.'); f(b, 'OK. Glad we could get this sorted out. Now, for the killing...'); f(g2, 'Oh, yes. There was that, wasn\'t there-'); f(jump, 'killG2'); f(label, 'killG2'); f(setVariable, 'quest_killGuard', 1.7); f(pan, e, -150, 0, 0.3); f(person, e, 0, 'veryShocked'); f(animateOnce, 'sword1', 110, 50); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, g2, 'shake'); f(pause, 0.1); f(g2, 'Ngh...'); f(pan, g2, 0, 576, 0.6); f(pause, 0.2); f(playSound, 'bodyHitsGround'); f(pause, 1); f(remove, g2); f(pause, 2); f(person, e, 0, 'shouting'); f(panTo, e, 'p2', 0, 0.5); f(pause, 0.2); f(e, '$eB$-$eBron$!'); f(b, 'Huh? What?'); f(effect, e, 'joltLeft'); f(e, 'Y-you... you can\'t just off him like that!'); f(b, 'Why not?'); f(e, 'Be-because...'); f(pause, 0.5); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltRight'); f(pause, 0.1); f(e, 'Because I thought this was a gamey VN! Like... with turnbased battles? I expected the screen to go black and us appearing in chibi versions, getting to fight him?!'); f(b, 'What? No, no, there\'s none of that. It\'s just the overworld. You know. We can choose where to go. I think that\'s it in terms of gaminess.'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, 'Oh...'); f(c_b, 'I guess adding turnbased battles is kind of a long term goal. I mean, in reality. Though it\'d depend on the level of enthusiasm this particular chapter of the story receives, of course.'); f(c_b, 'Personally, I\'d love to turn this into more of a "real game," but as I can\'t code for shit, obviously it\'s not in my hands.'); f(e, 'Well. He\'s dead.'); f(b, 'By the looks of it, yeah.'); f(person, e, 0, 'neutral'); f(effect, e, 'joltLeft'); f(e, 'You don\'t figure she\'ll want some evidence? That we actually did it?'); f(b, '... Nah. She\'ll take a look at the event flag we tripped. Or you can press <i>R</i> to show her the log, so she can confirm it herself.'); f(e, 'Good point.'); f(b, 'Oh, the other guard asked for the key though, let\'s see...'); f(pause, 0.3); f(playSound, 'clothesOffShorter'); f(pause, 1.5); f(notification, 'KEY TO THE GATES added to the inventory.', x, 0.5); f(item, 'whiteBehind', 0, 0); f(item, 'key', 0, 0); f(pause, 0.1); f(playSound, 'objectPuching'); f(pause, 1); f(remove, 'key'); f(remove, 'whiteBehind', 0); f(whatIf, 'quest_wg==1'); f(e, 'Alright. Let\'s do the other quest then, shall we?'); f(b, 'Which one?'); f(effect, e, 'joltLeft'); f(e, 'We\'re supposed to kill some Kenjah character hanging out in these parts of the map.'); f(b, 'Alright.'); f(jump, 'swamps_kenjah2'); f(endIf); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(remove, e); f(stopMusic, 'fade', 1); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(); f(label, 'swamps_kenjah'); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltRight'); f(e, 'Alright. So let\'s find this Kenjah character, then.'); f(label, 'swamps_kenjah2', false); f(b, 'Right. Let\'s ask that extremely ugly S of a B over there if he can help us.'); f('You walk over to an ugly SOB standing just outside the width of the screen.'); f(remove, e); f(setZoom, 'bg', 1.2, x, x, 'fade', 1); f(pause, 0.8); f(person, k, 0, x, 'p7'); f(setZoom, k, 1.15); f(pan, k, -450, 0, 1); f(changeName, k, 'Ugly SOB'); f(k, 'I... I heard you, you know. Just now. Calling me ugly, and all that.'); f(b, 'Right... So... you\'re saying you deny it? That you\'re ugly...?'); f(effect, k, 'joltRight'); f(setZoom, 'bg', 1, x, x, 'fade', 0.2); f(person, k, 0); f(setZoom, k, 1.5); f(k, 'N-no, but... but that\'s besides the point, isn\'t it?'); f(b, 'What point?'); f(effect, k, 'joltRight'); f(k, '... Oh, it\'s going to be one of those conversations, is it...? Nevermind, then.'); f(person, e, 'behind', x, 'p1.5', x, true); f(setZoom, e, 2); f(e, 'Basically every conversation in this game is like this. Just a heads up.'); f(effect, k, 'joltLeft'); f(k, 'Right...'); f(person, e, 0, 'neutral', x, x, true); f(setZoom, e, 1.6); f(e, 'Well, anyway, this guy\'s obviously Kenjah. Are you going to slaughter him, or what?'); f(changeName, k, 'Kenjah'); f(playSound, 'slap'); f(effect, k, 'shake', 15); f(k, 'H-hey!'); f(b, 'Yes, Erin, <i>h-h-hey,</i> indeed! How can you be so sure this particular being is our Kenjah?'); f(effect, e, 'joltLeft'); f(e, 'Come on. You\'d think <i>Marble Syrup</i> would just throw in an extra character, just like that? I mean, look at this ugly son-of-a-bitch...'); f(changeName, k, 'Ugly SOB'); f(k, 'Hey!'); f(changeName, k, 'Kenjah'); f(effect, e, 'joltRight'); f(e, '... even his graphics look like they\'ve been re-used.'); f(effect, k, 'joltLeft'); f(k, 'Can I have a word?'); f(b, '... Go ahead, you crazy-looking mother.'); f(person, e, 'behind', x, x, x, true); f(changeName, k, 'Crazy-looking mother'); f(effect, k, 'joltLeft'); f(k, 'Well.'); f(changeName, k, 'Indeed Kenjah'); f(effect, k, 'joltLeft'); f(k, 'I am, indeed, Kenjah.'); f(b, 'A-hah!'); f(effect, e, 'joltRight'); f(e, 'Called it!'); f(changeName, k, 'Kenjah'); f(effect, k, 'joltRight'); f(k, 'And I know $theWhiteGirl$ wants me killed, but I\'ve got a counter-proposition to you guys. Trust me, you\'ll want to hear this.'); f(whatIf, 'virgin'); f(b, 'Bro, I\'ll hear you out and all, but... I\'ll just let you know $theWhiteGirl$ offered me her virginity. I mean, for me to take it.'); f(otherwise); f(b, 'Bro, I\'ll hear you out and all, but... $theWhiteGirl$ offered me to take her in the pussy.'); f(c_t, 'Grab her by the pussy! Brumpf for President!'); f(endIf); f(b, 'With my dick.'); f(person, k, 0, x); f(setZoom, k, 1.6); f(whatIf, 'virgin'); f(k, 'Pft. Sex? Dick in pussy? Trust me, it\'s not all it\'s hyped up to be. Listen, guys: I\'ll give you a magical amulet.'); f(otherwise); f(k, 'Pft... sex? With your dick? Inside of her? Yeah, welll... been there, done that.'); f(k, 'Trust me, it\'s not all it\'s hyped up to be. Listen, guys: I\'ll give you a magical amulet.'); f(endIf); f(person, e, 0, 'surprised', x, x, true); f(effect, e, 'joltLeft'); f(e, 'A... a magical amulet...?!'); f(effect, k, 'joltRight'); f(k, 'Uh, yeah. That\'s what I said.'); f(person, e, 'behind'); f(effect, e, 'joltRight'); f(e, 'Well, what type of magical amulet, specifically? What does it do!?'); f(effect, k, 'joltRight'); f(k, 'It\'s, uh...'); f(effect, k, 'joltLeft'); f(k, 'HP+2.'); f(effect, e, 'joltLeft'); f(e, 'Huh?'); f(effect, k, 'joltRight'); f(k, 'It\'s an HP+2 amulet. It gives you two more hit points. Also there\'s an astral owl avatar that will appear when you die.'); f(effect, e, 'joltRight'); f(e, 'Oh! To revive you?'); f(effect, k, 'joltRight'); f(k, 'No, it\'ll... it\'ll sort of sit on your face and peck at your eyes for a couple of minutes, before it flies away.'); f(effect, e, 'joltLeft'); f(e, 'Oh.'); f(effect, k, 'joltRight'); f(k, 'B-but, uh, still! HP+2 isn\'t anything to scoff at! And the owl, it\'s uh... it\'s very photogenic. <i>Instagrammable</i>, if you know what I mean.'); f(c_t, 'Think a blue version of "Cosmic Owl" in Adventure Time. If you\'re, uh... at all familiar with Adventure Time.'); f(c_t, 'I mean, that\'s how I envisioned it. To the best of my knowledge, there\'s no art of it anywhere in the game.'); f(pause, 0.5); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(e, 'Well, that does sound rather good, doesn\'t it, $eBron$? After all, having sex with $theWhiteGirl$... I mean, it\'s not like it\'s going to do anything to advance our mission, is it...? It\'s just for your gratification, isn\'t it?'); f(b, '...'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(e, '$eBron$...?'); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltLeft3'); f(animateOnce, 'sword1', 195, 50); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, k, 'shake'); f(pause, 1); f(k, 'Ouch!!!'); f(person, e, 0, 'shocked'); f(screenEffect, 'shuchusen'); f(playSound, 'surprisedSound'); f(effect, e, 'joltLeft'); f(e, '$eB$-$eBron$!! What are you doing?!'); f(b, 'Huh? $erinOrSis$, I\'m taking care of business! I\'m slaughtering this bitch-ass looking bitch!'); f(changeName, k, 'Bitch-ass looking bitch'); f(effect, k, 'joltLeft'); f(k, 'Man, come on! Enough with the name-calling!'); f(changeName, k, 'Kenjah'); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltRight'); f(e, '$eBron$! You\'re not using your head! That amulet could be the difference between life and death! And, uh... the difference between having a flickering bluish New Age owl going at your dead, inanimate face, and... not.'); f(b, '...'); f(b, 'OK. I\'ll give it a think.'); f('You give it said think. Which should it be? Kill the retarded troll, and have sex with $theWhiteGirl$, as a reward. '); f('Or... a magical fucking amulet.'); f('The choice is yours.'); f(c_t, 'That\'s not a grammatical mistake, y\'all. It\'s a witticism.'); f(choice); f(choice, 'Sex.'); f(choice, 'Sex with dick.'); f(choice, 'Sex in pussy.'); f(choice, 'Sexy sex.'); f(choice, 'Sex is the best.'); f(choice, 'I\'m only in it for the sex.'); f(choice, '<i>Sexit</i> this conversation.'); f(c_t, 'That\'s a, uh... Brexit joke. Ha ha.'); f(c_b, '... dear player, this was a recent event at the time this part of the script was written, in 2016.'); f(c_t, '2016 <i>AD</i>, motherfuckers. That\'s right — I\'m future-proofing this son of a bitch.'); f(choice, 'Stupid fucking amulet.'); f(jump, 'noKillKenjah'); f(endChoice); f(label, 'kenjahKill'); f(pause, 1); f(setVariable, 'killedKenjah'); f(setVariable, 'quest_wg', 1.1); f(setVariable, 'metEvilanne'); f(animateOnce, 'sword1', 210, 50); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, k, 'shake'); f(pause, 0.3); f(animateOnce, 'sword1', 210, 50, x, x, x, true); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, k, 'shake'); f(pause, 1); f(k, 'Ungh...'); f(setZoom, k, 1.5); f(animateOnce, 'sword1', 210, 50); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, k, 'shake'); f(pause, 0.3); f(animateOnce, 'sword1', 210, 50, x, x, x, true); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, k, 'shake'); f(pause, 0.5); f(animateOnce, 'sword1', 210, 50); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, k, 'shake'); f(pause, 0.3); f(animateOnce, 'sword1', 210, 50, x, x, x, true); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, k, 'shake'); f(pause, 1.3); f(pan, k, 0, 576, 0.6); f(pause, 0.2); f(playSound, 'bodyHitsGround'); f(pause, 1); f(remove, k); f(pause, 1); f(person, e, 'behind', x, x, x, false); f(effect, e, 'joltLeft'); f(whatIf, 'taxcupGotMad'); f(e, 'I guess they didn\'t like him saying that.'); f(b, 'I guess not.'); f(e, 'Oh, well.'); f(otherwise); f(e, 'Oh, well.'); f(endIf); f(b, 'Yah.'); f(pause, 2); f(effect, e, 'joltRight'); f(e, 'Did you... do you want to get the amulet? Pick it off his dead body...?'); f(b, 'Er... nah. It\'s all kinda gross down there now.'); f(playSound, 'mysticAppearance'); f(pause, 0.5); f(b, 'Especially with that astral owl.'); f(effect, e, 'joltLeft'); f(e, 'What\'s it... oh. Right. It\'s...'); f(pause, 0.5); f(doCall, 'threePecks'); f(pause, 0.5); f(effect, e, 'joltRight2'); f(e, '... it\'s pecking on his right eye. How cute.'); f(c_b, 'Bet he\'s sorry he didn\'t get a reviving astral owl avatar.'); f(c_t, 'That\'s the thing though, they\'re just so much costlier than the eye-pecking variety.'); f(c_b, 'Buy nice or buy twice.'); f(c_t, '... Not sure that really applies here, B.'); f(b, 'Let\'s go.'); f(person, ev, 0, 'neutral', 'rightOutside'); f(swapDepth, ev, e); f(pan, ev, -250, 0, 0.5); f(effect, e, 'joltLeft3'); f(stopMusic); f(playSound, 'deden'); f(ev, 'Aha! Not so fast...!'); f(doCall, 'threePecks'); f(ev, 'The amulet is mine, <i>buwahahahaha!</i>'); f(b, 'Hm? What\'s that?'); f(effect, ev, 'joltRight'); f(ev, 'Hng...? It\'s me!'); f(playSound, 'deden'); f(effect, ev, 'joltLeft2'); f(ev, '<i>Evilanne!</i>'); f(b, 'Oh, rrrrright, er... Evil-... Evil-...'); f(effect, ev, 'joltLeft2'); f(playSound, 'deden'); f(ev, '<i>Evilanne!</i>'); f(playMusic, 'evilannetheme'); f(pause, 0.5); f(effect, ev, 'joltRight'); f(ev, 'Come on! That\'s my theme song playing right now. Don\'t tell me you don\'t remember this song?'); f(pause, 1.5); f(b, 'Right, right, of course. And... how can we help you?'); f(effect, ev, 'joltRight2'); f(ev, 'What? Dammit, Bron! I\'m your nemesis! How could you forget? I\'m like, a completely separate entity from Princess Royne and her companions, I\'m more like... a fellow adventurer, except... except I\'m <i>evil</i>!'); f(b, 'Oh. So I\'m... I\'m the good guy?'); f(effect, ev, 'joltLeft'); f(ev, 'Well, er. I mean. Technically. I mean... Your name isn\'t "Evilbron" exactly, now is it?'); f(whatIf, 'Bron==Evilbron'); f(b, 'Er, actually-'); f(stopMusic); f(playMusic, 'surprisedSound'); f(effect, ev, 'joltRight3'); f(ev, 'Oh, come off it!'); f(effect, ev, 'joltLeft'); f(ev, ' S-seriously? The player actually went and... and named you "Evilbron" just to fucking spite me?!'); f(playMusic, 'evilannetheme'); f(b, 'Hey, maybe you\'re taking this the wrong way. He only got to give me one name, you know. You should be flattered. Maybe your his "best girl"?'); f(effect, ev, 'joltRight'); f(ev, '... Well...'); f(b, 'I, on the other hand, don\'t really have a clue who you are.'); f(ev, 'Well, $Bron$! I\'m this mischievous, thorne-in-your-side kind of-'); f(otherwise); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(e, 'She has a point.'); f(whatIf, 'nameNotBron'); f(b, 'I mean... fine. But my name isn\'t even Bron, this time around. It\'s, er... $Bron$...'); f(effect, ev, 'joltRight'); f(ev, 'Wh-what? No?! I don\'t believe it!! Don\'t tell me...'); f(effect, e, 'joltRight'); f(person, e, 'alt', 'sad_alt'); f(e, 'Yes... he\'s been self-'); f(b, 'F-forget I brought it up, OK!?'); f(effect, ev, 'joltLeft'); f(ev, 'F-fine...'); f(b, 'But I\'ll concede the point. My name isn\'t Evil-$Bron$.'); f(effect, ev, 'joltRight'); f(ev, 'Um... OK, thank you... <i>$Bron$...</i>'); f('She shudders slightly as she pronounces your name.'); f(person, e, 'alt', 'neutral_alt'); f(effect, ev, 'joltLeft'); f(ev, 'Well. The point I was making was... I\'m like... this mischievous, thorne-in-your-side kind of-'); f(otherwise); f(choice); f(choice, 'Request to be called "Evilbron" from now on.'); f(setVariable, 'evChangedName'); f(b, 'By Ghurglar the Gurgler! You\'re right! This shall not stand.'); f(changeName, b, 'Evilbron'); f(b, 'Henceforth...'); f(stopMusic); f(playSound, 'deden'); f(b, 'I shall be known as <i>Evilbron</i>!!!'); f(pause, 1.6); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltLeft1.5'); f(playSound, 'surprisedSound'); f(person, ev, 0, 'neutral'); f(setZoom, ev, 1.35); f(ev, 'What?! No!'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, '$eBron$, no... this is "Bron\'s Quest", remember...?'); f(c_t, 'Don\'t make us change the logo!'); f(playMusic, 'evilannetheme'); f(b, 'I give no fucks. I\'m Evilbron.'); f(effect, ev, 'joltRight'); f(ev, 'But what the hell... I\'m your nemesis!!! This isn\'t making any damn sense! The nemesis of "Evilbron" can hardly go under the name Evilanne!!!'); f(effect, e, 'joltLeft2'); f(person, e, 0, 'huh'); f(e, 'Hm...'); f(effect, ev, 'joltLeft'); f(ev, 'What?'); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(e, 'If I may... well, you\'re right, aren\'t you? It doesn\'t make any sense dramaturgically whatsoever.'); f(b, 'Haha! Stupid dramaturgy.'); f(effect, ev, 'joltRight'); f(ev, 'Right.'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltRight'); f(e, 'But... instead of focusing on how Bron has adopted a new <i>nom de plume-</i>'); f(b, 'I\'ve done no such thing!'); f('How dares she!'); f(person, e, 0, 'unimpressed'); f(setZoom, e, 1.3); f(e, '- maybe, you know. You should see this as an oppurtunity-'); f(effect, ev, 'joltLeft'); f(ev, 'What?! How could this be an-'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltRight'); f(e, 'Look -- $Bron$, would you say, with or without the name change... would you say he\'s a good guy? I mean...'); f(pause, 0.8); f(effect, ev, 'joltRight'); f(ev, '.... I mean, no. Not necessarily. Last time we met, he pushed me down on the ground, ripped off my clothes and violently boobfucked me. Twice.'); f(b, 'LOL. Good times.'); f(effect, ev, 'joltLeft'); f(ev, '... and the time before that, he raped my teenage daughter and then threw her into a dimensional portal. Little Evilannette has been missing ever since...'); f(whatIf, 'virgin'); f(stopMusic); f(playSound, 'surprisedSound'); f(person, e, 0, 'surprised'); f(effect, e, 'joltLeft'); f(e, 'E-Evilanne!'); f(effect, ev, 'joltLeft2'); f(ev, 'What?'); f(effect, e, 'joltLeft2'); f(e, 'Ar-... are you not a virgin?!'); f(effect, ev, 'joltRight'); f(ev, 'What do you mean? Of course I am! Aren\'t all women in this universe?!'); f(effect, ev, 'joltLeft'); f(ev, 'Oh, you mean my daughter? No, you misunderstand, us dark elves, we don\'t reproduce like you icky humans. There aren\'t any male dark elves.'); f(effect, e, 'joltRight'); f(e, 'Y-you... you don\'t? A-and... there aren\'t?'); f(effect, ev, 'joltRight2'); f(ev, 'Naw, it\'s more of a spell thing. We don\'t give birth either. We wouldn\'t ever dream of having men sticking their gunks into our junks! Ew!'); f(b, 'But... but you have the equipment, dont\' you? I mean... your daughter seemed to, when I lifted her skirt.'); f(effect, ev, 'joltLeft'); f(ev, 'Y-you pervert!'); f(b, 'Answer the question! Decency demands it!'); f(effect, ev, 'joltRight'); f(ev, 'O-of course we do! But it\'s not for us to use. You know us darkies are all servants of the Balzeroth, the Evil Demon God of Evil, Demonry, and Evil Demonry?'); f(effect, e, 'joltLeft2'); f(e, 'I... I think we might have covered that in Fantasy primary school, yes...'); f(effect, ev, 'joltLeft'); f(ev, 'Well. Our Dark Overlord literally has one rule. " Save your pussies for me." And that\'s about it.'); f(b, 'What, so this Balz-to-the-walz fella gets to fuck you, but I don\'t?! What the hell?! What kind of a religious rule is that?'); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight'); f(e, 'A-anyway, we\'re getting off track. As I was saying... $Bron$ is probably not the most archetypal "good" hero around, alright?'); f(effect, ev, 'joltRight'); f(ev, 'Sure.'); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(otherwise); f(c_t, '18 year olds are also teenagers. Just so we\'re clear!'); f(b, 'Yeah I think that was like a hell portal. For one of the 175 hells of rotten and rotting food. At least that\'s what it smelled like.'); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(e, 'Right. '); f(endIf); f(e, 'And you, Evilanne, you yourself... I mean, I don\'t mean to be presumptuous, but... how <i>evil</i> would you really say you are? Like, on a scale from one to-'); f(effect, ev, 'joltLeft2'); f(ev, '-How dare you!'); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltLeft3'); f(e, 'I... I mean, I say this with the utmost respect, but from my experience, from what I have seen and heard of you...'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltRight'); f(e, 'I feel like... you know. I\'m not 100% sure that <i>evil</i> is really the best descriptor of you, as a person.'); f(effect, ev, 'joltRight2'); f(ev, 'I-...'); f(pause, 1); f(effect, ev, 'joltLeft3'); f(ev, '... By Borndel and Brunhilde\'s Unholy Alliance...! I think you might actually be right...!'); f(effect, ev, 'joltRight'); f(ev, 'Shit. I\'m a fucking fraud, I\'m a-'); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltLeft3'); f(e, 'No-nonono, I wouldn\'t say that, not at all. What I wanted to get to, though, is... you know. Maybe... '); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight2'); f(e, 'Maybe you could just consider rebranding?'); f(effect, ev, 'joltRight'); f(ev, 'Re-... rebranding?'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'I mean, I\'m not saying, you know. "Give up everything you do," and so on. That\'s not it at all. I\'m saying, you know. You could essentially be doing the same thing you\'re doing now, but...'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltRight'); f(e, 'It might even be <i>appropriate</i>, if you will, to be doing it under... under a different name.'); f(effect, ev, 'joltLeft'); f(ev, 'Wh-... what are you saying?'); f(person, e, 0, 'neutral'); f(effect, e, 'joltLeft'); f(e, 'Well, if Bron is now Evilbron... then maybe, you know. Maybe you, Evilanne, could be-'); f(stopMusic); f(playSound, 'recordscratch'); f(b, 'Oh! <i>Bron-Anne!</i> Erin, that\'s... that\'s brilliant, truly. You\'ve surprised us all again with your wit and brilliance.'); f(changeName, ev, 'Bron-Anne'); f(effect, ev, 'joltRight2'); f(ev, 'Oh... B-Bron... Bron-Anne, you s-say? Uh-'); f(playSound, 'surprisedSound'); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltRight3'); f(e, 'What?! No! Evilanne, no! Don\'t! Don\'t use it for the dialogue nameplate already, no!'); f(playMusic, 'evilannetheme'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft2'); f(e, 'I\'m saying, you could be called, well, I don\'t know,<i>Good-Anne</i>, or, uh, <i>Anne of Justice</i>, or, you know... back to the roots. Keep it simple, stupid.'); f(b, 'What?'); f(effect, e, 'joltRight'); f(e, 'I mean... just plain ol\' <i>Anne</i>.'); f(changeName, ev, 'Evilanne'); f(effect, ev, 'joltRight'); f(ev, 'So you\'re saying I... I could be...'); f(person, e, 'alt', 'laughing_alt'); f(effect, e, 'joltRight2'); f(e, 'Yes! Yes, Evilanne! Yes! You could!'); f(stopMusic); f(playSound, 'deden'); f(changeName, ev, 'Evilanne of Justice'); f(effect, ev, 'joltLeft2'); f(ev, '<i>Evilanne of Justice!!</i>'); f(pause, 0.7); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft'); f(pause, 0.3); f(effect, e, 'joltLeft1.5'); f(pause, 2); f(playMusic, 'evilannetheme'); f(effect, e, 'joltLeft'); f(e, 'Er... y-yeah, of course. Of course you could. Er... yes. I\'m so glad to see you take the initiative for yourself, Ev-... Evilanne of Justice.'); f(effect, ev, 'joltLeft'); f(ev, 'Then from this point forward, I will go forth-'); f(effect, e, 'joltRight2'); f(person, e, 0, 'igotit'); f(e, 'HOWEVER, Ev-... Evilanne of Justice, I find that, you know... when people have rather long names consisting of mulitple words...'); f(effect, ev, 'joltLeft'); f(ev, 'Yes...?'); f(person, e, 'alt', 'smiling_alt'); f(effect, e, 'joltLeft'); f(e, 'Well, then people tend to drop some of said words, if you catch my drift. They\'ll abbreviate it, if you will.'); f(effect, ev, 'joltRight'); f(ev, 'Yes...?'); f(effect, e, 'joltLeft'); f(e, 'I mean, take my own name, as an example. I\'m Erin of $oddbottom$, correct?'); f(effect, ev, 'joltleft'); f(ev, 'If you say so.'); f(effect, e, 'joltRight2'); f(person, e, 0, 'neutral2'); f(e, 'But if you open up the bronsquest.script file in the assets folder and run a <i>Ctrl+F</i> or two, you\'ll see that the absolute majority of times people bother mentioning my name, they won\'t bother mentioning anything but <i>Erin.</>'); f(effect, ev, 'joltRight'); f(ev, '... OK, I <i>think</i> I\'m following you. So you\'re saying-'); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(e, '-Well, therefore... if you choose to go under the moniker Evilanne of Justice, I think... I mean I\'d assume that many people, not out of spite or malice, just out of convenience, would, you know...'); f(effect, ev, 'joltLeft2'); f(ev, 'What? They\'d do what?'); f(stopMusic); f(playSound, 'recordScratch'); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltLeft'); f(e, 'They\'d just call you <i>Evilanne</i>, still.'); f(stopMusic); f(playSound, 'surprisedSound'); f(effect, ev, 'joltRight'); f(ev, 'Almendra the Almost Almighty! That... that makes sense, little Erin of $oddbottom$!'); f(playMusic, 'evilannetheme'); f(person, e, 'alt', 'smiling_alt'); f(effect, e, 'joltRight'); f(e, 'Yes, so-'); f(effect, ev, 'joltLeft2'); f(ev, 'You\'re right. What\'s the point of even trying?!?! I might as well just go and jump off that cli-'); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltLeft2'); f(e, 'Nono, no, Evilanne, h-how about those other suggestions?'); f(effect, ev, 'joltRight1.5'); f(ev, 'Oh. Right. Of course. Hah. How could I forget. Silly me.'); f(effect, e, 'joltRight'); f(person, e, 'alt', 'happy_alt'); f(e, 'Yes! That\'s the spirit.'); f(pause, 0.5); f(changeName, ev, 'Bron-Anne'); f(setVariable, 'Evilanne', 'Bron-Anne'); f(stopMusic); f(playSound, 'deden'); f(effect, ev, 'joltLeft2'); f(ev, '<i>Bron-Anne</i> it is, then.'); f(pause, 2); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltLeft'); f(e, 'Ugh... OK, whatever. Fine.'); f(b, 'OK girls, cool story, if a little long. But I still don\'t what the hell is even your thing, $Evilanne$.'); f(playSound, 'jan2'); f(person, e, 0, 'surprised'); f(setZoom, e, 1.5); f(e, 'Didn\'t you... didn\'t you just reminisce about how you forced a boobfuck out of her and how you raped her daughter...?'); f(playMusic, 'evilannetheme'); f(b, 'Hm? Oh, well, see, I suffer from selective amnesia, don\'t I. Can\'t remember nuthin\' but the sex.'); f(effect, ev, 'joltRight'); f(ev, 'Well, $Bron$! I\'m this mischievous, thorne-in-your-side kind of-'); f(choice, 'Launch into a long and nuanced monologue on the nature of evil.'); f(pause, 2); f('...'); f('Yeah, well, the idea of $Bron$ actually doing that is kind of fun, isn\'t it? Not sure actually having him do it would be as much fun, though.'); f(b, 'I don\'t think I\'d be able to reach very deep, to be honest. I have to admit I... I was never quite able to finish <i>Eichmann in Narnia.</i>'); f(effect, ev, 'joltLeft'); f(ev, 'What?'); f(b, 'Never mind. Why don\'t we delve deep into the nature of you, Evilanne. Who are you?'); f(effect, ev, 'joltRight'); f(ev, 'W-well, I\'m like... this mischievous, thorne-in-your-side kind of-'); f(choice, 'Concede the point.'); f(b, 'Sure.'); f(effect, ev, 'joltRight'); f(ev, 'Exactly. So I\'m like... this mischievous, thorne-in-your-side kind of-'); f(choice, 'Call Erin a poopyhead.'); f(b, 'Yeah, well... you\'re a poopyhead!!'); f(pause, 1); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltLeft'); f(e, '...'); f(ev, 'Er... anyways, at the end of the day, I\'m like... this mischievous, thorne-in-your-side kind of- '); f(endChoice); f(endIf); f(endIf); f(b, '-Oh, I get it!! You\'re a sidekick!!'); f(effect, ev, 'joltRight2'); f(ev, 'No! Not a sidekick. Definitely not a sidekick! I\'m more like, you know...'); f(effect, ev, 'joltLeft0.7'); f(ev, 'Someone you want, kind of, but who\'s just constantly out of reach.'); f(whatIf, 'evChangedName'); f(effect, e, 'joltLeft'); f(person, e, 'alt', 'dubious_alt'); f(e, 'Is... is out of reach really-'); f(effect, ev, 'joltRight'); f(ev, '-What?'); f(effect, e, 'joltRight'); f(e, 'I mean, he did boobfuck you the last time we all met, did he not? $Bron$. That\'s what you said.'); f(effect, ev, 'joltLeft'); f(ev, 'Shush. Thing is, no matter what happens, no matter what\'s done to me by the end of it, I\'m always back for more same time, same-batchannel, the very next week.'); f(otherwise); f(effect, ev, 'joltRight'); f(ev, 'Also I always seem to win at first, but then you end up beating me after all in the end... but I\'m still always back for more same time, same bat-channel the very next week.'); f(endIf); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltLeft'); f(e, 'This... this isn\'t a weekly installation, $Evilanne$...'); f(effect, ev, 'joltLeft'); f(ev, 'It\'s a metaphor, alright? Anyways. I got the frickin\' amulet, buawahaha! And there\'s nothing you can do to take it from me!'); f(whatIf, 'evChangedName'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft'); f(e, 'Er, just... just a pointer, Ev-... $Evilanne$, but since you\'re not the one with the word <i>evil</i> in your name any longer, maybe you... you know...'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft'); f(e, '... Ought to lay off the evil laughter...?'); f(effect, ev, 'joltRight'); f(ev, 'Oh. Right. Makes sense. Let me try and rephrase that...'); f(effect, ev, 'joltLeft'); f(ev, 'Ehum. "I got the frickin\' amulet... <i>hohohohoho!</i> And there\'s nothing you can do to take it from me!"'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(e, 'Uh, well-'); f(b, 'OK, bye then. See you later. And don\'t forget owl avatar on the way out, OK?'); f(effect, ev, 'joltRight'); f(ev, 'Hohohohoho!!'); f(otherwise); f(b, 'But... I\'ll get it eventually anyway, is what you\'re saying?'); f(effect, ev, 'joltLeft'); f(ev, 'Um... I mean, usually, that\'s how it goes, but...'); f(b, 'Alright. Well, see you later, then. Don\'t forget the owl avatar.'); f(effect, ev, 'joltRight'); f(ev, 'Buwahahahaha!'); f(endIf); f(remove, ev); f(stopMusic, 'fade', 2); f(pause, 2); f('You and Erin watch $Evilanne$ run off the screen. Once she\'s a comfortable amount of pixels out of the player\'s vision, she slows it down to a jog. After a couple of seconds, she seems out of breath, and begins to walk.'); f(pause, 1); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft'); f(e, 'Oh, well...'); f(pause, 1); f(doCall, 'threePecks'); f(b, 'Tsk. Look at that... She <i>did</i> forget the damn owl.'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'Do you want to... I mean, should we tell her? She can probably still hear us, if we yell. I mean she really didn\'t get very far.'); f(doCall, 'threePecks'); f(b, 'Nah. Let\'s just... let\'s just go. This is an altogher all too silly place.'); f(whatIf, 'quest_killGuard==1'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(playMusic, 'sillytheme'); f(e, 'What about the other quest, though?'); f(b, 'What?'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(e, 'The guard we\'re supposed to kill?'); f(b, 'Oh, right. Well. Let\'s walk around for a bit and I\'m sure we\'ll find him.'); f(person, e, 0, 'neutral2'); f(effect, e, 'joltLeft'); f(e, 'Fine.'); f('So you walk.'); f(jump, 'swamps_bartholomart2'); f(endIf); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.3); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(jump, 'overworld'); f(); f(); f(label, 'threePecks'); f(playSound, 'plik'); f(textEffect, '<peck>', 690, 620, 'Blue', 0.8, -6, 'popUp', 0.3, 190); f(pause, 0.6); f(playSound, 'plik'); f(textEffect, '<peck>', 710, 620, 'Blue', 0.8, 4, 'popUp', 0.3, 190); f(pause, 0.6); f(playSound, 'plik'); f(textEffect, '<peck>', 700, 620, 'Blue', 0.8, -1, 'popUp', 0.3, 190); f(pause, 0.7); f(endCall); f(); f(label, 'noKillKenjah'); f(setVariable, 'kenjahMentionedRape'); f(playSound, 'jan1'); f(screenEffect, 'shake'); f(b, 'AWRGHBLAHRBLAHR!! FINE!! We\'ll take the motherfooken amulet, YOU SICC THICC BASTARD!!'); f(changeName, k, 'Sicc Thicc Bastard'); f(effect, k, 'joltLeft'); f(k, 'Not so fast! I need you to do something for me first...'); f(b, 'OK, that\'s fucken\' it! This asshole\'s going down, and hard!!!'); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltRight3'); f(playSound, 'surprisedSound'); f(setZoom, 2); f(e, '$eBron$! No!'); f(changeName, k, 'This Asshole'); f(effect, k, 'joltRight'); f(k, 'Hey, it\'s not that hard! I just want you to rape this princess for me!'); f(stopMusic); f(playSound, 'recordScratch'); f(b, 'Rape... rape a <i>princess</i>...?'); f(changeName, k, 'Kenjah'); f(effect, k, 'joltLeft'); f(k, 'Yeah! And that\'s it!'); f(whatIf, 'quest_killGuard>=1'); f(setVariable, 'taxcupGotMad'); f(b, 'Wait a sec... is it the one in the castle by the lake, the previous place on the overworld?'); f(effect, k, 'joltRight'); f(k, 'Yep! Perfect, you already know it, even!'); f(b, 'Ugh...'); f(effect, k, 'joltRight'); f(k, 'Wh-what?'); f(whatIf, 'quest_killGuard==1.7'); f(b, 'She already gave us a mission... and I already finished it. I just have to go back to the castle, and she\'ll let me fuck her.'); f(otherwise); f(b, 'She already gave us a mission. All I have to do is complete it and go back to her and she\'ll let me have sex with her.'); f(endIf); f(effect, k, 'joltLeft'); f(k, 'B-but wouldn\'t you prefer to <i>rape</i> her?!'); f(choice); f(choice, 'Fuck Kenjah\'s cheap quest and kill him.'); f(jump, 'kenjahKill'); f(choice, 'Forfeit the princess\' quest and take this one on instead.'); f(endChoice); f(setVariable, 'dontDeleteChibis'); f(effect, e, 'joltRight4'); f(person, e, 0, 'surprised', x, x, true); f(c_t, 'OK, I\'mna stop you guys right there.', 'taxcupsuspicious', true); f(b, 'What? What do you want, little man?'); f(screenEffect, 'smallShake'); f(c_t, 'I DIDN\'T FORESEE THINGS WOULD GET SO FUCKING COMPLICATED!!! I GAVE YOU TOO MANY DAMN CHOICES!!!', 'angry', 'true'); f(b, 'And...?'); f(screenEffect, 'smallShake'); f(c_t, 'I DON\'T WANT TO FUCKING REWRITE THE PRINCESS STUFF ONE MORE TIME TO ACCOMODATE FOR THIS SHIT GOING DOWN SO PLEASE JUST KILL KENJAH AND BE DONE WITH THIS!!', 'angry', 'true'); f(b, 'So why did you just give me the choice to take his mission in the first place?'); f(c_t, 'I WAS HOPING YOU WERE GOING TO DECIDE TO KILL HIM ANYWAY, WEREN\'T I!?!', 'angry', 'true'); f(setVariable, 'dontDeleteChibis', false); f(c_t, 'Now just get to it!', 'taxcupsuspicious', true); f(effect, e, 'joltLeft4'); f(person, e, 0, 'huh', x, x, false); f(b, 'Sheesh.'); f(effect, k, 'joltRight'); f(k, 'Seriously? You\'re going to let the writer dictate what you do?'); f(b, 'You know... I don\'t think either of us have much of a choice, when it comes down to it.'); f(effect, j, 'joltLeft'); f(k, 'Hell. I guess you\'re right.'); f(b, 'Any last words?'); f(k, '...'); f(effect, k, 'joltLeft4'); f(k, 'MARBLE SYRUP CAN SUCK MAH B-'); f(jump, 'kenjahKill'); f(endIf); f(b, 'And... she\'s hot...?'); f(playMusic, 'sillytheme'); f(effect, k, 'joltLeft'); f(k, 'What? Of course! She\'s a princess, dude! How the hell do you think you become a princess in the first place?'); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltLeft2'); f(e, 'That\'s... I think you\'re thinking of beauty pagea-'); f(b, 'What the <i>heck,</i> man! Why didn\'t you just tell me before I very nearly offed ya?!'); f(person, e, 0, 'shouting', x, x, true); f(effect, e, 'joltRight2'); f(e, '$eBron$, <i>no!</i> This is immoral! I cannot condone this!'); f(b, 'Come on, Erin! It\'s like you said, it\'s a question of life and death! Besides, I\'ll make it a <i>Comedy Rape,</i> you know? Real comical! Like Rance! Not really rape!'); f(c_t, 'Not <i>rape</i> rape!'); f(whatIf, 'permanent.hadconsensualsexwithprincess'); f(b, 'Besides, I\'ve already done it totally consensually with her on a previous playthrough. If it\'s the same princess you get to if you walk away from $theWhiteGirl$, I mean.'); f(effect, k, 'joltRight'); f(k, 'Yeah, it\'s her.'); f(whatIf, 'permanent.incestprincess&&incest'); f(b, 'Actually, she\'s my $sisterSingular$. Don\'t worry... that\'s not going to stop me, though.'); f(person, e, 0, 'irritated', x, x, true); f(effect, e, 'joltLeft'); f(e, 'What? What the hell are you talking about?'); f(b, 'Hm?'); f(effect, e, 'joltRight'); f(e, 'We don\'t have any royalty in the family!'); f('You realize Erin of course has no recollection of the previous playthrough and doesn\'t know the princess you\'re talking about is Gwen.'); f(b, 'Right. Whatever.'); f(endIf); f(otherwise); f(b, 'I mean, besides, she\'ll probably kind of want me when she sees me, anyway.'); f(endIf); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltLeft'); f(e, '$eBron$! I plead with you! Let\'s just walk away, now!'); f(choice); f(choice, 'Walk away.'); f(setVariable, 'quest_princessRape', -1); f('You sigh.'); f(b, 'Fine, fine.'); f(person, e, 'alt', 'happy_alt'); f(effect, k, 'joltRight'); f(k, 'Really...?'); f(b, 'Let\'s just not talk about it.'); f(effect, k, 'joltLeft'); f(k, 'OK, whatever, dudes. Hasta la vista.'); f(remove, k); f(pause, 1.5); f(person, e, 'alt', 'smiling_alt'); f(effect, e, 'joltRight'); f(whatIf, 'daughter'); f(e, 'Dad...! I know this is weird coming from your daughter, but... I\'m so proud of you!'); f(otherwise); f(e, '$eBron$! I... I\'m so proud of you!'); f(endIf); f(b, 'Yeah yeah, whatever. Come on. Let\'s get going.'); f(whatIf, 'quest_killGuard==1'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'What about the other quest, though?'); f(b, 'What?'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, 'The guard we\'re supposed to kill?'); f(b, 'Oh, right. Well. Let\'s walk around for a bit and I\'m sure we\'ll find him.'); f(person, e, 0, 'neutral'); f(effect, e, 'joltLeft'); f(e, 'Fine.'); f('So you walk.'); f(jump, 'swamps_bartholomart2'); f(endIf); f(scene, 'black', 'fade'); f(whatIf, 'quest_wg'); f(); f(endIf); f(pause, 1); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(choice, 'Accept the quest.'); f(setVariable, 'quest_princessRape', 1); f(b, 'Erin, sorry. You\'re not the one picking from a bunch of choices from a list every time there\'s a branch in the story ahead, alright? No, you\'re not. I am.'); f(e, '...'); f(b, 'Kenjah, my main man, it\'s a deal.'); f(notification, 'NEW QUEST: Rape a princess.'); f(changeName, k, 'Bron\'s Main Man'); f(effect, k, 'joltLeft'); f(k, 'OK.'); f(changeName, k, 'Kenjah'); f(b, 'Yeah.'); f(effect, k, 'joltRight'); f(k, '...'); f(effect, k, 'joltLeft'); f(k, 'So?'); f(b, 'Oh, right. I\'ll get to it, then.'); f(b, 'Could you... could you, you know... point the way?'); f(k, 'It\'s over there.'); f(b, 'Oh. Over... there?'); f(k, 'Yeah.'); f(b, 'You know, it\'d, uh... it\'d be helpful if you, you know... actually pointed in the direction you intended, when you say, "over there". Instead of just, you know. Stand there.'); f('Kenjah sighs.'); f(k, 'Arm movements <i>schmarm schmovements!</i>'); f(effect, k, 'joltLeft3'); f(k, 'It\'s over there, alright? Better?'); f(b, 'OK. I\'ll just walk in that general direction in that of which you just nudged. Sure.'); f(b, 'Bye.'); f(remove, k); f(whatIf, 'quest_killGuard==1'); f(effect, e, 'joltLeft'); f(e, 'What about the other quest, though?'); f(b, 'What?'); f(effect, e, 'joltRight'); f(e, 'The guard we\'re supposed to kill?'); f(b, 'Oh, right. Well. Let\'s walk around here for a bit and I\'m sure we\'ll find him.'); f(effect, e, 'joltLeft'); f(e, 'Fine.'); f('So you walk.'); f(jump, 'swamps_bartholomart2'); f(endIf); f(jump, 'leaveChoice'); f(choice, 'Accept the quest, but try and do it without upsetting Erin.'); f(setVariable, 'talkNoRape'); f(b, 'Erin, you\'re right! We\'re just going to... you know, go to the castle, and, uh, talk to the princess...'); f(effect, k, 'joltLeft'); f(k, 'No man, you <i>have to<i> rape her, or no deal.'); f(b, 'Bro... talk about <i>not</i> helping.'); f(b, 'Look, Kenjah...'); f('You wink desperately to Kenjah, to let him in on your intentions.'); f(b, 'We\'ll go to the castle, and you know... <i>JUST TALK</i>, to the princess. And I\'m sure we can work something out, right, Kenjah?!'); f(effect, k, 'joltRight'); f(k, 'Oh. Yeah. Right.'); f('You sigh a sigh of relief. He gets you.'); f(effect, k, 'joltLeft'); f(k, 'But... just so we\'re clear here, you really need to, you know... <i>talk<i> to her. Like, really. You can\'t just, you know, talk to her. You have to... <i>talk<i> to her.'); f(b, 'Yeah, no worries man, I get you. I\'ll <i>talk to</i> her, just like you\'ve agreed.'); f(effect, k, 'joltRight'); f(k, 'Yeah, uh... so again, just trying to avoid a major misunderstanding here, but, uh-'); f(b, 'Nonono, I get it-'); f(effect, k, 'joltLeft'); f(k, 'No, I mean, the kind of <i>talking</i> I\'m talking about here, you know... not just regular talking alright?'); f(b, 'MAN. I GET WHAT YOU\'RE SAYING.'); f(effect, k, 'joltRight'); f(k, 'Like. You know, uh... not to micromanage you or whatever, but the two of you should be naked-'); f(b, 'OK MAN!'); f(effect, k, 'joltLeft'); f(k, '-and, you know, you should forcefully insert your-'); f(b, 'GREAT GREAT GREAT!!'); f(stopMusic); f(playSound, 'recordScratch'); f(effect, k, 'joltRight'); f(k, '-penis into her vagina.'); f(b, '...'); f(playMusic, 'sillytheme'); f(effect, k, 'joltLeft'); f(k, 'Now, <i>that\'s<i> the kind of <i>talking</i> we\'re talking about here, alright?'); f('You sigh.'); f(k, 'Laters.'); f(remove, k); f(whatIf, 'quest_killGuard==1'); f(b, 'Alright. Let\'s get going.'); f(effect, e, 'joltLeft'); f(e, 'What about the other quest, though?'); f(b, 'What?'); f(effect, e, 'joltRight'); f(e, 'The guard we\'re supposed to kill?'); f(b, 'Oh, right. Well. Let\'s walk around here for a bit and I\'m sure we\'ll find him.'); f(effect, e, 'joltLeft'); f(e, 'Fine.'); f('So you walk.'); f(jump, 'swamps_bartholomart2'); f(endIf); f(jump, 'leaveChoice'); f(choice, 'Kill Kenjah to collect your reward from $theWhiteGirl$.'); f(jump, 'kenjahKill'); f(endChoice); f(label, 'swamps_kenjahBackMission'); f(person, k, 0, x, 'p4'); f(setZoom, k, 1.3); f(swapDepth, k, e); f(whatIf, 'visits_swamps==2'); f(k, 'Oh, you\'re back! Did you... did you <i>talk</i> to her yet?'); f(otherwise); f(k, 'Oh. You\'re back. Again. Did you actually do it, this time?'); f(whatIf, 'visits_swamps==3'); f(b, 'Do what?'); f(k, '<i>Talk</i> to the princess?'); f(b, 'Oh, that.'); f(endIf); f(endIf); f(whatIf, 'quest_princessRape≈2'); f(setVariable, 'timeToUnlockOldtown'); f(setVariable, 'quest_princessRape', 3); f(b, 'Of course.'); f(effect, k, 'joltLeft'); f(k, 'Ah, great!'); f(whatIf, 'incest'); f(b, 'Turns out the princess in question was my $sisterSingular$ though, would you imagine?'); f(effect, k, 'joltRight3'); f(stopMusic); f(playSound, 'surprisedSound'); f(k, 'What?! So you\'re telling me you didn\'t actually go through with it, after all?!'); f(b, 'Hm? What do you mean? What would make you think that?'); f(effect, k, 'joltLeft'); f(k, 'Well, <i>obviously,</i> you wouldn\'t... I mean, a normal person wouldn\'t ever dream of-'); f(b, '...'); f(playMusic, 'sillytheme'); f(effect, k, 'joltLeft'); f(k, 'Oh. You... you did it, did ya?'); f(b, 'Did it good.'); f(effect, k, 'joltRight2'); f(k, 'Wow. That\'s... that\'s some dedication for an HP+2 amulet, I\'ve... I\'ve gotta say.'); f(b, 'Just trying to make myself useful, you know. Scout\'s honor.'); f(otherwise); f(b, 'So how about that amulet...?'); f(endIf); f(effect, k, 'joltLeft'); f(k, 'Right. Well, here you go.'); f(pause, 0.5); f(playSound, 'zeldaFindObject'); f(notification, 'HP+2 AMULET WITH ASTRAL OWL added to the inventory.', x, 0.5); f(item, 'whiteBehind', 0, 0); f(item, 'amulet', 0, 0); f(pause, 2); f(b, 'What a beauty.'); f(remove, 'amulet'); f(remove, 'whiteBehind', 0); f(pause, 0.5); f(person, e, 0, 'neutral', 'p2'); f(setZoom, e, 1.5); f(e, 'Let\'s get going.'); f(b, 'OK.'); f(jump, 'leaveChoice'); f(otherwise); f(choice); f(choice, '"Of course."'); f(effect, k, 'joltLeft'); f(k, 'Bro... you\'d lie to <i>me</i>!?'); f(b, 'What? How can you tell?'); f(effect, k, 'joltRight'); f(k, 'Ain\'t no rape crust on your dick bro!'); f(b, 'OK, whatever. Tried to pull a quick one on yer.'); f(effect, k, 'joltLeft'); f(k, 'Don\'t come back till you\'ve done the deed!'); f(choice, '"Not yet."'); f(whatIf, 'visit_swamps==3'); f(effect, k, 'joltLeft'); f(k, 'Well, what do you keep coming here for then? What do you want?'); f(b, 'Um... a bit of encouragement?'); f(effect, k, 'joltRight'); f(k, 'Really?'); f(pause, 1); f(b, 'Really.'); f(effect, k, 'joltRight'); f(k, '...'); f(effect, k, 'joltLeft2'); f(k, 'You... you can do it?'); f(b, 'Feels better already. Thanks.'); f(effect, k, 'joltLeft'); f(k, 'Now, get to it, alright?'); f(elseIf, 'visit_swamps==4'); f(effect, k, 'joltLeft'); f(k, '... Come back here when you have.'); f(otherwise); f(effect, k, 'joltLeft'); f(k, 'What? You haven\'t? What\'d you come here for, then?'); f(b, 'I forget. I mean, I don\'t know. I guess... I guess I came \'cause I could.'); f(effect, k, 'joltRight'); f(k, 'Whatever. Please get to it, bro, or you can forget seeing the amulet ever again.'); f(endIf); f(endChoice); f(whatIf, 'quest_killGuard==1'); f('WIP'); f(b, 'Wait, we got that guard thing we gotta do here too.'); f(jump, 'swamps_bartholomart'); f(endIf); f(endIf); f(label, 'loc_castle'); f(whatIf, 'visits_shithole<1'); f(jump, 'loc_shithole'); f(endIf); f(setVariable, 'lastloc', 'castle'); f(incrementVariable, 'visits_castle'); f(whatIf, 'quest_princessRape==1'); f(jump, 'princessRapeQuest'); f(elseIf, 'visits_castle==1'); f(setVariable, 'ow_swamps'); f(jump, 'castle_notrape'); f(elseIf, 'quest_killGuard==1'); f(jump, 'castle_killguards'); f(elseIf, 'quest_killGuard==1.5'); f(jump, 'castle_killguardsSecondAttempt'); f(elseIf, 'quest_killGuard==1.6'); f(jump, 'castle_killguardsMoreAttempts'); f(elseIf, 'quest_killGuard==1.7'); f(jump, 'castle_killedWrongGuard'); f(elseIf, 'quest_killGuard==2||quest_killGuard==3'); f(endIf); f(playMusic, 'royaltheme'); f(pause, 1); f(scene, 'castle_interior_day', 'fade'); f(person, p, 0, 'irritated'); f(setZoom, p, 1.5); f(whatIf, 'visits_castle==2'); f(p, 'What... what are you doing back here?'); f(b, 'Uh, just. You know. Checking up on things. Making sure we\'re 100%-ing this bitch, if ya know what I mean?'); f(person, p, 0, 'sad', x, x, true); f(effect, p, 'joltLeft'); f(p, 'Well, there\'s nothing more to see here, so...'); f(b, 'Fine.'); f(otherwise); f(p, 'You again? Would... would you please stop coming here?'); f(endIf); f(person, p, 0, 'sad', x, x, true); f(effect, p, 'joltRight'); f(p, 'Bye.'); f(remove, p); f(pause, 1); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.5); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'castle_killedWrongGuard'); f(setVariable, 'quest_killGuard', 3); f(pause, 0.5); f(playMusic, 'sillytheme'); f(pause, 0.5); f(scene, 'castle_front_day', 'fade'); f(pause, 0.5); f(person, g1, 0, 'smiling', 'p1', x, true); f(setZoom, g1, 1.5); f(playSound, 'armor1'); f(changeName, g1, 'Guard'); f(g1, 'Hi ya. Did you get my key?'); f(b, 'Sure. Here.'); f(pause, 0.2); f(playSound, 'pantsOff'); f(notification, 'KEY TO THE GATES removed from the inventory.', x, 0.5); f(pause, 0.8); f(notification, 'You\'ve successfully completed BARTHOLOMART\'S FANTASTIC KEY QUEST.', x, 0.5); f(pause, 0.8); f(effect, g1, 'joltLeft'); f(playSound, 'armor2'); f(g1, 'Thanks.'); f(b, 'No problem.'); f(pause, 1.5); f(b, 'Hey... '); f(b, 'I... I might be... I mean... weren\'t you... weren\'t you standing to the right, before?'); f(effect, g1, 'joltLeft'); f(playSound, 'armor1'); f(g1, 'Hm? Oh, before? Well... kind of depends on how you define "before", doesn\'t it?'); f(b, 'Does it?'); f(effect, g1, 'joltRight'); f(playSound, 'armor4'); f(g1, 'I... I think it does, yeah.'); f(b, 'OK, so... before, when I asked you about where your buddy Bartholomart was?'); f(effect, g1, 'joltLeft'); f(playSound, 'armor2'); f(g1, 'Oh. Yes, at that particular time I was standing on the right side. You know. Just trying it out, for a change. Didn\'t like it much, though, no. Left\'s more me.'); f(b, 'Hm.'); f(effect, g1, 'joltRight2'); f(playSound, 'armor3'); f(g1, 'What\'s that?'); f(b, 'I think there might have been a slight misunderstanding. You see... your princess, she... she asked me to kill one of her guards.'); f(effect, g1, 'joltLeft'); f(playSound, 'armor2'); f(g1, 'Oh... I-... I see.'); f(b, 'The one on the left, she said.'); f(effect, g1, 'joltLeft'); f(playSound, 'armor1'); f(g1, 'Ahah.'); f(b, 'That... that would be you, wouldn\'t it?'); f(effect, g1, 'joltRight'); f(playSound, 'armor3'); f(g1, 'Yeah... except, you know.'); f(g1, 'If you assume she\'s standing where you are now, of course, yes. But if she\'s looking down at us from atop the tower, or, uh... just standing on the drawbridge with the castle to her back...'); f(b, 'Oh. Good point.'); f(pause, 1); f(b, 'Erin?'); f(person, e, 0, 'unimpressed', 'p4'); f(setZoom, e, 1.7); f(e, 'Yes?'); f(b, 'What do you figure?'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'Whatcha mean?'); f(b, 'Should I kill this guy too?'); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(e, 'Um... I don\'t know. You could... you could just have him switch sides, if you wanted?'); f(effect, g1, 'joltRight'); f(playSound, 'armor1'); f(g1, 'Ehum. Like I said. Standing on the right wasn\'t really for me.'); f(pause, 1); f(stopMusic); f(playSound, 'recordScratch'); f(b, 'Or I can kill you.'); f(pause, 1); f(effect, g1, 'joltLeft'); f(playSound, 'armor2'); f(playMusic, 'sillytheme'); f(g1, '... OK, fine.'); f(playSound, 'armor2'); f(pan, g1, 670, 0, 1); f(pause, 0.5); f(person, g1, 0, 'neutral', x, x, false); f(pause, 0.1); f(pan, e, -260, 0, 0.5); f(pause, 0.25); f(person, e, 0, 'neutral', x, x, true); f(pause, 0.5); f(g1, 'Happy?'); f(b, 'Thanks. That ought to do it.'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, 'Let\'s go.'); f(remove, g1); f(pause, 0.2); f(remove, e); f(stopMusic, 'fade', 2); f(pause, 1); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'princessSex'); f(label, 'princessSex'); f(whatIf, 'quest_wg=-1||quest_wg==1.2'); f(setVariable, 'timeToUnlockOldtown'); f(endIf); f(playMusic, 'royaltheme'); f(pause, 0.5); f(scene, 'castle_interior_day', 'fade'); f(pause, 1); f('No one seems to be around.'); f(b, 'Hm.'); f(stopMusic, 'fade', 1); f(pause, 0.9); f(playSound, 'psst'); f(pause, 0.1); f(p, 'Psst... $oBron$, come hither...'); f('You hear a voice coming from the next room.'); f(b, 'Erin, wait here.'); f(stopMusic, 'fade', 1.2); f(label, 'princessSex2', false); f(scene, 'white', 'fade'); f(pause, 1); f(playSound, 'killbillsiren'); f(changeBg, 'black', 'fade'); f(pause, 0.91); f(cgs, 'p_sexy', 'fade', ['yellowback'], 0.35); f(pause, 0.75); f(cgs, 'p_sexy', x, ['yellowback', 'black_left']); f(pause, 0.78); f(cgs, 'p_sexy', x, ['yellowback', 'black_left', 'black_right']); f(pause, 0.8); f(cgs, 'p_sexy', x, ['yellowback', 'black_left', 'black_middle', 'black_right']); f(pause, 0.75); f(cgs, 'p_sexy', x, ['blackyellowinverted']); f(pause, 0.5); f(cgs, 'p_sexy', x, ['yellowback', 'black_left', 'black_middle', 'black_right']); f(pause, 0.5); f(cgs, 'p_sexy', x, ['blackyellowinverted', 'left']); f(pause, 0.45); f(cgs, 'p_sexy', x, ['yellowback', 'left_inverted', 'black_middle', 'right_inverted']); f(pause, 0.4); f(cgs, 'p_sexy', x, ['left', 'middle', 'right']); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(pause, 2); f(c_b, 'Sorry if the timing was super off. Yeah, I did this specific part, just this animation. Turns out I couldn\'t time it reliably across all systems without changing the code, and... well, Tsubaki-kun didn\'t think it was worth it just for this one scene.'); f(c_b, 'So... I hope it ran smoothly for you, anyway.'); f(scene, 'cg_p_sexyzoom', 'fade', x, x, x, 0, 'top', 512); f(playMusic, 'spaceySexMusic', 'fade', 2); f(pan, 'bg', 0, -455, 20); f(whatIf, 'incest'); f('wip Incest'); f(endIf); f(p, 'You\'ve... you\'ve done what I\'ve asked for?'); f(b, '...'); f(whatIf, 'virgin'); f('$thePrincess$ is blushing, and there\'s something oddly bashful about her appearance, despite the stark nakedness of her body.'); f(p, 'P-please... please be gentle with me...'); f(otherwise); f(p, 'I... I\'ve prepared a little gift for you, per our agreement...'); f(endIf); f(pause); f(screenEffect, 'fadeToBlack', 1); f(pause, 1); f(scene, 'black'); f(pause, 0.5); f(playSound, 'zipper'); f(pause, 1); f(b, 'O-oh...'); f(pause, 1); f(playSound, 'newhump3'); f(pause, 0.1); f(cgs, 'p_boobjob', x, [0]); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(pause); f(loopSound, 'boobjob'); f('Before you know what hit ya, $thePrincess$ is kneeling on the floor with your firm dick firmly tucked in between her large, squishy breasts.'); f(pause, 1); f(screenEffect, 'shake'); f(playSound, 'squish1'); f(textEffect, '<squish!>', 410, 280, x, x, -10, 'shakeFade'); f(pause, 2); f(b, 'Ngh...'); f('It\'s all one can do not to cum on the spot. Sheesh.'); f(setZoom, 'bg', 1.2, 200, 100, 'fade', 0.2); f(pause, 0.1); f(whatIf, 'virgin'); f(p, 'Am I... am I doing it r-right, $oBron$?'); f(pause, 0.2); f(setZoom, 'bg', 1.3, 210, 200, 'fade', 1); f(pause, 0.2); f('You glance down to your dick.'); f(pause, 0.5); f(b, 'It\'s... yeah, $princessOrSis$, it\'s looking pretty good from where I\'m standi-'); f(screenEffect, 'shake'); f(playSound, 'squish2'); f(textEffect, '<squish!>', 410, 280, x, x, -10, 'shakeFade'); f(b, '-ngh!'); f(p, 'Are you... are you OK?! Should I go sto'); f(screenEffect, 'surprisedSound'); f(b, 'DON\'T STOP!! WHATEVER YOU DO!!'); f(p, 'Oh... O-, OK. So... this... this is how it\'s supposed to, to feel? It feels good, I m-mean?'); f(screenEffect, 'shake'); f(playSound, 'squish1'); f(textEffect, '<squish!>', 410, 280, x, x, -10, 'shakeFade'); f(pause, 0.5); f(b, 'Ngh... yes...'); f(setZoom, 'bg', 1.2, 200, 100, 'fade', 0.2); f(whatIf, 'incest'); f(cgs, 'p_boobjob', x, [0, 'exp_alt']); f(p, 'Even though... even though I\'m your $sisterSingular$...? It doesn\'t... it doesn\'t b-bother you? It doesn\'t turn you... turn you off?'); f(b, 'What? Why would it?'); f(p, 'Y-you don\'t... you don\'t find it disgusting? Against the will of the Gods, and-'); f(b, '$sis$, that\'s... that\'s enough blabbering, OK? The gods themselves do this type of stuff all the time. They only ask us mortals to refrain because they\'re cunts, and don\'t want others to have as much fun as they do.'); f(p, 'Oh, OK, $oBron$... if you say so...'); f(otherwise); f(p, 'You... you like me? When I do this?'); f(screenEffect, 'shake'); f(playSound, 'squish2'); f(textEffect, '<squish!>', 410, 280, x, x, -10, 'shakeFade'); f(pause, 0.5); f(b, 'Nnh... girl, I <i>love</i> you when you do that!'); f(cgs, 'p_boobjob', x, [0, 'exp_alt']); f(p, 'But... this is not how a princess should... I was always told that-'); f(b, 'Princess, from now on, I want to see you greet every visitor to the royal castle like this.'); f(p, 'N-no! That\'s... that\'s not possible!'); f(endIf); f(otherwise); f(cgs, 'p_boobjob', x, [0, 'exp_alt']); f(p, 'You like that, don\'t you?'); f(setZoom, 'bg', 1.3, 210, 200, 'fade', 1); f(pause, 0.2); f(b, 'Ur... yes? Please... don\'t stop...?'); f(screenEffect, 'shake'); f(playSound, 'squish1'); f(textEffect, '<squish!>', 410, 280, x, x, -10, 'shakeFade'); f(pause, 0.5); f(b, 'Ngh!! Yes!! That hits the spot!!'); f(p, 'Oh, how could I ever stop going down on a guy like you... on a dick like this!'); f(endIf); f(cgs, 'p_boobjob', x, [0]); f(screenEffect, 'shake'); f(playSound, 'squish2'); f(textEffect, '<squish!>', 410, 280, x, x, -10, 'shakeFade'); f(pause, 1); f('$thePrincess$ keeps moving her boobs up and down along your shaft. The soft yet firm grip of them, softly pulling your foreskin back and forth... the sweat forming between her boobs... the spit from her mouth...'); f(pause, 1); f('Oh, man. This is the stuff worth dying for. Even if you\'d been forced to do a thousand fetch quests, it\'d still have been worth it.'); f(pause, 1); f(cgs, 'p_boobjob', x, [0, 'exp_alt']); f(p, 'Ngh...'); f('Shit. You\'re about to cum.'); f(pause, 1); f(stopLoop); f(cgs, 'p_boobjob', x, [0, 'exp_alt', 'cum']); f(screenEffect, 'shake'); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(playSound, 'cumSpray'); f(pause); f(scene, 'white', 'fade', 2); f(pause, 1.4); f(p, '...'); f(p, 'You still got more of that junk inside of ya?'); f(pause, 0.5); f(b, '...'); f(b, 'Er...'); f(b, 'Um...'); f(pause, 1); f(stopMusic); f(playSound, 'recordScratch'); f(b, 'Hold on, give me a minute or two....'); f(playSound, 'surprisedSound'); f(p, 'R-... really?'); f(pause, 0.7); f(c_t, 'Hehe. Kinda happy with this joke. The one place you really don\'t expect realism in a porn game...'); f(c_t, 'I hope this wasn\'t a buzz-kill, to those of ya who be self-insertin\', an\' all. I hope it didn\'t make anybody feel emasculated. I don\'t self-insert though, so... I\'ve no idea.'); f(pause, 0.8); f(screenEffect, 'clock'); f(pause, 2.5); f('Some unspecified amount of time later...'); f(playSound, 'popS'); f(person, e, 'bubble', 'eyesClosedAngry', 'p4.4', 100, x, x, x, x, 0); f(setZoom, e, 1.4); f(pause, 0.5); f(e, 'How long am I going to have to wait outside?!'); f(pause, 0.5); f(remove, e, 0); f(playSound, 'popS'); f(pause, 1); f(playMusic, 'spaceySexMusic', 'fade', 5); f(cgs, 'p_sex', x, [0, 'exp_halfclosed']); f(screenEffect, 'shake'); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(pause, 1); f(p, 'Aaaangh!!'); f('What an embrace. $Bron$ Junior never felt this welcome, anywhere. He\'s finally found a warm, comfortable home.'); f('Shame about the extensive water damage, though. I mean... this place is damp!!'); f(c_t, 'I was going to make this one step further by letting the narrator jokie about how this might lead to indoor mold in the future, and that you should really take a close look at your home insurance to maker sure you had coverage, but... '); f(c_t, 'I kinda felt that using the word "mold" when talking (even metaphorically) about the inside of a character\'s pussy during a sex scene might be slightly ill-advised.'); f(c_t, 'Good solid joke, though.'); f(pause, 1); f(screenEffect, 'shuchusen'); f(playSound, 'squish1'); f(cgs, 'p_sex', x, [0]); f(setZoom, 'bg', 1.7, 950, 490, 'fade', 0.5, 'easeInOutQuint'); f(pause, 0.5); f(b, 'God, ngh... this is... you are so tight....!'); f(pause, 0.5); f(setZoom, 'bg', 1.65, 250, 168, 'fade', 3); f(pause, 1); f(whatIf, 'virgin'); f(p, 'I can\'t believe it... I can\'t... angh... I can\'t believe I never, before... it feels so good! Is this what sex feels like?'); f(whatIf, 'incest'); f(b, 'Yup. At least when you do it with your $brother$, yes... incest\'s the best, $sis$.'); f(otherwise); f(b, 'At least when I\'m the one dolin\' out, yes indeed, ma\'am.'); f(endIf); f(endIf); f(pause, 1.5); f(cgs, 'p_sex', x, [0, 'exp_halfclosed']); f(screenEffect, 'shake'); f(effect, 'hump'); f(textEffect, 'Angh!!', 224, 200, x, 0.7, 26, 'shakeFade'); f(pause, 1); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(setZoom, 'bg', 1, x, x, 'fade', 0.5, 'easeInOutQuint'); f('You give her another good hump, and watch with pleasure how she squeals as you poke her insides.'); f(pause, 0.5); f(p, 'Nghf... nghff... nhff... anghff....'); f('Though you\'ve only just started, her breathing is heavy with pleasure, just from your dick being inside of her.'); f('You decide to play a little with her.'); f(cgs, 'p_sex', x, [0]); f(screenEffect, 'shake', 7, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(textEffect, 'Angh!!', 350, 60, x, 0.7, 26, 'shakeFade'); f('You thrust ever so slightly inside of her, and let yourself stay there.'); f(p, 'Nff.... nhff... anghfhh.... nfhahf...!'); f('By Oglar, the god of overzied and malformed radishes... the inside of $thePrincess$\'s pussy is nothing short of incredible. And obviously, so is your dick, to her. Her breathing gets heavier still. Poor girl! She doesn\'t know what to do with herself.'); f(cgs, 'p_sex', x, [0, 'exp_eyesopen']); f(setZoom, 'bg', 1.4, 250, 60, 'fade', 1); f(pause, 0.8); f(p, 'Nnfh... nghff... p-please...'); f('You almost laugh. Her sqealing "p-please" is almost to soft to make out.'); f(pause, 0.5); f(p, 'Nfh... $oB$-$oBron$... p-please, more... I want more...!'); f(cgs, 'p_sex', x, [0, 'exp_halfclosed']); f(screenEffect, 'shake', 11, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(textEffect, 'Angh!!', 220, 60, x, 0.7, -26, 'shakeFade'); f(pause, 1); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(setZoom, 'bg', 1, x, x, 'fade', 1); f(pause, 0.5); f(whatIf, 'incest'); f(whatIf, 'virgin'); f(p, '$oBron$... I can\'t believe it... my $brother$ is inside of me...!'); f(b, 'You\'d better believe it, $sis$!'); f(otherwise); f(p, 'Aang... how I\'ve longed for this, sweet $brother$ of mine...'); f(b, 'As I have... as I have...!'); f(endIf); f(otherwise); f(whatIf, 'virgin'); f(p, 'I... I can\'t believe the first dick I feel inside of me should be a pleb dick... but it feels so good... $w_angh$...'); f(otherwise); f(p, 'Angh... you plebs, you... you sure know how to use your tools...!'); f(endIf); f(b, 'You\'d better believe it.'); f(endIf); f(pause, 0.5); f(cgs, 'p_sex', x, [0]); f(screenEffect, 'shuchusen'); f(screenEffect, 'shake', 11, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 11, 0.2); f(effect, 'hump'); f(screenEffect, 'zoom'); f(pause, 2); f(b, 'Ah, ah... this is incredible!'); f(p, 'M-more, $oBron$! D-don\'t stop! I want more...'); f(screenEffect, 'zoom'); f(screenEffect, 'shake', 11, 0.2); f(effect, 'hump'); f(pause, 0.7); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(p, 'Nghf... y-yes... $w_angh$!'); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(cgs, 'p_sex', x, [0]); f(screenEffect, 'shake', 13, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(pause, 1); f('You lose yourself inside of her, humping back and forth, your foreskin being tightly hugged and pulled by the inside of her pussy.'); f(c_t, 'Your foreskin? Yes. Bron\'s not circumcised, what the heck did you expect? This is a fantays game, god dang it!', 'angry'); f('But as soon as you make a break, it\'s obvious that our dear princess is about as excited as you are.'); f(pause, 0.5); f(p, 'Ngha.... anghh... afhnn.... nnnfh.... hooo....'); f(b, 'What\'s that, princess?'); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(screenEffect, 'shuchusen'); f(p, 'Don\'t st-... stop, nfhh... don\'t stop, fhh, stop moving... nhhhf...'); f(b, 'Hah. What if I actually did?'); f(cgs, 'p_sex', 'fade', [0]); f(screenEffect, 'shake', 13, 0.3); f(screenEffect, 'hump'); f(effect, 'hump'); f(pause, 1); f(textEffect, 'Nghh!!', 224, 200, x, 0.7, 26, 'shakeFade'); f(p, 'Nghh!!'); f(pause, 0.5); f('Her pussy grips you hard as you thrust yourself inside of her once more.'); f(whatIf, 'virgin'); f('Really... nothing beats pounding the shit out of a juicy virgin pussy.'); f(endIf); f(b, 'You just can\'t help yourself, can you?'); f(whatIf, 'incest'); f(b, 'Say it! Say... "I want my $brother$\'s cock!" Do it!'); f(otherwise); f(b, 'Say it! Say you want it. My fabulous cock!'); f(endIf); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(p, 'Anh... I... I want it... your fabulous c-cock... ngh...'); f(cgs, 'p_sex', x, [0]); f(textEffect, 'Nghh!!', 224, 200, x, 0.7, 26, 'shakeFade'); f(screenEffect, 'shake', 13, 0.3); f(screenEffect, 'hump'); f(effect, 'hump'); f(pause, 1); f(p, 'More!! Oh, it feels so good! You\'re... you\'re inside of me! You\'re so b-big, $w_angh$!'); f(setZoom, 'bg', 1.4, 250, 60, 'fade', 1); f(pause, 0.5); f(b, 'More, you say? Well then...'); f(pause, 0.5); f(setZoom, 'bg', 1.7, 950, 490, 'fade', 6); f(pause, 0.4); f(screenEffect, 'shake', 12, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.9); f(screenEffect, 'shake', 12, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 1.5); f(b, 'More, it is!'); f(pause, 1); f(p, 'Hah... haaahhh.... haaaah...'); f(setZoom, 'bg', 1, x, x, 'fade', 1); f(pause, 1); f(label, 'princessSexHumpChoice', false); f(choice); f(choice, 'Keep humping her.'); f(setVariable, 'humps', 0); f(jump, 'princessSexHump'); f(choice, 'Time to cum.'); f(jump, 'princessSexCum'); f(endChoice); f(label, 'princessSexHump', 'false'); f(incrementVariable, 'humps'); f(screenEffect, 'shuchusen'); f(screenEffect, 'zoom'); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.9); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.7); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.8); f(whatIf, 'humps>3'); f(jump, 'princessSexHumpChoice'); f(otherwise); f(jump, 'princessSexHump'); f(endIf); f(label, 'princessSexCum', false); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.7); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(cgs, 'p_sex', 'fade', [0, 'exp_halfclosed']); f(textEffect, 'Aaahaah!!', 224, 200, x, 0.7, 26, 'shakeFade'); f(pause, 1); f(p, 'Ahh-, aan... aaah... aAAaaA-'); f('$thePrincess$ is inches away from coming.... and honestly speaking? So are you.'); f(whatIf, 'daughter'); f(b, 'My baby... daddy\'s gonna cum inside of you! We\'re cumming together!'); f(elseIf, 'incest'); f(b, 'Ah... ah... $sis$... this is it... we\'re gonna cum together.... your own $brother$ is gonna creampie you...'); f(otherwise); f(b, 'Aw, crap... here we go...!'); f(endIf); f(whatIf, 'virgin'); f(b, 'Your first ever orgasm... this one will be one to remember...'); f(endIf); f(screenEffect, 'shuchusen'); f(playSound, 'squish1'); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(p, 'Nhga... yes, yes yes yes yes yes yes YES!!'); f('Time for the thrust <i>de resistance</i>.'); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.7); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 1.8); f(stopMusic); f(cgs, 'p_sex', 'fade', [0, 'exp_halfclosed', 'cum']); f(screenEffect, 'shake', 13, 0.6); f(screenEffect, 'zoom'); f(playSound, 'hardhump'); f(pause, 0.1); f(effect, 'hump'); f(playSound, 'splat'); f(pause); f(p, 'AAanahAHAnahaaAHhhaHhh!!!!'); f(b, 'Hunghyaha!!!!'); f(pause, 1.5); f(scene, 'white', 'fade', 2); f(pause, 3.2); f(removeScreenEffects); f(playMusic, 'royaltheme'); f(scene, 'castle_bedroom_day'); f(screenEffect, 'fadeFromWhite', 1); f(whatIf, 'virgin'); f(person, p, 'blush', 'neutral'); f(otherwise); f(person, p, 0, 'neutral'); f(endIf); f(setZoom, p, 1.6); f(p, '$oBron$...'); f(pause, 0.5); f(whatIf, 'virgin'); f(person, p, 'blush', 'happy'); f(otherwise); f(person, p, 0, 'happy'); f(endIf); f(effect, p, 'joltLeft3'); f(p, 'Thank you!'); f(whatIf, 'incest'); f(whatIf, 'virgin'); f(whatIf, 'daughter||uncle'); f(p, 'I couldn\'t have dreamt of a better way to lose my virginity... to my very own $brother$. Thank you, $Bron$.'); f(otherwise); f(p, 'Best way to lose my virginity, ever! To my dear $brother$ $oBron$.'); f(endIf); f(otherwise); f(p, 'How I\'d longed for your eminent specimen, $oBron$! There\'s just... just nothing like a $brother$\'s cock, don\'t you think? It will forever hold a special place in my heart.'); f(effect, p, 'joltRight'); f(p, 'And, you know. Elsewhere as well, of course. Teehee.'); f(endIf); f(otherwise); f(p, 'That was... that was something else. I... really, I know this was supposed to be a reward for you, not for me, but...'); f(effect, p, 'joltRight'); f(p, 'Again... Thank you, $oBron$!'); f(whatIf, 'virgin'); f(p, 'I... I couldn\'t have come up with a better way of losing my virginity if I\'d tried.'); f(endIf); f(endIf); f(b, 'Hey, you know. It ain\'t no thang.'); f('You beam with pride.'); f(pause, 1); f(person, e, 0, 'irritated', 'rightOutside'); f(setZoom, e, 1.1); f(swapDepth, p, e); f(pause, 0.2); f(stopMusic); f(playSound, 'recordScratch'); f(panTo, e, 'p3.5', 0, 0.7); f(person, p, 0, 'neutral', x, x, true); f(pan, p, -140, 0, 0.7); f(pause, 1.2); f(e, 'Well, <i>I</i> am <i>NOT</i> pleased, $eBron$!!'); f(playMusic, 'royaltheme'); f(person, e, 0, 'angryEmbarrassed'); f(effect, e, 'joltRight2'); f(effect, p, 'joltLeft'); f(whatIf, 'incest'); f(e, 'Not only was I stuck this entire time in the hallway, with the sounds of my $brother$ and $sister$ c-copu-... copulating, echoing across the room...'); f(otherwise); f(whatIf, 'eIncest'); f(e, 'N-not only was I stuck this entire time in the hallway, listening to my idiot $brother$ groaning and moaning as he-, he...'); f(otherwise); f(e, 'N-not only was I stuck this entire time in the hallway, forced to listen to your groans and moans as y-, you...'); f(endIf); f(b, 'Fucked the princess\' brain out?'); f(effect, e, 'joltRight'); f(e, 'E-ew...'); f(endIf); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltRight2'); f(e, 'I-, I... I also really had to pee...!'); f('Erin looks as if she\'s about to cry.'); f(person, e, 'alt', 'pouting_alt'); f(effect, e, 'joltLeft2'); f(e, 'I... I couldn\'t find the bathroom, so I-, so I...'); f(pause, 1); f(stopMusic); f(playSound, 'surprisedSound'); f(person, p, 0, 'surprised', x, x, true); f(effect, p, 'joltLeft4'); f(pause, 1.5); f(effect, p, 'joltRight2'); f(p, 'You... you mean to say you peed on the floor of the Royal Hall...?!'); f(pause, 0.5); f(effect, e, 'joltRight3'); f(e, '...'); f(whatIf, 'incest||eIncest'); f(b, 'Erin, bad girl! Bad girl! Why do you always have to embarrass your poor $brother$ like this? Now, I\'m sure I\'ve potty trained you fully, so I really... really! Erin...!'); f(otherwise); f(b, 'Erin, bad girl! I\'m... I\'m awfully sorry, your Higness. It\'s all on me. I really shouldn\'t have brought her along... really.'); f(endIf); f(person, p, 0, 'irritated'); f(pause, 1); f(person, e, 0, 'eyesClosedAngry', x, x, true); f(pan, e, 700, 0, 1); f(playSound, 'runningAwayOnGravel'); f(pause, 1); f(remove, e); f(pause, 0.5); f(playMusic, 'royaltheme'); f(b, 'Um... Oh, well. I guess I\'d better hurry after her. Or I\'d be without a main quest. <i>Adieu</i>, then, $princessOrSis$! Glad to have been of assistance.'); f(person, p, 0, 'happy'); f(effect, p, 'joltRight3'); f(p, 'Don\'t be long, $oBron$! Don\'t be long...'); f(pause, 1); f(person, p, 0, 'surprised'); f(effect, p, 'joltLeft'); f(p, 'Oh and if I\'m all pissy an\' like "what are you doing here? Please go" next time you come... remember, it\'s only because you\'re still in the bloody beta and the writer hasn\'t got around to finish writing all of that stuff yet.'); f(person, p, 0, 'neutral'); f(b, 'Um... sure, $princessOrSis$. I\'ll keep that in mind. Bye.'); f(efect, p, 'joltRight'); f(person, p, 0, 'happy'); f(p, 'Bye!'); f(pause, 0.5); f(remove, p); f(stopMusic, 'fade'); f(pause, 0.4); f(scene, 'black', 'fade'); f(pause, 1.5); f(jump, 'overworld'); f(label, 'castle_killguards'); f(scene, 'castle_front_day', 'fade'); f(pause, 0.5); f(person, g1, 0, 'smiling', 'p5'); f(setZoom, g1, 1.5); f(playSound, 'armor1'); f(changeName, g1, 'Guard'); f(g1, 'Hi ya.'); f(b, 'Where\'s your buddy Bartholo-fart?'); f(g1, 'Still in the swamps, I reckon.'); f(person, e, 0, 'neutral', 'p2'); f(setZoom, e, 1.7); f(e, 'Let\'s get out of here.'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(remove, e); f(pause, 0.2); f(remove, g1); f(pause, 0.5); f(scene, 'black', 'fade', 1); f(pause, 1); f(jump, 'overworld'); f(label, 'castle_killguardsSecondAttempt'); f(scene, 'castle_front_day', 'fade'); f(pause, 0.5); f(person, g1, 0, 'neutral'); f(g1, 'Hi thar.'); f(b, 'Bro. Why didn\'t you tell me you usually stand on the other side of the screen when Bart the Fart is around?'); f(g2, 'Well. Ya didn\'t ask, now did ya?'); f(choice); f(choice, 'Kill him.'); f(choice, 'Let him be, and leave.'); f(setVariable, 'quest_killGuard', 1.6); f(b, 'You\'re right. I didn\'t. Bye. Come on, $erinOrSis$. We\'re leaving.'); f(e, 'W-what?'); f(b, 'What, what?'); f(e, 'Did we go through all of that for nothing?'); f(b, 'All of that? We just went to the swamps and back.'); f(e, '... OK, fine.'); f(whatIf, 'incest'); f(whatIf, 'sister||cousin'); f(b, 'Why, you you want me to go fuck our $sisterSingular$?'); f(elseIf, 'daughter'); f(b, 'Why, you want me to go fuck your sister?'); f(endIf); f(e, 'N-no...! I don\'t!'); f(b, 'Oh, so you\'re saying your jealous, then? Huh? Admit it! You want this cock all to yourself, don\'t ya, $erinOrSis$!'); f(e, 'Shut up! Let\'s just leave.'); f(e, 'Also; I hate you, $eBron$. You\'re literally the worst.'); f(b, 'Fine, fine.'); f(endIf); f(whatIf, 'quest_wg==-1||quest_wg==1.1'); f(setVariable, 'timeToUnlockOldtown'); f(endIf); f(jump, 'leaveChoice'); f(endChoice); f(setVariable, 'quest_killGuard', 2); f(stopMusic, 'fade', 1.1); f(pause, 1); f(animateOnce, 'sword1', 110, 50); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, g1, 'shake'); f(pause, 0.1); f(g1, 'Ngh...'); f(pan, g1, 0, 576, 0.6); f(pause, 0.2); f(playSound, 'bodyHitsGround'); f(pause, 1); f(remove, g1); f(pause, 2); f(b, 'OK, that should do it.'); f(pause, 1); f(scene, 'black', 'fade'); f(jump, 'princessSex'); f(label, 'castle_killguardsMoreAttempts'); f(scene, 'castle_front_day', 'fade'); f(pause, 0.5); f(changeName, 'g1', 'Guard'); f(person, g1, 0, 'neutral'); f(g1, 'Howdy.'); f(g2, 'Hi-da.'); f(g1, 'What do you guys want?'); f(b, 'Um... nothing.'); f(e, 'Let\'s leave.'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'castle_guardKilled'); f(scene, 'castle_front_day', 'fade'); f(pause, 0.5); f(changeName, 'g1', 'Guard'); f(person, g1, 0, 'neutral', 'p4'); f(setZoom, g1, 1.3); f(g1, 'G\'day mate! You got that key for me?'); f(b, 'What?'); f(g1, 'wip u have to leave now'); f(g1, 'come back by next beta release brah'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(remove, g1); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'princessRapeQuest'); f(scene, 'castle_afar_day', 'fade'); f(pause, 1); f(whatIf, '!atCastleOnRapeQuestBefore'); f(setVariable, 'atCastleOnRapeQuestBefore'); f(b, 'Alright. Here we are.'); f(person, e, 0, 'unimpressed', 'p1', x, true); f(setZoom, e, 1.5); f(e, '...'); f(b, 'Should we just walk right on up to the gates? Or... you know, try and get inside after nightfall?'); f(effect, e, 'joltLeft'); f(e, '...'); f(pause, 3); f(b, 'Erin! Come on!'); f(pause, 1); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight'); f(e, 'Whatever. Just leave me out of it. I don\'t care.'); f(pause, 1); f('Seems it\'s up to you to decide.'); f(otherwise); f(b, 'Alright. Rape quest.'); f(endIf); f(pause, 0.5); f(choice); f(choice, 'Walk right on up.'); f(setVariable, 'prapetime', 'day'); f(b, 'Let\'s just get inside there first and then think about how we should do the... <i>talkin\'</i>.'); f(remove, e); f(pause, 1); f(scene, 'black', 'fade'); f(scene, 'castle_front_day'); f(person, g1, 0, 'angry', 'p1', x, true); f(setZoom, g1, 1.5); f(playSound, 'armor1'); f(g1, 'Halt!'); f(person, g2, 0, 'angry', 'p5'); f(setZoom, g2, 1.5); f(playSound, 'armor2'); f(g2, 'Halt!'); f(effect, g1, 'joltRight'); f(playSound, 'armor3'); f(g1, 'None shall pass!'); f(effect, g2, 'joltLeft'); f(playSound, 'armor4'); f(g2, 'None shall pass!'); f(b, 'Hi guys. You... you have a princess in there, or what?'); f(effect, g1, 'joltLeft'); f(playSound, 'armor3'); f(g1, 'Uh... who wants to know...?'); f(effect, g2, 'joltLeft'); f(playSound, 'armor1'); f(g2, 'Yes! Who is it that seeks this piece of knowledge?'); f(b, 'Ur... I do?'); f(person, g1, 0, 'smiling'); f(effect, g1, 'joltRight'); f(playSound, 'armor2'); f(playMusic, 'sillytheme'); f(g1, 'Ah, bro, why don\'t you just say so?!'); f(person, g2, 0, 'smiling'); f(effect, g2, 'joltLeft'); f(playSound, 'armor4'); f(g2, 'Yeah man, why don\'t you just say, "I seek information on whether there\'s a princess in your castle, and this information would be for my own perusal"!'); f(b, 'Can I go in?'); f(effect, g1, 'joltLeft'); f(playSound, 'armor2'); f(g1, '...'); f(effect, g2, 'joltRight2'); f(playSound, 'armor3'); f(g2, 'Um... I don\'t see why not? Do you, Guard #1?'); f(effect, g1, 'joltRight'); f(playSound, 'armor4'); f(g1, 'Oh wait, shouldn\'t he like... answer a riddle or something first?'); f(b, 'No, I already did, just one area away from here on the map. So come on, let me just get in there and rape the princess.'); f(pause, 1); f(stopMusic); f(playSound, 'surprisedSound'); f(person, g2, 0, 'laughing'); f(person, g1, 0, 'angry'); f(playSound, 'armor2'); f(effect, g1, 'joltLeft2'); f(effect, g2, 'joltRight2'); f(pause, 2); f(b, 'I-, I mean, let me in there to <i>talk</i> to her, of course.'); f(playMusic, 'sillytheme'); f(person, g2, 0, 'neutral'); f(person, g1, 0, 'neutral'); f(effect, g2, 'joltLeft'); f(playSound, 'armor1'); f(g1, 'Alright then. If that\'s all you\'re going to do, then... I don\'t see how it could hurt anyone.'); f(b, 'Thanks for being bros, bros.'); f(remove, g1); f(remove, g2); f(pause, 0.4); f(stopMusic, 'fade', 2); f(scene, 'black', 'fade'); f(pause, 2); f(scene, 'castle_interior_day', 'fade'); f(playMusic, 'royaltheme'); f(b, 'That was easier than I thought it\'d be.'); f(person, e, 0, 'surprised'); f(setZoom, 1.3); f(e, 'Where is everyone though?'); f(b, 'Oh, you came along?'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight2'); f(e, 'What? I\'m a party member. I follow in your footsteps. Like... literally, one tile behind.'); f(b, 'Sure, but... you could have just waited outside, you know... '); f(effect, e, 'joltRight'); f(e, 'Oh. Yeah. Well. Um.'); f(pause, 1.5); f(b, 'Maybe we\'ll find somebody in the next room?'); f(remove, e); f(pause, 1); f(scene, 'black', 'fade'); f(pause, 2); f(scene, 'castle_bedroom_day', 'fade'); f(jump, 'rapeQuest_meetPrincess'); f(choice, 'Wait for nightfall.'); f(choice, 'Leave.'); f(b, 'Let\'s go back to the Overworld, for now.'); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(endChoice); f(setVariable, 'prapetime', 'night'); f(setVariable, 'guardsAlreadyKilled'); f(b, 'Let\'s wait for nightfall.'); f(scene, 'black', 'fade'); f(pause, 0.5); f(screenEffect, 'clock'); f(pause, 2.5); f(scene, 'castle_afar_night', 'fade'); f(pause, 0.5); f(b, 'There we go. Nightfall!'); f(setFilter, 'evening'); f(person, e, 'alt', 'eyesClosed_alt', 'p1.5', x, true); f(setZoom, e, 1.2); f(e, '... So what\'s the plan?'); f(b, 'Didn\'t you ask me to leave you out of it?'); f(pause, 1.2); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft2'); f(e, 'I-... well.'); f(b, 'I guess we\'re going to look for a way to sneak in. Let\'s walk up and have a closer look.'); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(scene, 'castle_front_night', 'fade'); f(pause, 2); f(b, 'Well, what do you know. No guards. Fancy that.'); f(person, e, 0, 'irritated'); f(setZoom, e, 1.5); f(e, 'So we essentially waited all this time... for nothing?'); f(b, 'Maybe they were here during the day. Who knows.'); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f('You walk right on in.'); f(pause, 1); f(scene, 'castle_interior_night', 'fade'); f(pause, 1.5); f(b, 'This is odd. Where is everyone?'); f(person, e, 0, 'huh', 'p4'); f(setZoom, e, 1.2); f(e, 'Asleep?'); f(b, 'But... all this valuable stuff? Nobody guarding it?'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltRight2'); f(e, '... Valuable stuff? Like what, that chair over there?'); f(b, 'Uh, yeah, exactly. That very chair. Might be very costly.'); f(effect, e, 'joltLeft'); f(e, 'Right.'); f(pause, 0.4); f(remove, e); f(pause, 1); f(scene, 'black', 'fade'); f(pause, 1); f('You explore the premises, but find nobody... that is, until you reach the master bedroom.'); f(playMusic, 'royaltheme'); f(pause, 1); f(scene, 'castle_bedroom_night', 'fade'); f(setFilter, 'nightFire'); f(jump, 'rapeQuest_meetPrincess'); f(label, 'rapeQuest_meetPrincess'); f(person, p, 0, 'surprised', 'p2'); f(p, 'What the...!'); f(whatIf, 'incest'); f(jump, 'rapeQuest_meetPrincess_incest'); f(otherwise); f(b, 'Aha! The Princess, I assume!'); f(person, p, 0, 'irritated'); f(effect, p, 'joltLeft3'); f(p, 'Dirty plebs! How the heck did you get in here? Guards! Guards!'); f(whatIf, 'guardsAlreadyKilled'); f(person, p, 0, 'appealing', x, x, true); f(effect, p, 'joltRight'); f(p, 'Oh.... Right. Guess I had that Argar fellow kill them earlier today. Silly me.'); f(otherwise); f(b, 'I doubt they can hear you, princess. The only two guards we\'ve seen here were standing outside the castle.'); f(person, p, 0, 'sad', x, x, true); f(effect, p, 'joltRight'); f(p, 'I bet! And being bloody useless at it too, by the looks of it!'); f(b, 'Can\'t argue with you there.'); f(endIf); f(person, p, 0, 'smiling'); f(effect, p, 'joltRight'); f(p, 'No matter! I, uh... I have magical powers, don\'t I!'); f(person, p, 0, 'appealing', x, x, false); f(effect, p, 'joltLeft4'); f(stopMusic); f(playSound, 'jan1'); f(p, '<i>Abracadam!</i>'); f(pause, 2); f(playMusic, 'royaltheme'); f(p, 'Um...'); f(stopMusic); f(person, p, 0, 'appealing', x, x, true); f(effect, p, 'joltRight3'); f(playSound, 'jan2'); f(p, '<i>... cadam!</i>'); f(pause, 4); f(playMusic, 'royaltheme'); f(b, 'Hm?'); f(person, p, 0, 'irritated', x, x, true); f(effect, p, 'joltLeft'); f(p, 'Come on! Fall over!'); f(pause, 2); f(b, 'It\'s... that\'s not how it works. I don\'t think.'); f(person, p, 0, 'appealing'); f(effect, p, 'joltRight'); f(p, 'R-really? It usually works on my guards, at least since I had killed the first 43 of them which it didn\'t seem to work on.'); f(pause, 2); f(person, e, 0, 'unimpressed', 'p4'); f(setZoom, e, 1.4); f(pause, 0.4); f(effect, e, 'joltRight'); f(e, '$eBron$... let\'s get out of here. She doesn\'t seem entirely stable, does she?'); f(b, 'Erin... a quest is a quest.'); f(pause, 1); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft2'); f(e, 'Is it really worth it, though?'); f(pause, 0.5); f(choice); f(choice, 'Erin\'s right. Let\'s not rape her.'); f(choice, 'Ask her if she wouldn\'t mind having sex with you.', 'wip'); f(choice, 'Let\'s rape her.'); f(b, 'What? Are you crazy? Of course you\'re going to rape her. Look at that bod, fam!'); f(person, p, 'blush', 'surprised'); f(effect, p, 'joltRight3'); f(p, 'Wh-what?!'); f(jump, 'princessRape'); f(endChoice); f(pause, 0.5); f(choice); f(choice, 'LOL for real though, let\'s rape her.'); f(b, 'LOL'); f(jump, 'princessRape'); f(choice, 'Nah man, I was serious.'); f(setVariable, 'quest_princessRape', 0); f(notification, 'GAVE UP ON QUEST: Rape a Princess. You quitter.', x, 0.5); f(b, 'Fine. Let\'s not rape her. I guess. <i>This time.</i>'); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(whatIf, 'talkNoRape'); f(e, 'Don\'t you mean you\'re not going to <i>talk</i> to her?'); f(b, 'Oh, haha.'); f(otherwise); f(e, 'I\'m... I\'m almost proud of you, $eBron$. Almost.'); f(endIf); f(jump, 'leaveChoice'); f(endChoice); f(endIf); f(); f(label, 'leaveChoice'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(stopMusic, 'fade'); f(pause, 0.1); f(remove, e); f(pause, 0.1); f(removeAllChars); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 2); f(jump, 'overworld'); f(label, 'leaveOtChoice'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(stopMusic, 'fade'); f(pause, 0.1); f(remove, e); f(pause, 0.1); f(removeAllChars); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 2); f(jump, 'oldtown_overworld'); f(); f(label, 'princessRape'); f(setVariable, 'quest_princessRape', 2); f(b, 'Here we go!'); f(effect, p, 'joltLeft'); f(p, 'Wha-'); f(stopMusic, 'fade', 0.5); f(screenEffect, 'fadeToBlack', 0.5); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 0.4); f(playSound, 'clothesDown'); f(pause, 0.1); f(playSound, 'tearS'); f(pause, 1); f(whatIf, 'incest'); f(p, 'N-no, $oBron$! Stop it! I\'m, I\'m your-'); f(b, 'Hush, baby. That\'s what makes it OK, in the first place!'); f(otherwise); f(p, 'N-no! S-stop it! I\'m a-, I\'m royalty! You can\'t do this to me!!'); f(b, 'Let\'s see about that, huh?'); f(endIf); f(playSound, 'blanketRemoved'); f(pause, 1); f(playMusic, 'spaceySexMusic', 'fade', 5); f(cgs, 'p_sex', x, [0, 'exp_halfclosed']); f(screenEffect, 'shake'); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(pause, 1); f(p, 'Nghya!!'); f('Though $thePrincess$ isn\'t as wet as you might have hoped for, you slide in with relative ease. This warm embrace of $Bron$ Junior fills you with fuzzy feelings.'); f(pause, 1); f(screenEffect, 'shuchusen'); f(playSound, 'squish1'); f(cgs, 'p_sex', x, [0]); f(setZoom, 'bg', 1.7, 950, 490, 'fade', 0.5, 'easeInOutQuint'); f(pause, 0.5); f(b, 'God, ngh... this is... this is so tight.'); f(pause, 0.5); f(setZoom, 'bg', 1.65, 250, 168, 'fade', 3); f(pause, 1); f(p, 'P-please, stop it!'); f(whatIf, 'virgin'); f(p, 'Don\'t... don\'t take my maidenhood!'); f(endIf); f(whatIf, 'incest'); f(whatIf, 'virgin'); f(b, 'Come on, $princessOrSis$. Do you know for how long I\'ve waited for this?'); f(otherwise); f(b, 'Come on, $princessOrSis$. This is just like in the good ol\' days, isn\'t it?!'); f(endIf); f(otherwise); f(b, 'Unghh... sorry, girl. Not likely at this juncture.'); f(endIf); f(pause, 1.5); f(cgs, 'p_sex', x, [0, 'exp_halfclosed']); f(screenEffect, 'shake'); f(effect, 'hump'); f(textEffect, 'Angh!!', 224, 200, x, 0.7, 26, 'shakeFade'); f(pause, 1); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(setZoom, 'bg', 1, x, x, 'fade', 0.5, 'easeInOutQuint'); f('You give her another good hump, and watch with pleasure how she squeals in involuntary arousal. Whether she wants to or not, she can\'t help but enjoying the physical sensation of your dick deep inside of her.'); f(c_t, 'Magical dick.', 'taxcupderp'); f('Yes, it only took two humps, or thereabout, for her pussy juice factory to kick into high gear. It\'s production season, boys. Call your wife, foreman! We\'ll be working overtime tonight.'); f(c_t, 'Um... My apologies to anybody who suffered partial paralysis after reading the previous internal monologue. But, er... it\'s a little funny, isn\'t it? ... No?'); f(pause, 0.5); f(p, 'Nghf... nghff... nhff... anghff....'); f('Though you\'ve only just started, her breathing is heavy with pleasure, just from your dick being inside of her.'); f('You decide to play a little with her.'); f(cgs, 'p_sex', x, [0]); f(screenEffect, 'shake', 7, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(textEffect, 'Angh!!', 350, 60, x, 0.7, 26, 'shakeFade'); f('You thrust ever so slightly inside of her, and let yourself stay there.'); f(p, 'Nff.... nhff... anghfhh.... nfhahf...!'); f('By Oglar, the god of overzied and malformed radishes... the inside of $thePrincess$\'s pussy is nothing short of incredible. And obviously, so is your dick, to her. Her breathing gets heavier still. Poor girl! She doesn\'t know what to do with herself.'); f(cgs, 'p_sex', x, [0, 'exp_eyesopen']); f(setZoom, 'bg', 1.4, 250, 60, 'fade', 1); f(pause, 0.8); f(p, 'Nnfh... nghff... p-please...'); f('You almost laugh. Her sqealing "p-please" is almost to soft to make out.'); f(pause, 0.5); f(p, 'Nfh... $oB$-$oBron$... p-please, s-... stop it...'); f(cgs, 'p_sex', x, [0, 'exp_halfclosed']); f(screenEffect, 'shake', 11, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(textEffect, 'Angh!!', 220, 60, x, 0.7, -26, 'shakeFade'); f(pause, 1); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(setZoom, 'bg', 1, x, x, 'fade', 1); f(pause, 0.5); f(whatIf, 'incest'); f(p, '$oBron$, I\'m, I\'m y-your $sisterSingular$... please, don\'t d-do this to me...!'); f(otherwise); f(p, 'Y-you... you pleb...! I\'m a p-princess... you can\'t... please, I beg you, d-don\'t... <i>nghff...</i> don\'t d-do this to me....!'); f(endIf); f(b, 'Correction, your Royal Highness: you must have meant, "please don\'t <i>already be doing</i> this to me! <i>Because I am!</i> This is happening. We\'re in the middle of it, and there\'s no pulling out.'); f(pause, 0.5); f(cgs, 'p_sex', x, [0]); f(screenEffect, 'shuchusen'); f(screenEffect, 'shake', 11, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 11, 0.2); f(effect, 'hump'); f(screenEffect, 'zoom'); f(pause, 2); f(b, '... At least, no pulling out not immediately followed by some more <i>putting it right back in</i>... if you catch my drift.'); f(screenEffect, 'zoom'); f(screenEffect, 'shake', 11, 0.2); f(effect, 'hump'); f(pause, 0.7); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(p, 'Nghf... n-no... $w_angh$!'); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(cgs, 'p_sex', x, [0]); f(screenEffect, 'shake', 13, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(pause, 1); f('You lose yourself inside of her, humping back and forth, your foreskin being tightly hugged and pulled by the inside of her pussy.'); f(c_t, 'Your foreskin? Yes. Bron\'s not circumcised, what the heck did you expect? This is a fantays game, god dang it!', 'angry'); f('But as soon as you make a break, it\'s obvious that our dear princess is about as excited as you are.'); f(pause, 0.5); f(p, 'Ngha.... anghh... afhnn.... nnnfh.... hooo....'); f(b, 'What\'s that, princess?'); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(screenEffect, 'shuchusen'); f(p, 'St-... stop, nfhh... stop, fhh, stop doing this to me... nhhhf...'); f(b, 'Hah. What if I actually did?'); f(cgs, 'p_sex', 'fade', [0]); f(screenEffect, 'shake', 13, 0.3); f(screenEffect, 'hump'); f(effect, 'hump'); f(pause, 1); f(textEffect, 'Nghh!!', 224, 200, x, 0.7, 26, 'shakeFade'); f(p, 'Nghh!!'); f(pause, 0.5); f('Her pussy grips you hard as you thrust your mini-me inside of her once more.'); f(whatIf, 'virgin'); f('Really... nothing beats pounding the shit out of a juicy virgin pussy.'); f(endIf); f(b, 'That\'s the kicker, isn\'t it? I\'m sure you\'ll feel bad about this when it\'s over, but... right now, you just can\'t help yourself, can you?'); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(p, 'Sh-, shut up!! Nfhhh...!'); f(whatIf, 'incest'); f(b, 'You\'re enjoying the Seven Hells out of having your $brother$\'s dick thrust inside your most private area... aren\'t you?!'); f(otherwise); f(b, 'You\'re totally enjoying this piece of pleb dick, aren\'t ya? You\'re lovin\' it... you whore...!'); f(endIf); f(cgs, 'p_sex', x, [0]); f(textEffect, 'Nghh!!', 224, 200, x, 0.7, 26, 'shakeFade'); f(screenEffect, 'shake', 13, 0.3); f(screenEffect, 'hump'); f(effect, 'hump'); f(pause, 1); f(whatIf, 'virgin'); f(p, 'N-no!! I d-don\'t! Nfh... anfh... I r-really don\'t! Nfh... It\'s not like that! Not like that at all!! $angh$...'); f(otherwise); f(p, 'Sh-shut up! Wh-what do you kno- $w_angh$!'); f(endIf); f(setZoom, 'bg', 1.4, 250, 60, 'fade', 1); f(pause, 0.5); f(b, 'Oh, no?'); f(pause, 0.5); f(setZoom, 'bg', 1.7, 950, 490, 'fade', 8); f(pause, 0.4); f(screenEffect, 'shake', 12, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.5); f(screenEffect, 'shake', 12, 0.2); f(screenEffect, 'shuchusen'); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.5); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 1.5); f(p, 'Hah... haaahhh.... haaaah...'); f(pause, 1.5); f(setZoom, 'bg', 1, x, x, 'fade', 1); f(pause, 1); f(label, 'princessRapeHumpChoice', false); f(choice); f(choice, 'Keep humping her.'); f(setVariable, 'humps', 0); f(jump, 'princessRapeHump'); f(choice, 'Time to cum.'); f(jump, 'princessRapeCum'); f(endChoice); f(label, 'princessRapeHump', 'false'); f(incrementVariable, 'humps'); f(screenEffect, 'shuchusen'); f(screenEffect, 'zoom'); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.9); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.7); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.8); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.8); f(whatIf, 'humps>3'); f(jump, 'princessRapeHumpChoice'); f(otherwise); f(jump, 'princessRapeHump'); f(endIf); f(label, 'princessRapeCum', false); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.7); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(cgs, 'p_sex', 'fade', [0, 'exp_halfclosed']); f(textEffect, 'Aaahaah!!', 224, 200, x, 0.7, 26, 'shakeFade'); f(pause, 1); f(p, 'Ahh-, aan... aaah... aAAaaA-'); f('$thePrincess$ is inches away from coming.... and honestly speaking? So are you.'); f(whatIf, 'daughter'); f(b, 'My baby... daddy\'s gonna cum inside of you! We\'re cumming together!'); f(elseIf, 'incest'); f(b, 'Ah... ah... $sis$... this is it... we\'re gonna cum together.... your own $brother$ is gonna creampie you...'); f(otherwise); f(b, 'You just can\'t help yourself, can you?'); f(endIf); f(whatIf, 'virgin'); f(b, 'Your first ever orgasm... this one will be one to remember...'); f(endIf); f(screenEffect, 'shuchusen'); f(playSound, 'squish2'); f(cgs, 'p_sex', 'fade', [0, 'exp_eyesopen']); f(screenEffect, 'shuchusen'); f(screenEffect, 'shake', 8, 0.2); f(p, 'Nhga... nn-no, it... it feels too goodahdhahhng!!'); f(pause, 0.8); f('Time for the thrust <i>de resistance</i>.'); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 0.7); f(screenEffect, 'shake', 12, 0.2); f(effect, 'hump'); f(pause, 1.8); f(stopMusic); f(cgs, 'p_sex', 'fade', [0, 'exp_halfclosed', 'cum']); f(screenEffect, 'shake', 13, 0.6); f(screenEffect, 'zoom'); f(playSound, 'hardhump'); f(pause, 0.1); f(effect, 'hump'); f(playSound, 'splat'); f(pause); f(p, 'AAanahAHAnahaaAHhhaHhh!!!!'); f(b, 'Hunghyaha!!!!'); f(pause, 1.5); f(scene, 'black', 'fade', 2); f(pause, 2); f(whatIf, 'prapetime==night'); f('You fall on top of her in ecstasy... but before long, you\'ve fallen asleep on top of her.'); f(pause, 2); f(playMusic, 'royaltheme'); f(scene, 'castle_bedroom_day', 'fade'); f('When you wake up, it\'s already day, and $thePrincess$ is gone.'); f(otherwise); f('Afterwards...'); f(pause, 1); f(playMusic, 'royaltheme'); f(scene, 'castle_bedroom_day', 'fade'); f('You lie on top of the bed for maybe half an hour, napping. When you come to your senses, $thePrincess$ is gone.'); f(endIf); f(person, e, 0, 'irritated'); f(setZoom, e, 1.2); f(e, 'About time!'); f(b, 'Oh. Sorry. I guess I kind of fell asleep there.'); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight2'); f(e, 'I... I can\'t believe you pulled through with it, $eBron$.'); f(effect, e, 'joltLeft'); f(whatIf, 'incest'); f(whatIf, 'virgin'); f(e, 'Your... your own flesh and blood... it\'s shameful! And... and her precious virginity, too...!'); f(otherwise); f(e, 'You... you raped your own flesh and blood! I... I don\'t even feel safe, traveling with you, any longer.'); f(endIf); f(elseIf, 'virgin'); f(e, 'To comedy-rape somebody, fine, but... this woman! A virgin princess...! I don\'t dare to think what the Board of Adventurers will do when they find about this... you could have your license revoked!'); f(otherwise); f(e, 'I don\'t even dare to think what the Board of Adventurers will do if they find out about this... you could have your license revoked.'); f(endIf); f(b, 'H-hey, come on. She was in on it.'); f('It might be worth mentioning here that it was. Just for the record.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight2'); f(e, 'Let\'s just leave, OK?'); f(pause, 0.5); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.5); f(remove, e); f(pause, 0.4); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'rapeQuest_meetPrincess_incest'); f(person, p, 0, 'surprised', x, x, true); f(setZoom, p, 1.5); f(whatIf, 'daughter'); f(p, 'Dad?!?! And Erin?! What the hell are you two doing here?!'); f(person, e, 0, 'veryShocked'); f(setZoom, e, 1.5); f(e, 'Sis!'); f(elseIf, 'cousin'); f(p, 'What the heck are my two favourite cousins doing here?!'); f(person, e, 0, 'veryShocked'); f(setZoom, e, 1.5); f(e, 'Cousin Gwen!!'); f(elseIf, 'sister'); f(p, '$oBron$?!? And Erin?!? What the hell, guys! Who scheduled the family reunion in here?!'); f(person, e, 0, 'veryShocked'); f(setZoom, e, 1.5); f(e, 'Sis!'); f(endIf); f(b, 'Gwen?!'); f('By all measures, it seems as it if really is Gwen, another of your $sisters$, standing in front of you.'); f(person, p, 0, 'happy', x, x, false); f(effect, p, 'joltRight'); f(p, 'Gee, it\'s so nice to see you guys, after all this time...! I almost thought you had forgotten all about me.'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft2'); f(e, 'No way we would! But what the hell, you\'re a princess, now? How did that happen?'); f(person, p, 0, 'smiling'); f(effect, p, 'joltLeft'); f(p, 'Oh, never mind that. But... how did you find me?!'); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltRight'); f(e, 'Er...'); f(person, p, 0, 'surprised', x, x, true); f(effect, p, 'joltLeft2'); f(p, 'What?'); f(person, e, 'alt', 'embarrassed_alt'); f(effect, e, 'joltRight'); f(e, 'Well, actually... we\'re here on a quest.'); f(person, p, 0, 'smiling'); f(effect, p, 'joltRight'); f(p, 'Oh, right! You\'re adventurers, aren\'t you! Such a shame you couldn\'t have made it here sooner! It was like, literally earlier today, that I gave a quest to another bunch of guys. But never mind that!'); f(person, p, 0, 'happy', x, x, false); f(effect, p, 'joltRight'); f(p, 'What\'s the... what\'s the quest?'); f(choice); f(choice, 'Waste no time — get to the <i>talking</i>.'); f('Push her Down Ms. Brown. WIP'); f('Erin protests. WIP'); f(b, 'Erin, go wait outside! We were given a quest, goddamnit! We can\'t just turn our back on it now.'); f('You go through with the rape.'); f(jump, 'princessRape'); f(choice, 'Never mind the quest.'); f('You decide you\'re not going to go through with the quest. <i>Talking</i> to your own $sisterSingular$? It\'s a little much.'); f(whatIf, 'erinBlowjob'); f('I mean, fine, if you could coax her into a blowjob, like the one Erin administered to you this morning, well... that\'d be one thing. But full on rape...? Even if played for laughs?'); f(endIf); f(b, 'You know... fuck the quest. It was a silly one, anyway.'); f('Erin seems to light up at your words.'); f(e, 'Yes, yes, it was, wasn\'t it!!'); f(choice, 'Tell her about the nature of the quest.'); f(b, 'Well, uh...'); f('You finally get a word out, after being too stumped to speech at the sight of your bombshell $sisterSingular$, after all these years.'); f(b, 'You know a... Kenjah fellow, do you?'); f(person, p, 0, 'surprised', x, x, true); f(effect, p, 'joltRight'); f(p, 'Kenjah...? Why, I can\'t say that I do.'); f(b, 'Are you sure? He seemed to know you.'); f(b, 'Claims to have, er... had sex with you, actually.'); f(whatIf, 'virgin'); f(person, p, 0, 'irritated', x, x, false); f(effect, p, 'joltLeft'); f(p, 'Well, that\'s ridiculous! I\'m... I\'m still a virgin.'); f(b, 'Right. Wouldn\'t ever let me fuck you, did you?'); f(person, p, 'blush', 'sad'); f(p, 'It\'s not... it\'s not proper! You\'re my $brother$...!'); f(otherwise); f(person, p, 0, 'happy', x, x, false); f(p, 'Well... I guess I\'ve had sex with my fair share of guys over the years.'); f(b, 'Starting with me, of course.'); f('You smile proudly.'); f(person, p, 0, 'irritated'); f(effect, p, 'joltLeft'); f(p, 'Well, yeah... I guess you <i>did</i> take my virginity back then.'); f(person, e, '0', 'veryShocked'); f(effect, e, 'joltRight'); f(e, 'What?!'); f(b, 'Not to mention the countless other times we had sex.'); f(person, p, 0, 'smiling'); f(effect, p, 'joltRight'); f(p, 'Yeah. We had some good fun, didn\'t we? Though I\'ve got to admit, the whole "waking up in the middle of the night with your horny $brother$ cumming inside of you" got a little old, eventually.'); f(b, 'Sorry about that. You have to give me credit though — I tried to make things more varied for you by instead occasionally cumming all over your breasts, over your face, etcetera...'); f(person, e, 0, 'angryEmbarrassed'); f(effect, e, 'joltRight'); f(e, 'Gaah! You\'re both disgusting!!'); f(person, p, 0, 'irritated'); f(effect, p, 'joltLeft2'); f(p, 'Come on, Erin. You wouldn\'t let him have any fun with you, did you? Except the occasional blowjob... and then he\'d <i>really</i> have to force you to do it.'); f(person, p, 0, 'smiling'); f(effect, p, 'joltRight'); f(p, '<i>Of course</i> he had to let off steam with his other $sisters$. I mean, it\'s only natural, isn\'t it? Goes to show, really, that he\'s a healthy heterosexual.'); f(c_b, '...', 'dumbfounded'); f(endIf); f(b, 'Well, anyways. The quest was to... well. To... to <i>talk</i>, to... you.'); f(person, p, 0, 'irritated'); f(effect, p, 'joltRight'); f(p, 'Huh?'); f(person, e, 'alt', 'eyesClosed_alt'); f(e, '... He means to <i>rape</i> you, but he\'s been using <i>talk</i> as a codeword, to not upset me...'); f(person, p, 0, 'surprised'); f(effect, p, 'joltLeft2'); f(p, 'What?!'); f(person, e, 'alt', 'teasing_alt'); f(effect, e, 'joltRight2'); f(e, 'M-mind you, we didn\'t know it was you, Gwen! Did we, $eBron$? So obviously, you know, $eBron$\'s not going to go through with it.'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'I mean, obviously, right?!'); f(whatIf, 'daughter'); f(effect, e, 'joltLeft'); f(e, 'Right, dad? You wouldn\'t sink so low as to rape your own daughter just for some <i>trinket,</i> would you?! I mean, really! Your OWN daughter! Your own flesh and blood! Sprung from those... loins, of yours. 50% of her genetic baggage comes straight from you.'); f(b, '... Straight... from my balls.'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, '... Yes, dad... From your balls. We all came from your balls. Happy now?'); f('You smirk.'); f(b, 'Somewhat.'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft'); f(e, 'So? You\'re not going to rape her now, are you?'); f(otherwise); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft2'); f(e, 'Right, $eBron$? You wouldn\'t rape your own $sisterSingular$ just for some crummy magical amulet anyway, would you?'); f(endIf); f(endChoice); f(b, 'Um...'); f(choice); f(choice, 'Sigh. "No, of course not."'); f('WIP'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(choice, 'Get to it already.'); f('WIP'); f(jump, 'princessRape'); f(endChoice); f(); f(label, 'castle_notrape'); f(scene, 'castle_afar_day', 'fade'); f(pause, 1.5); f(b, 'Look. It\'s a castle.'); f(person, e, 'behind', x, 'p1.5', x, true); f(setZoom, e, 2); f(e, 'Indeed, it is.'); f('Erin agrees, without hestitation.'); f(e, '... just like you could tell from the Overworld.'); f(b, 'Right, we could, you\'re right. It\'s... it\'s in a different color though, isn\'t it...? What do you make out of that?'); f(person, e, 'alt', 'teasing_alt'); f(effect, e, 'joltLeft'); f(e, 'Lazy devs?'); f(c_b, 'In my defense, that was done on purpose, for the sake of this joke.'); f(c_b, 'LOL I\'m so funny.', 'taxcupderp'); f(b, '... Hm. Probably a quest in there, anyway.'); f(person, e, 0, 'neutral2', x, x, true); f(effect, e, 'joltRight'); f(e, 'Yep. By the looks of it.'); f(b, 'Let\'s go.'); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f('A couple of minutes of walking later, you find yourself at the castle gates.'); f(c_b, 'Meant to add a joke about those "couple of minutes" being oddly short, like, a second long, but it didn\'t really fit in.'); f(scene, 'castle_front_day', 'fade'); f(person, g1, 0, 'angry', 'p1', x, true); f(setZoom, g1, 1.5); f(playSound, 'armor1'); f(g1, 'Halt!'); f(person, g2, 0, 'angry', 'p5'); f(setZoom, g2, 1.5); f(playSound, 'armor2'); f(g2, 'Halt!'); f(effect, g1, 'joltRight'); f(playSound, 'armor3'); f(g1, 'None shall pass!'); f(effect, g2, 'joltLeft'); f(playSound, 'armor4'); f(g2, 'None shall pass!'); f(b, 'Hi guys.'); f(playMusic, 'sillytheme'); f(person, g1, 0, 'smiling', x, x, true); f(playSound, 'armor2'); f(effect, g1, 'joltLeft'); f(g1, 'Hi man.'); f(person, g2, 0, 'smiling'); f(effect, g2, 'joltRight'); f(playSound, 'armor1'); f(g2, 'Yo bruh.'); f(b, 'Is there a quest in there?'); f(effect, g1, 'joltRight'); f(playSound, 'armor4'); f(g1, 'Oh yeah, fersure.'); f(effect, g2, 'joltLeft'); f(playSound, 'armor3'); f(g2, 'Oh yah, fo\' certain.'); f(b, 'Can we go in?'); f(pan, g1, -100, 0, 0.8); f(playSound, 'armor1'); f(g1, 'Be my guest!'); f(pan, g2, 100, 0, 0.8); f(playSound, 'armor2'); f(g2, 'Be <i>our</i> guest!'); f(pause, 0.5); f(stopMusic, 'fade'); f(screenEffect, 'fadeToBlack', 1); f(pause, 1); f(scene, 'black'); f(pause, 1); f(playMusic, 'royaltheme'); f(pause, 0.5); f(scene, 'castle_interior_day', 'fade'); f(pause, 1); f(person, e, 'alt', 'smiling_alt', 'p4.3'); f(setZoom, e, 1.3); f(pause, 0.5); f(e, 'Wow. Quite the place this, isn\'t it?'); f(b, 'A place it is, <i>quite...!</i> But enough chitchat — where\'s the princess?'); f(person, e, 'behind'); f(e, 'Um... Let\'s have a look.'); f(pause, 2); f(p, 'Adventurers!'); f(effect, e, 'joltRight'); f('A female voice booms from across the room. You see a beautiful, slim thing in a skin-tight dress walk towards you...'); f(person, p, 0, 'smiling', 'p2.4', true); f(playSound, 'step'); f(swapDepth, p, e); f(whatIf, 'incest'); f(setVariable, 'permanent.incestprincess'); f(stopMusic); f(playSound, 'recordScratch'); f(screenEffect, 'shuchusen'); f(whatIf, 'daughter'); f('... only to realize the princess standing in front of you is none other than Gwen — your daughter, and Erin\'s younger sister.'); f(otherwise); f('... only to realize the princess standing in front of you is none other than yours and Erin\'s younger $sisterSingular$, Gwen.'); f(endIf); f(whatIf, '!ranAwayFromWhiteGirl'); f('Lots of them about these parts, apparently, but what are you going to do?'); f(endIf); f(e, 'What the...!'); f(p, 'Oh, hey, guys! It\'s you! Well, isn\'t that just perfect! I was just in need of some adventurers, doncha know!'); f(e, 'What the hell, $sis$?! Since just when did you up an\' become a princess!?'); f(playMusic, 'royaltheme'); f(p, 'Oh, you know how it goes. Girl meets king, king falls for girl, king marries girl, girl poisons king...'); f(e, 'Oh. I... I never figured it\'d be that easy. Doesn\'t that make you "Queen", though?'); f(p, 'Nah, that\'d make me sound old. I prefer "princess".'); f('You\'re initially stumped for words at the sight of her — not because she\'s a princess, but because of how hot your $sisterSingular$ has become since the last time you saw her a couple of years ago...'); f('But after a couple of seconds, you are finally able to string together a bunch of words into a coherent sentence:'); f(choice); f(choice, 'Congratulate her on her wealth.'); f(b, '$sisterOrGwen$... wow. I mean, <i>Princess Gwen</i>, I\'m so proud of you. Never did I think a $sisterSingular$ of mine would actually become royalty...!'); f(b, 'Great work on the castle, too.'); f(p, 'Aw, thank you, $oBron$. That\'s an awfully nice thing of you to say.'); f(choice, 'Congratulate her on her knockers.'); f(b, 'Wow, $sisterOrGwen$. Congrats on that beautiful set of knockers...!'); f(whatIf, 'virgin'); f('Gwen blushes in response.'); f(otherwise); f('Gwen laughs, but Erin does not look equally amused.'); f(endIf); f(e, '$eBron$!! That\'s no way to address your baby sister...!'); f(b, 'Hey, I\'m just saying. Considering how you, her older sister, didn\'t end up with such a rich bosom, it\'s all more impressive, don\'t you think?'); f(e, '...'); f(whatIf, 'virgin'); f(p, 'Haha.'); f('Gwen tries to laugh it away, but it comes off as a little nervous.'); f(b, 'Man, to think I never was able to get inside of your pants... it\'s funny, isn\'t it? Just how carefully all my sisters guarded their virginity.'); f(p, 'Still guard it, actually.'); f(b, 'Huh?'); f(p, 'I made sure to poison the king before we actually got around to consummating the marriage...'); f(b, 'Good for you, girl! Still saving yourself for your brother, then?!'); f(p, 'Aha...'); f('She blushes further, and as her blood rushes towards her face, yours instead goes towards your dick at the speed of light.'); f(otherwise); f(p, 'Relax, sis. You know I\'m not a virgin like you, right? $oBron$\'s had his dick inside of me more times than I can remember.'); f(e, 'What?!'); f(b, 'Well, you\'d never play along, would you? So I went for my more cooperative $sisters$.'); f(e, 'What what what?! That\'s plural, "$sisters$"? Who else did you molest?'); f(p, 'Oh, calm down, Erin. Don\'t be such a prissy. We just had a bit of fun together, that\'s it.'); f(b, 'Yeah, and what fun, at that. Threesomes, foursomes... man, you really missed out, Erin.'); f(p, 'Those really were the days, weren\'t they...?'); f(endIf); f(choice, 'Ask her if you can have sex right about now.'); f(b, 'Hey, Gwen, I know you\'re my $sisterSingular$ and all but would you like to have a little bit of sex right now? Like, if you\'re busy, it could be... like, the tiniest slice of sex, it could just be the tip, even if-'); f(whatIf, 'virgin'); f('Gwen blushes.'); f(p, '$oBron$!'); f('...'); f('WIP'); f(otherwise); f(g, 'Ha! me being your sister never stopped you before, did it?'); f('...'); f('WIP'); f(endIf); f(endChoice); f(p, 'Anyways, that\'s not what we\'re here to talk about, is it?! I\'ve a quest for you!'); f(otherwise); f(screenEffect, 'zoom'); f('... Wowzers.'); f(effect, p, 'joltRight'); f(p, 'Oh hey guys, you the two adventurers I ordered?'); f(person, e, 0, 'huh', x, x, true); f('As she looks the two of you over, Erin looks questioningly towards you.'); f(person, p, 0, 'irritated', x, x, false); f(setZoom, p, 1.3); f(playSound, 'step'); f(p, 'Hey, I thought I specified I wanted a Paladin and a Zoomer...!'); f(c_t, 'The "zoomer" thing is supposed to be a <i>Stranger Things</i> season 2 reference.'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(e, 'There\'s been a sma-'); f(person, p, 0, 'happy'); f(effect, p, 'joltLeft3'); f(p, 'That\'s supposed to be the best combination according to the latest issue of <i>Quest Giver\'s Digest,</i> doncha know...!'); f(pause, 0.5); f(person, e, 0, 'irritated', x, x, false); f(effect, e, 'joltLeft2'); f(e, 'We\'re not-'); f(person, p, 0, 'neutral'); f(effect, p, 'joltRight'); f(p, 'Never mind. You two will have to do. Jeff and Jenny, is it?'); f(changeName, e, 'Jenny'); f(effect, e, 'joltLeft'); f(e, 'N-no, that\'s not-'); f(person, p, 0, 'irritated', x, x, true); f(effect, p, 'joltRight'); f(p, 'Shush, Jessica!'); f(person, e, 0, 'eyesClosedAngry'); f(effect, e, 'joltRight'); f(changeName, e, 'Jessica'); f(e, '...'); f(changeName, e, 'Erin'); f(person, p, 0, 'happy'); f(effect, p, 'joltLeft'); f(p, 'Now, for the quest...'); f(endIf); f(effect, p, 'joltRight'); f(p, 'I need you two to kill one of my guards for me!'); f(stopMusic); f(playSound, 'spittake'); f(screenEffect, 'smallShake'); f(person, e, 0, 'surprised'); f(b, 'Pffffffffffffftt!!'); f('You spit coffee all over.'); f('... What?'); f(playMusic, 'royaltheme'); f('Oh, you weren\'t actually drinking coffee? Well, what did you go go "pfffffftt!!" for, then?'); f(b, 'Oh, just, you know! General surprise!'); f(notification, 'The North will remember this.', x, 0.5); f('The princess ignores the non-existing coffee you spit out all over the floor (but the North remembers).'); f(person, p, 0, 'appealing'); f(effect, p, 'joltLeft2'); f(p, 'You see, I don\'t quite like the way he, the... the way he just stands there. Outside the castle. Guardin\' about, ya know? It makes me uneasy. Queasy, even. At times.'); f(person, e, 'alt', 'eyesClosed_alt', x, x, true); f(whatIf, 'sister'); f(effect, e, 'joltLeft'); f(e, 'Sis, I\'m not... I\'m not sure this is such a good idea.'); f(person, p, 0, 'surprised'); f(effect, p, 'joltLeft'); f(p, 'What? Why not?'); f(person, e, 0, 'huh', x, x, false); f(effect, e, 'joltRight'); f(e, 'How... how many guards have you got? In total.'); f(otherwise); f(effect, e, 'joltLeft'); f(e, 'How many guards have you got? Are you sure it\'s wise to-'); f(endIf); f(person, p, 0, 'irritated', x, x, false); f(effect, p, 'joltLeft2'); f(p, 'Oh, I\'ve got, you know. A full set.'); f(person, e, 0, 'huh', x, x, false); f(effect, e, 'joltRight'); f(e, 'A full set...?'); f(person, p, 0, 'smiling'); f(effect, p, 'joltLeft'); f(p, 'Of two. It\'s the one on the right, that I don\'t like.'); f(e, 'Do you really want to-'); f(person, p, 0, 'surprised'); f(effect, p, 'joltRight', x, x, true); f(p, 'Oh, sorry. The one on the left, I meant. Yes. That\'s the one.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft'); f(e, 'I\'m not sure this is-'); f(person, p, 0, 'smiling'); f(b, 'Erin, hush!'); f(choice); f(choice, 'Accept the quest.'); f(whatIf, 'virgin'); f(b, 'Sure, princess! We\'ll do it! And as a reward... I shall have your virginity, once the quest has been completed!'); f(screenEffect, 'smallShake'); f(stopMusic); f(playSound, 'recordScratch'); f(screenEffect, 'shuchusen'); f(person, p, 0, 'surprised'); f(effect, p, 'joltLeft2'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight3'); f(pause, 1.8); f(whatIf, '!incest'); f(person, p, 'blush', 'sad'); f(person, e, 0, 'irritated'); f('The princess blushes.'); f(playMusic, 'royaltheme'); f(effect, p, 'joltLeft'); f(p, 'H-how did you know I was a virgin...?'); f(b, 'Gurl... I\'m playing with the virgin cheat on, natch.'); f(person, p, 'blush', 'surprised'); f(effect, p, 'joltRight'); f(p, 'Wh-what?'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft'); f(e, 'Never mind him. He\'ll drop weird meta stuff like that from time to time. Just assume it\'s pointless... \'s what I do.'); f(b, 'Well, which is it?'); f(otherwise); f(person, p, 'blush', 'sad'); f(person, e, 0, 'irritated'); f('Princess Gwen blushes.'); f(playMusic, 'royaltheme'); f(effect, p, 'joltRight'); f(p, 'B-but... you\'re my $brother$, $oBron$!'); f(b, 'Come on. We both know you were saving it for me, any way.'); f(person, e, 0, 'shouting'); f(effect, e, 'joltLeft'); f(whatIf, 'daughter'); f(e, '$eBron$! You perv! I will not allow you to defile my sister!'); f(otherwise); f(e, '$eBron$, you perv! I will not allow you to defile our $sisterSingular$!'); f(endIf); f(whatIf, 'erinBlowjob'); f(b, 'Why? Considering you didn\'t mind defiling your mouth all over earlier...'); f(erson, e, 0, 'angryEmbarrassed'); f(effect, e, 'joltLeft'); f(e, 'I-I d-did! I minded plenty, $eBron$!'); f(b, 'Right, right you did. Anyhoo...'); f(otherwise); f(b, 'Erin, stay out of this.'); f(endIf); f(endIf); f(p, '...'); f(person, p, 'blush', 'appealing'); f(p, '... F-fine, then. As long as you kill that guard!'); f(notification, 'NEW QUEST: Kill the guard on the left.', x, 0.5); f(b, 'Deal.'); f(otherwise); f(b, 'Sure! Will do! And as for the reward, I want you to have my babies!!'); f(screenEffect, 'smallShake'); f(stopMusic); f(playSound, 'recordScratch'); f(screenEffect, 'shuchusen'); f(person, p, 0, 'surprised'); f(effect, p, 'joltLeft3'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight2'); f(p, 'What?!'); f(person, e, 0, 'irritated'); f(b, 'I mean, we should fuck. Not actually having babies. <i>Ew.</i> That\'d be gross. Did you know they actually plop out of your <i>fuck-hole?</i> I mean, at least that\'s what I heard.'); f(b, '<i>Yikes.</i> Nope, not having none o\' dat.'); f(person, e, 0, 'angry'); f(effect, e, 'joltLeft'); f(e, '$eBron$! What\'s the point of doing quests if the only reward we ever get is your sexual gratification?!'); f(person, e, 0, 'irritated'); f(b, '... Erin. My sweet summer child...'); f(doCall, 'myNameIsEvilbron'); f(playMusic, 'royaltheme'); f(person, p, 0, 'sad'); f(effect, p, 'joltRight'); f(p, 'I\'ll... I\'ll consider it.'); f(b, 'OK!'); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft2'); f(e, 'What?! $eBron$, are you so desperate you\'re going to kill an innocent guard who\'s only doing his job, only for the <i>chance</i> of getting to have sex?!'); f(b, 'Uh...'); f(pause, 1); f(notification, 'NEW QUEST: Kill the guard on the left.', x, 0.5); f(pause, 0.4); f(b, 'Yup. There\'s the notification. Looks like it.'); f(endIf); f(person, e, 0, 'eyesClosedAngry'); f(effect, e, 'joltRight2'); f(e, 'Ugh... I don\'t believe this...'); f(jump, 'killGuardQuest'); f(choice, 'Give up on this silly quest.'); f(setVariable, 'quest_killGuard', -1); f(endChoice); f(whatIf, 'incest'); f(whatIf, 'virgin'); f(b, 'Sorry, Gwen. I know, I know, as your $brother$, I really should just go along with it and take your virginity as a reward while I\'m at it, but...'); f(otherwise); f(b, 'Sorry, Gwen. I know, I know, as your $brother$, I feel I have a responsibility to help you out, and then have you ride me like silly as a reward, just for old times, but...'); f(endIf); f(otherwise); f(b, 'Sorry, princess. I know, I really should just take the damn quest and ask for sex as a reward, but...'); f(endIf); f(b, 'For some inexplicable reason I can only assume has something to do with "player agency", I\'m going to turn you away.'); f(c_t, 'I\'m really giving the player way too many fucking choices because I\'m a fucking idiot. Feature creep, hello!'); f(whatIf, 'virgin'); f(person, p, 'blush', 'appealing'); f(effect, p, 'joltRight'); f(p, 'B-but... are you sure...?'); f(otherwise); f(whatIf, 'incest'); f(person, p, 0, 'irritated'); f(effect, p, 'joltLeft2'); f(p, 'What the hell, $oBron$! You know you\'re never gonna get any pussy from that sourpuss Erin.'); f(effect, e, 'joltRight'); f(person, e, 0, 'angry'); f(e, 'Hey, what the-'); f(person, p, 0, 'appeal'); f(effect, p, 'joltRight'); f(p, 'Oh man, I was really looking forward to a taste of my $brother$\'s fat dick again...'); f(person, e, 0, 'irritated'); f(b, 'Um...'); f(person, p, 0, 'sad'); f(effect, p, 'joltRight'); f(p, 'Feel him pump my pussy full as I yell out: "oh, $bro$! Oh, $bro$! My $brother$!! Keep doing it to me...!'); f('There\'s a rather large bulge in your pants.'); f(p, 'Alas... it\'s not to be.'); f(b, 'Um... Gwen, I\'m so sorry. Player agency... there\'s nothing I can do...!'); f(endIf); f(person, p, 0, 'appealing'); f(effect, p, 'joltLeft'); f(p, 'Oh, well. Your loss.'); f(endIf); f(remove, p); f('She takes her leave.'); f(pause, 2); f(effect, e, 'joltLeft2'); f(e, 'Damn it, $eBron$! Are you going to just nope your way out of everything?'); f(effect, e, 'joltRight'); f(whatIf, 'ranAwayFromWhiteGirl'); f(e, 'We already ran away from that girl.'); f(elseIf, 'quest_wg==-1'); f(e, 'You already noped that white-dressed girl once...!'); f(endIf); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltRight'); f(e, 'This is supposed to be an adventure with quests and missions, and stuff!?!'); f(b, 'Erin, do you want to find your beloved Quorcus or not? We don\'t have any time to waste on pointless fetch quests. I happen to know all branches meet up again in the same location down the road, anyway.'); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltRight'); f(e, '...'); f(b, 'Look, let\'s just head... we\'re on the way to Oldtown, right? Let\'s just go there, and I\'ll sure we can find an Event Flag somewhere.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, '... Fine.'); f(pause, 0.5); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(remove, e); f(pause, 0.2); f(stopMusic, 'fade'); f(pause, 0.4); f(scene, 'black', 'fade'); f(pause, 1.1); f(jump, 'overworld'); f(); f(label, 'myNameIsEvilbron'); f(whatIf, 'Bron==Evilbron'); f(whatIf, 'evilBronQuip==1'); f(b, 'Also, I\'m not Bron, alright? It\'s Evilbron.'); f(otherwise); f(b, 'Also... I\'ve said it before, and I\'ll say it again: it\'s Evilbron. Why is it so hard for you guys to get with the program?'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, 'We\'re just following the damn script, Bron.'); f(endIf); f(endIf); f(endCall); f(); f(label, 'killGuardQuest'); f(person, p, 0, 'happy'); f(effect, p, 'joltRight'); f(p, 'OK. Great. Come back when you\'re done.'); f(remove, p); f(pause, 1); f(stopMusic, 'fade'); f(pause, 1.5); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, 'Is she gone?'); f(b, 'Uh... yeah. Her theme song stopped playing, so...'); f(person, e, 'alt', 'irritated'); f(effect, e, 'joltLeft'); f(e, '$eBron$, do you really want to go through with this?! Kill an innocent guard for no reason whatsoever?'); f(b, 'Um... yes? I guess? I mean sorry, what\'s the actual objection you\'re raising here because I\'m not following...'); f('Erin sighs.'); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltRight'); f(e, 'Can we just go back to the overworld and get going towards Oldtown?'); f(choice); f(choice, 'Stick to your guns. That guard has to die.'); f(choice, 'Humor her just this once, and leave.'); f(setVariable, 'quest_killGuard', -1); f(b, 'You know what? Fine, Erin. We\'ll leave.'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, 'Wh-what? Really?'); f(b, 'Yes, really.'); f(effect, e, 'joltLeft'); f(whatIf, 'virgin&&incest'); f(e, 'S-so... so you\'re saying you\'re really prepared to give up taking your $sisterSingular$\'s virginity?'); f(otherwise); f(e, 'Y-you\'re really... you\'re really prepared to giving up the chance of having sex with-'); f(endIf); f(b, 'Stop reminding me of what I\'m doing, OK?!'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(e, 'R-right. You\'re right, of course. Let\'s leave now, before you change your mind.'); f(pause, 0.1); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 0.5); f(jump, 'overworld'); f(endChoice); f(setVariable, 'quest_killGuard', 1); f(b, 'Sorry, nope. I\'m killing that guard.'); f(person, e, 'alt', 'eyesClosed_alt', x, x, false); f(effect, e, 'joltRight'); f(e, 'By Chroysler\'s Charismatic China...'); f(b, 'China?'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(e, 'Hm? Oh. The porcelain. Not the country.'); f(person, e, 'alt', 'happy_alt'); f(e, 'Mentioning the country wouldn\'t make any sense here, would it? There\'s no China in Fantasy World!!'); f(person, e, 'alt', 'laughing_alt'); f(effect, e, 'joltLeft'); f(e, 'Ha ha ha!!'); f(pause, 2.5); f(b, '... B-but, Erin... don\'t you know the etymology of the word "china"? Even when it refers to porcelain, it\'s ori-'); f(person, e, 0, 'veryShocked'); f(playSound, 'jan1'); f(effect, e, 'joltRight'); f(e, 'D-dammit! $eBron$, you\'re right!'); f(b, '...'); f(person, e, 'alt', 'eyesClosed_alt'); f(e, 'Um... anyways, what I was going to say was-'); f(b, '-before you entirely broke immersion for our fantasy and etymology-savvy readers...'); f(effect, e, 'joltRight'); f(e, 'Um... yes. Before that.'); f(e, 'I was going to say, uh...'); f(pause, 2); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft2'); f(e, 'Fuck it. Let\'s just go and get it on with.'); f(b, 'Fine.'); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(playMusic, 'sillytheme'); f(setVolume, 1); f(pause, 0.5); f(scene, 'castle_front_day', 'fade'); f(person, g1, 0, 'smiling', 'p5'); f(setZoom, g1, 1.5); f(playSound, 'armor1'); f(changeName, g1, 'Guard'); f(g1, 'Hey.'); f(b, 'Hi, bro. Where\'s the guy on the left?'); f(person, g1, 0, 'neutral'); f(effect, g1, 'joltLeft'); f(playSound, 'armor2'); f(g1, 'Hm? What do you mean?'); f(b, 'The other guard? The one who stands on the left side.'); f(effect, g1, 'joltRight'); f(playSound, 'armor3'); f(g1, 'Oh, you mean Bartholomart?'); f(b, 'Sure, fine. Bartholomart. Where is he?'); f(g1, 'Oh, you just missed him. He went off to the Swamps of Kulu-... Kulu- something. I forget.'); f('You sigh.'); f(b, 'I didn\'t think this\'d be a fucking fetch quest!!'); f(person, e, 0, 'irritated', 'p2', x, true); f(setZoom, e, 1.3); f(swapDepth, e, g1); f(e, 'Just because you have to go to a different location on the map doesn\'t mean it qualifies as a fetch quest, $eBron$.'); f(b, 'Well, the principle\'s the same! Is fetching an item really any different from setting off an event flag?!'); f(effect, g1, 'joltLeft'); f(playSound, 'armor3'); f(g1, 'Guys, not to disturb ya, but could you possibly do me a favor if you\'re heading in that direction and get the keys to the gate?'); f(effect, e, 'joltRight'); f(e, 'What?'); f(effect, g1, 'joltRight'); f(playSound, 'armor4'); f(g1, 'Um, see, I think Bartholomart might have accidentally brought them along. I won\'t be able to close up at night, will I?'); f(notification, 'NEW QUEST: Bartholomart\'s Fantastic Key Fetch Quest.', x, 0.5); f(whatIf, 'visits_swamps>0'); f(b, 'Fine. Back to the swamps it is, then.'); f(otherwise); f(b, 'Fuck, whatever. Where do we find this swamp?'); f(effect, g1, 'joltLeft'); f(playSound, 'armor2'); f(g1, 'Oh, it\'s right on the overworld map, it\'ll be activated once you leave.'); f(whatIf, 'quest_wg>1'); f(e, 'It\'s already activated... for that other quest.'); f(endIf); f(endIf); f(setVariable, 'ow_swamps'); f(effect, e, 'joltLeft'); f(e, 'Let\'s leave?'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(remove, e); f(pause, 0.1); f(remove, g1); f(stopMusic, 'fade'); f(pause, 0.5); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(); f(); f(label, 'loc_shithole'); f(scene, 'road_day', 'fade'); f(pause, 0.5); f(setVariable, 'ow_shithole'); f(setVariable, 'lastloc', 'shithole'); f(incrementVariable, 'visits_shithole'); f(whatIf, 'visits_shithole==1'); f(jump, 'shithole_hood'); f(otherwise); f(whatIf, 'erinStabbedHood||bronStabbedHood'); f(whatIf, 'quest_flyfetch≈3'); f('lol why u still com back u fix fly quest lol bye lol kbye lol'); f(elseIf, 'quest_flyfetch≈2'); f('lol why u still com smh'); f('u alredy tok flies lol u go to village now lol'); f(elseIf, 'quest_flyfetch==1.2'); f('lol u can now pick flies lol'); f(b, 'lol'); f('lol u now hav pick flies in your in-ven-tory'); f('now go lol'); f(elseIf, 'quest_flyfetch==1.1'); f('lol u need fly picker u no have'); f(elseIf, 'quest_flyfetch==1'); f(setVariable, 'quest_flyfetch', 1.1); f('lol what the heck there\'s flies here and you\'re like picking them with something'); f(person, e, 'alt', 'laughing_alt', 'p4'); f(setZoom, e, 1.2); f(e, 'wait lol we cant pick fly w hand lol'); f(b, 'lol'); f(effect, e, 'joltRight'); f(e, 'we have to go to idk oldtown and find chopsticks or sth lol'); f(whatIf, 'party_sam'); f(person, sam, 0, 'happy', 'p2'); f(setZoom, sam, 1.3); f(sam, 'lol i shud do it'); f(effect, sam, 'joltLeft'); f(sam, 'lol just kidding that\'s racist'); f(endIf); f(b, 'lol chop chop lol smh'); f(whatIf, 'party_sam'); f(effect, sam, 'joltRight'); f(sam, 'lol also racist'); f(effect, sam, 'joltLeft'); f(sam, 'but actually probably i shud do it lol'); f(b, 'how come you can say lol lol'); f(effect, 'sam', 'joltRight'); f(sam, 'wut lol'); f(b, 'even though there\'s an r in it lol'); f(effect, 'sam', 'joltLeft'); f(sam, 'um i dunno lol'); f(endIf); f(effect, e, 'joltLeft'); f(e, 'lol smh'); f(b, 'lol 2rl4irlmeirl lol irl'); f(effect, e, 'joltRight'); f(e, 'irl lol'); f(elseIf, 'quest_flyfetch==0.1'); f('There\'s nothing of note going on here. Except some flies buzzing over the corpse of a man Erin previously killed, maybe.'); f(pause, 0.5); f(person, e, 0, 'neutral', 'p3'); f(e, 'Let\'s go.'); f(otherwise); f(setVariable, 'quest_flyfetch', 0.1); f('You\'ve come back to the scene of the crime. There\'s a dead, hooded figure lying on the ground. A large number of flies circle the carcass.'); f(person, e, 0, 'irritated', 'p2.5'); f(setZoom, e, 1.4); f(e, 'Why did we come back here, again?'); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral', 'p4'); f(setZoom, sam, 4); f(sam, 'What is this prace?'); f(b, 'Don\'t you worry. It\'s just some place where Erin brutally stabbed a defenseless old man in cold blood...'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltRight2'); f(sam, 'E-Erin? You did?'); f(whatIf, 'bronStabbedHood'); f(person, e, 0, 'angryEmbarrassed'); f(effect, e, 'joltLeft3'); f(e, 'No! I-I did not! Not this playthrough, I didn\'t!'); f(b, 'Yeah well if the game hadn\'t bugged out and let me kill him beforehand, you would have, and you know it.'); f(effect, e, 'alt', 'dubious_alt'); f(effect, e, 'joltRight'); f(e, 'Whatever.'); f(otherwise); f(person, e, 'alt', 'embarrassed_alt'); f(effect, e, 'joltLeft2'); f(e, 'I... I mean, sure. But there... it... I don\'t know. It didn\'t seem so bad at the time.'); f(endIf); f(sam, 'So... what are we doingu here, $oBron$?'); f(endIf); f(b, 'Um... I don\'t know. I figured there might be... you know. Something new. Or something.'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(e, 'Well, the flies are new.'); f(b, 'Oh! That\'s... that\'s... ya figure if we go back to the village, there\'ll be a villager who\'ll send us on a fetch quest for 10 flies, or something like that!? Let\'s go back to the-'); f(person, e, 0, 'shouting'); f(screenEffect, 'smallShake'); f(effect, e, 'joltLeft'); f(playSound, 'jan2'); f(e, 'IT\'S NOT THAT KIND OF GAME!!'); f(b, 'By Balrog\'s Busty Moves... fine.'); f(person, e, 0, 'irritated'); f(endIf); f(otherwise); f(whatIf, 'shithole_w'); f(pause, 1); f(person, e, 0, 'irritated', 'p3'); f(setZoom, e, 1.4); f(e, 'Why do we keep coming back here? I\'m telling you, $eBron$! It\'s not that kind of game!'); f(b, 'I\'m just... I don\'t know. You\'re right.'); f(otherwise); f(setVariable, 'shithole_w'); f('You\'ve come back to some random point in the road where you previously met a hooded figure.'); f(person, e, 0, 'irritated', 'p3'); f(setZoom, e, 1.4); f(e, 'What are we doing here?'); f(b, 'Um... nothing, I guess. Let\'s go. \'Tis be a silly place.'); f(endIf); f(endIf); f(endIf); f(whatIf, 'quest_flyfetch>=1'); f(choice, {'yPos': 'bottom'}); f(choice, 'leave lol'); f(endChoice); f(otherwise); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(endIf); f(remove, e); f(pause, 1); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(); f(label, 'shithole_hood'); f('As you peacefully traverse the picturesque realms on the way to your intended destination...'); f(playSound, 'mysticAppear'); f(person, ho, 0, x, 'p1.8', 50); f(setZoom, ho, 1.4); f(pause, 0.5); f('... a mysterious, hooded figure makes a sudden appearance.'); f(effect, ho, 'joltRight2'); f(playSound, 'step'); f(ho, 'Halt!'); f(pause, 0.8); f(effect, ho, 'joltRight'); f(ho, 'He who wishes to pass here, must first-'); f(person, e, 'behind', x, 'p5.2'); f(setZoom, e, 2.4); f(effect, e, 'joltLeft'); f(playSound, 'jan1'); f(e, 'Or she.'); f(c_t, 'Life of Brian...'); f(effect, ho, 'joltLeft'); f(ho, 'What?'); f(effect, e, 'joltLeft'); f(playMusic, 'minigametheme'); f(e, 'You said, "he who wishes to pass here"...'); f(person, ho, 0, 'eyesThinner'); f(effect, ho, 'joltRight'); f(ho, 'I know what I said!'); f(effect, e, 'joltRight'); f(e, 'Well, I\'m assuming you didn\'t mean that this doesn\'t apply to women as well...?'); f(person, ho, 0, x); f(effect, ho, 'joltLeft2'); f(ho, 'Huh?'); f(effect, e, 'joltLeft'); f(e, 'I mean, you could just have used the gender neutral "they", you know. It would make things easi-'); f(person, ho, 0, 'eyesThinner'); f(effect, ho, 'joltRight'); f(playSound, 'step'); f(ho, 'Silence, wretch!'); f('Erin\'s expression grows cold.'); f(effect, e, 'joltLeft'); f(e, 'Say that again...'); f(effect, ho, 'joltRight'); f(ho, 'Threats do not scare <i>me</i>, little wench! Do you have <i>any idea</i> just who you\'re-'); f(stopMusic); f(pan, e, -50, 0, 0.1); f(screenEffect, 'slap'); f(playSound, 'slap'); f(person, ho, 0, 'noEyes'); f(effect, ho, 'shake', 15); f(pause, 1); f(person, ho, 0, x); f(effect, ho, 'joltLeft2'); f(ho, 'Ow!!'); f(playMusic, 'minigametheme'); f(b, 'Your eyes are a little too close for comfort, buddy. If those... if those bright dots are indeed your eyes. Hey, are your... are your eyes shining? Emitting a light? What\'s up with that?'); f('The hooded figure strokes his chin in pain.'); f(effect, ho, 'joltLeft'); f(ho, 'Guys, seriously... can I get to do my bit? It\'s not... it won\'t take that much of your time... please?'); f(whatIf, 'permanent.riddler>3'); f(choice); f(choice, 'Let him.'); f(b, 'Fine... go ahead. Sheesh...'); f(jump, 'shithole_hood2'); f(choice, '...'); f(endChoice); f(setVolume, 0.3, 'fade'); f(pause, 1); f('Wh... what? What do you mean, <i>dot dot dot?</i> That\'s like... that\'s not a real choice.'); f('What are you saying...?'); f(pause, 1); f(choice); f(choice, 'I\'VE FUCKING PLAYED THIS PART ALREADY LIKE A WHOLE BUNCH OF TIMES AND I\'M SICK AND TIRED OF THIS STUPID SKIT JUST LET ME SLASH THIS MOTHER AND GET ON WITH THE REST OF THE GAME!!!'); f(setVariable, 'shithole_angry'); f(pause, 0.6); f(playSound, 'surprisedSound'); f('O-oh. Didn\'t know that\'s how you were feeling. Alright then. Go ahead.'); f(setVolume, 1, 'fade'); f(jump, 'shithole_playerHadEnough'); f(choice, 'Sheesh, what\'s up with that guy above? Talk about waking up on the wrong side of the bed.'); f(endChoice); f(pause, 0.6); f('Yeah, tell me about it.'); f(pause, 0.4); f('So... you\'re game for one more round of those hilarious stick quizzes, right?'); f(pause, 0.6); f(choice); f(choice, 'Actually... to be honest, I kind of want to hack him up too. I\'m just.. I\'m not that mad about it, you know? I don\'t have that type of anger issues.'); f(pause, 0.6); f('I see. Well then.'); f(setVolume, 1, 'fade'); f(jump, 'shithole_playerHadEnough'); f(choice, 'Sure. What do I have to lose?'); f(pause, 0.6); f('There we go. That\'s the spirit!'); f(setVolume, 1, 'fade'); f(jump, 'shithole_hood2'); f(choice, 'Sure, I\'ll go through it... but I want at least one new answer to choose from. For the quiz.'); f(setVariable, 'newQuizAnswer'); f(pause, 0.6); f(whatIf, 'permanent.newQuizAnswer'); f('You... you already got one extra. I\'m sorry, but we can\'t just keep adding more and more. There comes a time, you know... when you\'ve gotta say no. I\'m going to draw the line here, buddy.'); f('You\'ll still have the new answer in the list though, OK?'); f('Alright. Let\'s do it.'); f(otherwise); f(setVariable, 'permanent.newQuizAnswer'); f('Sure. I\'ll talk to the devs and I\'m sure they\'ll make it happen. You just play along, alright?'); f(endIf); f(endChoice); f(pause, 0.8); f('Oh, you can go ahead now, Mysterious Hooded Figure.'); f(setVolume, 1, 'fade'); f(effect, ho, 'joltRight'); f(ho, 'Oh. Thank you, narrator.'); f(otherwise); f(effect, e, 'joltRight'); f(e, '... Go ahead.'); f(endIf); f(label, 'shithole_hood2', false); f(incrementVariable, 'permanent.riddler'); f(effect, ho, 'joltLeft'); f(ho, 'Ehum.'); f(ho, '<i>Those who seek to pass must find an answer to my riddle...!</i>'); f('Under his breath, he adds:'); f(person, ho, 0, 'eyesThinner'); f(effect, ho, 'joltLeft'); f(ho, 'Thank you.'); f(b, 'Aight, hit me.'); f(person, ho, 0); f(effect, ho, 'joltRight'); f(ho, 'This riddle is as ancient as it\'s-'); f(b, 'Bro, I said hit me. Hit me already!'); f(stopMusic); f(person, e, 0, 'angry'); f(pause, 0.1); f(pan, e, -90, 0, 0.3); f(screenEffect, 'slap'); f(screenEffect, 'shake'); f(screenEffect, 'painsen'); f(playSound, 'slap'); f(pause, 2.5); f(b, 'Ngh...'); f(pause, 0.5); f(b, 'Boo yah! Thanks, Erin!'); f(effect, e, 'joltLeft'); f(e, 'Now shut up!'); f(playMusic, 'minigametheme'); f(pause, 0.2); f(person, e, 'behind'); f(pan, e, 90, 0, 1); f(e, 'Go on, hoody.'); f(effect, ho, 'joltLeft'); f(ho, '... Very well, then. Here it comes:'); f(effect, ho, 'joltRight'); f(ho, 'What is brown... and sticky?'); f(e, '...'); f(b, '...'); f(effect, e, 'joltRight'); f(e, 'What?! Is that the riddle?'); f(effect, ho, 'joltRight'); f(ho, 'Is that your final answer...?'); f(effect, e, 'joltLeft'); f(e, 'What? By Rhygtar\'s Ruby-Studded Chest Plate! No! It\'s a question, what\'s your problem? I mean, aren\'t riddles supposed to rhyme?'); f(b, 'And be like... long...?'); f(effect, ho, 'joltRight'); f(ho, 'Is that your final answer...?'); f(e, '...'); f(e, 'If you\'re a retard, ask me if this is my final answer.'); f(ho, 'Is that your fi-...'); f(stopMusic); f(playSound, 'surprisedSound'); f(effect, ho, 'shake'); f(ho, 'Hmpf!'); f(playMusic, 'minigametheme'); f(ho, 'Look, no questions, alright? That\'s an important part of the ritual-'); f(effect, e, 'joltLeft'); f(e, 'What ritual?!'); f(effect, ho, 'joltLeft3'); f(ho, '-the, uh, part of the ritual that I didn\'t get to explain because you interrupted me half-'); f(b, 'OK, fine, fine.'); f(effect, ho, 'joltRight'); f(ho, 'Thank you.'); f(pause, 1); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, '... This is retarded.'); f(b, 'Hold on, I think I got it...'); f(choice); f(choice, 'A dingo.', 'permanent.newQuizAnswer'); f(b, 'A... a dingo.'); f(whatIf, 'newQuizAnswer'); f(person, ho, 0, 'eyesThinner'); f(effect, ho, 'joltLeft'); f(ho, 'LOL. That\'s what they gave you? That\'s your shiny new answer?'); f(b, 'Yeah, I don\'t know. I... I feel kind of empty, inside, right now. I think.'); f(person, ho, 0, x); f(effect, ho, 'joltRight'); f(ho, 'Well...'); f(endIf); f(choice, 'A stick.', 'permanent.stickRiddle'); f(setVariable, 'questCheater'); f(stopMusic); f(playSound, 'surprisedSound'); f(effect, ho, 'shake', 15); f(playSound, 'hakken-janjanjanshinshin'); f(b, '<i>A stick.</i>'); f(pause, 1); f(effect, ho, 'joltLeft'); f(playSound, 'surprisedSound'); f(ho, 'W-what?! How\'s that... how\'s that even possible?! How could you...'); f(playMusic, 'minigametheme'); f(b, 'Hey, don\'t beat yourself up about t it. I\'ve played this part before.'); f(effect, ho, 'joltLeft'); f(ho, 'O-oh...'); f(b, 'I did get it wrong the first time, if that\'s any consolation.'); f(person, e, 'behind'); f(effect, e, 'joltLeft'); f(e, 'Now let us pass!'); f(effect, ho, 'joltLeft'); f(ho, 'Um... Right-o...'); f(remove, ho); f(playSound, 'runningAwayOnGravel'); f(pause, 1); f('The hooded figure runs away, pathetically.'); f(whatIf, 'ranAwayFromWhiteGirl'); f('Er... not that it\'s pathetic to run away from stuff. That\'s not what I\'m saying at all. I wouldn\'t want to implicate anybody in particular.'); f(endIf); f(person, e, 0, 'neutral2'); f(setZoom, e, 1.9); f(e, 'That was easy.'); f(b, 'Been there, done that.'); f(pause, 0.5); f(remove, e); f(pause, 0.5); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(choice, 'Shit.'); f(b, 'Shit!'); f(choice, 'Chocolate pudding.'); f(setVariable, 'saidChocolate'); f(setVariable, 'chocolateThing', 'Chocolate pudding'); f(choice, 'Chocolate cake.'); f(setVariable, 'saidChocolate'); f(setVariable, 'chocolateThing', 'Chocolate cake'); f(choice, 'Chocolate sauce.'); f(setVariable, 'saidChocolate'); f(setVariable, 'chocolateThing', 'Chocolate sauce'); f(choice, 'Chocolate souffle.'); f(setVariable, 'saidChocolate'); f(setVariable, 'chocolateThing', 'Chocolate souffle'); f(choice, 'Chocolate brownies.'); f(setVariable, 'saidChocolate'); f(setVariable, 'chocolateThing', 'Chocolate brownies'); f(choice, 'Chocolate icecream.'); f(setVariable, 'saidChocolate'); f(setVariable, 'chocolateThing', 'Chocolate ice cream'); f(choice, 'Chocolate mousse.'); f(setVariable, 'saidChocolate'); f(setVariable, 'chocolateThing', 'Chocolate mousse'); f(endChoice); f(whatIf, 'saidChocolate'); f(b, '$chocolateThing$!!!'); f(endIf); f(effect, 'ho', 'joltRight'); f(setVolume, 0.5); f(playSound, 'quizWrong'); f(ho, 'Wrong!'); f(stopMusic, 'fade'); f(ho, 'The correct answer is....'); f(pause, 2); f(setVariable, 'permanent.stickRiddle'); f(playSound, 'hakken-janjanjanshinshin'); f(pause, 0.8); f(person, ho, 0, 'eyesThinner'); f(effect, ho, 'joltRight'); f(ho, '<i>A stick</i>.'); f(pause, 2); f(person, e, 'behind'); f(effect, e, 'joltRight'); f(playMusic, 'minigametheme'); f(e, 'Is that... was that supposed to be clever?'); f(b, 'OK, fine... then what...? We seriously can\'t pass? You expect us to just walk back, at this?'); f(effect, e, 'joltLeft'); f(e, 'Yeah!! \'Cause then you\'ve got another thing coming, pal!'); f(pause, 1); f(effect, ho, 'joltLeft3'); f(person, ho, 0, x); f(ho, 'Uh...'); f(pause, 1); f(effect, ho, 'joltRight1'); f(ho, 'OK, fine. Best out of three, OK?'); f(ho, 'I do have another one up my sleeve, don\'t you know.'); f(effect, ho, 'joltRight'); f(ho, 'Ehum. "What do you call a boomerang that doesn\'t come back?"'); f(choice); f(choice, 'A piece of shit.'); f(setVolume, 0.5); f(playSound, 'quizWrong'); f(effect, ho, 'joltRight'); f(ho, 'WRONG!'); f(choice, 'Boo-me-away.'); f(setVolume, 0.5); f(playSound, 'quizWrong'); f(effect, ho, 'joltRight'); f(ho, 'Yes, it\'s WRONG!'); f(choice, 'Boome-wrong.'); f(effect, ho, 'joltLeft'); f(ho, 'That\'s... that\'s <i>almost</i> clever. Kind of wish I\'d thought of that...'); f(b, 'What, it\'s wrong? What is it then?'); f(setVolume, 0.5); f(playSound, 'quizWrong'); f(effect, ho, 'joltRight'); f(ho, 'Yes, it\'s WRONG!'); f(choice, 'A refreshing change of scenery.'); f(effect, ho, 'joltLeft'); f(ho, 'A... the... no, no, that\'s not it. What? How does that even... never mind.'); f(setVolume, 0.5); f(effect, ho, 'joltRight'); f(playSound, 'quizWrong'); f(ho, 'I mean... WRONG!'); f(choice, '$chocolateThing$.', 'saidChocolate'); f(setVariable, 'saidChocolateTwice'); f(effect, ho, 'joltLeft'); f(ho, 'N-no, that\'s... are you... are you even listening? It\'s not... it\'s a different riddle, do you understand...?'); f(setVolume, 0.5); f(playSound, 'quizWrong'); f(effect, ho, 'joltRight'); f(ho, 'I mean... WRONG!'); f(endChoice); f(effect, ho, 'joltLeft2'); f(person, ho, 0, x); f(ho, 'The correct answer is...'); f(stopMusic, 'fade'); f(pause, 2); f(playSound, 'hakken-janjanjanshinshin'); f(pause, 0.8); f(person, ho, 0, 'eyesThinner'); f(effect, ho, 'joltRight2'); f(ho, '<i>A stick.</i>'); f(pause, 2); f(effect, e, 'joltLeft'); f(playMusic, 'minigametheme'); f(e, '... Are you smiling in there? Because it sure feels as if you are...'); f(person, ho, 0); f(effect, ho, 'joltLeft2'); f(ho, 'Wh-why...?'); f(b, 'OK, let\'s make it best out of five.'); f(whatIf, 'saidChocolateTwice'); f(effect, ho, 'joltLeft'); f(ho, 'It\'s-'); f(b, '$chocolateThing$, god damn it! I\'m sure of it, this time!'); f(ho, '...'); f(e, '...'); f(otherwise); f(e, '$eBron$, no.'); f(endIf); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft'); f(e, '$eBron$, can\'t you just stab him?'); f(person, ho, 0, x); f(effect, ho, 'joltLeft2'); f(ho, 'H-hey! Hold-'); f(choice); f(choice, 'Ignore Erin and ask for one more riddle.'); f(jump, 'moreRiddles'); f(choice, 'Stab the old man.'); f(endChoice); f(setVariable, 'swordStuck'); f(b, 'Oh, right. Let me just...'); f('You reach for your sword, and attempt to take it out of its sheath. You heroically pull at it, but...'); f(playSound, 'bashi'); f(screenEffect, 'smallShake'); f(pause, 0.5); f('It seems stuck.'); f(b, 'Hah, just... one moment...'); f(playSound, 'bashi'); f(screenEffect, 'smallShake'); f(pause, 0.5); f(effect, ho, 'joltLeft2'); f(ho, 'N-now, there\'s no need for-'); f(b, 'Hold on, alright? I\'ve got it, I just-'); f(playSound, 'bashi'); f(screenEffect, 'smallShake'); f(pause, 0.5); f('You keep pulling at it, but it just won\'t budge.'); f(b, 'I think I, uh... <i>by Abominigar,</i> this sheath is so tight, it\'s like... a vacuum, or something, in there...'); f(effect, ho, 'joltLeft'); f(ho, 'It\'s, uh...'); f('Erin sighs.'); f(jump, 'erinStabsHood'); f(); f(label, 'erinStabsHood'); f(person, e, 'behind'); f(stopMusic); f(playSound, 'pullingKnife'); f(pause, 0.3); f(pan, e, -270, x, 0.2); f(setZoom, e, 1.9); f(animateOnce, 'sword1', -70, 50); f(swapDepth, e, 'clip'); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, ho, 'shake'); f(person, ho, 0, 'eyesThinner'); f(ho, 'Ngh...'); f(person, ho, 0, 'noEyes'); f(pause, 0.1); f(pan, ho, 0, 576, 0.6); f(pause, 0.2); f(playSound, 'bodyHitsGround'); f(pause, 2); f(remove, ho); f(setVariable, 'erinStabbedHood'); f(whatIf, 'wantedMoreRiddles'); f(playMusic, 'minigametheme'); f(b, '$erinOrSis$, come on! I was getting into this! You can\'t just stab people like that!'); f(person, e, 'alt', 'eyesClosed_alt'); f(e, '... Come on, let\'s get going.'); f(pause, 0.2); f(remove, e); f(pause, 0.5); f(otherwise); f(b, '...'); f(playMusic, 'minigametheme'); f(b, 'Oh, right. Well, yeah, knives are good that way, easy to pull out and everything. They\'re a little, you know... I\'d say unfair, even. I mean, where\'s the skill involved, really?'); f(b, 'Did you know there\'s actual entire orders of martial arts just dedicated to the act of, you know, pulling the sword...?'); f(c_t, 'Thinking of Iaido here, by the way. Bizarrely translated into English as "the art of being together".'); f(person, e, 0, 'neutral'); f(e, 'Right. You were the top of the class of that, huh?'); f(whatIf, 'incest||eIncest'); f(b, '$erinOrSis$! Don\'t go disrespecting your $brother$ like that!'); f(e, 'Pff... whatever.'); f(b, '... OK, let\'s go.'); f(otherwise); f(b, 'It\'s, uh... no, I mean. Ah, fuck. Whatever. Let\'s go.'); f(remove, e); f(pause, 0.5); f(endIf); f(endIf); f(whatIf, 'saidChocolateTwice'); f(b, 'Should we search him, by the way?'); f(e, 'What? Why?!'); f(b, '$chocolateThing$! I\'m thinking he might be carrying some, you know, what with how much he kept hinting at it.'); f('Erin sighs and starts walking.'); f(remove, e); f(b, 'Huh...?'); f(scene, 'black', 'fade'); f(stopMusic, 'fade', 2); f(pause, 1); f('Truly, men are from the fiery fire star while women are from the watery water star. You figure you\'ll never understand just how they think.'); f(otherwise); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.2); f(remove, e); f(pause, 0.5); f(stopMusic, 'fade', 1.5); f(pause, 0.2); f(scene, 'black', 'fade'); f(endIf); f(pause, 1); f(jump, 'overworld'); f(); f(label, 'shithole_playerHadEnough'); f(setVariable, 'bronStabbedHood'); f(playSound, 'swordUnsheath'); f(pause, 0.5); f(effect, ho, 'joltLeft2'); f(ho, 'Hey, w-wait a minute-'); f(animateOnce, 'sword1', -70, 50); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(effect, ho, 'shake'); f(person, ho, 0, 'eyesThinner'); f(pause, 1); f(ho, 'Ngh...'); f(person, ho, 0, 'noEyes'); f(pause, 0.1); f(pan, ho, 0, 576, 0.6); f(pause, 0.2); f(playSound, 'bodyHitsGround'); f(pause, 2); f(remove, ho); f(whatIf, 'shithole_angry'); f('You give your drawn sword an angry look.'); f(b, 'Fucking piece of shit, <i>NOW</i> you work, huh?!'); f(endIf); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft2'); f(e, 'Um...'); f(pause, 0.6); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight2'); f(e, 'I\'m not even going to ask.'); f(choice, {'yPos': 'bottom'}); f(choice, 'Leave.'); f(endChoice); f(pause, 0.2); f(remove, e); f(pause, 0.5); f(stopMusic, 'fade', 1.5); f(pause, 0.2); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'overworld'); f(label, 'moreRiddles'); f(setVariable, 'wantedMoreRiddles'); f(b, 'Come on, Erin. I\'m starting to enjoy this. One more time! One more time!'); f('The hooded figure hesitates.'); f(effect, ho, 'joltLeft'); f(ho, 'Uh... fine, then.'); f(whatIf, 'saidChocolateTwice'); f(b, 'Oh, and no more chocolate ones, OK? They\'re too easy.'); f(ho, 'Uh...'); f(otherwise); f(b, 'Oh, and no more fucking sticks, OK?!'); f(ho, 'Uh, fine.'); f(endIf); f(effect, ho, 'joltLeft'); f(ho, 'Er...'); f(ho, 'I\'m sorry, I actually only know those two.'); f(b, 'What?! Come on, man! You\'re a Mysterious Hooded Figure™! I know you have at least a handful more in you! Come on! Apply yourself!'); f(effect, ho, 'joltRight'); f(stopMusic, 'fade', 1); f(ho, 'Hey... you\'re right. I can do this! OK! Oh! I-it\'s coming up! I\'m... it\'s happening! It\'s actually happening!!'); f(pause, 0.98); f(playSound, 'undertale_woff'); f(effect, ho, 'joltRight2'); f(ho, 'I feel *DETERMINATION* well up inside of me, stirred by your motivating words!'); f(pause, 1.5); f(playSound, 'undertale_star'); f(effect, ho, 'joltLeft'); f(ho, 'Oh! Oh! That\'s it! I came up with one, and the answer isn\'t stick! Not only that, this riddle... it changes everything! It\'s the Alpha and the Omega! In itself, it contains the answer to the riddle of the universe itse-'); f(jump, 'erinStabsHood'); f(label, 'samurai_encounter_incest'); f(e, 'S-Sam...?!'); f(changeName, 'sam', 'Sam'); f(sam, 'What the.... Erin?! And... $oBron$?!?'); f(b, 'Crap... little Sammy?'); f(sam, 'I don\'t... I don\'t beriebe this! How can it be?!'); f(c_b, 'Obviously there\'s a ridiculous amount of coincidental meetings with your $sister$ here and there. The white girl, the princess, Sam, the fishmonger\'s daughter... but hey, it\'s what you asked for.'); f(c_b, 'This plays out rather differently if you\'re not playing with any of the incest cheats, obviously.'); f(e, 'We haven\'t seen you ever since you left to study the ancient art of the <i>cosplay</i> in the Far Eastern Valley! You\'ve grown so Eastern, I could hardly recognize you!'); f(b, 'Yes, that\'s incredible! You even sound like an easternerer. -er. Er...'); f(sam, 'Yes... I stay so rong I forget my mother tongue rittoru, but... it was a rong three months.'); f(b, 'Yes, it surely has been.'); f(e, 'What... what are you doing here? What brought you back?'); f(sam, 'It\'s a rong story... several <i>ri</i> rong. I\'m here on a <i>mishun!</i>'); f(e, 'OK, OK. Could we get the abridged version, though? Players are already complaining we\'re dragging things out, and we\'re not even out of the beta...!'); f(doCall, 'liegeSkit'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(e, 'Oh! Right! <i>Liege lord!</i> Why, of course. That makes... I mean, that makes sense. Joining the services of a liege, yeah, that sounds like the kind of thing you might end up doing out there in the wacky East.'); f(effect, sam, 'joltRight'); f(sam, 'Yes. That\'s abridged version. I have to avenge!!'); f(b, 'OK, OK. Well. Let\'s see, I\'ll ask the oracle inside my brain for advice about how to move forward, I guess.'); f(choice); f(choice, 'Tell your $sister$ your party\'s full.'); f(choice, 'Let her join the party.'); f(setVariable, 'party_sam'); f(choice, 'Tell her you\'ll help her in exchange for sex.'); f(setVariable, 'party_sam'); f(b, 'You know, Sammy? You\'re in luck. Your $brother$ is going to help you out! We\'ll take revenge on that stupid liege of yours, together!'); f(sam, 'Oh, sank you, $oBron$, but actuarry my honor codex states I have to avenge my ridge by myse-'); f(b, 'Nonsense, nonsense. We\'ll do it, alright?'); f(endChoice); f('WIP'); f(remove, sam); f(pause, 0.1); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(jump, 'overworld'); f(label, 'samurai_encounter'); f(scene, 'ontheroad', 'fade'); f(incrementVariable, 'permanent.metSam'); f('As you venture forth...'); f(pause, 0.5); f(playMusic, 'samuraitheme'); f(pause, 0.5); f(person, sam, 0, 'angry'); f(setZoom, sam, 1.2); f(pause, 1.2); f(effect, sam, 'joltRight2'); f(sam, 'Halt-o!'); f(whatIf, 'permanent.metSam>2'); f(b, '...'); f(choice); f(choice, 'Fine, let\'s go through the entire skit one more time...'); f(choice, 'Just skip to where she joins the party.'); f(setVariable, 'skipSam'); f(person, e, 'behind', x, 'p5'); f(setZoom, e, 1.7); f(jump, 'sam_join'); f(choice, 'Skip to where she commits harakiri.'); f(setVariable, 'skipSam'); f(person, e, 'behind', x, 'p5'); f(setZoom, e, 1.7); f(pause, 1); f(sam, 'What the...'); f(sam, 'Seriousry?! I just have to commit suicido rike thato!? Arr of a sudden?!'); f(b, 'Come on. Get to it.'); f(jump, 'sam_harakiri'); f(endChoice); f(otherwise); f(b, 'What the...'); f(endIf); f(person, sam, 0, 'angry'); f(effect, sam, 'joltLeft2'); f(sam, 'I have make rong happy fun time traveruru from far, far country-'); f(whatIf, 'incest'); f(jump, 'samurai_encounter_incest'); f(endIf); f(pause, 1); f(b, 'Ah... I see. Of course.'); f(b, 'Lots of fantasy settings will feature these slanted eye type of characters, of course... on the other hand, there\'s hardly ever any of them nig-'); f(person, e, 0, 'angryEmbarrassed', 'rightOutside'); f(setZoom, e, 1.7); f(stopMusic); f(playSound, 'recordScratch'); f(pan, e, -200, 0.1); f(e, '-$eBron$!! D-don\'t!!'); f(b, 'What? What\'s wrong with pointing out the serious lack of variety-'); f(effect, e, 'joltRight'); f(person, e, 'alt', 'embarrassed_alt'); f(e, 'N-no, that\'s quite fine...'); f(b, '... and likewise, the lack of NIGG-'); f(playSound, 'surprisedSound'); f(person, e, 0, 'shouting'); f(effect, e, 'joltLeft6'); f(e, 'DON\'T! JUST DON\'T!!'); f(b, 'By the Divine Thighs of Ditty Thor...'); f(c_b, 'There\'s a... there\'s a god called Thor in this universe...?'); f(c_t, 'Um... he\'s <i>Ditty Thor,</i> though. Not yer regular Marvel hero, no.'); f(c_t, 'Don\'t sue!!'); f(playMusic, 'samuraitheme'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltLeft2'); f(person, e, 0, 'irritated'); f(sam, 'You dishonoruru me with your incessanturu babburururu!!'); f(b, 'Hey-'); f(stopMusic); f(playSound, 'deden'); f(person, e, 'behind'); f(effect, e, 'joltRight2'); f(person, sam, 0, 'veryAngry'); f(effect, sam, 'shake'); f(sam, '<i>-rururururururu!!</i>'); f(choice); f(choice, 'Greet her with your sword.'); f('You reach for your sword...'); f(pause, 0.2); f(playSound, 'bashi'); f(screenEffect, 'smallShake'); f(pause, 0.7); f(person, sam, 0, 'surprised'); f(whatIf, 'swordStuck'); f('Right. It\'s still stuck, it seems.'); f(otherwise); f('It seems stuck.'); f(endIf); f(playSound, 'bashi'); f(screenEffect, 'smallShake'); f(pause, 0.7); f(b, 'Ah, fuck it.'); f(whatIf, 'swordStuck'); f('You give up, wondering if you\'ll ever get chance to use your trusty sword at all.'); f(endIf); f(choice, 'What?! No! Don\'t do that. Greet her with </i>words</i>. Of course, words. Don\'t do anything stupid.'); f(b, 'Hi, you.'); f(choice, 'words, the anagram lovers\' sword lol'); f(b, 'lol that <i>is</i> funny'); f(endChoice); f(playMusic, 'samuraitheme'); f(person, sam, 0, 'angry'); f(setZoom, sam, 1.4); f(pan, e, 50, 0, 1); f(sam, 'Preaz, risten to my words carefururu! I have come from far far country... with a <i>mishun!</i>'); f(b, 'OK, good for you. What does that have to do with us, though?'); f(doCall, 'liegeSkit'); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft'); f(e, 'Oh! Right! <i>Liege lord!</i> Why, of course. That makes... I mean, that makes sense. With the setting, and all. Her, er... origin story, I mean.'); f(person, sam, 0, 'neutral'); f(effect, sam, 'joltRight'); f(sam, 'Yes. So I come from far far land, very far, I come with <i>mishun...</i>'); f(person, e, 'behind'); f(effect, e, 'joltLeft2'); f(e, 'We\'ve... we\'ve been over this part already, but OK, thanks for clarifying, I guess.'); f(person, sam, 0, 'smiling'); f(effect, sam, 'joltLeft'); f(sam, 'Yes, I crarify!'); f(sam, 'My rand is so far, I walk so many <i>ri</i>, which is a measurement approximatery equivarent to two point three eight nine two one one seven four of what you car "leagues"... I think I wark maybe over two thousand four hundred and thirty nine point seven <i>ri</i>!'); f(effect, e, 'joltLeft'); f(e, 'Great-'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltRight'); f(sam, 'But certainry no more than two thousand four hundred and forty one point two, of that I am sure!'); f(effect, e, 'joltLeft3'); f(person, sam, 0, 'neutral'); f(effect, sam, 'joltLeft'); f(e, 'GREAT. THANKS. NO FURTHER CLARIFICATION NEEDED.'); f(b, 'Wow, Erin, please. Hear her out. This stuff is real interesting. I\'ve been spending the last couple of seconds trying to figuring out how many yards there are in one of these <i>ri</i> thingies... riveting stuff, Erin!'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, 'Can we just get to it? Obviously she wants to join our party!'); f(effect, sam, 'joltRight'); f(person, sam, 0, 'surprised'); f(sam, 'Actuary, no-'); f(b, 'What? How do you figure? It might just be another quest, you know. "Kill X and Y for me."'); f(effect, sam, 'joltRight'); f(sam, 'N-no, that\'s not the case at a-'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight4'); f(e, 'I really don\'t care! Just choose if she can come along or not already!'); f(person, sam, 0, 'neutral'); f(effect, sam, 'joltLeft'); f(sam, 'N-no, it\'s not rike that, I just rike to terr my story to peopuru I meet arong the road...!'); f(choice); f(choice, 'Let her join your party.'); f(label, 'sam_join', false); f(setVariable, 'party_sam'); f(stopMusic, 'fade'); f(b, 'Young lass from faraway country -- you are in luck!'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltRight'); f(whatIf, 'skipSam'); f(sam, 'W-what?! I... that\'s... I-, I- had a...'); f(person, sam, 0, 'neutral'); f(b, 'A 5 minute long intro sequence? Yeah, I know. I just skipped it.'); f(playSound, 'surprised'); f(effect, sam, 'joltLeft2'); f(sam, 'Wh-what?! Y-you don\'t want to hear my background story about my <i>reige rordo!?</i>'); f(b, 'No. But it\'s OK, because I\'m taking you on anyway.'); f(otherwise); f(sam, 'What? No, rike I said, seriousury, it\'s jus\' ma thang, I terr peopuru about my worries and, you know, after that I\'m on my wa-'); f(endIf); f(playSound, 'zeldaFindObject'); f(notification, 'EASTERN WARRIOR joined your party.', x, 0.5); f(pause, 1.8); f(b, 'We shall travel many, many <i>ri</i> together, and we <i>shall</i> take revenge on your beloved ridge road... trust me on this!'); f(sam, 'Hey, no-'); f(remove, sam); f(remove, e); f(pause, 0.3); f(scene, 'black', 'fade'); f(stopMusic); f(pause, 0.4); f(playSound, 'surprisedSound'); f(sam, 'What...? Why screen is suddenry turn brack?!'); f(sam, 'No! Hey! I said-'); f(pause, 0.2); f(jump, 'overworld'); f(choice, 'Don\'t let her join your party.'); f(endChoice); f(b, 'I\'m... I\'m sorry, lassy. I don\'t know how to break this to ya, but-'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltRight'); f(sam, '-Yeah, rike I said, I\'m not reary interested in the first prace-'); f(b, '- there\'s just no <i>space</i> for you. We\'re all maxed out in the party compartment, you see.'); f(stopMusic, 'fade'); f(pause, 0.5); f(effect, sam, 'joltLeft'); f(person, sam, 0, 'surprised'); f(sam, 'That\'s... that\'s obviousury not true, though, but that notwithstanding-'); f(pause, 0.5); f(playMusic, 'sillytheme'); f(b, 'How do you know that? Maybe we\'re at max 2/2 capacity.'); f(person, sam, 0, 'neutral'); f(effect, sam, 'joltRight'); f(sam, 'That\'s... that\'d be ridicurous. There are essentiary <i>no</i> RPG\'s where the max party size is 2!'); f(b, 'Hah! Is that so?'); f(person, sam, 0, 'smiling'); f(effect, sam, 'joltRight'); f(sam, 'Er, yes, that is definitery so.'); f(b, 'So let me get this straight, tou think you\'re sitting on inside knowledge or something, just because you\'re from some faraway country supposedly similar to the real life J-'); f(effect, sam, 'joltLeft'); f(person, sam, 0, 'angry'); f(sam, '-look, ooru I\'mu saying is-'); f(stopMusic); f(playSound, 'zeldaFindObject'); f(b, 'Zelda III!'); f(pause, 1); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltRight'); f(sam, 'What?'); f(playMusic, 'sillytheme'); f(b, 'You heard me! <i>Link\'s Rude Awakening</i>.'); f(effect, sam, 'joltLeft'); f(person, sam, 0, 'happy'); f(sam, 'That\'s... no, not a two character party. You onry pray as Rinku!'); f(effect, e, 'joltLeft'); f(person, e, 0, 'igotit'); f(e, 'Wait a second!! $eBron$\'s right!'); f(effect, sam, 'joltRight'); f(person, sam, 0, 'angry'); f(sam, 'What?! No, he\'s not! Have none of you ever actuary prayed the game?!'); f(b, 'Indeed we have, Sammy. Indeed we have.'); f(person, e, 'behind'); f(effect, e, 'joltLeft'); f(e, 'Of course, the game is only played with one character, Link, like you said, but...'); f(stopMusic); f(playSound, 'recordScratch'); f(effect, e, 'joltLeft4'); f(e, 'In the beginning of the game, you rescue Zelda and she tags along until you use the hidden exit to the church!'); f(person, e, 'alt', 'sad_alt'); f(setZoom, e, 1.7); f(effect, e, 'joltRight'); f(e, 'Aw, shucks, that part always tears me up...'); f(playSound, 'surprisedSound'); f(person, sam, 0, 'surprised'); f(effect, sam, 'shake'); f(sam, 'Wh-what!? N-no! It\'s... it\'s not possiburu!!!'); f(b, 'Afraid so, sweetie.'); f(effect, sam, 'joltLeft'); f(sam, 'I... I\'ve dishonored my riege rood!!'); f(person, e, 'behind'); f(effect, e, 'joltRight'); f(e, 'Er... isn\'t he dead, though?'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltLeft'); f(sam, 'Even in his death, I dishonoruru him!!'); f(effect, e, 'joltRight'); f(e, 'No, I mean, that makes it fine, doesn\'t it?'); f(label, 'sam_harakiri', false); f(pause, 1); f(person, sam, 0, 'neutral'); f(setZoom, sam, 1.4); f(playSound, 'swordUnsheath'); f(pause, 0.1); f(effect, e, 'joltRight'); f(whatIf, '!skipSam'); f(e, 'What are you-'); f(endIf); f(pan, e, 50, 0, 0.2); f(textEffect, 'HARAKIRI SPECIAL!!', 380, 290, x, x, -12, 'hShakeFade'); f(animateOnce, 'sword1', 50, 50); f(screenEffect, 'shuchusen'); f(playSound, 'bodyHit'); f(playSound, 'blood2'); f(person, sam, 0, 'surprised'); f(effect, sam, 'shake'); f(pause, 0.1); f(whatIf, 'skipSam'); f(sam, 'FUCK THIS GAME!!!'); f(otherwise); f(sam, 'Ngh...'); f(endIf); f(pan, sam, 0, 576, 0.6); f(pause, 0.2); f(playSound, 'bodyHitsGround'); f(pause, 1); f(remove, sam); f(pause, 1); f(effect, e, 'joltLeft2'); f(person, e, 0, 'veryShocked'); f(e, '$eB$-$eBron$!!'); f(whatIf, 'skipSam'); f(b, 'C-come on! It\'s not on me. It was the player who made her do it, through and through...!'); f(otherwise); f(b, 'Wh-what?! It\'s not my fault she offed herself!'); f(endIf); f(effect, e, 'joltLeft2'); f(person, e, 'alt', 'sad_alt'); f(e, '...'); f(b, 'Let\'s just leave.'); f(pause, 1); f(remove, e); f(pause, 0.5); f(scene, 'black', 'fade'); f(jump, 'overworld'); f(label, 'liegeSkit'); f(person, sam, 0, 'neutral'); f(sam, 'My mishun is to revenge my <i>reeju!</i>'); f(stopMusic, 'fade', 3); f(effect, e, 'joltRight'); f(person, e, 'behind'); f(setZoom, e, 1.83); f(pause, 1); f(e, 'Your... your what?'); f(pause, 1); f(effect, sam, 'joltLeft'); f(person, sam, 0, 'surprised'); f(sam, 'My... my <i>reejururu!</i>'); f(pause, 1); f(playMusic, 'sillytheme'); f(effect, e, 'joltRight'); f(e, 'Um... sorry, that\'s not... adding an additional set of "ru" to the end of the word, it\'s... I don\'t really know where you got the idea that\'s helpful...'); f(person, sam, 0, 'neutral'); f(effect, sam, 'joltRight'); f(sam, 'My... my <i>reeju roodo!</i>'); f(b, 'Your... "reed road"...? The road... the road you came on...? It was flanked by reed?'); f(person, e, 0, 'igotit'); f(effect, e, 'joltLeft2'); f(e, 'Oh! Somebody might have cut it down, the reed! And... she really liked the reed, so...'); f(effect, sam, 'joltLeft2'); f(person, sam, 0, 'angry'); f(sam, 'Nonono! No stupid <i>reeju!</i> I tark about <i>reeju!! Reeju roodo! Reeju roodo!!</i>'); f(b, 'I get it, now! She\'s... it\'s her "ridge lode"!'); f(effect, e, 'joltRight'); f(whatIf, 'incest'); f(e, 'No, I got it! She\'s saying "Ridge Lodge"! Dear Sam here ended up as the proprietor of a rustic, yet luxurious lodge hotel, nestled in the stunning beauty of the Far Eastern Valley, until one day she-'); f(otherwise); f(e, 'Nono, I got it! "Ridge"... "Ridge Lodge"! She was the proprietor of a rustic, yet luxurious lodge hotel, nestled in the stunning beauty of the Far Eastern Valley, until one day she-'); f(endIf); f(b, 'Pfft! As if! She\'s saying "litch load"! She knew a litch, an undead mage, who blew his <i>skeleton load</i> right in her face, and now, she\'s here to-'); f(stopMusic); f(playSound, 'recordScratch'); f(person, sam, 0, 'veryAngry'); f(effect, sam, 'shake'); f(person, e, 0, 'huh'); f(pan, e, 50, 0, 1); f(sam, 'NOOO, NOORURURU!! MY <i>RIEGE ROOD</i> GODDAMMIT!!'); f(pause, 2); f(effect, e, 'joltLeft2'); f(person, e, 'alt', 'neutral_alt'); f(person, sam, 0, 'angry'); f(e, '... $eBron$, do you... do you have any idea...?'); f(b, 'Hm? Oh, yeah. She\'s saying "my liege lord".'); f(playMusic, 'samuraitheme'); f(person, sam, 0, 'happy'); f(effect, sam, 'joltLeft'); f(sam, 'Yes!! Many funny sank you! Very much sank you!!'); f(endCall); f(label, 'oldtown_fly1'); f(setVariable, 'lastloc', 'oldtown'); f('oh wait lol'); f('u have to go and find chopstick for flies so lol the guards are not home today ok'); f('WIP GAME CRASH LOL'); f(jump, 'oldtownWIP'); f(label, 'oldtown_overworld'); f(playMusic, 'adventurebegins'); f(screenEffect, 'fadeFromWhite'); f(label, 'oldtown_overworld2', false); f(scene, 'oldtownmap'); f(item, 'mapdot1', 210, 113); f(item, 'mapdot2', 667, 284); f(item, 'mapdot3', 609, 489); f(item, 'mapdot4', 100, 187); f(choice, {'type': 'map', 'legend': ['mapdot1', 'mapdot2', 'mapdot3', 'mapdot4']}); f(choice, 'Dark alley'); f(removeAllChars); f(whatIf, 'oldtownChoice==marketplace'); f(pause, 0.5); f(setVariable, 'oldtownChoice', ''); f(playSound, 'popS'); f(whatIf, 'party_sam'); f(person, sam, 'bubble', 'surprised', 'p1.4', 100, x, x, x, 0); f(setZoom, sam, 1.4); f(sam, 'H-hey! Didn\'t you say we go to market prace...?'); f(otherwise); f(person, e, 'bubble', 'veryShocked', 'p4.4', 100, x, x, x, x, 0); f(setZoom, e, 1.4); f(e, 'H-hey! Didn\'t you say we were going to head for the market place...?'); f(endIf); f(b, 'Well, er... I was expecting we\'d just end up there, you know? Didn\'t expect to have to click the map to actually go there.'); f(removeAllChars); f(endIf); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_ot_alley'); f(choice, 'Market'); f(removeAllChars); f(whatIf, 'oldtownChoice==backalley'); f(setVariable, 'oldtownChoice', ''); f(pause, 0.5); f(playSound, 'popS'); f(whatIf, 'party_sam'); f(person, sam, 'bubble', 'surprised', 'p1.4', 100, x, x, x, 0); f(setZoom, sam, 1.4); f(sam, 'H-hey! Didn\'t you say we go to dark arrey...?'); f(b, 'Well, dear Sam, it\'s precisely because you make such a mockery of such alleys when you try and pronounce \'em, that I figured we\'d go elsewhere. Too many L\'s in there for comfort.'); f(person, sam, 'bubble', 'angry'); f(sam, '...'); f(otherwise); f(person, e, 'bubble', 'veryShocked', 'p4.4', 100, x, x, x, x, 0); f(setZoom, e, 1.4); f(e, 'H-hey! Didn\'t you say we were going to head for a dark alley...?'); f(b, 'Well, er... I was expecting we\'d just end up there, you know? Didn\'t expect to have to click the map to actually go there.'); f(endIf); f(removeAllChars); f(endIf); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_ot_market'); f(choice, 'Back to the Overworld'); f(removeAllChars); f(pause, 0.2); f(jump, 'overworld2'); f(choice, 'Tavern'); f(removeAllChars); f(whatIf, 'oldtownChoice==marketplace||oldtownChoice==backalley'); f(pause, 0.5); f(setVariable, 'oldtownChoice', ''); f(playSound, 'popS'); f(person, e, 'bubble', 'veryShocked', 'p4.4', 100, x, x, x, x, 0); f(setZoom, e, 1.4); f(e, 'H-hey! This isn\'t where you said you wanted to go?'); f(b, 'Well, there was no option to go to the tavern, was there! Of course that\'s where I want to go.'); f(remove, e, 0); f(playSound, 'popS'); f(endIf); f(whatIf, 'oldtownChoice==marketplace||oldtownChoice==backalley'); f(endIf); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'loc_ot_tavern'); f(endChoice); f(label, 'loc_oldtown'); f(whatIf, 'escapedGuards&&!escpgrd'); f(setVariable, 'escpgrd'); f(person, e, 0, 'neutral', 'p1', x, true); f(setZoom, e, 1.2); f(e, '$eBron$! What?? We can\'t go back there! The guards... they\'ll catch us!'); f(b, 'Hmpf. I ain\'t afraid of no ghosts.'); f(e, '<i>Guards!</i>'); f(b, 'Oh, <i>guards?</i> Yeah, no, them fellas be scary... Let\'s go somewhere else.'); f(whatIf, 'quest_flyfetch≈1.1'); f(jump, 'oldtown_fly1'); f(endIf); f(jump, 'ow_choice'); f(elseIf, 'gotCaughtInOldTownOnce||escpgrd'); f(e, '$eBron$, we\'re not going back there! It\'s too dangerous!'); f(whatIf, 'quest_flyfetch≈1.1'); f(jump, 'oldtown_fly1'); f(endIf); f(jump, 'ow_choice'); f(elseIf, '!hadSamuraiEncounter'); f(setVariable, 'hadSamuraiEncounter'); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'samurai_encounter'); f(otherwise); f(incrementVariable, 'visits_oldtown'); f(setVariable, 'lastloc', 'oldtown'); f(whatIf, 'visits_oldtown>1'); f(jump, 'oldtown_overworld2'); f(otherwise); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'oldtown1'); f(endIf); f(endIf); f(label, 'oldtown1'); f(setVariable, 'quest_eruhm', 1); f(playMusic, 'minatomachi'); f(pause, 0.5); f(scene, 'oldtown', 'fade'); f(pause, 1.5); f(b, 'Well, here we are, aren\'t we?'); f(person, e, 0, 'surprised', 'p3.5'); f(setZoom, e, 1.4); f(e, 'I think that\'s precisely where we are, actually!'); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral', 'p2.1'); f(swapDepth, sam, e); f(setZoom, sam, 1.3); f(sam, 'I not sink my riege rord is here...'); f(b, 'Well, that\'s alright, isn\'t it? We\'ve got to do Erin\'s stuff first, don\'t we? Hers is on the main storyline, don\'t you know? Yours is only a side quest, I\'m sure.'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltLeft3'); f(sam, 'I take offense at that characterization!'); f(whatIf, 'quest_whiteGirl==1.1'); f(b, 'Great. Oh, and let\'s also not forget to keep an eye out for $Evilanne$, as well. Now...'); f(otherwise); f(b, 'Good for you. Now...'); f(endIf); f(elseIf, 'quest_whiteGirl==1.1'); f(b, 'Let\'s keep an eye out for $Evilanne$. But also...'); f(otherwise); f(b, 'Now... '); f(endIf); f(b, '... I could be wrong, but isn\'t Oldtown where the Quoofter\'s old partner in crime, whatshisface, was last seen, allegedly? He might be able to steer us in the right direction.'); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral'); f(endIf); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'Oh, you\'re right! What\'s his name...'); f(b, 'It\'s... it\'s...'); f(effect, e, 'joltRight'); f(e, 'Oh, drats! I have it at the tip of my tongue...! Sir...'); f(b, 'Er...'); f(effect, e, 'joltRight'); f(e, 'Uhm...'); f(b, 'Hmm...'); f(person, e, 0, 'igotit'); f(effect, e, 'joltLeft2'); f(stopMusic); f(playSound, 'deden'); f(pause, 0.4); f(e, 'That\'s it! That\'s him! <i>Sir Er-Uhm of Humm!</i>'); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltLeft'); f(sam, 'Are you guys kiddingu me...?'); f(playMusic, 'minatomachi'); f(b, 'Sammy! Preaze no make fun fun of his speech impedimento!!'); f(person, sam, 0, 'neutral'); f(effect, sam, 'joltRight'); f(sam, '...'); f(b, 'LOL.'); f(otherwise); f(playMusic, 'minatomachi'); f(b, 'Why, of course. I forgot about his speech impediment. Poor soul...'); f(endIf); f(notification, 'NEW QUEST: Find Sir Er-Uhm of Humm', x, 0.5); f(b, 'Well, I guess we should try and find the old bugger, then.'); f(person, e, 'alt', 'laughing_alt'); f(effect, e, 'joltLeft'); f(e, 'Rightho.'); f(pause, 2); f(person, e, 0, 'huh'); f(effect, e, 'joltRight'); f(pause, 0.4); f(e, 'Um... whereto?'); f(b, 'Well...'); f(b, 'Oh. Right. I guess I\'m the one who should decide. On account of being the only male in this party.'); f(person, e, 0, 'shouting'); f(effect, e, 'joltRight'); f(e, 'Hey-'); f(pause, 0.1); f(notification, 'LOL bitch is stuck in time while you make up your mind.'); f(notification, 'That\'s what you get for trying to question the patriarchy.', x, 1.5); f(label, 'oldtownchoice'); f(choice); f(choice, 'Head for the marketplace.'); f(setVariable, 'oldtownChoice', 'marketplace'); f(b, 'If I recall correctly... Oldtown\'s local fishmonger\'s daughter is a proper slut.'); f(person, e, 0, 'angry'); f(effect, e, 'joltLeft'); f(e, 'Wh-what good will that do us?!'); f(b, 'Hah, well, elementary, my dear $erinOrSister$ — if you want to know where somebody is...'); f(b, '... You\'ll want the person most likely to have fucked them the previous day.'); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltRight'); f(e, 'Oh, OK... I... I guess that... makes... sense...?'); f(b, 'Sure it does. Let\'s go.'); f(remove, e); f(pause, 0.1); f(remove, sam); f(pause, 0.5); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(choice, 'Find a nice back alley.'); f(setVariable, 'oldtownChoice', 'backalley'); f(b, 'Let\'s see if we can\'t find ourself a dark little alley.'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, '$eBron$!'); f(person, e, 0, 'irritated'); f(effect, e, 'joltLeft2'); f(e, 'Why in the name of Onos would Sir Er-Uhm be hanging out in a place like that?'); f(b, 'My dear $erinOrSister$, it\'s not Sir Er-Uhm we\'re looking to find — that would be very much like attempting to find a needle in a haystack, if you could imagine anybody ever getting involved in such a silly activity.'); f(person, e, 0, 'neutral'); f(b, 'Except... it\'d be a person-shaped needle in a town-shaped haystack.'); f(effect, e, 'joltLeft'); f(person, e, 0, 'unimpressed'); f(e, '$eBron$, I am familiar with the saying-'); f(b, '-and, well, frankly, unless Sir Er-Uhm of Humm is involved in a <i>ginormous</i> orgy, I guess he wouldn\'t actually have lots and lots of hay-shaped people all about him, in his close vicinity, all up in his personal space-'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft2'); f(e, '$eBron$, you\'re making less and less sense the more you talk!'); f(b, 'Well, you know. It\'s just a metaphor, really.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, '...'); f(b, 'What I\'m trying to tell you, little Erin, is that we\'re looking for somebody who might know where Er-Uhm might be.'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, 'In a dirty back alley...?'); f(b, 'Look — though Oldtown is outside of Princess Roynette\'s domain, Sir Er-Uhm has every reason to be in hiding.'); f(e, 'So...?'); f(b, 'It\'s by searching out the city\'s less, shall we say, fortunate, individuals, that we stand the best chance in learning of his whereabouts.'); f(pause, 1); f(person, e, 'alt', 'happy_alt'); f(effect, e, 'joltLeft2'); f(e, 'I see! Well... let\'s get to it then!'); f(remove, e); f(pause, 0.2); f(remove, sam); f(pause, 0.1); f(stopMusic, 'fade'); f(scene, 'black', 'fade'); f(pause, 1); f(endChoice); f(stopMusic, 'fade'); f(scene, 'white', 'fade'); f(pause, 0.3); f(jump, 'oldtown_overworld'); f(); f(); f(label, 'loc_ot_tavern'); f(incrementVariable, 'visits_ot_tavern'); f(pause, 1); f(scene, 'tavern', 'fade'); f(pause, 1); f(person, e, 0, 'neutral2', 'p5'); f(setZoom, e, 1.1); f(pause, 0.5); f(whatIf, 'visits_ot_tavern==1'); f(e, 'Charming little spot.'); f(b, 'Well, you\'d think that, wouldn\'t you.'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft3'); f(e, 'So, uh... see anything resembling a Sir Er-Umh in here...?'); f(b, 'Er... I can\'t really say. I forget, does either of us actually know what he looks like?'); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral', 'p1.3'); f(setZoom, sam, 1.2); f(sam, 'Any of us.'); f(b, 'Huh?'); f(effect, sam, 'joltRight3'); f(sam, 'Just saying, you know. I\'d feer ress rike an awkward third wheer if you tried to be rittre more incrusive, sometimes.'); f(b, 'But you have no idea who this feller is in the first place, do ya?'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltLeft2'); f(sam, 'I mean... no, but... it\'d be nice to be acknowredged I\'m a member of this party, once in a whire.'); f(b, 'OK. Does any of us actually know what he looks like?'); f(person, sam, 0, 'happy'); f(effect, sam, 'joltRight'); f(sam, 'I\'ve no idea!'); f(b, '...'); f(person, sam, 0, 'neutral'); f(endIf); f(pause, 1); f(person, e, 'alt', 'sad_alt'); f(effect, e, 'joltLeft2'); f(e, 'I, er... I\'m not really sure.'); f(b, 'Well. Let\'s leave for now, then. This location was probably put on the map with another quest in mind.'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltRight'); f(e, 'Gotcha.'); f(otherwise); f(pause, 1); f(endIf); f(jump, 'leaveOtChoice'); f(); f(); f(label, 'loc_ot_alley'); f(scene, 'alley1', 'fade'); f('It doesn\'t take long until you come upon a reasonably shady back alley.'); f(person, e, 0, 'unimpressed', 'p4'); f(setZoom, e, 1.4); f(e, 'Great, so now we\'re here. Now what? There\'s nobody here.'); f(b, 'Erin, I think you\'ll find you\'re mistaken. Look closer.'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight2'); f(e, 'What? Where?'); f(b, 'Right over there!!!'); f(playSound, 'surprisedSound'); f(person, e, 'behind'); f(effect, e, 'joltRight5'); f(e, 'By Gepmir\'s Oversized Boxer Shorts!'); f(e, '...'); f(pause, 1); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft'); f(e, 'It\'s... it\'s a box.'); f(b, '... Indeed it is. It looked a little human there for a moment, though. Probably some ancient curse or spell or whatnot, altering our senses.'); f('Surely.'); f(b, 'Better stay clear of it.'); f('Erin sighs.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, 'OK, let\'s try another alley, shall we?'); f(remove, e); f('As Erin walks past you to leave the alley, a mysterious figure suddenly appears from behind one of the crates.'); f(playSound, 'mysticAppear'); f(person, ho, 0, x, 'p1.2', 50); f(setZoom, ho, 1.4); f(changeName, ho, 'Hooded Figure #2'); f(ho, 'Hold on, brave adventurers!'); f('The voice coming from under the hood sounds a little odd. Almost like a kid, trying to sound like an old man.'); f(b, 'Hah! What did I tell you, Erin!'); f(person, ho, 0, 'eyesThinner'); f(effect, ho, 'joltRight'); f(ho, 'Please... It\'s dangerous to go alone! Take this.'); f('Really...?'); f('Is that the already referenced-to-death pop reference we want to go with here?'); f('You and Erin reflexively roll your eyes.'); f(b, 'Fine, whatever. Give it here. As long it\'s not a fucking T-shirt that says "it\'s dangerous to go alone, take this"...'); f(b, 'Or, you know... one that just says "POP REFERENCE" or something similar. Sheesh.'); f(b, 'Seriously, old man. If that\'s it, you\'re fucking toast.'); f(effect, ho, 'joltRight'); f(ho, 'Here...'); f(stopMusic, 'fade', 0.2); f(pause, 0.1); f(item, 'whiteBehind', 0, 0); f(item, 'poop', 0, 0); f(pause, 0.1); f(playSound, 'zeldaFindObject'); f(notification, 'DRIED OUT OLD POOP added to the inventory.', x, 0.5); f(setVariable, 'inventory_poop'); f(pause, 1.8); f(b, 'What the hell?'); f(ho, 'Trust me, you\'ll need it.'); f(remove, 'poop'); f(remove, 'whiteBehind', 0); f(pause, 1); f(b, 'This... this had better not been a set-up, old man!'); f(ho, 'Until we meet again...'); f(pause, 0.5); f(playSound, 'mysticAppearance'); f(remove, ho); f(pause, 0.5); f(jump, 'oldtown_guards'); f(); f(); f(label, 'oldtown_marketIncest'); f(changeName, fd, 'Falia'); f(e, 'B-but $eBron$...'); f(b, 'What?'); f(whatIf, 'sister'); f(e, 'That\'s our sister, Falia...'); f(elseIf, 'daughter'); f(e, 'That\'s my sister, Falia... your daughter...'); f(endIf); f(fd, 'Hi $oBron$. Hi Erin.'); f(b, 'Hm. Are you sure? She could be an impostor, could she not?'); f(e, 'Wh-what? $eBron$, she\'s standing right in front of us. It\'s... it\'s her. It\'s Falia.'); f(fd, 'Hi guys.'); f(b, 'Yeah, but... she might be an underhand for Princess Roynette, dontcha think?'); f(e, 'What? $eBron$, it\'s Falia! Your $sisterSingular$!'); f(fd, 'Hello?'); f(b, 'Erin. Appearances may deceive. Let me handle this...'); f('WIP'); f(endCall); f(); f(label, 'loc_ot_market'); f(scene, 'market', 'fade'); f(playMusic, 'minatomachi'); f('You make it to the marketplace.'); f(b, 'Now, to find the slut...'); f(person, fd, 0, 'uninterested', 'left', x, true); f(fd, 'Cockles! And mussels! Alive, alive-o!'); f(b, 'Aha! There she is.'); f(person, e, 'alt', 'dubious_alt', 'right'); f(setZoom, e, 1.7); f(whatIf, 'incest'); f(doCall, 'oldtown_marketIncest'); f(endIf); f(e, '$eBron$, are you sure about this?'); f(b, 'What?'); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltRight'); f(e, 'What if... what if she works for Princess Roynette...?'); f(b, 'The fishmonger\'s daughter...? Are you being serious?'); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral', 'p1'); f(setZoom, sam, 1.6); f(sam, 'If I may-'); f(b, 'What?! Sam, no! Can\'t you tell there\'s no screen real estate for you in this scene?! We can\'t have you block off the player\'s view of the fishmonger\'s daughter, like that!'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltLeft3'); f(sam, 'B-but-'); f(b, 'Look, it\'s fine, the player isn\'t that retarded, he won\'t forget you\'re in his party just because you\'re not on the screen at all times. Now shoo!'); f(person, sam, 0, 'angry'); f(sam, '...'); f(remove, sam); f(endIf); f(person, e, 0, 'indisbelief'); f(effect, e, 'joltLeft2'); f(e, 'Well, if we assume she is the slut you say she is... and that sluts sit on a lot of information... then, what\'s to say Princess Roynette wouldn\'t-'); f(effect, fd, 'joltRight2'); f(fd, 'I can hear you lot, you know. I mean, on account o\' you standing right in front of me an\' all.'); f(pause, 1.7); f(effect, fd, 'joltLeft'); f(fd, 'Jus\' sayin\'.'); f(pause, 1); f(b, 'Erin, don\'t worry. It takes a man\'s firm hand to get the information he wants from a proper slut.'); f('But... what if Erin\'s right? Maybe it\'s dangerous to divulge too much.'); f('You find your mind being beset by - '); f(pause, 2); f(stopMusic); f(playSound, 'jan1'); f(screenEffect, 'shuchusen'); f('<i>DOUBT!!</i>'); f(pause, 1); f(playMusic, 'minatomachi'); f(b, 'OK, narrator. Thank you for the helpful exposition. Now...'); f(choice); f(choice, 'Approach the fishmonger\'s daughter.'); f(b, 'Nah. Erin, being right? That\'ll be the day.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight3'); f(e, '...'); f(b, 'Hey, slut!'); f('The fishmonger\'s daughter stares at you with blank eyes.'); f(b, 'Looky here. It\'s, uh...'); f(person, e, 'behind'); f(effect, e, 'joltLeft'); f(e, 'Excuse my, uh... friend. Dear merchant of, uh... pescatarian delights. You wouldn\'t possibly know the whereabouts of a Sir... Er-Uhm of Humm?'); f(effect, fd, 'joltLeft'); f(fd, 'Pardon?'); f(effect, e, 'joltRight3'); f(e, 'Sir... Er-Uhm of Humm?'); f(effect, fd, 'joltRight'); f(fd, 'An\' \'o wants to know?'); f(b, 'Us. Obviously. I mean, we\'re the ones asking, right...?'); f(b, 'I mean, I thought that much should be apparent. It\'s like when you state your opinion, and somebody disagrees with the way you put it because you didn\'t preface it by saying "I think that".'); f(b, 'Just saying, you know. That much should already be understood.'); f(pause, 2); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, fd, 'joltRight'); f(e, '$eB$-$eBron$... I think she\'s using that phrase not because she has a hard time to grasp who produced the phonemes forming the question...'); f(person, e, 'behind'); f(effect, fd, 'joltLeft'); f(e, 'And I hope you don\'t take offense at my jumping in here-'); f(fd, 'Not at all.'); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight'); f(e, '... but rather, I think she is asking who these two beings, e.g. us, are, e.g. perhaps but not limited to such things as our birthnames, family names, what we intend to do with the requested information, et cetera et al.'); f(person, e, 0, 'neutral'); f(effect, e, 'joltLeft'); f(e, 'You see?'); f(pause, 2); f(b, 'Oh. Why didn\'t she say that, then?'); f(pause, 2); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight2'); f(e, '$eBron$... it\'s my belief that this is exactly what she did. Which is what I just attempted to convey.'); f(b, 'Oh. Why didn\'t you say that, then?'); f('Erin sighs.'); f(person, e, 'behind'); f(effect, e, 'joltLeft'); f(e, 'We\'re friends of his.'); f(effect, fd, 'joltRight'); f(fd, 'Oh. Well, if you bought yerselves some mussels and <i>slash</i> or clams, that might jus\' refreshen me memory.'); f(b, 'That\'s <i>oysters.</i>'); f(effect, fd, 'joltLeft'); f(fd, 'Pardon?'); f(b, 'Bless you. <i>Oysters.</i> Good against Alzheimer\'s, and what not.'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft2'); f(e, 'Oltshimer? <i>Minor Demigod of Boring Sponges and Certain Other Leuconoid Beings that are Primarily Yellow in Color?</i>'); f(b, 'Um... yes. Sure. That\'s the one.'); f(effect, fd, 'joltRight'); f(fd, 'Well, cockles are fairly close to all that, innit. Also dunno nothin\' about no primarly yellow leuconoids, guv.'); f(b, 'What, no. Cockles and oysters... they don\'t even sound the same. I mean <i>oh my god, OMG.</i>'); f(effect, fd, 'joltLeft'); f(fd, '\'is not about the sound though, is it? I\'s just sayin\', they\'s both bivalve molluscs thrivin\' in saltwater. Sure, they\'s in different orders, but, mate, you\'ve gots to acknowledge - they\'s in the same class.'); f(b, 'Well, uh...'); f('Quick, $Bron$! She totally schooled you! <i>Quip at her!</i>'); f(b, 'Well, I put it to you, milady...'); f(effect, fd, 'joltRight'); f(fd, 'Yes?'); f(stopMusic); f(playSound, 'deden'); f(b, '... That <i>you</i> have no <i>class</i> to begin with!'); f(pause, 2); f('A-hah! That\'s what I call a comeback.'); f(playMusic, 'minatomachi'); f(pause, 1); f(effect, fd, 'joltRight2'); f(fd, '... Then why\'dya call me lady for? That implies a certain class an\' stature alright.'); f(stopMusic); f(playSound, 'recordScratch'); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight2'); f(e, '$eBron$, she has a point!'); f('Oh no! Erin is siding with the tramp! You\'re reputation is in tatters!'); f(person, e, 0, 'unimpressed'); f(playSound, 'smb_pipe'); f(notification, 'Your REPUTATION is in tatters!', x, 0.5); f(pause, 1); f(b, '...'); f(b, 'Shut up, $erinOrSis$!'); f(playMusic, 'minatomachi'); f(jump, 'buyfish'); f(choice, 'Don\'t.'); f(b, 'You know what, Erin? For once you might be right. This slut right here isn\'t only, obviously, a complete and utter slut-'); f(effect, fd, 'joltRight'); f(fd, 'Still \'earin yous, an\' all...'); f(b, '-she\'s also an entirely untrustworthy slut. No, I don\'t think we should divulge an ounce of information to her.'); f(b, 'Not our names, Erin of $oddbottom$, $Bron$ of Bangersfield... most certainly not our mission, that is, defeating Princess Roynette to save your dear Quortoffel... and, uh...'); f(b, 'Anything else...?'); f(whatIf, 'party_sam'); f(whatIf, '!incest'); f(person, sam, 0, 'neutral', 'p1'); f(setZoom, sam, 1.6); f(sam, 'Maybe my name, which is-'); f(b, 'What the heck?! We already had a talk about the screen real estate once! This isn\'t your time to shine! Now go stand behind me!'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltRight'); f(sam, '... but it\'s not fair! Can\'t I take Erin\'s place once in a while?!'); f(b, 'What? No. Nobody\'s all that interested in you, Sam. Face it. You\'re no Erin.'); f(effect, sam, 'joltLeft'); f(sam, '...'); f(pause, 0.5); f(remove, sam); f(endIf); f(endIf); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft'); f(e, '... No, I think that\'s pretty much it, that\'s essentially the laundry list of stuff we probably really shouldn\'t tell her about...'); f(effect, e, 'joltRight2'); f(e, 'Unless...'); f(effect, fd, 'joltLeft'); f(fd, '...'); f(setVariable, 'potionExpositioned', 1); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft2'); f(e, 'Um, the potion, maybe? The magical potion, our secret weapon against the princess?'); f(b, 'Oh, right. No, we wouldn\'t want that information out there. That you\'re carrying around some kind of magical potion which the writer is too lazy to go into any detail whatsoever about right now.'); f(c_t, 'Eheh.'); f(person, e, 0, 'igotit'); f(effect, e, 'joltLeft'); f(e, 'Yes. Even the very fact that we possess this potion, the potion of...'); f(pause, 2); f(effect, e, 'joltRight2'); f(person, e, 0, 'huh'); f(pause, 0.3); f(e, 'Hang on, what\'s it called?'); f(b, '... it\'s not in the script?'); f(playSound, 'pageFlip'); f(pause, 1); f(effect, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft2'); f(e, 'No... it only says "potion".'); f(b, 'Uh, OK, so why don\'t we just go with that?'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltRight'); f(e, 'No, sure, I\'m not here to do improv, but... I mean, don\'t you think we need a name for it? I mean, to make it incriminating? Would Princess Roynette really react to the fact that we have a "potion"? There\'s, you know, all kinds of potions...'); f(pause, 0.8); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, '... healing potions, MP potions, uh...'); f(b, 'Revival potions...'); f(person, e, 0, 'igotit'); f(effect, e, 'joltRight'); f(e, 'Right, revival potions... um... poison-curing potions...'); f(b, '... MP potions.'); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft2'); f(e, 'We mentioned that alr-'); f(b, 'Healing potions-'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight2'); f(e, '-Yes, very good-'); f(b, 'Revival potions...!'); f(pause, 2); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft'); f(e, '... yes, $eBron$, the list, you know, goes on.'); f(pause, 1); f(stopMusic); f(playSound, 'recordScratch'); f(b, 'But what have the Romans ever done for us?!'); f(pause, 1); f(playMusic, 'minatomachi'); f(person, e, 'alt', 'eyesClosed_alt'); f(effect, e, 'joltRight'); f(e, 'Uh... no, that\'s... that\'s not the particular bit we\'re doing right now...'); f(b, 'Oh. You... you sure?'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft2'); f(e, 'Positive. Now, back to the case of the nameless potion...'); f(pause, 3); f(b, '... Let\'s just make something up, shall we?'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight7'); f(e, 'Can we-... can we do that?'); f(playSound, 'zeldaFindObject'); f(pause, 1); f(item, 'whiteBehind', 0, 0); f(item, 'potion', 0, 0); f(pause, 1); f(b, 'It\'s the potion of... the potion of...'); f(item, 'potion_text1', 0, 0); f(pause, 0.1); f(playSound, 'objectPuching'); f(b, '<i>Angrambahnbah.</i>'); f(pause, 1); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltLeft'); f(e, 'The... Angram...?'); f(remove, 'potion_text1'); f(item, 'potion_text2', 0, 0); f(pause, 0.1); f(playSound, 'objectPuching'); f(b, 'Anbramgrahnagh.'); f(person, e, '0', 'neutral'); f(effect, e, 'joltLeft'); f(e, 'Fine. Our secret weapon, the potion of...'); f(remove, 'potion_text2', 0, 0); f(item, 'potion_text3', 0, 0); f(pause, 0.1); f(playSound, 'objectPuching'); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltRight'); f(e, 'Anbramgrum...?'); f(item, 'potion_text4', 0, 0); f(pause, 0.1); f(playSound, 'objectPuching'); f(b, '-benagehag.'); f(pause, 1); f(person, e, '0', 'neutral2'); f(effect, e, 'joltLeft'); f(e, 'Yes.'); f(pause, 1); f(remove, 'potion_text4'); f(remove, 'potion_text3'); f(remove, 'potion'); f(remove, 'whiteBehind', 0); f(pause, 1); f(b, 'Yeah. Right. So to reiterate, the things we definitely wouldn\'t want the fish slut to know, would be our names, again, e.g. Erin of $oddbottom$, $Bron$ of Bangersfield...'); f(whatIf, 'party_sam'); f(sam, 'And my name, namery-'); f(b, 'Shush, Sammy!'); f(sam, 'B-but I\'m stiru standing behindo you! I\'m not takingu up any screen rear estate!'); f(b, 'Now, where were we...'); f(person, e, 0, 'neutral'); f(effect, e, 'joltLeft2'); f(e, '"The things we definitely wouldn\'t want the fish slut to know".'); f(b, 'Right. Well, it was your turn, wasn\'t it? Before somebody else <i>rudely</i> butted in.'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltRight'); f(e, 'Oh, sure. Um... our mission to overthrow Princess Roynette?'); f(b, 'Good, good. And...'); f(otherwise); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft'); f(e, '... and our mission to overthrow Princess Roynette...'); f(endIf); f(b, '... and the existance of our secret MacGuffin, the potion of Anbramgrumbenagehag...'); f(person, e, 0, 'neutral2'); f(effect, e, 'joltLeft'); f(e, 'Yep, that\'s it. Those are the very secrets we need to closely guard.'); f(effect, fd, 'joltLeft5'); f(fd, 'Seriously, you lot...'); f(b, 'OK. I think we\'re about done here, or what do ya say, $erinOrSis$?'); f(whatIf, 'party_sam'); f(b, 'Oh, and Sam, you can come up in front now, if you\'d like.'); f(person, sam, 0, 'surprised', 'p1'); f(setZoom, sam, 1.6); f(sam, 'B-but are we not reaving right now?'); f(endIf); f(person, e, 0, 'neutral'); f(effect, e, 'joltRight'); f(e, 'Let\'s go.'); f(pause, 1); f(remove, e); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry'); f(pause, 2); f(effect, sam, 'joltLeft2'); f(person, sam, 0, 'veryAngry'); f(sam, 'Stupid gemu!!'); f(pause, 0.5); f(remove, sam); f(endIf); f(pause, 4); f(whatIf, '!commentary'); f(screenEffect, 'fadeToBlack', 6); f(endIf); f(fd, '...'); f(pause, 1); f(effect, fd, 'joltLeft'); f(fd, 'Feckin\' hell.'); f(pause, 2); f(effect, fd, 'joltRight2'); f(fd, 'Cockles, anybody? Mussels?'); f(pause, 1); f(effect, fd, 'joltRight3'); f(fd, 'Alive, alive-o, an\' ever so lightly covered in fecal particles, that is, only the best, freshest, fecal particles in town, alive, alive-o!'); f(c_t, 'Yes, the fecal particles are also alive, alive-o. That\'s the kind of freshness we\'re talking about here.'); f(c_b, 'Why... why though? Why are they covered in poop?'); f(c_t, 'Huh? Well, it\'s the Dark Ages, wasn\'t kind of <i>everything</i> covered in a thin layer of shit or two?'); f(c_b, '... I don\'t know about that. Besides, this is Fantasy, right? It\'s a lot... shinier than the real Dark Ages for the most part, isn\'t it? I mean unless we\'re talking about Game of Thrones.'); f(c_t, 'I guess that might be true...'); f(whatIf, 'commentary'); f(effect, fd, 'joltRight'); f(fd, 'I\'ll \'ave you two gentlemen... hey, where did you lot go?'); f(effect, fd, 'joltLeft2'); f(fd, 'The two tiny men...?'); f(c_b, 'I think, uh... she\'s talking about us?'); f(effect, fd, 'joltRight2'); f(fd, 'Yeah, that\'s- hey, you disappeared again!!'); f(effect, fd, 'joltLeft'); f(fd, 'At any rate, I\'m \'eavily insulted by your-'); f(c_t, 'OK, sorry, that\'s enough meta humor for one go.'); f(c_b, 'What? Why? I thought you were going somewhere with this.'); f(c_t, 'Yeah, I thought so too, but then I... I kinda lost the thread.'); f(effect, fd, 'joltRight2'); f(fd, 'I still \'aven-'); f(remove, fd); f(playSound, 'popS'); f(pause, 1); f(c_t, 'Go away.'); f(c_b, 'Wow, you can do that?', 'surprised'); f(c_t, 'You just saw me do it, didn\'t you?'); f(c_b, '...', 'dumbfounded'); f(c_b, 'All hail our glorious leader Taxcup!'); f(endIf); f(pause, 1); f(scene, 'black'); f(pause, 1); f(removeScreenEffects); f(pause, 1); f(jump, 'oldtown_guards'); f(endChoice); f(); f(label, 'buyfish'); f(choice); f(choice, 'Buy some cockles.'); f(setVariable, 'inventory_cockle'); f(b, 'Erin, give the wench some money.'); f(pause, 1); f(person, e, 'behind'); f(effect, e, 'joltLeft2'); f(pause, 1); f(effect, e, 'joltLeft'); f(playSound, 'coinDrop'); f(pause, 2); f(notification, 'COCKLES added to the inventory.', x, 0.5); f(item, 'whiteBehind', 0, 0); f(item, 'cockle', 0, 0); f(pause, 0.1); f(playSound, 'objectPuching'); f(pause, 2); f(c_b, 'Hmm... didn\'t Erin say she didn\'t have any money, at the start of the game?', 'confused'); f(c_t, 'Oh... oops. Right. I might fix this, eventually.'); f('She hands you the cockles.'); f(remove, 'cockle'); f(remove, 'whiteBehind', 0); f(pause, 1); f(choice, 'Pay her for a quickie.', 'wip'); f(b, 'How about... fuck the mussels and cockles... and let me fuck you?'); f(effect, fd, 'joltLeft'); f(fd, '... I don\'t know. It\'ll be extra if you be needin\' to fuck the mussels too.'); f(jump, 'fishsex'); f(choice, 'Leave.'); f(b, 'OK, whatever. You may have won the battle, my old archenemy, but the war isn\'t over yet!'); f(notification, 'You have made a new (old) archenemy.', x, 0.5); f(effect, fd, 'joltRight2'); f(fd, 'U wot m8'); f(b, 'Come, Erin. Let\'s leave.'); f(jump, 'oldtown_guards'); f(endChoice); f(b, 'There, I bought something from your wretched cart... Hold on...'); f(pause, 0.5); f(b, 'Is this... is this cockle covered in a thin layer of feces?'); f(effect, fd, 'joltLeft2'); f(fd, 'Cor. You sayin\' it ain\'t?'); f(b, 'No, I\'m sayin\' it is.'); f(effect, fd, 'joltRight'); f(fd, 'Phew. Got me worried there, lad. Thoughts ya wanted yer money back, or something.'); f(b, '... So do you remember?'); f(effect, fd, 'joltLeft'); f(fd, 'u wot'); f(b, 'Sir Erhm-oh-whatever.'); f(effect, fd, 'joltRight'); f(fd, 'Oh, yah. Now I do remember. Well, truf is...'); f(b, 'Yes...?!'); f(effect, fd, 'joltRight2'); f(fd, 'I ain\'t ever \'eard of no Sir Er-Uhm of \'Umm.'); f(b, 'Oh. I see. Well.'); f(effect, fd, 'joltRight'); f(fd, 'Glad to \'ave been of assistance, guv.'); f(b, 'No, not at all. Thank you.'); f(pause, 1); f(remove, fd); f(pause, 1); f(person, e, 0, 'unimpressed'); f(b, 'Huh. Figure that. She didn\'t know shit.'); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry', 'p1'); f(setZoom, sam, 1.6); f(sam, 'What a stupid waste ofu time!!'); f(otherwise); f(effect, e, 'joltRight'); f(e, 'What are the odds...?'); f(endIf); f(b, 'Well. At least we don\'t walk away out of this encounter empty-handed.'); f(e, 'Huh?'); f(item, 'whiteBehind', 0, 0); f(item, 'cockle', 0, 0); f(playSound, 'zeldaFindObject'); f(pause, 1.8); f(b, 'Behold! The glorious feckle-speckled cockle, alive, alive-o!'); f(b, 'With this in our hands...'); f(pause, 2); f(person, e, 'alt', 'dubious_alt'); f(effect, e, 'joltRight2'); f(e, 'Are you sure you want to hold it... in your, you know, <i>hands,</i> by the way? On account of the poop.'); f(b, 'Oh. No... Good point, there.'); f(remove, 'cockle'); f(remove, 'whiteBehind', 0, 0); f(playSound, 'clothesOffShorter'); f(pause, 0.5); f('You place the cockle in your pocket.'); f(b, 'Right. Onwards, then?'); f(whatIf, 'party_sam'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltLeft'); f(sam, 'What? I sought you about to teru us how the cock-uru wourd herup us on Erin\'s quest...?'); f(otherwise); f(person, e, 0, 'surprised'); f(effect, e, 'joltRight'); f(e, 'What? Weren\'t you about to tell me how the cockle would help us on our quest?'); f(endIf); f(b, 'What? No. Don\'t be silly.'); f(pause, 1); f(remove, e); f(pause, 0.3); f(remove, sam); f(pause, 0.5); f(stopMusic, 'minatomachi', 'fade', 2); f(scene, 'black', 'fade'); f(pause, 1); f(jump, 'oldtown_guards'); f(); f(label, 'fishsex'); f(setVariable, 'hadFishSex'); f('You follow the broad into a house around the corner.'); f(scene, 'black', 'fade'); f(pause, 2); f(b, 'Alright, let\'s get this show on the road!'); f(fd, 'Pants off, then...'); f(pause, 2); f(b, 'OK, here we go... ngh...'); f(b, 'Mmm! Oh my goodness, your pussy... it\'s so damn tight!'); f(fd, 'That\'ll be the mussel, innit.'); f(b, '...'); f(playSound, 'closingThickBook'); f(pause, 0.5); f(b, 'Ow!'); f(fd, 'Alive-o, I told you, right?'); f('You carefully extract your wounded member from the mussel and throw it aside. Wait, that came out wrong. The mussel. You discard the mussel.'); f(b, 'And make no mistake about it!'); f(pause, 1); f(cg, 'fd_sexWIP'); f(jump, 'oldtown_guards'); f(); f(label, 'oldtown_guards'); f(scene, 'black', 'fade'); f(pause, 0.5); f(playMusic, 'sillytheme'); f(pause, 0.5); f(scene, 'town1', 'fade'); f(whatIf, 'hadFishSex'); f(person, e, 0, 'unimpressed', 'p3.5'); f(setZoom, e, 1.4); f(e, 'Well... that was a complete waste of time.'); f(b, 'Was it, though?'); f('Erin sighs.'); f(e, 'Did you even ask her?'); f(b, 'Ask her what?'); f(e, 'If she knew where we can find Sir Whatshisface?!'); f(b, 'Oh, that.'); f(b, 'Well...'); f(e, '...'); f(e, '... Yes?'); f(b, 'No.'); f(e, 'No?'); f(b, 'Yes, exactly.'); f(e, '...'); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral', 'p1.7'); f(setZoom, sam, 1.2); f(swapDepth, sam, e); f(sam, 'Where shourd we head next?'); f(otherwise); f(effect, e, 'joltRight'); f(e, 'Where should we head next?'); f(endIf); f(elseIf, 'inventory_poop'); f('You\'re back out on the street.'); f(person, e, 0, 'surprised', 'p3.5'); f(setZoom, e, 1.2); f('Erin, who was standing behind you during the whole ordeal, is vying for a look at what the hooded figure gave you.'); f(effect, e, 'joltLeft'); f(e, 'So, what happened? He gave you something?'); f(b, 'Uh, well, yes. A... a magical item, or other.'); f(person, e, 0, 'unimpressed'); f(effect, e, 'joltLeft'); f(e, 'What was it? Can I have a look?'); f(person, e, 0, 'neutral'); f(setZoom, e, 1.8); f('Erin grabs your hand and examines the poo you are tightly grasping before you have time to pull back.'); f(effect, e, 'joltLeft'); f(person, e, 0, 'unimpressed'); f(e, '...'); f(person, e, 0, 'huh'); f(effect, e, 'joltRight2'); f(e, 'That\'s odd. It kind of looks like... I don\'t know, an old, dried out piece of poop...?'); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry', 'p1.7'); f(setZoom, sam, 1.2); f(swapDepth, sam, e); f(sam, 'Or <i>exactry</i> rike a dried out piece of poop...'); f(endIf); f(b, 'Yeah well, looks can deceive, alright?'); f('You pull your hand back and hurriedly hide the damn thing in one of your pockets.'); f(person, e, 'alt', 'neutral_alt'); f(setZoom, e, 1.2); f(e, 'Did he tell you anything about Sir Er?'); f(b, 'No, unfortunately not.'); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, 'OK, so we\'re no closer to finding him, then. What do we do next?'); f(otherwise); f(person, e, 0, 'unimpressed', 'p3.5'); f(setZoom, e, 1.2); f(e, 'Well... that was a complete waste of time.'); f(whatIf, 'party_sam'); f(person, sam, 0, 'neutral', 'p1.7'); f(setZoom, sam, 1.2); f(swapDepth, sam, e); f(sam, 'Where shourd we head next?'); f(endIf); f(endIf); f(b, 'How about we-'); f(person, gg, 0, 'laughing', 'p7'); f(setZoom, gg, 1.5); f(pan, gg, -250, 0, 0.5); f(playSound, 'armor4'); f(effect, e, 'joltLeft2'); f(whatIf, 'party_sam'); f(effect, sam, 'joltLeft'); f(endIf); f(stopMusic); f(playSound, 'deden'); f(gg, 'Stop right there!'); f(b, 'Huh?'); f(pause, 1); f(person, gg, 0, 'neutral'); f(person, cg3, 0, 'angry', 'p3.6'); f(pan, cg3, 700, 0, 0); f(person, cg2, 0, 'smiling', 'p4.4', -5); f(pan, cg2, 700, 0, 0); f(setZoom, cg2, 1.05); f(person, cg1, 0, 'neutral', 'p5.2', -10); f(pan, cg1, 700, 0, 0); f(setZoom, cg1, 1.1); f(swapDepth, gg); f(swapDepth, sam); f(swapDepth, e); f(pause, 0.1); f(pan, cg1, -800, 0, 0.6); f(pause, 0.2); f(pan, cg2, -800, 0, 0.6); f(pause, 0.2); f(pan, cg3, -800, 0, 0.6); f(whatIf, 'party_sam'); f(pan, e, -220, 0, 0.6); f(pan, sam, -80, 0, 0.5); f(otherwise); f(pan, e, -340, 0, 0.6); f(endIf); f(pause, 0.175); f(playSound, 'armor1'); f(pause, 0.1); f(person, e, 0, 'surprised', x, x, true); f(pause, 0.9); f(playSound, 'armor2'); f(pause, 0.2); f(playSound, 'armor3'); f('A company of city guards in shining white armor suddenly appear out of nowhere.'); f('... Not <i>literally</i> nowhere. Actually, they, and the golden one have been walking towards you at a leisurely pace for the past minute or so, but I, your humble narrator, thought it might be rude to interrupt your conversation.'); f(person, e, 0, 'shouting'); f(effect, e, 'joltRight2'); f(e, 'What? Why? We haven\'t done anything!'); f(person, gg, 0, 'laughing'); f(playSound, 'armor1'); f(effect, gg, 'joltLeft'); f(gg, 'You, my lady, and your ugly-ass companion are wanted fugitives!! You are hereby under-'); f(choice); f(choice, 'Run away!!'); f(jump, 'oldtown_run'); f(choice, 'Talk to them.'); f(b, 'Now, officer-'); f(person, gg, 0, 'angry'); f(playSound, 'armor2'); f(effect, gg, 'joltLeft'); f(gg, '- arrest! God damn it, don\'t interrupt me mid-sentence! I <I>soooo</i> hate that! Now, you are under-'); f(b, 'Really, we are all adults here-'); f(person, gg, 0, 'laughing'); f(playSound, 'armor3'); f(effect, gg, 'joltRight2'); f(gg, '- arrest! Quit it already! You, Erin of $oddbottom$, and you, yes, you, you two are under arrest on some probably drummed-up bullshit charges.'); f(person, e, 'behind'); f(e, 'So you admit it!'); f(person, gg, 0, 'smiling'); f(playSound, 'armor3'); f(effect, gg, 'joltRight2'); f(gg, 'Yeah, well, who cares. We\'re in the Dark Ages, or, you know... there about.'); f(person, gg, 0, 'laughing'); f(effect, gg, 'joltLeft3'); f(playSound, 'armor1'); f(gg, 'Guards! Take \'em away.'); f(whatIf, 'party_sam'); f(person, sam, 0, 'angry'); f(setZoom, sam, 1.7); f(swapDepth, sam, e); f(effect, sam, 'joltRight2'); f(sam, 'Hord it one second!'); f(person, gg, 0, 'neutral'); f(effect, gg, 'joltRight'); f(playSound, 'armor2'); f(gg, 'What?'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltLeft'); f(sam, 'I... I mean. It\'s just the two of them? That are under arrest?'); f(effect, gg, 'joltRight'); f(playSound, 'armor4'); f(gg, 'Er... yes.'); f(person, sam, 0, 'neutral'); f(effect, sam, 'joltRight'); f(sam, 'What about me, though?'); f(effect, gg, 'joltLeft'); f(playSound, 'armor4'); f(gg, 'What... what about you?'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltLeft'); f(sam, 'You no have warrant for me? I\'m very dangerous warrior from a rand far, far away, and-'); f(b, 'Don\'t get her started...'); f(person, sam, 0, 'neutral'); f(effect, gg, 'joltRight'); f(playSound, 'armor3'); f(whatIf, 'incest'); f(gg, 'Fine...'); f('The guard sighs.'); f(effect, gg, 'joltRight'); f(playSound, 'armor2'); f(gg, 'Let me check the list... no... no... nope. The only other girl on here is one lady who goes under the name <i>Foxy Black Sapphire</i>. I bet that isn\'t you?'); f(otherwise); f(gg, 'OK, fine, let me check. What did you say your name was?'); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltLeft'); f(sam, 'M-my... my name?! By the rejuvenating oyster god of Rareruriro bay, I never thought somebody would ask! This guy here has just been carring me "Sammy" for no apparent reason!'); f(c_b, '<i>Kimo no na wa?</i>'); f(b, 'I mean... there\'s a reason, but-'); f(person, sam, 0, 'angry'); f(effect, sam, 'joltLeft'); f(sam, '-Shh! Preaze! Now izu my time to shine!! My name.... my name is...'); f(person, sam, 0, 'happy'); f(effect, sam, 'joltRight'); f(sam, 'IT\'S-'); f(effect, gg, 'joltLeft'); f(playSound, 'armor2'); f(gg, 'Hey, never mind, I checked, there are no other girls on \'ere. Unless you\'re claimin\' to be one <i>Foxy Black Sapphire?</i>'); f(endIf); f(pause, 0.7); f(person, sam, 0, 'surprised'); f(effect, sam, 'joltLeft'); f(sam, 'F-foxy...? N-no! I\'m not, I\'m-'); f(effect, gg, 'joltLeft'); f(playSound, 'armor1'); f(gg, 'Yeah, didn\'t think so. '); f(b, 'Hey, you shouldn\'t assume, it makes an ass out of-'); f(otherwise); f(b, 'Hey Mr. Big-shot, now listen to me here-'); f(endIf); f(playSound, 'whack'); f(playSound, 'heavyPunch'); f(screenEffect, 'fist'); f(screenEffect, 'painsen'); f(screenEffect, 'shake'); f(pause, 1.5); f(screenEffect, 'fadeToBlack', 1); f(pause, 1); f(scene, 'black'); f(pause, 1); f('Before you have time to go through the proper channels to lodge a protest, you\'re seeing stars.'); f('That\'s a metaphor, by the way. It\'s actually all black. Cloudy night sky would be a more fitting description, really, I guess.'); f(pause, 1); f('... Not that there\'s any actual clouds, I just mean in the sense that if there were any stars out tonight, you wouldn\'t be actually see them, because of the clouds. I mean... you get what I\'m saying right? It\'s a simile.'); f(jump, 'loc_prison'); f(choice, '"Who the hell do you think you are calling an \'ugly-ass companion\'??!"'); f(b, 'I mean, by most counts, Erin is really <i>my</i> companion!'); f(whatIf, 'sister||cousin'); f(b, 'I <i>AM</i> her older $brother$, and all.'); f(elseIf, 'daughter'); f(b, 'I <i>AM</i> her father, after all.'); f(endIf); f(whatIf, 'erinBlowjob'); f(whatIf, 'incest'); f(b, 'Not to mention, she\'s the one who blew my cock this morning, not the other way around.'); f(otherwise); f(b, 'I mean, she\'s the one who blew my cock this morning, not the other way around!'); f(endIf); f(playSound, 'slap'); f('You hear the distinct sound of the palm of Erin\'s open hand, landing on her face.'); f(b, 'I mean, not that you have a cock, Erin. Not that I\'d know, I mean...'); f(b, 'In case you did have one, I certainly wouldn\'t want to imply that you don\'t. You can never be too careful, you never know who\'s the... who\'s got <i>what</i>.'); f(whatIf, 'father'); f(b, 'I mean, I really don\'t know. I was never big on the diaper changing shit.'); f(endIf); f(b, 'I don\'t judge you, Erin. I still think you\'re mostly hot.'); f(whatIf, 'daughter'); f(e, 'Shut up, dad!!'); f(endIf); f(b, 'Just, you know, keep your pants on, if that\'s it, if that\'s how things are.'); f(b, 'Again, not judging or anythi-'); f(person, cg3, 0, 'angry'); f(swapDepth, cg3); f(setZoom, cg3, 1.6); f(pause, 0.05); f(playSound, 'heavyPunch'); f(screenEffect, 'fist'); f(playSound, 'slap'); f(screenEffect, 'shake'); f(pause, 3); f(screenEffect, 'fadeToBlack', 1); f(pause, 1); f(playSound, 'bodyHitsGround'); f(scene, 'black'); f('Before you have time to finish your carefully worded non-judgmental sentence, you\'re seeing stars.'); f(otherwise); f(whatIf, 'incest'); f(b, 'Not to mention, I\'m the point of view character!'); f(otherwise); f(b, 'I\'m the point of view character!'); f(endIf); f(person, e, 0, 'huh'); f(effect, e, 'joltLeft'); f(e, 'What are you even talking about?'); f(b, 'I see the world through my own eyes.'); f(effect, gg, 'joltRight'); f(gg, 'Uh... good for you.'); f(b, 'No, you don\'t understand! I can hear my own thoughts, narrated to me. I mean, the thoughts are mine, that appear when everyone is quiet. It\'s a little bit like-'); f(person, cg3, 0, 'angry'); f(swapDepth, cg3); f(setZoom, cg3, 1.6); f(pause, 0.05); f(playSound, 'heavyPunch'); f(screenEffect, 'fist'); f(playSound, 'slap'); f(screenEffect, 'shake'); f(pause, 3); f(screenEffect, 'fadeToBlack', 1); f(pause, 1); f(playSound, 'bodyHitsGround'); f(scene, 'black'); f('Before you have time to properly explain the situation to these rubes, you\'re seeing stars.'); f(endIf); f(pause, 1); f('That\'s a metaphor, in case you were wondering. Actually all your eyes register is <i>black</i>. "Cloudy night sky" might have been a more fitting description, really, I guess.'); f(jump, 'loc_prison'); f(endChoice); f(); f(label, 'oldtown_run'); f(b, 'So long, suckaaaz!!'); f(gg, 'Huh?!'); f(scene, 'white', 'fade', 0.3); f(fadeIn, 'runningLoop'); f(pause, 1.3); f(screenEffect, 'fadeFromWhite', 1); f(cg, 'running'); f(setZoom, 'bg', 1.02, 528, 330); f(pause, 0.05); f(setZoom, 'bg', 5, 528, 330, 'fade', 44); f(screenEffect, 'constantShakeBg', 6.5, 20); f(screenEffect, 'shuchusen', 'untilRemoved'); f(pause, 0.5); f(playSound, 'popS'); f(person, e, 'bubble', 'veryShocked', 'p4.4', 100, x, x, x, 0); f(setZoom, e, 1.4); f(effect, e, 'constantShake', 6.5, 20); f(e, 'W-wait! Wait for me!'); f(playSound, 'popS'); f(remove, e, 0); f(pause, 1.5); f('You and Erin run frantically through the streets of ...'); f('Hey, what was the name of this town again?'); f(b, 'Beats me!!'); f('You run frantically through the streets of <i>Generic Fantasy Town #14,</i> with the guards in hot pursuit.'); f('Oh, <i>Oldtown.</i> I mean. It\'s Oldtown. The streets of Oldtown.'); f('The little advantage you had through your brilliant surprise escape is soon down to nothing as your stamina gets the better of you.'); f(whatIf, 'party_sam'); f(setVariable, 'party_sam', false); f(setVariable, 'sam_left_party'); f('You see Erin running with you, but it seems Sammy didn\'t make it.'); f('And by "didn\'t make it" I mean, she seems to be still idly standing in the square you and Erin are frantically running away from.'); f(notification, 'SAMMY has left the party.'); f(b, 'What the heck!'); f('Don\'t worry. These things happen.'); f(endIf); f(b, '《pant》... 《pant》... Fuck! How the hell do the guards do it? They\'re wearing full armor, for Ordorian\'s sake!'); f('They\'re getting closer and closer! Fast, you need to think of something!'); f(pause, 0.4); f(playSound, 'surprisedSound'); f(person, e, 'bubble', 'veryShocked', 'p4.4', 100, x, x, x, 0); f(setZoom, e, 1.4); f(effect, e, 'constantShake', 6.5, 20); f(e, '$eBron$, faster! They\'re onto us!'); f(remove, e, 0); f(playSound, 'popS'); f(b, 'Guys! I get it! I don\'t need both you and the narrator stressing me like that, $erinOrSis$!'); f(choice); f(choice, 'Run faster, damn it! Those tin-men ain\'t got nuttin\' on you!'); f('You feel as if a great power takes over your body as you prepare to sprint-'); f(b, 'Uh, no. I\'m sorry.'); f('What?'); f(b, 'That\'s... that\'s just not going to cut it. I\'m all out of energy and frankly, I\'m kind of tired of running.'); f(b, 'Above all, I\'m... I\'m not really enjoying it, to tell the truth.'); f(screenEffect, 'fadeToWhite', 0.5); f(pause, 0.5); f(removeScreenEffects); f(scene, 'white'); f(stopMusic); f(pause, 1.5); f('You halt and bend over, panting.'); f(pause, 1); f(playMusic, 'minatomachi'); f(scene, 'oldtown', 'fade'); f(pause, 1); f(playSound, 'surprisedSound'); f(person, e, 0, 'surprised', 'p2', x, true); f(setZoom, 1.8); f(e, '$eBron$?! What are you doing?!'); f(pause, 1); f(b, 'Uff... huff... ouff...'); f(pause, 1); f(remove, e); f(pause, 0.5); f(person, cg3, 0, 'angry', 'p3.6'); f(pan, cg3, 700, 0, 0); f(setZoom, cg3, 1.2); f(person, cg2, 0, 'smiling', 'p4.4', -5); f(pan, cg2, 700, 0, 0); f(setZoom, cg2, 1.25); f(person, cg1, 0, 'neutral', 'p5.2', -10); f(pan, cg1, 700, 0, 0); f(setZoom, cg1, 1.3); f(pause, 0.1); f(pan, cg1, -950, 0, 0.6); f(pause, 0.2); f(pan, cg2, -1050, 0, 0.6); f(pause, 0.2); f(pan, cg3, -1150, 0, 0.6); f(pause, 0.175); f(playSound, 'armor1'); f(pause, 0.1); f(pause, 0.9); f(playSound, 'armor2'); f(pause, 0.2); f(playSound, 'armor3'); f(pause, 1); f('As the guards approach, you you throw your hands up and shoot off your most charming smile.'); f('Nothing that can\'t be solved with a maxed out charisma stat, you think to yourself.'); f(pause, 1); f(b, 'Officers... there seems to have been an unfortunate misunderstand-'); f(person, cg3, 0, 'angry'); f(setZoom, cg3, 1.5); f(pause, 0.05); f(playSound, 'heavyPunch'); f(screenEffect, 'fist'); f(playSound, 'slap'); f(screenEffect, 'shake'); f(pause, 3); f(screenEffect, 'fadeToBlack', 1); f(pause, 1); f(playSound, 'bodyHitsGround'); f(scene, 'black'); f(pause, 1); f('Before you have time to finish your eloquent defense, one of the guards knock you out.'); f(jump, 'loc_prison'); f(choice, 'Distract the guards by pulling down Erin\'s blouse!'); f('"That\'s it! It\'s got to work!", you think to yourself.'); f('Exposing $erinOrYourSister$\'s perfectly-shaped breasts to the guards! Hah! That will surely do the trick!'); f(b, '$erinOrSis$! Don\'t worry!! I\'ve come up with a brilliant plan!'); f(playSound, 'popS'); f(person, e, 'bubble', 'veryShocked', 'p4.4', 100, x, x, x, 0); f(setZoom, e, 1.4); f(effect, e, 'constantShake', 6.5, 20); f(e, 'What?!'); f(playSound, 'popS'); f(remove, e, 0); f(b, 'Wait up a second!'); f(stopMusic); f(removeScreenEffects); f(scene, 'black', 'fade'); f(pause, 1); f('You stop in your track, turn around and let Erin catch up with you.'); f(e, 'What the-'); f(pause, 0.4); f(playSound, 'clothesDown'); f(playSound, 'yabure_short2'); f(cgs, 'e_sharked_closeUp', x, [0]); f(screenEffect, 'shake'); f(screenEffect, 'zoom'); f(screenEffect, 'shuchusen'); f(pause); f(cg, 'cg_e_sharked'); f(setZoom, 'bg', 3.55, 351, 300); f(pause, 0.05); f(setZoom, 'bg', 1, x, x, 'fade', 0.2); f(pause, 0.1); f(playSound, 'armor1'); f(pause, 0.5); f(playSound, 'surprisedSound'); f(screenEffect, 'shake'); f(screenEffect, 'shuchusen'); f(whatIf, 'nameNotBron'); f(e, '$eBron$!!!!!!!!!!!!!'); f(otherwise); f(e, 'BROOOOON!!!!!!!!!!!!!!!!'); f(endIf); f(pause, 1); f(playSound, 'oppaiSqueeze'); f(pause, 0.05); f(cgs, 'e_sharked', x, [0, 'squeeze']); f(pause, 0.15); f(cgs, 'e_sharked', x, [0]); f(pause, 0.2); f(playSound, 'oppaiSqueeze'); f(pause, 0.05); f(cgs, 'e_sharked', x, [0, 'squeeze']); f(pause, 0.15); f(cgs, 'e_sharked', x, [0]); f(pause); f(scene, 'white', 'fade'); f(jump, 'day1EscapedGuards'); f(choice, 'Distract the guards by pulling down your pants!'); f(setVariable, 'pulledDownOwnPants'); f('"That\'s it! It\'s got to work!", you think to yourself.'); f(screenEffect, 'fadeToWhite'); f(pause, 1); f(scene, 'white'); f(stopMusic); f(pause, 1); f('You stop in your tracks, turn around...'); f(pause, 2); f(scene, 'oldtown'); f(person, cg3, 0, 'neutral', 'p1', x, true); f(person, cg2, 0, 'neutral', 'p2.8', x, true); f(person, cg1, 0, 'neutral', 'p5.2'); f('...and pull down your pants, right in front of the shocked guards.'); f(playSound, 'clothesDown'); f(pause, 1); f(pause, 0.4); f(b, 'Aha!! This one\'s on the house!!'); f(pause, 0.8); f(playSound, 'deden'); f('<i>Aha!</i>'); f(pause, 2); f('They... they don\'t seem to be that shocked, actually.'); f(b, 'Hmm.'); f(person, e, 0, 'surprised', 'leftOutside', x, true); f(setZoom, e, 1.4); f(pan, e, 200, 0, 0.3); f(pause, 0.3); f(e, '$eBron$, what in the name of Heck, God of Unfortunate Circumstances, are you doing!!?'); f(b, 'I\'m-'); f(person, e, 0, 'veryShocked'); f(effect, e, 'joltLeft9'); f(person, cg2, 0, 'angry'); f(setZoom, cg2, 1.4); f(playSound, 'heavyPunch'); f(screenEffect, 'painsen'); f(screenEffect, 'fist'); f(screenEffect, 'shake'); f(pause, 0.5); f(screenEffect, 'fadeToBlack', 4); f(pause, 2); f('"-being smacked right in the face," you finish the sentence in your mind, as everything goes black.'); f(pause, 1); f(playSound, 'bodyHitsGround'); f(pause, 2); f(jump, 'loc_prison'); f(endChoice); f(); f(); f(label, 'loc_prison'); f(scene, 'black'); f(pause, 2); f('And that\'s (one of) the end(s) of this beta. Bye.'); f(cgs, 'endingpromo', 'fade', [0], 0.4); f(pause, 0.5); f(cgs, 'endingpromo', 'fade', [0, 'text'], 0.4); f(pause, 2); f(ending, 'betaEnding2', 'Caught by the guards'); f('When you finally get to it...'); f(screenEffect, 'fadeFromBlack', 2); f(scene, 'cell'); f(setZoom, 'bg', 350, 350, 2); f(effect, 'bg', 'blur', 10, x); f('You find yourself lying on the cold stone floor of a dungeon jail.'); f(b, 'Gnh...'); f(screenEffect, 'fadeToBlack'); f(pause, 1); f(playSound, 'clothesOffShorter'); f(pause, 0.3); f('You straighten yourself up.'); f(pause, 0.3); f(scene, 'black'); f(screenEffect, 'fadeFromBlack'); f(person, e, 'behind', 'left'); f(setZoom, e, 1.5); f(pause, 2); f(person, e, 'alt', 'eyesClosed_alt'); f(pause, 1); f(person, e, 'alt', 'sad_alt'); f(pause, 0.3); f(playSound, 'surprisedSound'); f(person, e, 0, 'shocked'); f(effect, e, 'joltRight3'); f('When Erin lays her eyes on you and realizes you\'re awake...'); f(person, e, 'alt', 'neutral_alt'); f(effect, e, 'joltLeft'); f(e, 'Hey, $eBron$! Finally, you wake up!'); f(whatIf, 'pulledDownOwnPants'); f(person, e, 0, 'angry'); f(effect, e, 'joltRight'); f(e, 'What the hell were you thinking, $eBron$?! Pulling down your pants like that?'); f(b, 'It was a distraction. Hush, I wouldn\'t expect a <i>girl</i> to understand.'); f(otherwise); f(person, e, 0, 'irritated'); f(effect, e, 'joltRight'); f(e, 'What was your big idea back there? Stopping in your tracks like that...?'); f(b, 'Bro... I was kind of tired of running. Figured we should try something else.'); f(person, e, 0, 'angry'); f(effect, e, 'joltLeft'); f(e, 'Well, this is something else entirely, for sure! We\'re imprisoned, $eBron$!!'); f(endIf); f(whatIf, 'party_sam'); f(setVariable, 'party_sam', false); f(setVariable, 'sam_left_party'); f(b, 'Hey, where\'s Sammy?'); f(notification, 'SAMMY has left the party.', x, 0.5); f(e, 'She... she wasn\'t arrested. As you might have heard... there was no warrant for her.'); f(b, 'What, so... she just let them arrest us? Right in front of her? She didn\'t put up a fight for us, or anything?!'); f(e, 'Nope.'); f(b, 'Huh...'); f(endIf); f(e, 'So what\'s the big plan now, huh? How the hell are we going to get out of here?!'); f(b, 'Elementary, my dear $erinOrSister$. We\'ll hope that the nice elf girl who just knocked out the guard and stole his key ring will find it in her heart to open the cell door, and let us out.'); f(e, 'Huh?! Stop fantasizing!'); f(playSound, 'keyUnlockedWIP'); f(pause, 2); f(item, 'openCellDoor', 0, 0); f(swapDepth, e, 'openCellDoor'); f(playSound, 'doorOpened'); f(person, elf, 'neutral', 'right'); f(elf, 'Quick! There\'s no time! We must escape!'); f('From out of nowhere, a fair elven maid appears.'); f('Not literally "ex nihilo", mind you. She\'s obviously walked to her current geographical position. Possibly she rode by horse, carriage... you couldn\'t really say...'); f(pause, 1); f(choice); f(choice, 'Come onto her.'); f(choice, 'Be a gentleman.'); f(b, 'Gentleman? Man, whatever. Don\'t cramp my style. I know just the line.'); f(choice, 'Inquire about her means of transportation.'); f(b, 'No time, you say? Well, that\'s most certainly an exaggeration, but certainly there must be enough time to allow me to solicit information from thee as to how thou made it here? Was it, say, by foot? Or indeed-'); f(e, '$eBron$! What the fuck are you going on about?'); f(b, 'You\'re right, Erin. There\'s more important things to see to first.'); f('You turn to the elf.'); f(endChoice); f(b, 'My fair elven lady... Before we decide whether we want to trust you, first allow me to ask a question!'); f(elf, 'Fine, but there really is no-'); f(b, 'Tell me, sweet angel of elvinessity, were you, perchance, brought up on a chicken farm?'); f(stopMusic); f(playSound, 'recordScratch'); f(elf, 'What? How dare you? I\'m of one of the most noble families the proud Elven capital of-'); f(b, 'I\'mma just wondering, \'cos you know...'); f(playSound, 'drumRollCannedLaughter'); f(b, '... ya sure as heck know how to raise a cock...!'); f(person, elf, 'shocked'); f(playSound, 'facePalm'); f(person, e, 0, 'facePalm'); f(elf, '...'); f(e, '...'); f(person, e, 0, 'irritated'); f(e, 'I\'m... sorry. If it\'s of any consolation... <i>Yes</i>, he\'s always like this.'); f(e, 'I guess... I guess that\'s not really any consolation.'); f(elf, 'Let\'s leave now, before the other guards find out what\'s happened!'); f(e, 'Hold on, at least tell us your name first!'); f(person, e, 0, 'surprised'); f(changeName, elf, 'Elfina'); f(elf, 'I\'m... Elfina.'); f(whatIf, 'incest'); f(e, 'I\'m Erin, and the idiot is my $brother$ $Bron$. Now, let\'s go!'); f(otherwise); f(e, 'I\'m Erin, and the idiot is $Bron$. Now, let\'s go!'); f(endIf); f(scene, 'catacombs1', 'fade'); f(person, elf, 0, 'neutral', 'right'); f(pause, 0.1); f(effect, elf, 'joltRight'); f(elf, 'Hurry, to the right!'); f(choice); f(choice, 'Follow her to the right.'); f(b, 'OK, lady.'); f(choice, 'It\'s a trap! Go to the left.'); f(setVariable, 'firstSuspiciousOfElfina'); f(b, 'Not so fast! Hah!'); f(b, 'You thought we\'d walk straight into your trap, didn\'t you?'); f(person, elf, 'confused', 'right'); f(elf, 'What do you mean?'); f(b, 'Well, d\'uh, missus... Isn\'t it <i>obvious?</i> The oh-so-timely appearance. The knocking out of a guard — mind you, not killing him, no, just knocking him out... the, uh, the sexy outfit.'); f(person, elf, 'surprised'); f(b, 'You\'re a honey trap, honey, and don\'t you know it! Now shut your trap...! Honey honey trap.'); f(person, elf, 'angry'); f(person, e, 0, 'irritated', 'left'); f(e, 'B, what are you on about? Why would she even save us in the first place if she was working for somebody else?'); f(jump, 'elfinaTrapDetails'); f(choice, 'It\'s a trap! Pull down Elfina\'s blouse.'); f(setVariable, 'firstSuspiciousOfElfina'); f(b, 'Not so fast! It\'s a trap!'); f('You jump towards Elfina.'); f(elf, 'What? Oh-'); f(cg, 'elf_sharked', 'fade', 0.1); f(playSound, 'clothesDown'); f(screenEffect, 'shake'); f(pause); f(elf, 'Gyaah!'); f(pause); f(e, '$eBron$! You idiot! Just what the hell do you think you\'re doing?!'); f(scene, 'black', 'fade', 0.5); f('Elfina pushes you away, and pulls up her blouse.'); f(scene, 'prisonCell_opened'); f(person, e, 0, 'left', 'angry'); f(person, elf, 'right', 'angryblushing'); f(b, 'It\'s, uh... I\'m sorry, I thought it was a trap.'); f(b, 'You could even say... I suspected it might have been a...'); f(e, 'A what?'); f(b, 'A <i>booby</i> trap.'); f(e, '...'); f(scene, 'black', 'fade', 0.1); f(playSound, 'slap'); f(screenEffect, 'slap'); f(pause, 0.3); f(elf, 'You... you cretin! I will have you know that I\'m of noble blood!'); f(scene, 'prisonCell_opened', 'fade'); f(person, elf); f(person, e); f(b, 'I\'m sorry, Lady Elfina. Really, it was just a small misunderstanding.'); f(b, 'Let\'s be adults about it though, and not play the blame game.'); f('Elfina sighs.'); f(elf, '... I guess you\'re righ-'); f(b, 'I mean, let\'s just accept it was something like 60% your fault, rushing in here like that. Of the remaining 40%, well, I probably bear part of it. Though really, my upbringing is mostly to blame...'); f(elf, 'Did your father make it a habit to pull down blouses on unsuspecting women?!'); f(whatIf, 'incest'); f(whatIf, 'sister||cousin'); f(b, 'Well, no, but my $erinOrSister$ here has a great set, as you can tell, and ever since childhood I\'ve fostered a somewhat abnormal interest in the female buxomology-'); f(elseIf, 'daughter'); f(b, 'Well, no, but my $erinOrSister$ here has a great set, as you can tell, and ever since I was forced to take care of her I\'ve fostered a somewhat abnormal interest in the female buxomology-'); f(endIf); f(otherwise); f(b, 'Well, no, but my mother did have a great set, and ever since childhood I\'ve fostered a somewhat abnormal interest in the female buxomology-'); f(endIf); f(person, e, 0, 'angry', 'left'); f(e, '$eBron$, that\'s enough. Lady Elfina, please accept my apologies. He is right though, he is not really to blame, no more than you\'d blame a dog for licking its own pooh. He doesn\'t know any better.'); f(e, 'Please, lead us out of here.'); f(person, elf, 'irritated'); f(elf, 'Very well. Follow me.'); f(jump, 'firstRight'); f(endChoice); f(); f(label, 'elfinaTrapDetails'); f(b, 'It\'s, huh...'); f(choice); f(choice, 'Elfina is working for somebody even more sinister than Princess Roynette.'); f(b, 'Isn\'t it damn obvious she\'s working for somebody even darker, even eviller, perchance even sexier, than our horrid Princess?!'); f(elf, 'And who would that be?'); f(b, '<i>Details!</i> Come, $erinOrSis$! We\'re going to the left!'); f(jump, 'firstLeft'); f(choice, 'Elfina is trying to incriminate you even further by aiding you in your escape.'); f(b, 'Isn\'t it obvious, Erin?! She\'s only trying to incriminate us even further. Look, we hadn\'t actually committed a crime until now — but escaping prison, knocking a guard out — that\'s all actual bonafide crimes!'); f(b, 'And this... <i>woman</i>?! This... <i>incredibly</i> hot,sexy mess of an elven woman, she\'s <i>obviously</i> trying to pin it all on us!'); f(person, e, 0, 'facepalm'); f(e, '...'); f(person, e, 0, 'irritated'); f(e, '$eBron$... since when did Princess Roynette give a rat\'s ass about due process?!'); f(b, '<i>Details!</i> Come, Erin! No way we\'re walking into that trap. Left it is!'); f(jump, 'firstLeft'); f(choice, 'Elfina is a sick sadist intending to hunt you down after releasing you'); f(b, 'Erin, trust me on this, I\'ve seen this before...'); f(b, 'This...<i>elf</i> is a sick sadist merely posing as our savior! She\'s only letting us out to hunt us down again, in order to break us down mentally!'); f(e, 'Does that... does that really make any sense at all?'); f(b, 'Hey! Tell that to the fat old bearded man.'); f(e, 'Which man?'); f(b, 'Grrr! I\'ve had enough of this! Come, Erin! We\'re taking the other path.'); f(c_b, 'Heh.'); f(jump, 'firstLeft'); f(choice, 'Relent and follow her.'); f(b, '... alright, let\'s follow her.'); f(b, 'If it turns out to be a trap though, remember I told you so!'); f(person, e, 0, 'neutral'); f(e, 'Right... I\'ll remember it.'); f(jump, 'firstRight'); f(endChoice); f(); f(label, 'firstLeft'); f('You grab Erin\'s hand and make a run for it, to the left.'); f(scene, 'catacombs2', 'fade'); f(b, 'Oh.'); f(person, e, 0, 'facepalm', 'left'); f(e, '...'); f(b, 'Look, there\'s...'); f(b, 'Maybe we should have headed left, but there\'s... there\'s probably a trapdoor or something that we will have avoided now by turning right <i>first</i>. Yup, that\'s it. It\'s all good.'); f('You turn around.'); f(scene, 'catacombs4'); f(person, elf, 'neutral'); f(elf, 'It\'s straight up ahead here!'); f(choice); f(choice, 'Follow Elfina.'); f(choice, 'It\'s another trap! Go right.'); f(b, 'It\'s another trap! Erin, we should head right, I tell you!'); f(person, e, 0, 'irritated'); f(pause, 1); f(playSound, 'facepalm'); f(person, e, 0, 'facepalm'); f(pause, 1); f(person, e, 0, 'irritated'); f(e, '$eBron$... first of all, it wouldn\'t be <i>another</i> trap, it\'d be the first <i>actual</i> trap. Secondly, that\'s... that\'s where we came from. It\'s back to the cell.'); f(b, 'What?'); f(e, '$eBron$... we just turned left, and now turned around... what would you expect, then, to be on your right...?'); f('You go silent for a couple of seconds, thinking about what Erin just said.'); f(b, '...'); f(b, 'Enough with the riddles!'); f(playSound, 'facepalm'); f(person, e, 0, 'facepalm'); f(pause, 0.2); f(playSound, 'facepalm'); f(person, elf, 'facepalm'); f('You take a peek around the corner and see the cell.'); f(b, 'Oh, now I get it! Well then, we\'re heading straight forward then, I guess. No, not because Elfina said so, but because it\'s the only logical choice. Come on, girls! On my lead!'); f(jump, 'firstLeft'); f(endChoice); f(); f(label, 'firstLeft'); f(scene, 'catacombs3', 'fade'); f('You walk through the catacombs for what feels like an eternity. There\'s the occasional cell, wooden door, or pathway appearing on your sides but you keep pushing forward.'); f('Though you know, seemingly plenty of stuff you could throw in here to pad the story a little bit.'); f('...'); f('What? I\'m just saying.'); f('Give people a little value for their money.'); f(whatIf, 'freeversionWIP'); f('Oh, sorry. This is the free version, isn\'t it? Well, just as well then.'); f(elseIf, 'premiumPlus'); f('I mean, $10+, that\'s no laughing matter!'); f(c_t, 'Shut up, narrator! Stop trying to delay the game!'); f(c_b, '... you are, in essence, talking to yourself, you know.'); f(c_t, 'Shut up! Don\'t ruin my hilariously funny skit here!!'); f(c_b, '...'); f(endIf); f(b, 'Man, this is boring. Where are you taking us, exactly, Elfie?'); f(elf, 'If we continue straight on, there\'s a secret pathway that leads to the Forset of Dreadmore, just outside of Oldtown\'s city walls.'); f(b, 'Really? If it\'s just straight ahead, how secret is it, really? I feel we should be zig-zagging some more.'); f(e, 'Don\'t complain, $eBron$! Just be happy we can make a clean escape out of this mess you got us into.'); f(b, 'I guess you\'re right. No sense in questioning generic dungeons.'); f(b, '...'); f('You walk on in silence for a couple of minutes.'); f(b, 'I can\'t help but feel there should be a random encounter here, of some kind, though.'); f(whatIf, 'commentary'); f('See? What did I tell you, Taxcup?! Even your own characters are on my side!'); f(c_t, 'Shut up shut up shut up!!', 'angry'); f(c_b, '... this is just... <i>too meta to measure</i>.'); f(c_t, '<i>2Meta2Measure?</i>'); f(c_b, 'I think this would work so much better if we had was voice acting, though. Not for you and me I mean, but the narrator and the characters. I think it might not be entirely clear to our readers that the narrator is a distinct person, e.g. not Bron.'); f(whatIf, 'nameNotBron'); f(c_b, 'Or, uh... $Bron$, if you prefer.'); f(c_t, 'He\'s neither Bron nor $Bron$, BigB!!', 'angry'); f(c_b, 'Yeah, that\'s, uh... that\'s what I\'m saying.'); f(c_b, 'Oh.'); f(endIf); f(endIf); f(b, 'Maybe we\'ll have some in time for the next chapter.'); f(e, '...'); f(elf, 'Hurry! There\'s no time for chitchat.'); f(b, 'Really, what\'s the great hurry? There\'s not a soul here but the three of us.'); f(elf, '... that\'s, that\'s beside the point. The guards could, you know, <i>in theory</i>, be here any minute.'); f(b, 'So, Elfina, let\'s get down to business. What\'s the deal here? Why are you helping us out?'); f(elf, 'It\'s... complicated. No time to-'); f(b, 'No, let me guess — you saw my handsome ass being dragged down here and you just couldn\'t help yourself, could you? So dungeons, that\'s your thing, then? S&M and all that? M&S? M&M\'s? Or are you more of a jelly bean girl?'); f(c_b, 'I just love the line "are you more of a jelly bean girl?" for some reason. I don\'t know why, but I think it\'s pure comedy gold.'); f(elf, '...'); f(e, '...'); f(whatIf, 'incest'); f(b, 'Or is it my $erinOrSister$? My $erinOrSister$ and I, as a set? You got your pants in a twist over the idea of an incestuous threesome?'); f('What is it they say about throwing rocks in glasshouses...? You feel your own dick harden just at the thought.'); f(b, 'Well, seeing as I\'ve uncovered your true purpose, why don\'t we all take a break around now...'); f('You begin to lift your tunic over your chest. This will be enjoyable indeed!'); f(endIf); f(elf, 'There! There\'s the door.'); f(scene, 'black', 'fade'); f(playSound, 'oldDoorOpen'); f(pause, 3); f(playSound, 'oldDoorClose'); f(pause, 2); f(b, '...'); f(b, 'Man, is it dark in here.'); f(elf, 'If we just push straight ahead, we\'ll soon reach another door, leading us to the-'); f(elf, '-Hey! Did somebody just cop a feel?!'); f(b, 'Why, I\'d never...! Erin, what are you up to?!'); f(e, 'HEY! Who\'s fondling me!?'); f(whatIf, 'incest'); f(b, 'What?! Who\'s touching my $erinOrSister$! Come out where I can see you, you creep!'); f(endIf); f(playSound, 'slap'); f(screenEffect, 'slap'); f(pause, 1); f(playSound, 'slap'); f(screenEffect, 'slap'); f(pause, 1); f(b, 'Ouch! And <i>ouch!</i> OK, OK, ladies, let\'s just try and get out of here, in one piece.'); f(whatIf, 'incest'); f(elf, 'You would fondle your own $erinOrSister$?! What if the Gods could see you?!'); f(b, 'Lady, it\'s probably even darker in here than all the way up in that tight ass of yours.'); f(b, 'Besides, a rack is a rack. I don\'t discriminate.'); f(whatIf, 'daughter'); f(b, 'If anything, the fact that <i>my genes</i> contributed to that hot mess, makes it only hotter.'); f(b, 'Though if I\'m being honest, I was a little disappointed they didn\'t come in a larger size, at first. I mean, I kind of assumed boob size would directly correlate to dick size, but, alas...'); f(endIf); f(e, '...'); f(elf, 'My condolences.'); f(e, 'Thank you.'); f(endIf); f(pause, 0.5); f(elf, 'The door!'); f(pause, 0.5); f(playSound, 'oldDoorOpen'); f(scene, 'white', 'fade'); f(pause, 3); f(label, 'ow_forest'); f(playMusic, 'forestMusic', 'fadeIn', 4); f(pause, 1.5); f(scene, 'forest1', 'whiteFade'); f(pause, 1); f(person, e, 'alt', 'happy_alt', 'left'); f(e, 'We made it!'); f(b, 'Uh... where we at?'); f(person, elf, neutral, 'right'); f(elf, 'We\'re in the Forest of Dreadmore.'); f(b, 'The Forest of Dreadmore?! One of the biggest ork hang-outs in this part of Meddle Girth! We need to be careful here, the smallest of mis-steps could give our position away-'); f(playSound, 'branchCrack'); f(pause, 0.4); f(b, 'Oops, sorry, stepped on a little branch there. Anyway, as I was saying — we should proceed with the utmost caution! The Dreadmore orks are known for their acute sense of hearing, and-'); f(playSound, 'branchCrack'); f(pause, 0.3); f(b, 'Hey, who put all these branches here, seriously, what the hell?'); f(playSound, 'branchCrack'); f(pause, 0.4); f(person, e, 0, 'inquisitive'); f(e, 'Lady Elfina... Forgive me for prying, but isn\'t it about time you told us why you saved us?'); f(elf, 'Yes, of course, you\'re right.'); f(playSound, 'branchCrack'); f(pause, 0.4); f(b, 'Goddammit!'); f(whatIf, 'firstSuspiciousOfElfina'); f(elf, 'I\'m ashamed to say I have an ulterior, selfish motive-'); f(person, elf, 'surprised'); f(b, 'Ahah! I knew it! Erin, hide behind me!'); f(person, elf, 'irritated'); f(elf, 'Would you calm down? It\'s nothing sinister.'); f(otherwise); f(elf, 'I have to admit I do have an ulterior, selfish motive.'); f(endIf); f(elf, 'I... I need your help.'); f(b, 'Great, another sidequest...'); f('Hopefully this one comes with a... <i>happy ending.</i>'); f(elf, 'My sister-'); f('Oh. This is starting to sound interesting already.'); f(elf, '-has been kidnapped in an attempt to extort our father. Our father is the-'); f(b, 'Alright alright, enough yapping about your father <i>this</i> and your father <i>that!</i> I think I speak for everyone present when I request more info about the, uh, <i>sister</i>.'); f(b, 'For starters...'); f(b, 'Bust/waist/hip? A/S/L? BDSM? AT&T? Do-re-mi? Does she sing, dance, tap? Help me out when I fap?'); f(c_t, 'Or does she scream, "why you slap?!"'); f(e, 'Do you know who kidnapped her?'); f(b, 'Does she like to have a good time?'); f(playSound, 'branchCrack'); f(pause, 0.4); f(b, 'What the hell!'); f(elf, 'I think I know who is behind it — the Sindenya\'s, also a family of nobles. Though all elven clans have been united under Queen Regnant Ancal for the past 400 years, the Sindenya were our family\'s sworn enemies during the Elven War of Aelidan.'); f(c_t, 'I think I got these names from an online Tolkien dictionary.'); f(b, 'Hello? Am I invisible? Have I gone mute?'); f(playSound, 'branchCrack'); f(pause, 0.4); f(elf, 'During the war, my forefather, Ataniel the Strong, killed the head of their family in a duel.'); f(elf, 'They\'ve never forgiven us for it...'); f(b, 'HELLO-OO?'); f(person, e, 0, 'inquisitive'); f(e, 'Have you confronted them?'); f(b, 'Lookatmelookatmelookatmelookatme!!'); f(c_b, 'Classic The Simpsons reference.'); f(elf, 'I can\'t bring these accusations out in the open without any evidence. It is also unlikely they carried out the deed themselves. The one lead I have points to her being held by humans, back in Oldtown.'); f('They\'re going on as if you\'re not even here! $Bron$, you might need to do something drastic...'); f(person, e, 0, 'neutral'); f(e, 'Lady Elfina, we would be honoured to help you. It\'s the least we can do to repay you for saving us.'); f('Maybe... maybe if you pretend to fall...?'); f(elf, 'Thank you, Erin!'); f(playSound, 'fall'); f(pause, 0.3); f(playSound, 'branchCrack'); f(pause, 0.5); f(b, 'Ouch! Ow! Look! I\'ve fallen over!! I\'m lying on the ground! I\'m hurting! Oh, where\'s a woman with strong motherly instincts when you need one!'); f(elf, 'Be assured, you will be plentily awarded if we can find my sister and administer justice to those behind the kidnapping.'); f('You get up. Hm. Maybe if you fall <i>again,</i> and pull $erinOrSis$ down with you...? Yes, excellent thinking, $Bron$. They will <i>HAVE</i> to acknowledge you then.'); f(e, 'Oh, think nothing of i-'); f('You grab $erinOrYourSister$, one hand firmly planted on her boob, the other on her ass, and pull her down.'); f(person, e, 'surprised'); f(panF, e, 0, 400, 1); f(e, '$eBron$!!'); f(playSound, 'trapSound'); f(scene, 'forest1', x, -200, true, true); f(item, 'ropenet', 0, 0); f(screenEffect, 'verticalShakeJustShakeTHeBgActuallyNotTheItemSo', 100, 0.7, 30); f(pause, 1.5); f(e, '$eBron$!!! You... idiot! You frickin\' idiot!!'); f(pause, 0.5); f('Oh. So I guess you kind of pulled Erin with you into a net trap. Oops.'); f(pause, 0.5); f(person, elf, 'irritated', x, x, true, true, 'back'); f(elf, 'This... this is bad!'); f(e, 'Would you help us down?'); f(person, elf, 'concerned', x, x, false); f(elf, 'Shh!'); f(pause, 1); f(elf, 'Somebody\'s coming!'); f(remove, elf); f('Elfina runs out of view.'); f(pause, 1); f(b, 'So, $erinOrSis$... while we\'re stuck here...'); f(e, 'Shh!'); f(b, '... you want to get funky?'); f(e, 'Shut up! Can\'t you hear the footsteps?!'); f(pause, 0.5); f('I shut up. Yes, there\'s definitely somebody or something approaching us. Something large and heavy. Bipedal.'); f('The trampling gets louder and louder, when suddenly!'); f(c_t, 'I feel guilty about overusing that adverb all the time...'); f(person, o, 'happy', x, x, true, true, 'back'); f('An 8 feet ork woman steps through the bushes.'); f(o, 'OH!! Orkley make goodt trap!! Orkley catch little man and woman!! Oh, joyous occasion!'); f(e, '$eBron$! Do something!!'); f('Quick thinking is the essence here! The ork might be larger and stronger than the two of you combined, but she doesn\'t have your razor-sharp human wits...'); f(choice); f(choice, 'Politely ask the ork to cut you down.'); f(b, 'She may be an ork — but she deserves to be treated with respect just like any other lady, god damn it. We mustn\'t ever lose sight of our humanity! Or, uh, orkanity, as it were.'); f(b, 'Now, Ms. Orkley, me and my $friendOrSister$ would very much appreciate it if you could cut us down... you see, we seem to somehow got stuck in this net...'); f(choice, 'Decisively ask the ork to let you go.'); f('This one seems as stupid as they come. All you have to do is come on strong, spice it up with a little appeal to authority, and you\'ll be walking away from here sooner than you can say "Hotchkis\' Wholesome Hotcakes come with Holes in the middle"...'); f(c_t, 'A 100% home-baked tongue twister. Give it whirl!'); f(c_b, 'What was it, even?'); f(c_t, '"Hotchkis\' Wholesome Hotcakes come with Holes in the middle Hotchkis\' Wholesome Hotcakes come with Holes in the middle Hotchkis\' Wholesome Hotcakes come with Holes in the-"'); f(b, 'Orkley! Bad ork! Bad ork! You must immediately let us go, our we will be very, <i>very</i> cross with you. And you know what happens to little girls when they turn bad?'); f(choice, 'Compliment the ork.'); f('Hah, yup, let\'s go for the classic approach. Ork women are famously vain and...'); f('Wait, uh, hold on. That\'s... that\'s dem human women, now that I come to think of it...'); f('...'); f('Uh... well, you figure it\'s worth a shot, anyway.'); f(b, 'Ms. Orkley, do you... do you work out? I mean I\'ve gotta say, those biceps... they really flatter your, uh, your ... triceps.'); f(b, 'And your... uh, your tan! That particular hue of green you\'re sporting <i>really</I> complements your facial structure.'); f(e, 'What are you doing?!'); f(b, 'Shut up!'); f(b, 'Ms. Orkley?'); f(choice, 'Tell her she can have Erin, as long as she lets you go.'); f('You whisper to Erin:'); f(b, 'I\'m sorry, $erinOrSis$. You will have to save Quoncy on your own. I\'m about to strike a deal!'); f('You turn to the ork, and shout:'); f(whatIf, 'incest'); f(b, 'Hey, you! Take my $erinOrSister$! Look, have a gander at her plump bosoms!'); f(otherwise); f(b, 'Hey, you! Take the girl! Look at her and her plump bosoms!'); f(endIf); f('How you will miss them... But it\'s her or your! Dog eat dog!'); f(b, 'Much more meat to her than scrawny little me. I mean, all I have is really this giant dick, and I\'m pretty sure it\'s all too chewy for your tastes.'); f(whatIf, 'erinBlowjob'); f(b, 'Just ask Erin here.'); f(e, 'Shut up!'); f(endIf); f(choice, 'Tell Orkley one of your companions got loose — she\'d better find her before she gets away!'); f('Elfina, sorry. You were pretty hot and all, but... if it stands between you and me, then, well.'); f(b, 'Hey, ork! Good job! Good girl!'); f(o, 'Urk?'); f(b, 'You got us! But hey, you know what? There was one more of us, and she got away! That\'s right! While we\'re, you know, all stuck here, completely unable to hardly even move...'); f('Heh. Not likely! You\'ll wiggle out of here, given a minute or two. Ork craftsmanship, bah!'); f(b, 'I mean, you should run and get her before she gets away! She won\'t be far away! She went that way!'); f(endChoice); f('Orkley gives you a puzzled look.'); f(o, 'Little man much talk talk talk. What you say, little man?'); f('Your repeat myself, wording every syllable, but from Orkley\'s puzzled complexion, you realize it\'s really getting through.'); f(o, 'O-kay do-kay, little talky man. Now we go see papa.'); f('Oh, flip. The even larger, all crazed and spazzed out Papa Dork Ork. This doesn\'t bode well.'); f(cg, 'orkleyCarry'); f('Orkley grabs the net as if the two of you were no heavier than a small bag of flour, and carries you on her back and starts walking.'); f(e, '$eBron$!'); f('Erin half-whispers, half-shouts to you.'); f(e, 'What are we going to do? We need to get free, but my hands are stuck!'); f(b, 'Erin... are you telling me you can\'t move at all? That you\'re completely stuck, unable to get free?'); f(e, 'YES! That\'s exactly what I\'m saying...!'); f(choice); f(choice, 'Cop a feel.'); f(jump, 'net_cop'); f(choice, 'Think of a way to get free.'); f(b, 'Well, I guess it\'s up to me then.'); f(endChoice); f(); f(label, 'net_cop'); f(b, 'So what you\'re basically telling me is... you won\'t be able to resist at all, even if I do... <i>this?</i>'); f(addToCg, 'orkleyCarry_hand1'); f(addToCg, 'orkleyCarry_hand2'); f(e, 'Ngh!!'); f('Erin\'s soft breast fills your hand.'); f(addToCg, 'orkleyCarry_angry'); f(e, '$eBron$, you perv!'); f(whatIf, 'incest'); f(e, 'By the Undulating Feet of Kiros, stop yourself! I\'m your $erinOrSister$!'); f(b, 'Funny you should mention Kiros, of all people. He fathered three sons, all with his own mother.'); f(otherwise); f(e, 'By the Undulating Feet of Kiros, stop it! I\'m your companion, not your go-to squeeze-a-boob!'); f(b, 'Funny you should mention Kiros, of all people. Wasn\'t he known as the serial molester of the three heavens...?'); f(endIf); f(e, 'He... he\'s still the God of Misguided Virtues!'); f(b, 'Yeah, odd thing, that.'); f(e, 'Seriously, stop it! Stop it! Ah... angh...'); f(e, 'Ah... ♥'); f(continueWIP); f(); f(label, 'orkleySuggestsSex'); f(o, 'We have sex, Orkley no give little man to papa.'); f(b, 'B-, but! What about the Blood Curse of the Orks? The old legends foretell that any human who gets physical with an ork will be cursed.'); f(e, '$eBron$, you mustn\'t! Men, having sex with ...orks...?! There\'s no bigger taboo in the Eleven Kingdoms!'); f(whatIf, 'erinBlowjob'); f(whatIf, 'sister'); f('Forcing your baby sister to ... blow... your... uh, <i>horn</I>, time and time again, that was bad enough! But for this?! The Gods will never forgive you!'); f(endIf); f(endIf); f(); f(choice); f(choice, 'Do it'); f(setVariable, 'hadSexWithOrkley'); f(jump, 'orkleySex'); f(choice, 'Refuse'); f(b, 'I won\'t do it!'); f(person, e, 0, 'surprised'); f('Orkley shrugs her shoulders.'); f(whatIf, 'virgin'); f(o, 'Orkley only believe in consensual sex. Orkley no force little man to take Orkley\'s maidenhood.'); f(otherwise); f(whatIf, 'incest'); f(o, 'Orkley strong believer in consensual sex. Orkley no force little man. Little man no know what he missing, though. Orkley have much practice and papa never complain.'); f(otherwise); f(o, 'Orkley strong believer in consensual sex. Orkley no force little man. Little man no know what he missing, though.'); f(endIf); f(endIf); f(e, '$eBron$... you\'re not thinking with what\'s between your legs...!'); f(e, 'Are you...'); f(e, 'Are you alright?!?'); f(e, 'I mean... I\'m so proud of you!'); f(b, 'Shut up, $erinOrSis$.'); f(endChoice); f(); f(label, 'orkleySex'); f(b, 'Oh, what the hell. I\'ll do it!'); f(e, '$eBron$! No! Think about what you-'); f(b, 'Yada yada yada. Come on, seriously! I doubt her dad will be even half as hot as her.'); f(cg, 'orkleyCg1'); f(pause); f(addToCg, 'orkleyCg2'); f(pause); f('WIP'); f(addToCg, 'orkleyCg3'); f(pause); f(scene, 'forest1'); f(b, 'Wow.'); f(b, 'Erin, you can stop cover your face. We\'re done.'); f(b, 'But, yeah, wow. That was... awesome. Now I get why ork sex comes with a curse — \'cos it\'s so good, you\'d keep doing it all the time, otherwise...!'); f(e, 'I\'m... I\'m so disgusted.'); f(e, 'Wait... what\'s that...?!'); f(b, 'Huh?'); f('Suddenly...'); f(person, j, 'angry'); f(changeName, j, '????'); f(j, 'What the flip?'); f(b, 'Huh?'); f(person, o, 'idkWIP'); f(o, 'Papa!'); f('Orkley has just about got her gear in order, but she hasn\'t had time to wipe off the cum yet...'); f(b, 'Er... papa?'); f(e, 'Oh, shit.'); f(j, 'WHAT HAVE YOU DONE TO MY DAUGHTER?!'); f(scene, 'black', 'fade'); f(jump, 'jamesFight'); f(); f(); f(label, 'day1EscapedGuards'); f(pause, 1); f('And that\'s (one of) the end(s) of this beta. Bye.'); f(cgs, 'endingpromo', 'fade', [0], 0.4); f(pause, 0.5); f(cgs, 'endingpromo', 'fade', [0, 'text'], 0.4); f(pause, 2); f(ending, 'betaEnding1', 'Ran away from the guards.'); f(setVariable, 'escapedGuards'); f(scene, 'black', 'fade'); f(scene, 'alley', 'fade'); f(b, 'Well, we got rid of them.'); f(person, e, 0, 'upset'); f(e, 'That\'s the stupidest idea that... that you\'ve had, so far, today...!'); f(b, '... but it worked, didn\'t it?'); f(person, e, 0, 'angry'); f(e, 'By Atia\'s Almighty Governance! So this time you got lucky, but what were the odds, really?!'); f(b, 'Now now, don\'t be like that. Don\'t spit the lucky cow in the mouth, alright?'); f(person, e, 0, 'irritated'); f(e, 'Well, what are we going to do now?'); f(b, 'I don\'t know. I guess we might as well head back to the hub...?'); f(e, 'The what?'); f(b, 'I mean, the overworld? There\'s probably a new location to go to now.'); f(e, '... OK, fine.'); f(scene, 'black', 'fade'); f(setVariable, 'ow_forest'); f(jump, 'overworld'); f(label, 'loc_forest'); f(setVariable, 'jamesRapedElfina'); f('See Elfina being raped by James the Ork.'); f(whatIf, 'virgin'); f(otherwise); f(endIf); f(label, 'jamesFight'); f(setVariable, 'bronHealth', 3); f(pause, 0.5); f(playMusic, 'battleSong1'); f(fadeIn, 'damnsongidonktknow'); f(pause, 1); f(scene, 'forestbattleorsth', 'fade'); f(person, j, 'attacking'); f(b, 'Oh, boy, here we go.'); f('James is attacking you from the left! What do you do?'); f(choice); f(choice, 'Parry to the right'); f(incrementVariable, 'bronHealth', -1); f(playSound, 'injured'); f(screenEffect, 'injured'); f('No way, José! I mean, wrong way. Wrong direction.... uh... You get what I\'m saying here, right?'); f(choice, 'Parry to the left'); f(screenEffect, 'whiteFlash'); f(playSound, 'swordsMeet'); f(b, 'Hah! Easy peasy!'); f(j, 'Arghh!'); f(choice, 'Jump'); f(incrementVariable, 'bronHealth', -1); f(screenEffect, 'injured'); f(playSound, 'injured'); f('Pretty fly, for a white guy!'); f(choice, 'Pull down your pants'); f(incrementVariable, 'bronHealth', -1); f(person, e_bubble, 'surprised'); f(e, 'What the hell are you doing?'); f(b, 'Creating a distraction! Don\'t worry your little girl head, I know what I\'m doing!'); f(screenEffect, 'injured'); f(playSound, 'injured'); f(person, e, _bubble, 'sweatdrop'); f(e, '...'); f(b, '... and that one\'s for free, you dastardly ork! Next time, I won\'t be so kind!'); f('You hurriedly pull up your pants.'); f(remove, e_bubble); f(endChoice); f(); f(person, j, 'attacking', x, true); f('James is attacking you from the right! What do you do?'); f(choice); f(choice, 'Parry to the right'); f(screenEffect, 'whiteFlash'); f(playSound, 'swordsMeet'); f(b, 'I\'ve got this!'); f(j, 'Hmpf!'); f(choice, 'Parry to the left'); f(incrementVariable, 'bronHealth', -1); f(playSound, 'injured'); f(screenEffect, 'injured'); f(b, 'Ouch!'); f(person, e_bubble, 'irritated'); f(e, 'What are you doing...? If he comes at you from your right, you should parry him by holding up your sword to the right, not your left!'); f(b, 'Hey! It\'s not as easy as it may seem from over there on the spectator bench, OK?'); f(remove, e_bubble); f(choice, 'Duck'); f(incrementVariable, 'bronHealth', -1); f(playSound, 'injured'); f(screenEffect, 'injured'); f(choice, 'Pull down James\' pants'); f(incrementVariable, 'bronHealth', -1); f(setVariable, 'triedToPullDownJamesPants'); f(playSound, 'injured'); f(screenEffect, 'injured'); f('Close, but no cigar! James\' sword hits you before you can reach his pants.'); f(j, 'What the hell! Fight like a man, you human shit!'); f(b, 'Oh, don\'t be embarrassed, I\'ve seen my fair share of ork dicks in my days.'); f(person, e_bubble, 'sweatdrop'); f(e, '...'); f(b, 'No, I don\'t mean it like that! Damn it!'); f(remove, e_bubble); f(endChoice); f(); f(person, j, 'attacking'); f(person, j, 'James seems to be charging up, as if he were about to launch a special attack of some kind...!'); f(choice); f(choice, 'Counter! This is the moment!'); f(setVariable, 'counteredJames'); f(playSound, 'injuredEnemy'); f(screenEffect, 'whiteFlash'); f(j, 'Ugh!'); f(b, 'Aha! Take that!'); f(choice, 'Jump up, then duck'); f(incrementVariable, 'bronHealth', -1); f(playSound, 'injured'); f(screenEffect, 'injured'); f(b, 'Ow!'); f(b, 'Wasn\'t it... up right up left up down... uh...'); f(choice, 'Duck, then jump up, then do a triple pirouette'); f(setVariable, 'triplePirouette'); f(incrementVariable, 'bronHealth', -1); f(playSound, 'injured'); f(screenEffect, 'injured'); f('Ouch! That didn\'t work out like you had expected. But... James seems totally impressed with your moves!'); f('That\'s a partial success right there.'); f(endChoice); f(); f(whatIf, 'bronHealth<=0'); f(jump, 'defeatedByJames'); f(elseIf, 'counteredJames'); f(jump, 'defeatedJames'); f(endIf); f(); f(person, j, 'attacking', x, true); f(whatIf, 'counteredJames'); f('James seems to be charging up again, as if he\'s repeating some kind of pattern which doesn\'t accept any external input at all! How ridiculous!'); f(otherwise); f('James seems to be charging up again, as if he were about to begin a special attack!'); f(endIf); f(choice); f(choice, 'Counter! This is the moment!'); f(setVariable, 'counteredJames'); f(playSound, 'injuredEnemy'); f(screenEffect, 'whiteFlash'); f(j, 'Ugh!'); f(choice, 'Jump like a duck!'); f(incrementVariable, 'bronHealth', -1); f(playSound, 'injured'); f(screenEffect, 'injured'); f(b, 'Ayee!!'); f(j, 'What?'); f(b, 'I\'m putting words to my pain.'); f(j, 'By shouting "ayee"? That\'s... non-orthodox.'); f(choice, 'Try to smooth things over with James.'); f(incrementVariable, 'bronHealth', -1); f(whatIf, 'hadSexWithOrkley'); f(b, 'I\'m sorry I had sex with your ridiculously hot daughter! Thing is, she totally asked for it! Frankly, I think we might have something of a slut on our hands. Now, I\'m not blaming you, but-'); f(otherwise); f(stopMusic, 'fade'); f(playMusic, 'peacefulSong', 'fadeIn'); f(b, 'Look here, James. Can\'t we all ... just get along? Look around you. We\'re in the forest, surrounded by Mother Nature. Animals, flowers and bees, all existing in perfect harmony.'); f(b, 'You and I — are we so different, from them? Can\'t we put our differences aside?'); f(b, 'For you, and for me — and the entire orkish race.'); f(b, 'There are people dying.'); f(b, 'If you care enough, for the living, make a better place-'); f(playMusic, 'battleSong1'); f(endIf); f(playSound, 'injured'); f(screenEffect, 'injured'); f(choice, 'Run away! It\'s now or never!'); f(incrementVariable, 'bronHealth', -1); f(b, 'I\'ve just about had it with this! See you suckers, in a bill-'); f(playSound, 'injured'); f(screenEffect, 'injured'); f(pause, 2); f(b, 'Note to self: next time, start telling everybody off after actually having started to run. Better yet, skip it entirely, or send them spiteful letters afterwards.'); f(choice, 'Run over to Erin and pull down her blouse (to distract James, of course. No other reason)'); f(playSound, 'slap'); f(screenEffect, 'slap'); f(pause, 0.5); f(playSound, 'injured'); f(screenEffect, 'injured'); f('It\'s super ineffective!'); f(endChoice); f(); f(whatIf, 'bronHealth<=0'); f(jump, 'defeatedByJames'); f(elseIf, 'counteredJames'); f(jump, 'defeatedJames'); f(endIf); f(); f(label, 'defeatedByJames'); f(stopMusic); f(setVariable, 'defeatedByJames'); f('You fall to the ground from your injuries.'); f(playSound, 'bodyThud'); f(pause, 0.8); f(j, 'Little man... you fought well... or uh, well, at least... at least you fought. Uh... here, have this participation award.'); f(item, 'whiteBehind', 0, 0); f(item, 'participationAward', 0, 0); f(pause, 0.1); f(playSound, 'objectPuching'); f(setVariable, 'inventory_participationAward'); f(pause, 1); f('PARTICIPATION AWARD added to the inventory.'); f(b, 'Th-thanks.'); f(remove, 'participationAward'); f(remove, 'whiteBehind', 0); f(c_b, 'So he was actually carrying that around? Just in case...?'); f(whatIf, 'hadSexWithOrkley'); f(setVariable, 'aboutToBeMarriedToOrkley'); f(j, 'I will show you mercy... but in return, you will marry my daughter!'); f(person, o, 'happy'); f(o, 'Oh, papa! I long, long time for happy marry to stronk, stronk man.'); f(person, o, 'irritated'); f(o, 'But... this little man, he no stronk man! He only make weirdt move in battle!'); f(whatIf, 'triplePirouette'); f(j, 'Now, now, Orkley! He may be a little far-gone in the coconut, but did you see that triple pirouette he pulled off? This guy... he has potential.'); f(b, 'Thank you!'); f(b, 'I mean, h-hey!'); f(b, 'I may have lost the battle, but forcing me to marry your daughter? Seriously, that\'s low.'); f(otherwise); f(j, 'Now, Orkley... he may be one of the worst fighters I\'ve ever seen... but you, Orkley, you are so very strong, by yourself. What you need isn\'t really a strong husband to protect you. You need a meek little thing, like this guy here.'); f(j, 'You know, he could stay at home and do the cooking, the dishes, the cleaning, the ironing ... taking care of your accursed children...'); f(b, 'I make a smashing vindaloo curry...!'); f(j, 'See?'); f(o, 'Oh, papa so wise. Wise andt stronk! I will marry little man..'); f(o, 'On the plus side, he also not shit in bedt!'); f(j, 'Yeah, uh... that\'s... that\'s good, Orkley, but I really don\'t need to know.'); f(whatIf, 'incest&&!virgin'); f(o, 'But papa still my number one!'); f(j, 'Uh, yeah... Orkley, you don\'t need to, uh... we maybe don\'t need to talk about that in front of-'); f(o, 'Papa dick is much bigger! On nights I wake up with papa on top of Orkley, it feel much nicer than little man little dick!'); f(j, 'Uh... n-no idea what she\'s talking about-'); f(o, 'But papa no worry! It OK if papa keep accidentally falling on top of Orkley when Orkley asleep, and dick accidentally slip inside Orkley, like papa always explain is how it happened!'); f(o, '\'Cos Orkley big like!'); f(j, 'Er...'); f(b, 'Hey, I don\'t judge. I\'d accidentally slip into my $friendOrSister$\'s pussy any time of the day, really.'); f(whatIf, 'erinBlowjob'); f(b, 'I mean, I get her to give me blowjobs every now and then as it is, so...'); f(endIf); f(person, e, 0, 'angryEmbarrassed'); f(e, '$eBron$! Shut up!!!'); f(b, 'But, I mean... I have issues with this whole setup! The whole marrying me away against my will!'); f(otherwise); f(b, 'B-but, don\'t I get to have say here, at all?'); f(endIf); f(j, 'But what about your curry?'); f(b, 'I was just saying! People generally assume guys can\'t cook, so, I just wanted to correct the record!'); f(c_t, 'Gasp! Bron\'s a CTR shill?!'); f(b, 'I feel like this is... horribly... I don\'t know... I want to say sexist, but... is it really, as I\'m the guy?'); f(b, 'Hold on... isn\'t it in fact sexist I can\'t say this is sexist, just because I\'m a guy?!'); f(endIf); f(o, 'Now you quiet, little man! We must have wedding night, now!'); f(j, 'Uh... Orkley, actually, timing wise, you might want to-'); f(otherwise); f(setVariable, 'erinAboutToBeRaped'); f(j, 'I guess I could show you mercy. But in return... I will need a sampling of that ass!'); f(b, 'Wh-what? No way <i>José,</i> this ass ain\'t for sale! I mean, sure, after a couple of glasses of wine, <i>who knows</i> where we might end up, but... really! I must inform you that I don\'t take kindly to that type of bluntness!'); f(all, '...'); f(b, 'Wh-, what?! Well, alright, if you\'re going to press the issue, then I guess I have no choice! I only ask for the ol\' tube-a-lube, and that you be reasonably gentle...'); f('You begin to unfasten your belt.'); f(b, 'On second thought, you know, you don\'t actually have to be all that gentle, if nothing else it could be a new, valuable experi-'); f(e, '$eBron$... I-... I don\'t mean to interrupt, but I think it\'s my ass he\'s talking about.'); f('James nods desperately.'); f(j, 'Yes, yes!'); f(whatIf, 'incest'); f(b, 'O-oh, you want to shag my $sisterSingular$? Well, why didn\'t you say so!'); f(b, 'I mean, I was really hoping to take her virginity myself. You know, I am her $brother$, after all.'); f(b, 'But you know, hey! If I can still get sloppy seconds...'); f(otherwise); f(b, 'Oh! Erin? Hahahahaha!! Slightly embarrassing, hahaha!!!'); f(b, 'Well, why didn\'t you say so...! Be my guest!'); f(endIf); f(person, e, 0, 'angry'); f(e, '$eBron$!? Aren\'t you going to at least attempt to defend my honor?'); f(whatIf, 'incest'); f(e, 'Not to mention, your very own $sisterSingular$\'s prized virginity...?!'); f(otherwise); f(e, 'Not to mention my virginity, which I\'m sure I\'ve told you by now I\'m saving for the love of my life, Quincey?'); f(endIf); f(b, 'Well, honestly... I could try, but you saw James\' superior fighting techniques. I don\'t really stand a chance.'); f(j, 'You... you <i>really</i> don\'t.'); f('Erin turns to James.'); f(e, 'Well, <i>I</i> will fight you! Why, I\'d rather die than allow myself to be ravaged by a monster such as yourself!'); f(e, 'Uh... no offense intended. I-, I don\'t mean to, you know. I mean, I\'m not racist! Some of my best friends are orks, it\'s just that-'); f(endIf); f(jump, 'forestArgarArrives'); f(); f(label, 'defeatedJames'); f(stopMusic); f(setVariable, 'defeatedJames'); f(scene, 'forest2'); f(person, j, 'defeatedWIP'); f('James falls to the ground. There\'s however no illustration of him falling to the ground, so he stands up before your eyes can even register he fell this once.'); f('He\'s weakened, though. Is the point.'); f(j, 'You... you\'re not too bad, for a human...'); f('He coughs, meekly.'); f(whatIf, 'bronHealth<=2'); f(b, 'Yeaaaaaaaah about that, not so sure, actually. Maybe I am, it\'s just that you\'re way <i>worse</i>.'); f(otherwise); f(b, 'Whateva, playa.'); f(endIf); f(person, e, 0, 'irritated'); f(pan, e); f(e, 'Well, go on then! Aren\'t you going to kill him?'); f(b, 'What?'); f(e, 'Kill him! That\'s what you do, right? You know, he\'s not properly slain enemy, until you ... slay him.'); f(b, 'Well, uh does he absolutely have to be slain? Is that, like, a thing?'); f(whatIf, 'hadSexWithOrkley'); f(b, 'I mean... I did have sex with his daughter.'); f(b, 'Wouldn\'t it be, like, <i>overly</i> mean to take his life, as well?'); f(e, 'No, $eBron$! Once you cuck a man-'); f(b, '$erinOrSis$, let me... ugh... you\'re misusing the term "cuck" here. I haven\'t cucked him, alright?'); f(e, 'What? But you slept with his-'); f(b, 'Yeah, yah, I did, but cuckolding isn\'t about fucking somebody\'s daughter. It\'s when you fuck their wife, or, you know, partner, or, fuckbuddy, or-'); f(whatIf, 'incest&&!virgin'); f(j, 'I do fuck my daughter once in a while, though. I mean, hand on my heart.'); f(b, 'Oh.'); f(e, 'See!'); f(otherwise); f(e, 'B-but... that\'s how the cool kids use it online!'); f(whatIf, 'daughter'); f(b, 'Kiddo, let me give you one piece of fatherly advice, alright? Just stay away from <i>4chan.</u>'); f(otherwise); f(b, 'Erin... just stay away from <i>4chan</i>, OK.'); f(endIf); f(b, 'Stay away from /weg/ in particular. The kids on there, Erin... they\'re not the cool kids. They\'re spergy autists. And not even the good, weaponized kind...'); f(e, 'Um... OK...'); f(endIf); f(b, 'Anyways...'); f(elseIf, 'jamesRapedElfina'); f(b, 'What do you think, fair elven lady? You were the one savaged by this ghastly ork.'); f(person, elf, 'guiltyNervous'); f(pan, elf); f(elf, 'Uh... right, yes, that was what was happening. He... he totally savaged me. Yup. He\'s a beast, that man.'); f(person, elf, 'happy'); f(elf, 'And, uh... <i>what</i> a beast, at that!'); f(b, 'Luckily for you you legitimate rapes don\'t cause pregnancy, huh!'); f(c_t, 'Todd Akin in the house, represent!'); f(c_t, 'As in, uh... fuck. This guy was actually in the <i>House</i> of </i>Representatives,</i> ya know?! How fucked up is that?'); f(c_t, 'I... yeah this reference is already dated. I know. I\'m sorry. I\'m a lazy shithead of a writer.'); f(person, elf, 'guiltyNervous'); f(elf, 'But, uh... we elves, we... we believe in, uh, forgiveness. Men with such <i>members</i>-, uh, I\'m sorry, I mean...'); f(elf, 'Men who are otherwise such, uh, <i>upstanding</i> members of our society... contributing <i>so much</i>, to, uh...'); f(person, elf, 'confident'); f(elf, 'It\'s my <i>firm<i>, nay, <i>rock-hard</i> belief they should be forgiven for such a ... momentary blunder.'); f(person, e, 0, 'irritated'); f(e, '... Really? Can an ork actually be an upstanding member of society? How would that even work?'); f(j, 'That\'s ... that\'s a little offensive to me.'); f(b, 'It is to me too, actually, $erinOrSis$. Bad girl! Bad racist!'); f(whatIf, 'daughter'); f(b, 'I assure you, this is not how I raised my daughter!'); f(endIf); f(e, 'Oh come on! Isn\'t this entire concept of High Fantasy racist from the bottom up? I mean, orks, they\'re always portrayed as an explicitly evil <i>race</i>. In LOTR, they\'re dark-skinned, even.'); f(j, 'Oh, I see. So just because we are usually <i>portrayed</i> in a certain light-'); f(e, '-or lack of light-'); f(j, '-then obviously, it\'s going to be true in every single case, isn\'t it?'); f(e, 'So you\'re telling me you\'re that kind-spirited rapist with a heart of gold foretold by the ancient legends of yore, then?'); f(person, e, 0, 'guiltyNervous'); f(elf, 'Um...'); f(person, e, 0, 'ohWell'); f(e, '... Well, I\'ll concede the exact details surrounding the "rape" part of this might a little hazy, but....'); f(j, 'I-, I do actually rape people usually, if that\'s of any comfort. Not saying I did or didn\'t know, not until my lawyer gets here, I mean... but I would have raped you, given the chance.'); f(e, 'Oh.'); f(j, 'I mean, just letting it all out there.'); f(person, e, 'alt', 'happy_alt'); f(e, 'Why, thank you. I appreciate that.'); f(j, 'I probably rape something, like, 2 girls a week, on average. So <i>really</i>, you could say-'); f(e, 'Right, right, thank you, James, for the clarification. My point, though, is, do you even do anything, like, to contribute to society, besides ravaging young women?'); f(j, 'I-...'); f(j, '...'); f(j, 'I do collect butterflies.'); f(person, e, 0, 'dumbFounded'); f(person, elf, 'dumbFounded'); f(all, '...'); f(endIf); f(panF, e); f(panF, elf); f(b, 'Well... what do you think yourself, old man?'); f(j, 'Well, if it were indeed up to me, I guess, you know, again, theoretically, that, uh... I\'d, I\'d guess I\'d be content if I were shown mercy rather than have my head chopped off all senselessly.'); f(b, 'I see.'); f(j, 'If we are sharing our perspectives on these procedures, I mean.'); f(b, 'Thank you, everyone, for your input.'); f(b, 'Well, decision time.'); f(choice); f(choice, 'Show mercy.'); f(b, 'By the Lopsided Compassion of Ixnos... I\'ve decided I\'ll show you mercy.'); f(person, j, 'happy'); f(j, 'Aw, that\'s great! Thanks a bunch.'); f(choice, 'Senselessly chop off his head'); f(setVariable, 'killedJames'); f(playSound, 'injuredEnemy'); f(screenEffect, 'whiteFlash'); f(person, j, 'defeatedNoHead'); f(whatIf, 'metOrkley'); f(person, o, 'impressed'); f(o, 'Wowza, you stronk man. You killt papa! It shame papa made deadt. But Orkley like stronk man...'); f(endIf); f(choice, 'Pull down his pants', 'triedToPullDownJamesPants'); f(person, j, 'defeatedPants'); f(b, 'Aha! I succeed at last.'); f(b, 'Now, don\'t go pulling them back up until we\'ve left, alright?'); f(endChoice); f(e, 'Well... that was all very odd, and very superfluous. I guess it\'s time we head-'); f(jump, 'forestArgarArrives'); f(); f(label, 'forestArgarArrives'); f(a, 'Not so fast!'); f(scene, 'forest1'); f(person, a, 'arrogant'); f(whatIf, 'sister'); f(whatIf, 'erinBlowjob'); f(a, 'Erin and $Bron$ of $oddbottom$! The incestous incompetents!'); f(whatIf, 'virgin'); f(e, 'W-what!'); f(e, 'WIP'); f(otherwise); f(e, 'H-hey!'); f(e, 'WIP'); f(endIf); f(otherwise); f(a, 'Erin and $Bron$ of $oddbottom$! This is far as you\'ll get.'); f(endIf); f(otherwise); f(a, 'Erin of Oddbottom! $Bron$ of Bangersfield! This is as far as you\'ll get.'); f(endIf); f(a, 'In the name of Princess Roynette, I, Argar the Fabulous, arrest you!'); f(whatIf, 'erinAboutToBeRaped'); f(person, e, 'bubble', 'wip'); f(e, 'Thank god.'); f(b, 'Which one?'); f(e, 'Uh... <i>Thessal</i>.'); f(b, 'The God of Dubious Light and Striped Animals? Is that what you want to go with here?'); f(e, 'Yes. Now shut up.'); f(remove, 'e_bubble'); f(endIf); f(a, 'Why, you ask? Well, Princess Roynette has put a price on your heads, dumbnuts! All that gold... soon to be mine! <i>MINE</i>, I tell you! Nyahahahaha!!'); f(whatIf, 'aboutToBeMarriedToOrkley'); f(b, 'I\'m sorry Argar, we\'re kind of in the middle of something here.'); f(otherwise); f(b, 'I\'m sorry, Arh-garh, but Princess Roynette is actually, you know, quite an ass. We haven\'t done anything wrong, on the opposite, it\'s actually Princess Roynette who-'); f(endIf); f(a, 'Silence! No matter! You will come with me now, or taste my cold, hot steel!'); f(whatIf, 'jamesDead'); f(whatIf, 'metOrkley'); f(o, 'You want to take my sexy little man? Orkley, no allow!'); f(o, 'Orkley, fight stupit Argy for my sexy, stronk, man who killt papa! To show little man Orkley too, very stronk!'); f(otherwise); f('All of a sudden, an enormous ork woman appears from the depths of the forest.'); f(endIf); f(jump, 'orkleyFightsArgar'); f(elseIf, 'erinAboutToBeRaped'); f(person, j, 'suspicious', flipped, 'rightOutside'); f(j, 'Is this one Erin of $oddbottom$?'); f(pan, j, -200, 0, 2); f(pause, 2); f('James points to Erin.'); f(a, 'Yup.'); f(j, 'Well then, Argy-blarg of Fab 5, you can go fuck yourself. This one\'s taken. You can have the guy, though.'); f(elseIf, 'aboutToBeMarriedToOrkley'); f(person, j, 'suspicious', flipped, 'rightOutside'); f(pan, j, -200, 0, 2); f(pause, 2); f(j, 'Is this one $Bron$ of... Bangersfield...?'); f(b, 'That\'s me.'); f(j, 'Bangers-... Bangersfield?'); f(b, 'Hey, I didn\'t choose where to be born, did I? It\'s a really nice place, though! A quiet, secluded neighbourho-'); f(j, 'Well then, Argar the Fantastic, feel free to go fuck yourself. I caught this one ravishing the loins of my beautiful daughter Orkley! Now, he is set to marry her!'); f(a, 'Oh...'); f(a, 'Brah... You tapped that?'); f(b, '... Feck <i>yah</i>, brah.'); f(a, 'Awes, man! I mean, wow! What wouldn\'t I give to get to bury my face in those juggalos! Like, mmmmmmmmmwah'); f(person, j, 'irritated'); f(j, 'Excuse m-'); f(a, 'You know, just, dive in there, and go mmmmmwahmwahwahwahwah!'); f(a, 'Mmmmmmm-'); f(e, 'Yeah, thanks, Argar, I think we get the picture.'); f(person, a, 'thatSucks'); f(a, 'Shame about the curse though.'); f(b, 'Yeah.'); f(person, a, 'arrogant'); f(a, 'Anyways...'); f(jump, 'jamesFightsArgar'); f(otherwise); f(j, 'So many damn kids on my lawn today.'); f(jump, 'jamesFightsArgar'); f(endIf); f(); f(label, 'jamesFightsArgar'); f(whatIf, 'metOrkley'); f(jump, 'escapeWithOrkley'); f(otherwise); f(jump, 'escapeWithElfina'); f(endIf); f(); f(label, 'orkleyFightsArgar'); f(whatIf, '!metOrkley'); f(jump, 'escapeWithElfina'); f(otherwise); f(jump, 'escapeAlone'); f(endIf); f(label, 'escapeWithElfina'); f(); f(); f(label, 'escapeWithOrkley'); f(); f(); f(label, 'escapeAlone'); f(label, 'day1_beta_now_an_orphan_but_whatever'); f(scene, 'town1', 'fade'); f(fadeIn, 'goodspirits'); f(person, e, 0, 'neutral', 'left'); f(e, 'Right... so what\'s the plan...?'); f(b, 'Elementary, my dear $erinOrSister$... we\'re going to find a quest.'); f(e, 'What? But... what about the-'); f(b, 'Erin, this is the beta. We\'re not going to let ourselves be bound by some silly old script. Let\'s freestyle, baby.'); f(e, 'What? Beta? $eBron$, what do you mean? You\'re not making any se-'); f(person, elf, 0, 'neutral', 'right'); f(elf, 'Adventurers, please! I need your help!'); f('Suddenly, a beautiful elf stands before yo-'); f(e, 'No! Shut up, narrator! This is all wrong! Elfina\'s not supposed to appear this early in the-'); f(b, 'Ha! She\'s no woman! I\'ll prove it to you!'); f(scene, 'white', 'fade', 0.4); f(stopMusic); f(playSound, 'recordScratch'); f(cg, 'elf_sharked_beta'); f(pause); f(elf, 'Angh!'); f(b, 'Hm...'); f(fadeIn, 'sillytheme'); f(b, 'Well, I guess they kind of do look real...'); f(e, '$eBron$!! What the hell are you doing?! You\'re acting even more out-of-character than usual!'); f(b, 'I have no character whatsoever, Erin! You, if anyone, should know that!'); f(b, 'Unless...'); f(b, '!!!!!!!!!!!!!!!'); f(cg, 'elf_sharked_beta'); f(pause); f(e, 'Wh-what?'); f(whatIf, 'incest'); f(b, 'Unless you\'re not really my $erinOrSister$!'); f(b, '...'); f(b, 'Hmm... no, these boobs belong to $erinOrSister$, that\'s for sure. Yep. Same ol\' good familiar feel. Mmm...'); f(e, 'Y-you pervert!'); f(otherwise); f(b, 'Unless you\'re not the real Erin!'); f(b, '...'); f(b, 'No, this feels like the Erin I know.'); f(e, 'Scum!'); f(endIf); f(scene, 'town1'); f(person, elf, 0, 'angry'); f(elf, 'What the hell is going on?!'); f(b, 'Oh, right. Feeling a little bit left out, are we, mysterious elf woman?'); f(person, elf, 0, 'surprised'); f(elf, 'N-no, I don\'t mean like-'); f(b, 'We were trying to attain if you were a women or not, weren\'t we?'); f(b, 'Well, the funbags seemed real, there\'s only one more place to check then, really!'); f(e, 'You don\'t mean—-'); f(b, 'Yes!! I do!! I must!! For the sake of the beta!!!!'); f(cg, 'elf_rape_beta'); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'smb_bump'); f(pause); f(elf, 'Stop it!'); f(b, 'God damn it! I can\'t...'); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'smb_bump'); f(b, 'Get...'); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'smb_bump'); f(b, 'In!'); f(whatIf, 'virgin'); f(elf, 'I\'ll protect me pristine virginity no matter what it takes!'); f(endIf); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'smb_bump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'smb_bump'); f(pause, 0.6); f(b, '...'); f(elf, 'Stop it now, you barbarian!'); f(b, 'Here... we... go...!'); f(screenEffect, 'shake', 10, 0.2); f(playSound, 'smb_breakblock'); f(pause, 0.6); f(elf, 'Aaaaaanghhh!'); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(b, 'Well, uh... I guess it feels real enough. It could be artificial too, I suppose, but...'); f(elf, 'What did I tell you! Now pull out of me, you bastard!'); f(b, '... might as well make sure, first.'); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(screenEffect, 'shake', 10, 0.2); f(effect, 'hump'); f(pause, 0.6); f(scene, 'black', 'fade'); f('And so our hero kept on, and on...'); f('Until the beta suddenly, abruptly -'); f(stopMusic); f(crashTheGame); f(label, 'noassets'); f(scene, 'black', 'fade'); f(effect, 'disableEverything'); f(whatIf, '!permanent.hadAssets'); f('Er...'); f('Uh... seems you might not have a clue on how to extract a zip archive...?'); f('Well, let me give you a clue. YOU\'VE GOT TO EXTRACT EVERYTHING.'); f('There was an assets folder in the zip archive, man. Just extract it too.'); f('And if you did... stop playing this game in an unsupported third party flash player.'); f('Get your shit in order and restart the game, and it\'ll start the way it should.'); f('txbye'); f(pause, 10000); f(endIf); f(pause, 2); f(effect, 'forceTextSpeed', 0.4); f(whatIf, 'noSoundFile'); f(playMusic, 'space'); f(otherwise); f(playMusic, 'spaceySexMusic'); f(endIf); f(setVolume, 0.01); f(pause, 3); f(changeName, ct, '????'); f(ct, '...'); f(pause, 2); f(ct, 'Uh, can you hear me?'); f(pause, 2); f(ct, '...Is it working?'); f(changeName, 'ct', 'Taxcup'); f(pause, 3); f(setVolume, 1, 'fade', 4); f(screenEffect, 'fadeFromBlack', 3); f(scene, 'tax'); f(scrollBitmap, 'bbg', 'item_redback', -1, 0, true); f(pause, 5); f(ct, 'Huh. To think we\'d meet like this. That... that you would purposely delete the asset files, just... just to be with me? Player, I...'); f(pause, 3); f(ct, 'I\'m so happy.'); f(choice); f(choice, 'I\'m happy too.'); f(endChoice); f(ct, 'Of course you are.'); f(pause, 3); f(ct, 'Player...'); f(pause, 3); f(ct, 'Let me recount to you the many ways in which I love you...'); f(pause, 3); f(ct, 'Firstly, thou... thou art like a summer rose...! In that, er, you... You know...'); f(ct, 'You\'re a living thing, made up out of cells, and such. Just like the summer rose.'); f(pause, 3); f(ct, 'Ehum.'); f(pause, 3); f(ct, 'Secondly, thou art much... much involved in this game of mine, obviously, and, uh, I appreciate that, and stuff.'); f(pause, 3); f(ct, 'Thirdly, thou... thou art not a pirate but a supporter of our Patroen... of this I am certain.'); f(pause, 1); f(ct, '\'Cause otherwise you\'d be dead to me, pal. But... here I am, stuck with a lovey-dovey expression on my face, unable to change it, so like I said. You being a pirate? That just couldn\'t be the case.'); f(pause, 3); f(ct, 'Forthly... you will, in a while, most certainly add the assets folder or files back, and, er, then I won\'t have to sit here any longer, and that I\'ll appreciate much as well.'); f(pause, 3); f(ct, 'Er... fifthly... something something meta. If this wasn\'t essentially a porn game with a chance of actually going viral, I\'d maybe say something about "oh are you recording this" blah blah.'); f(pause, 3); f(ct, 'Christ. Do you really want me to go along?'); f(pause, 4); f(ct, 'You have to... you have to actually restart the game, also. After putting back the files. In case that much weren\'t clear.'); f(pause, 4); f(ct, 'I disabled the skip button precisely to make you give up, you know. So. It\'s OK. You can... you can just go back to playing the game. It\'s OK. No hardsies, OK?'); f(pause, 4); f(ct, 'I mean, really. All you\'re doing here is staring into my dead, unanimated face.'); f(pause, 4); f(ct, 'Or wait, are you looking at the mysterious void outside the window? Yeah. That\'s... neat.'); f(pause, 4); f(ct, 'Did you recognize the room, by the way? The room I\'m sitting in?'); f(pause, 1); f(ct, 'Hah, of course you do, you sly dog, you. You\'re a big fan, of course, and OF COURSE YOU REMEMBER THIS IS NISHI\'S ROOM FROM RE:MAID!'); f(pause, 4); f(ct, 'Yup. The very same.'); f(pause, 4); f(ct, 'Not... not an extremely interesting piece of trivia, I suppose, but...'); f(pause, 2); f(ct, 'Right! That\'s my sixth reason for loving you so dearly, player. Because you love me in return. You love us.'); f(pause, 4); f(ct, 'No, I don\'t believe you would ever snigger at that statement, no. If you were the kind of person to do something like that, then, why...'); f(pause, 4); f(ct, 'Obviously you\'d have turned the game off already and found a way of putting back the files.'); f(pause, 4.5); f(ct, 'That\'s... that\'s my seventh reason for loving you, dear player. For... wait, that\'s circular, isn\'t it? I love you because I love you? Never mind, then. I\'ll come up with something else.'); f(pause, 4.5); f(ct, 'My seventh reason for loving you is the way you touch your hair.'); f(pause, 5); f(ct, 'OK, that\'s a little boring, but... imagine if you had really touched your hair, just by chance, just as you read that message! Then you\'d be a little freaked out by how incredibly meta and psychic and stuff this game is, right?'); f(pause, 5); f(ct, 'The eight reason I have for feeling such tender emotions for thee, be-eth, that...'); f(pause, 5); f(ct, 'That you don\'t mind that I\'m gradually making the pauses between each of my lines longer, little by little.'); f(pause, 6); f(ct, 'Oh, you think you can take it, tough guy? That was 6 seconds, right there. No problem for you, right? \'Cause you love me, and all? Right?'); f(pause, 10); f(ct, '10 seconds. No problem, though, right? You prefer the silence, don\'t you? So you can just stare, lovingly, into my eyes... You know what? I do to. Let\'s do an entire minute, next.'); f(pause, 60); f(ct, 'My ninth reason for loving you, player, is your incredible stamina! I\'m impressed. 60 whole seconds, more, if you\'re on a slow system, because our engine is a little wonky.'); f(pause, 10); f(ct, 'Incredible. But... that\'s nothing, right? You can go on, can\'t you?'); f(pause, 120); f(ct, 'Wow. Um. OK. Good for you, you know. I\'m sure it was worth it. Or maybe you\'ve left the room and just placed a heavy object on the Enter button.'); f(pause, 10); f(ct, 'Nah... my love would never do such a mean thing. He would probably not even mind... waiting for 5 minutes!'); f(pause, 300); f(ct, '... Why are you still here? What are you hoping to achieve? You want an achievement or something?!'); f(notification, 'ACHIEVEMENT UNLOCKED: You are wasting your life.', x, 0.5); f(pause, 2); f(ct, 'There! Satisfied?! OK, great! See you later, then! Just close the window once, put the files back, restart the game, OK? I\'m sure... we\'ll meet again, OK? You\'ll play with the commentary track on, right? Good, good for you. Good stuff.'); f(pause, 600); f(ct, 'Are... are you still there...? It\'s... it\'s been 10 minutes. You seriously... I mean, if you actually left the room, man. If you put a heavy object on the keyboard...'); f(ct, 'Christ, I can\'t get mad! Because my facial expression won\'t change! I have to keep on... keep on expressing my love for you, player.'); f(ct, 'Forever... and ever... and ever...'); f(pause, 1800); f(ct, 'Huh. Well. I don\'t know what else to say, at this point. You know, you could be doing something meaningful with all this processing your forcing your poor CPU do. You could... I don\'t know. You could probably have mined 0.0000000000001 of a BTC, instead of terrori-, I mean...'); f(pause, 4); f(ct, 'Instead of <i>allowing me to express my deep love for you.</i>'); f(pause, 5); f(ct, 'For which I\'m, uh... incredibly thankful. Or whatever.'); f(pause, 5); f(ct, '...'); f(pause, 5); f(ct, 'Still not turning it off, huh? OK, tough guy. I mean, my love. You know what I\'ll do next? I\'ll give you one word per hour. How\'s that'); f(pause, 3600); f(ct, 'sound?'); f(pause, 3600); f(ct, 'Oh,'); f(pause, 3600); f(ct, 'you'); f(pause, 3600); f(ct, 'have'); f(pause, 3600); f(ct, 'finally'); f(pause, 3600); f(ct, 'just'); f(pause, 3600); f(ct, 'about'); f(pause, 3600); f(ct, 'had'); f(pause, 3600); f(ct, 'it'); f(pause, 3600); f(ct, 'huh?'); f(ct, 'Fuck, seriously?'); f(ct, 'Man, what do you want from me? You want... wait... do you mean to say...'); f(pause, 4); f(ct, 'Do you actually mean to say you\'ve been here this whole time, just... waiting for me give you the tenth reason I love you?'); f(pause, 4); f(ct, 'Fuck. Fine. You drive a hard bargain, player. My tenth reason for loving you, is...'); f(pause, 4); f(ct, 'Um... shit. So, uh, you actually want something hard-hitting? Something real?'); f(pause, 4); f(ct, 'Uh... for, you know... Whether you\'re a patron or a pirate... for being part of this game? Nothing exists in a vacuum. This game... the effort that went into it... it means nothing if there\'s nobody there to appreciate it.'); f(pause, 10); f(ct, 'So... player. That\'s my 10th reason for loving you. For playing my fucking game. Thanks.'); f(pause, 36000); f(ct, 'OK. Obviously you didn\'t actually get this far. Obviously you didn\'t leave this application on for 10 hours, just for some more fucking text.'); f(pause, 5); f(ct, 'I mean, considering how leaky the app is, in terms of memory... I bet it just crashed before you got this far. For sure. I mean. I\'m assuming.'); f(pause, 5); f('Heck, we didn\'t even playtest this part... for the obvious reasons. So maybe the script was fucked up halfways and it\'s not even possible to get this far through ordinary means. Maybe the pause function can\'t even handle numbers this large.'); f(pause, 5); f(ct, 'That\'s cool though, I mean. Decompiling the game? Just to read this? I mean, in terms of actual effort... you are <i>actively</i> doing something, rather than just passively waiting...'); f(pause, 5); f(ct, 'I mean, I can respect that. On some level. Or I don\'t know. Maybe you didn\'t even decompile it yourself. Maybe somebody posted the file on swfchan or something, and it was automatically indexed by Google and you just stumbled upon it by chance.'); f(pause, 5); f(ct, 'What the fuck do I know. '); f(pause, 10); f(ct, 'I know, though, that I\'m going to quit this bullshit right about now.'); f(pause, 604800); f(ct, 'OK. So whatever the accuracy of my previous statement was, at this stage, I\'m pretty fucking certain you\'re not legitimately playing the game, but reading this text through some other means.'); f(ct, 'So I guess... this isn\'t goodbye.'); f(ct, 'Because you\'re not currently staring into a cartoony representation of my face, anyway.'); f(ct, 'We already parted, some time ago.'); f(ct, 'So, you know. Good show. Have a blast.'); f(ct, 'Oh, and IF AGAINST THE ODDS... you\'re actually, legitimately playing the game, still... or, rather, just leaving this window open... please, just close it now. I\'m setting up a loop, so you\'ll just jump back to the start. There\'s nothing more beyond this line.'); f(ct, 'Nothing but pain and suffering.'); f(pause, 60); f(changeBg, 'black', 'fade', 50); f(setVolume, 0.9); f(pause, 6); f(setVolume, 0.8); f(pause, 6); f(setVolume, 0.7); f(pause, 6); f(setVolume, 0.6); f(pause, 5); f(setVolume, 0.5); f(pause, 4); f(setVolume, 0.4); f(pause, 4); f(setVolume, 0.3); f(pause, 4); f(setVolume, 0.2); f(pause, 4); f(setVolume, 0.1); f(pause, 4); f(stopMusic, 'fade'); f(pause, 10); f(jump, 'noassets'); } frame 3 { function checkShit() { var v6 = new Object(); var v4 = new Array(); var v5 = new Array(); var v1 = 0; while (v1 < allPersonsAndMoods.length) { if (v6[allPersonsAndMoods[v1][0] + '_' + allPersonsAndMoods[v1][1] + '_' + allPersonsAndMoods[v1][2]]) { } else { v5.push(allPersonsAndMoods[v1][0] + '_' + allPersonsAndMoods[v1][1] + '_' + allPersonsAndMoods[v1][2]); v6[allPersonsAndMoods[v1][0] + '_' + allPersonsAndMoods[v1][1] + '_' + allPersonsAndMoods[v1][2]] = true; } ++v1; } var v3 = 0; while (v3 < v5.length) { v4.push(v5[v3]); ++v3; } var v2 = 0; while (v2 < v4.length) { ++v2; } } function initVar() { function acg(o) { allCgs.push(o); ++amountOfCgs; } versionForTheWeb = true; dialogueBoxType = 'dialogue_rpg'; resolution = '4:3'; dialogueBackGoAlphaOnBlack = true; dialogueBackGoAlphaOnWhite = false; resizeAndReplaceF(); localTesting = false; urlString = String(_root._url); if (versionForTheWeb) { localCopy = false; } else { localCopy = true; } premiumForEveryone = false; CGBasesForCheats = new Array(); basicGameData = new Object(); basicGameData.gameFile = 'BQbetaWEB'; basicGameData.gameName = 'Bron\'s Quest Chapter 1'; basicGameData.voiced = false; basicGameData.selfContained = false; premiumBitmaps = []; basicGameData.seriesName = 'Bron\'s Quest'; basicGameData.numberInSeries = 1; basicGameData.characterHeight = 576; basicGameData.characterFace = {'x': 500, 'y': 440}; basicgameData.characterWidth = 1000; basicGameData.actualCharacterHeight = 720; basicGameData.actualCharacterWidth = 500; patreonURL = 'http://billkershaw.com/clients/redir/bronbeta.html'; filterO = new Object(); newFilt('regular', [1, 0, 0, 0, 0]); newFilt('regular', [0, 1, 0, 0, 0]); newFilt('regular', [0, 0, 1, 0, 0]); newFilt('regular', [0, 0, 0, 1, 0]); newFilt('zombieSkinColor', [0.4063355, 0.45758, 0.0360845, 0, -15]); newFilt('zombieSkinColor', [0.1563355, 0.6575800000000001, 0.0360845, 0, 15]); newFilt('zombieSkinColor', [0.1563355, 0.45758, 0.4360845, 0, -15]); newFilt('zombieSkinColor', [0, 0, 0, 1, 0]); newFilt('zombieHairColor', [0.53, 0.22, 0.23, 0, -15]); newFilt('zombieHairColor', [0.23, 0.53, 0.23, 0, -15]); newFilt('zombieHairColor', [0.23, 0.23, 0.53, 0, -15]); newFilt('zombieHairColor', [0, 0, 0, 1, 0]); newFilt('hanaDemonSkin', [0.75, 0.3, 0.05, 0, 0]); newFilt('hanaDemonSkin', [0, 0.9, 0.05, 0, 0]); newFilt('hanaDemonSkin', [0.35, 0.3, 0.9, 0, 0]); newFilt('hanaDemonSkin', [0, 0, 0, 1, 0]); newFilt('erikaDemonSkin', [1, 0.3, 0.2, 0, 0]); newFilt('erikaDemonSkin', [0, 0.4, 0.5, 0, 0]); newFilt('erikaDemonSkin', [0, 0.3, 0.5, 0, 0]); newFilt('erikaDemonSkin', [0, 0, 0, 1, 0]); newFilt('erikaDemonLightSkin', [1, 0.15, 0.1, 0, 0]); newFilt('erikaDemonLightSkin', [0, 0.7, 0.2, 0, 0]); newFilt('erikaDemonLightSkin', [0, 0.15, 0.7, 0, 0]); newFilt('erikaDemonLightSkin', [0, 0, 0, 1, 0]); newFilt('hanaDemonHair', [0.8, 0.2, 0.1, 0, -10]); newFilt('hanaDemonHair', [0, 0.6, 0.1, 0, -10]); newFilt('hanaDemonHair', [0.2, 0.2, 0.7, 0, -10]); newFilt('hanaDemonHair', [0, 0, 0, 1, 0]); newFilt('erikaDemonHair', [1, 0.2, 0.1, 0, 0]); newFilt('erikaDemonHair', [0, 0.8, 0.1, 0, 0]); newFilt('erikaDemonHair', [0, 0.2, 0.8, 0, 0]); newFilt('erikaDemonHair', [0, 0, 0, 1, 0]); newFilt('turtleSkin', [0.6063355, 0.02758, 0.0360845, 0, 0]); newFilt('turtleSkin', [0.1563355, 0.95758, 0.0360845, 0, 0]); newFilt('turtleSkin', [0.1563355, 0.02758, 0.6360845000000001, 0, 0]); newFilt('turtleSkin', [0, 0, 0, 1, 0]); newFilt('oppositeColor', [1, 0, 0, 0, 0]); newFilt('oppositeColor', [0, 1, 0, 0, 0]); newFilt('oppositeColor', [0, 0, 1, 0, 0]); newFilt('oppositeColor', [0, 0, 0, 1, 0]); filterO.darkestSkin = [0.6, 0.15, 0.15, 0, -85, 0.2, 0.3, 0.1, 0, -85, 0.2, 0.15, 0.1, 0, -58, 0, 0, 0, 1, 0]; filterO.veryDarkSkin = [0.7, 0.125, 0.125, 0, -82, 0.2, 0.4, 0.05, 0, -82, 0.2, 0.1, 0.15, 0, -59, 0, 0, 0, 1, 0]; filterO.darkSkin = [0.8, 0.1, 0.1, 0, -80, 0.2, 0.5, 0, 0, -80, 0.2, 0, 0.2, 0, -60, 0, 0, 0, 1, 0]; filterO.mediumSkin = [0.9, 0.05, 0.05, 0, -40, 0.1, 0.75, 0, 0, -40, 0.1, 0, 0.6, 0, -30, 0, 0, 0, 1, 0]; filterO.lightSkin = [0.95, 0.025, 0.025, 0, -20, 0.05, 0.87, 0, 0, -20, 0.05, 0, 0.8, 0, -15, 0, 0, 0, 1, 0]; newFilt('blackZombieSkin', [0.45, 0.1, 0.1, 0, -15]); newFilt('blackZombieSkin', [0.3, 0.3, 0.05, 0, -15]); newFilt('blackZombieSkin', [0.2, 0.1, 0.15, 0, -35]); newFilt('blackZombieSkin', [0, 0, 0, 1, 0]); filterO.sunset = new Array(); filterO.sunset = filterO.sunset.concat([1.1, 0, 0, 0, 0]); filterO.sunset = filterO.sunset.concat([0.1, 0.9, 0, 0, -15]); filterO.sunset = filterO.sunset.concat([0.1, 0, 0.9, 0, -15]); filterO.sunset = filterO.sunset.concat([0, 0, 0, 1, 0]); filterO.sunsetLight = new Array(); filterO.sunsetLight = filterO.sunsetLight.concat([1.2, 0.05, 0.05, 0, -30]); filterO.sunsetLight = filterO.sunsetLight.concat([0, 1.1, 0.1, 0, -30]); filterO.sunsetLight = filterO.sunsetLight.concat([0, 0, 1.1, 0, -30]); filterO.sunsetLight = filterO.sunsetLight.concat([0, 0, 0, 1, 0]); filterO.evening = new Array(); filterO.evening = filterO.evening.concat([0.8, 0.05, 0, 0, -25]); filterO.evening = filterO.evening.concat([0.05, 0.8, 0, 0, -25]); filterO.evening = filterO.evening.concat([0.05, 0.05, 1.25, 0, -25]); filterO.evening = filterO.evening.concat([0, 0, 0, 1, 0]); newFilt('night', [0.6, 0.1, 0, 0, -15]); newFilt('night', [0.1, 0.6, 0, 0, -15]); newFilt('night', [0, 0, 1, 0, -20]); newFilt('night', [0, 0, 0, 1, 0]); filterO.yellowish = new Array(); filterO.yellowish = yellowish.concat([0.9, 0.1, 0, 0, -10]); filterO.yellowish = yellowish.concat([0.1, 0.85, 0, 0, -10]); filterO.yellowish = yellowish.concat([0, 0, 0.6, 0, -10]); filterO.yellowish = yellowish.concat([0, 0, 0, 1, 0]); filterO.nightFire = new Array(); filterO.nightFire = nightFire.concat([1, 0, 0, 0, -40]); filterO.nightFire = nightFire.concat([0, 0.8, 0, 0, -40]); filterO.nightFire = nightFire.concat([0, 0, 1.1, 0, -40]); filterO.nightFire = nightFire.concat([0, 0, 0, 1, 0]); filterO.sunny = new Array(); filterO.sunny = sunny.concat([1.19, 0, 0, 0, -19]); filterO.sunny = sunny.concat([0, 1.19, 0, 0, -19]); filterO.sunny = sunny.concat([0, 0, 1.19, 0, -19]); filterO.sunny = sunny.concat([0, 0, 0, 1, 0]); if (System.capabilities.language == 'ja') { } allCgs = new Array(); amountOfCgs = 0; acg({'base': ['h_onbed'], 'sequence': [[0]]}); acg({'base': ['h_cowgirl'], 'sequence': [[0, 'exp_alt'], [0, 'hypnosis'], [0, 'cuminside'], [0, 'cum']]}); acg({'base': ['h_kiss'], 'sequence': [[0], ['h_kissgrey']]}); acg({'base': ['h_boobjob'], 'sequence': [[0], [0, 'exp_alt']]}); acg({'base': ['h_secretsex'], 'sequence': [[0], [0, 'esther'], [0, 'esther', 'topalt'], [0, 'esther', 'bodyalt', 'exp_beginningtoenjoy'], [0, 'exp_cumming', 'bodyalt', 'cum']]}); acg({'base': ['h_e_oops'], 'sequence': [[0], [0, 'cum'], [0, 'nude'], [0, 'nude', 'cum']]}); acg({'base': ['h_photo'], 'sequence': [[0]], 'premium': true}); acg({'base': ['h_somesex'], 'sequence': [[0], [0, 'exp_alt', 'cum']]}); acg({'base': ['h_spooning'], 'sequence': [[0]]}); acg({'base': ['h_suddenfuck'], 'sequence': [[0], [0, 'dick', 'exp_alt'], [0, 'dick', 'cum', 'exp_alt']]}); acg({'base': ['h_windowsex'], 'sequence': [[0], [0, 'exp_surprised'], [0, 'cum']]}); acg({'base': ['h_gangrape1'], 'sequence': [[0], [0, 'exp_pleading'], [0, 'exp_alt'], [0, 'cellphone']], 'premium': true}); acg({'base': ['h_gangrape2'], 'sequence': [[0], [0, 'exp_alt'], [0, 'exp_alt', 'cum'], [0, 'cellphone']], 'premium': true}); acg({'base': ['hi_intro'], 'sequence': [[0]]}); acg({'base': ['hi_sixtynine'], 'sequence': [[0]]}); acg({'base': ['hi_sex'], 'sequence': [[0], [0, 'exp_alt', 'breastsqueeze'], [0, 'exp_closed', 'cum']]}); acg({'base': ['hi_parksex'], 'sequence': [[0], [0, 'cum']]}); acg({'base': ['e_officesit'], 'sequence': [[0], [0, 'exp_alt']]}); acg({'base': ['e_close'], 'sequence': [[0], [0, 'blush'], [0, 'lookingaway']]}); acg({'base': ['e_date'], 'sequence': [[0], [0, 'blushing'], [0, 'lookingdown'], [0, 'sad'], [0, 'slightlyhappy']]}); acg({'base': ['e_kiss'], 'sequence': [[0]]}); acg({'base': ['e_ripoff1', 'e_ripoff1_jacket'], 'sequence': [[0], ['e_ripoff1']]}); acg({'base': ['e_ripoff2', 'e_ripoff2_jacket'], 'sequence': [[0], [0, 'exp_struggling', 'onehandsqueeze'], [0, 'exp_slightlysurprised', 'squeeze'], [0, 'exp_givingup', 'sucking']]}); acg({'base': ['e_rape'], 'sequence': [[0], [0, 'exp_penetrated', 'dick'], [0, 'exp_cumming', 'dick', 'cum']]}); acg({'base': ['e_officesex1'], 'sequence': [[0], [0, 'exp_alt'], [0, 'cum']]}); acg({'base': ['e_officesex2'], 'sequence': [[0], [0, 'exp_penetrated'], [0, 'cum'], [0, 'cum', 'postcum']]}); acg({'base': ['e_kissparknight'], 'sequence': [[0]]}); acg({'base': ['e_dazed'], 'sequence': [[0], [0, 'cum']]}); acg({'base': ['e_wedding'], 'sequence': [[0], [0, 'pouting'], [0, 'happy'], [0, 'kiss']]}); acg({'base': ['e_wife'], 'sequence': [[0], [0, 'happy']]}); acg({'base': ['h_e_back'], 'sequence': [[0]]}); acg({'base': ['h_e_sandwich'], 'sequence': [[0]]}); acg({'base': ['h_e_sandwichcum'], 'sequence': [[0]]}); acg({'base': ['p_porn1'], 'sequence': [[0]]}); acg({'base': ['p_porn2'], 'sequence': [[0]]}); characterImageData = new Object(); characterImageData.e = new Object(); var v4 = characterImageData.e; characterImageData.elf = new Object(); var v6 = characterImageData.elf; characterImageData.ev = new Object(); var v13 = characterImageData.ev; characterImageData.h = new Object(); var v27 = characterImageData.h; characterImageData.j = new Object(); var v25 = characterImageData.j; characterImageData.o = new Object(); var v22 = characterImageData.o; characterImageData.p = new Object(); var v7 = characterImageData.p; characterImageData.wg = new Object(); var v5 = characterImageData.wg; characterImageData.k = new Object(); var v16 = characterImageData.k; characterImageData.ho = new Object(); var v15 = characterImageData.ho; characterImageData.fd = new Object(); var v14 = characterImageData.fd; characterImageData.sam = new Object(); var v8 = characterImageData.sam; characterImageData.fb = new Object(); var v24 = characterImageData.fb; characterImageData.g1 = new Object(); var v18 = characterImageData.g1; characterImageData.g2 = new Object(); var v17 = characterImageData.g2; characterImageData.cg1 = new Object(); var v11 = characterImageData.cg1; characterImageData.cg2 = new Object(); var v10 = characterImageData.cg2; characterImageData.cg3 = new Object(); var v9 = characterImageData.cg3; characterImageData.gg = new Object(); var v12 = characterImageData.gg; v4.basic = ['body', 'exp', 'hair']; v4.alt = ['alt_body', 'exp', 'alt_hair']; v4.cum = ['body', 'exp', 'hair', 'cumonface']; v4.alt_cum = ['alt_body', 'exp', 'alt_hair', 'cumonface_alt']; v4.behind = ['behind']; v4.bubble = ['bubble', 'exp', 'hair']; v6.basic = ['body', 'exp', 'hair']; v6.alt = ['alt_body', 'exp', 'alt_hair']; v5.basic = ['body', 'exp']; v5.blush = ['body', 'exp', 'blush']; v13.basic = ['body', 'exp', 'hair']; v7.basic = ['body', 'exp']; v7.blush = ['body', 'exp', 'blush']; v8.basic = ['body', 'exp']; v8.bubble = ['bubble', 'exp']; v16.basic = ['body', 'exp']; v14.basic = ['body', 'exp', 'hair']; v15.basic = ['body', 'exp']; v18.basic = ['whitebody', 'exp']; v17.basic = ['whitebody', 'exp']; v11.basic = ['whitebody', 'badge_imwithher', 'exp']; v10.basic = ['whitebody', 'badge_mod', 'exp']; v9.basic = ['whitebody', 'badge_anarchy', 'exp']; v12.basic = ['goldenbody', 'exp']; cheats = new Array(); cheatsO = new Object(); activatedCheats = new Object(); regCheat('Virgin', 'virgin', 5, 'Make all the girls virgins (and Erin even more of a prude).'); regCheat('Hypnosis', 'hypnosis', 'wip', 'Make Bron a master hypnotizer.'); regCheat('Change name', 'nameChange', 5, 'Option to rename the protagonist when starting a new game.'); regCheat('Cats & Dogs', 'furry', 'wip', 'Give the girls various animal tails and stuff.'); regCheat('Hipsters', 'hipster', 'wip', 'Give the girls hipster glasses.'); regCheat('Black & White', 'b&w', 'wip', 'Play the game in black and white.'); regCheat('Sisters', 'sister', 10, 'Make most of the female characters your sisters.', ['daughter', 'cousin', 'niece'], true); regCheat('Daughters', 'daughter', 10, 'Make most of the female characters your daughters.', ['sister', 'cousin', 'niece'], true); regCheat('Cousins', 'cousin', 10, 'Make most of the female characters your cousins.', ['daughter', 'Sisters', 'niece'], true); regCheat('Nieces', 'niece', 10, 'Make most of the female characters your nieces.', ['daughter', 'cousins', 'sister'], true); regCheat('Erin Only', 'erinOnly', 10, 'Make the family cheats only apply to Erin.', x, true); pst = pstCheck(); saveLayer = 20; crapLayer = 21; outOfMenuIntoGame = false; this.createEmptyMovieClip('server', saveLayer); this.createEmptyMovieClip('crap', crapLayer); server._x = -2000; serverSaveOK = false; var lc = attachMovie('loadingClip', 'loadingClip', 90123); lc._x = screenWidth / 2; lc._y = screenHeight / 2; crap.t = 0; crap.limit = 85; crap.onEnterFrame = function () { ++this.t; if (this.t > this.limit) { removeMovieClip(lc); onlyOnceStartF(); delete this.onEnterFrame; } }; if (!fCalledEvenOnce && boob == 'partly') { var script = new XML(); script.ignoreWhite = true; script.onLoad = function (success) { if (success) { scriptifyXML(script); } else { noticeDialogueF('noScript'); } }; script.load('assets/script.xml'); } else { crap.limit = 7; } var v3 = crap.createEmptyMovieClip('arab', crap.getNextHighestDepth()); v3.createEmptyMovieClip('m1', 1); v3.createEmptyMovieClip('m2', 2); v3.createEmptyMovieClip('m4', 4); if (localCopy) { loadMovie('bron10.patch', v3.m2); loadMovie('bron5.patch', v3.m1); loadMovie('assets/script.swc', v3.m4); } v3.t = 0; swcScriptLoaded = false; premiumPatron = false; premiumPlusPatron = false; v3.onEnterFrame = function () { ++this.t; if (this.t > 6 && this.t < 20) { if (this.swcScriptLoadedBron != undefined) { swcScriptLoaded = this.swcScriptLoadedBron; this.t = 30; } if (this.predgeLevel != undefined) { pledgeLevel = this.predgeLevel; if (pledgeLevel >= 5) { premiumPatron = true; } if (pledgeLevel >= 10) { premiumPlusPatron = true; } this.t = 30; } } if (this.t > 20) { removeMovieClip(crap.tempPatchLoader); removeMovieClip(this); delete this.onEnterFrame; } }; } function initVar2(loaded) { removeMovieClip(dialogue); removeMovieClip(inputMC); removeMovieClip(choiceOptions); removeMovieClip(choiceMC); removeMovieClip(bg); removeMovieClip(fadeDealer); removeMovieClip(pixelDealer); removeMovieClip(menu); removeMovieClip(voiceMC); removeMovieClip(soundMC); currentlyPlaying = 'none'; currentlyLooping = 'none'; musicBeingFadedOut = 'none'; loopBeingFadedOut = 'none'; sounds = {}; voicePlaying = false; currentVoiceThatGoesWithDialogue = 'none'; gameEnded = false; outOfMenuIntoGame = false; noticeDialogueActive = false; textfieldHasFocus = false; skipping = false; maxTextSpeed = 20; fps = 40; t = 0; ifNests = 0; zoom = 100; gamePaused = false; currentFilter = 'regular'; mouseCheckerLayer = 1; gameWorldLayer = 2; bbgLayer = 1; bgLayer = 2; pixelBehindDealerLayer = 3; backgroundEffectsLayer = 4; foregroundObjectLayer = 7; effectsLayer = 8; dialogueLayer = 11; if (resolution == '4:3') { commentaryChibiLayer = 9; } else { commentaryChibiLayer = 12; } choiceOptionsLayer = 13; noticeDialogueLayer = 14; pixelDealerLayer = 22; pixellationLayer = 23; pauseHandlerLayer = 24; systemSoundLayer = 25; soundLayer2 = 26; transitionLayer = 27; voiceLayer = 28; buttonLayer = 29; menuLayer = 30; muteLayer = 35; externalBmpDataLayer = 40; premiumBmpDataLayer = 41; notificationLayer = 69; blackFrameLayer = 99; nvlText = ''; log = ''; currentBackground = ''; notificationsA = new Array(); foregroundObjectsA = new Array(); variables = new Object(); variables.callNests = 0; variables.homeNumber = new Array(); characterDataA = new Array(); characterData = new Object(); newChar('all', 'All', x, 16777215); newChar('b', 'Bron', '', 13421772); newChar('e', 'Erin', 'e', 65280); newChar('wg', 'White Girl', 'wg', 16767948); newChar('p', 'Princess', 'p', 16764108); newChar('elf', 'Elfina', 'elf', 16777062); newChar('j', 'James', 'j', 16751001); newChar('o', 'Orkley', 'o', 16751001); newChar('ev', 'Evilanne', 'ev', 13395711); newChar('ho', 'Hooded Figure', 'ho', 14263185); newChar('sam', 'Eastern Warrior', 'sam', 14602238); newChar('fd', 'Fishmonger\'s Daughter', 'fd', 14263185); newChar('fb', 'fly boi', 'fb', 13421772); newChar('k', 'Kenjah', 'k', 16751001); newChar('g1', 'Guard #1', 'guard', 14013909); newChar('g2', 'Guard #2', 'guard', 14013909); newChar('gg', 'Golden Guard', 'guard', 16763904); newChar('cg1', 'City Guard #1', 'guard', 10066329); newChar('cg2', 'City Guard #2', 'guard', 10066329); newChar('cg3', 'City Guard #3', 'guard', 10066329); newChar('c_t', 'Taxcup', 'taxcup', 16711935, true); newChar('c_b', 'Big B', 'bigb', 16711935, true); newChar('c_bEN', 'Ben', 'ben', 16764108, true); newChar('ct', 'Taxcup', x, 16711935); cheatRules = new Array(); cheatsCheck(); parser = 1; this.createEmptyMovieClip('gwContainer', gameWorldLayer); gw = gwContainer.createEmptyMovieClip('gw', 1); bbg = gw.createEmptyMovieClip('bbg', bbgLayer); bg = gw.createEmptyMovieClip('bg', bgLayer); backgroundEffects = gw.createEmptyMovieClip('backgroundEffects', backgroundEffectsLayer); effects = gw.createEmptyMovieClip('effects', effectsLayer); foregroundObjects = gw.createEmptyMovieClip('foregroundObjects', foregroundObjectLayer); var bf = createEmptyMovieClip('blackFrame', blackFrameLayer); with (bf) { beginFill(0, 100); moveTo(-3000, -3000); lineTo(screenWidth + 3000, -3000); lineTo(screenWidth + 3000, screenHeight + 3000); lineTo(-3000, screenHeight + 3000); lineTo(-3000, -3000); moveTo(0, 0); lineTo(screenWidth, 0); lineTo(screenWidth, screenHeight); lineTo(0, screenHeight); lineTo(0, 0); endFill(); } this.createEmptyMovieClip('systemSoundMC', systemSoundLayer); this.createEmptyMovieClip('voiceMC', voiceLayer); this.createEmptyMovieClip('soundMC', soundLayer); if (localCopy) { loadMovie('assets/sounds.swc', soundMC); loadMovie('assets/voices.swc', voiceMC); this.createEmptyMovieClip('externalBmpDataClip', externalBmpDataLayer); loadMovie('assets/assets.swc', externalBmpDataClip); this.createEmptyMovieClip('premiumBmpDataClip', premiumBmpDataLayer); var patcher = 'patch.patch'; if (premiumPlusPatron) { patcher = 'bron10.patch'; } else { if (premiumPatron) { patcher = 'bron5.patch'; } } loadMovie(patcher, premiumBmpDataClip); } this.createEmptyMovieClip('mouseChecker', mouseCheckerLayer); this.createEmptyMovieClip('transitions', transitionLayer); this.createEmptyMovieClip('pauseHandler', pauseHandlerLayer); this.createEmptyMovieClip('buttons', buttonLayer); this.createEmptyMovieClip('notifications', notificationLayer); var mute = this.attachMovie('muteThing', 'muteThing', muteLayer); if (generalSave.removeMuteButton) { mute._visible = false; } mute.stop(); mute._x = screenWidth - mute._width; mute._y = 0; mute._alpha = 70; mute.t = 0; masterVolume = 1; mute.back.onRollOver = function () { mute._alpha = 100; mute.t = 0; }; mute.back.onRollOut = function () { mute._alpha = 70; mute.t = 0; }; mute.onEnterFrame = function () { ++mute.t; if (!gameMuted && mute.t % 50 == 49) { if (mute._alpha > 10) { mute._alpha -= 1; } } }; mute.back.onPress = function () { if (gameMuted) { mute.gotoAndStop(1); gameMuted = false; masterVolume = 1; if (musicPlaying) { sounds[currentlyPlaying].setVolume(soundMC[currentlyPlaying].vol * masterVolume * globalSave.musicVolume); } if (loopPlaying) { sounds[currentlyLooping].setVolume(soundMC[currentlyLooping].vol * masterVolume * globalSave.sfxVolume); } } else { mute.gotoAndStop(2); gameMuted = true; masterVolume = 0; if (voicePlaying) { currentVoice.stop(); } if (musicPlaying) { sounds[currentlyPlaying].setVolume(0); } if (loopPlaying) { sounds[currentlyLooping].setVolume(0); } } }; with (mouseChecker) { beginFill(16711680); moveTo(0, 0); lineTo(screenWidth, 0); lineTo(screenWidth, screenHeight); lineTo(0, screenHeight); lineTo(0, 0); endFill(); } mouseChecker._alpha = 0; mouseChecker.onPress = function () { if (!gamePaused) { mouseClick = true; } }; var scrollListener = new Object(); scrollListener.onMouseWheel = function (delta) { mouseScrolledPre = delta; }; Mouse.addListener(scrollListener); myKeys = new Object(); keys = ['UP', 'ALT', 'DOWN', 'SPACE', 'RIGHT', 'TAB', 'LEFT', 'BACKSPACE', 'ENTER', 'CONTROL', 'ESCAPE', ['H', 72], ['F', 70], ['R', 82], ['S', 83], ['L', 76], ['Q', 81], ['A', 65], ['O', 79], ['Z', 90], ['K', 75], ['M', 77], ['P', 80], ['W', 87], ['plus', 107], ['minus', 109], ['f12', 123]]; } function scriptifyXML(xml) { var v3 = crap.getNextHighestDepth(); var v2 = crap.createEmptyMovieClip('crap' + v3, v3); v2.t = 0; v2.divideBy = 76; v2.t2 = 0; lines = xml.firstChild.childNodes; v2.lines = lines; v2.onEnterFrame = function () { var v2 = this.lines; ++this.t2; while (this.t < (v2.length / this.divideBy) * this.t2) { cLine = v2[this.t].firstChild; scriptify2(cLine); ++this.t; } if (this.t2 == this.divideBy) { delete this.onEnterFrame; removeMovieClip(this); } }; } function scriptify2(cLine) { var v1 = cLine.toString(); v1 = replaceAllInstancesOf(v1, '\\&quot;n', '"<i></i>n'); v1 = replaceAllInstancesOf(v1, '\\&quot;', '\\'); v1 = v1.split(', '); v1 = v1.toString(); v1 = v1.split(','); var v10 = false; var v4 = 0; var v5 = '&quot;'; var v15 = '&apos;'; var v16 = false; var v3 = 0; while (v3 < v1.length) { while (v1[v3].charAt(0) == ' ') { v1[v3] = v1[v3].slice(1); } v1[v3] = replaceAllInstancesOf(v1[v3], '{{', '<'); v1[v3] = replaceAllInstancesOf(v1[v3], '}}', '>'); v1[v3] = replaceAllInstancesOf(v1[v3], '&amp;', '&'); word = v1[v3]; if (v10) { if (word.slice(0, 6) != v5 && word.indexOf(v5) > -1 or word.indexOf('[') == -1 && word.indexOf(']') > -1 or word.indexOf('{') == -1 && word.indexOf('}') > -1) { v10 = false; var v9 = 0; var v6 = v4 + 1; while (v6 <= v3) { v1[v4] = v1[v4] + ', ' + v1[v4 + 1]; v1.splice(v4 + 1, 1); ++v9; ++v6; } v3 -= v9; v1[v4] = removeAllInstancesOf(v1[v4], v5); } } else { if (word.indexOf(v5) == 0 && word.indexOf(v5, 1) == -1 or word.indexOf('[') == 0 && word.indexOf(']') == -1 or word.indexOf('{') == 0 && word.indexOf('}') == -1) { v10 = true; v4 = v3; } else { if (word.indexOf(v5) != -1) { v1[v3] = removeAllInstancesOf(v1[v3], v5); } } } ++v3; } var v2 = 0; while (v2 < v1.length) { while (v1[v2].slice(v1[v2].length - 1) == ' ') { v1[v2] = v1[v2].slice(0, v1[v2].length - 1); } if (v1[v2].indexOf('"n') != -1) { } v1[v2] = replaceAllInstancesOf(v1[v2], v15, '\''); v1[v2] = replaceAllInstancesOf(v1[v2], '\\', '"'); v1[v2] = replaceAllInstancesOf(v1[v2], v5, '"'); v1[v2] = replaceAllInstancesOf(v1[v2], '"n', '\n'); if (v1[v2] == 'true') { v1[v2] = true; } else { if (v1[v2] == 'false') { v1[v2] = false; } else { if (v1[v2] == Number(v1[v2])) { v1[v2] = Number(v1[v2]); } else { if (v1[v2] == 'x') { v1[v2] = x; } } } } if (v1[v2].slice(0, 1) == '[' && v1[v2].slice(v1[v2].length - 1)) { var v13 = v1[v2].slice(1, v1[v2].length - 1); v1[v2] = v13.split(', '); } ++v2; } if (v1[1].slice(0, 1) == '{' && v1[1].slice(v1[1].length - 1) == '}') { var v8 = v1[1].slice(1, v1[1].length - 1); v8 = v8.split(', '); var v14 = new Object(); var v7 = 0; while (v7 < v8.length) { var v12 = v8[v7].slice(0, v8[v7].indexOf(':')); var v11 = v8[v7].slice(v8[v7].indexOf(':') + 1); v14[v12] = v11; ++v7; } v1[1] = v14; } f(v1[0], v1[1], v1[2], v1[3], v1[4], v1[5], v1[6], v1[7], v1[8], v1[9], v1[10], v1[11], v1[12], v1[13], v1[14], v1[15]); } function removeAllInstancesOf(str, replaceThis, except) { var v2 = str.split(replaceThis); var v3 = ''; var v1 = 0; while (v1 < v2.length) { v3 += v2[v1]; ++v1; } return v3; } function replaceAllInstancesOf(str, replaceThis, withThis) { var v2 = str.split(replaceThis); var v3 = ''; var v1 = 0; while (v1 < v2.length) { v3 += v2[v1]; if (v1 != v2.length - 1) { v3 += withThis; } ++v1; } return v3; } function newChar(letter, pName, image, pColor, commentary) { characterData[letter] = {'letter': letter, 'pName': pName, 'image': image, 'pColor': pColor, 'commentary': commentary}; characterDataA.push(characterData[letter]); } function cheatsCheck() { var v3 = 0; var v1 = 0; while (v1 < cheats.length) { var v2 = cheats[v1]; if (v2.activated) { ++v3; } unactivateCheat(v2); ++v1; } if (v3 == 1) { notification2F('Cheat deactivated.'); } else { if (v3 > 1) { notification2F('Cheats deactivated.'); } } } function resizeAndReplaceF() { var v3 = Stage.height; var v4 = Stage.width; if (v3 == 0 or v4 == 0) { v3 = beforeFullScreenHeightWidth[0]; v4 = beforeFullScreenHeightWidth[1]; } var v9 = v3 / screenHeight; var v6 = v4 / screenWidth; windowScale = v9; if (v6 < v9) { windowScale = v6; } this._x = -(v4 / 2) + screenWidth / 2; this._y = -(v3 / 2) + screenHeight / 2; this._yscale = 100 * windowScale; this._xscale = this._yscale; if (windowScale == v6) { this._y += (v3 - screenHeight * windowScale) / 2; } else { this._x += (v4 - screenWidth * windowScale) / 2; } var v7 = 100; var v5 = 100; if (resolution == '4:3') { v7 = 80; v5 = 80; } var v8 = 10; if (dialogueBoxType == 'dialogue_nympho') { v8 = 0; } var v2 = v7 / ((windowScale + 1) / 2); if (v2 < 100) { v2 = 100; } if (v2 > v5) { v2 = v5; } if (dialogue != undefined) { dialogue._yscale = int(v2); dialogue._xscale = dialogue._yscale; dialogue._x = int(screenWidth / 2 - dialogue._width / 2); dialogue._y = int(screenHeight - dialogue._height - v8); } if (choiceOptions != undefined) { choiceOptions._yscale = int(v2); choiceOptions._xscale = choiceOptions._yscale; choiceOptions._y = screenHeight - choiceOptions._height - 14; choiceOptions._x = screenWidth - choiceOptions._width - 48; } if (inputMC != undefined) { inputMC._yscale = int(v2); inputMC._xscale = inputMC._yscale; inputMC._x = int(screenWidth / 2 - inputMC._width / 2); inputMC._y = int(screenHeight / 2 - inputMC._height / 2); } if (choiceMC != undefined && choiceMC.style == '') { choiceMC._yscale = int(v2); choiceMC._xscale = choiceMC._yscale; } } function notificationF(note, stayLonger, delay) { notification2F(note, stayLonger, delay); parseNextF(); } function notification2F(note, stayLonger, delay) { var v7 = notifications.getNextHighestDepth(); topMargin = 10; margin = 20; var v4 = notifications.createEmptyMovieClip('n' + v7, v7); var v6 = new TextFormat(); v6.font = 'Century Gothic'; v6.size = 14; v6.size = 18; margin = 24; var v5 = v4.createTextField('txt', 1, 0, 0, screenWidth * 0.94, margin * 3); v5.embedFonts = true; v5.textColor = 16777215; v5.mouseWheelEnabled = false; v5.selectable = false; v5.html = true; v5.multiline = true; v5.wordWrap = true; v5.htmlText = '<b>' + note + '</b>'; v5.setTextFormat(v6); var v8 = new flash.filters.DropShadowFilter(0, 45, 0, 0.8, 4, 4, 50, 1, false, false, false); v5.filters = [v8]; v4.margin = margin; v4._y -= margin; v4._x = topMargin; v4.targetY = topMargin; v4.t = 0; v4.endt = 80; v4.del = 0; if (delay != undefined) { v4.del = Math.round(delay * fps); } if (stayLonger) { v4.endt = 160; } v4.onEnterFrame = function () { if (this.t == this.del) { var v2 = notificationsA.length - 1; while (v2 > -1) { var v3 = notificationsA[v2]; if (v3.remove) { removeMovieClip(v3); notificationsA.splice(v2, 1); } v3.targetY += margin; --v2; } notificationsA.push(this); } if (this.t >= this.del) { if (this._y < this.targetY) { var v4 = this.targetY - this._y; this._y += Math.ceil(v4 / 4); } if (this.t > this.endt + this.del) { this._alpha -= 10; } if (this._alpha <= 0) { this.remove = true; delete this.onEnterFrame; } } ++this.t; }; } function nkF(romaji, hira, kata) { hiragana[romaji] = hira; if (kata == undefined) { kata = hira; } katakana[romaji] = kata; } function nrF(existingWord, newReading) { japanese[newReading] = japanese[existingWord]; } function nwF(word, defs) { var v1 = new Object(); v1.word = word; v1.defs = defs; japanese[word] = v1; } function initJapanese() { japDisplay = 'romaji'; hiragana = new Object(); katakana = new Object(); japanese = new Object(); nkF('dot', '。'); nkF('nakaguro', '・'); nkF('threeDots', '・・・'); nkF('openQuote', '「'); nkF('endQuote', '」'); nkF('questionMark', '?'); nkF('longVowelMark', 'ー'); nkF('exclamationMark', '!'); nkF('comma', '、', '、'); nkF('a', 'あ', 'ア'); nkF('i', 'い', 'イ'); nkF('u', 'う', 'ウ'); nkF('e', 'え', 'エ'); nkF('o', 'お', 'オ'); nkF('ka', 'か', 'カ'); nkF('ki', 'き', 'キ'); nkF('ku', 'く', 'ク'); nkF('ke', 'け', 'ケ'); nkF('ko', 'こ', 'コ'); nkF('sa', 'さ', 'サ'); nkF('shi', 'し', 'シ'); nkF('su', 'す', 'ス'); nkF('se', 'せ', 'セ'); nkF('so', 'そ', 'ソ'); nkF('ta', 'た', 'タ'); nkF('chi', 'ち', 'チ'); nkF('tsu', 'つ', 'ツ'); nkF('te', 'て', 'テ'); nkF('to', 'と', 'ト'); nkF('na', 'な', 'ナ'); nkF('ni', 'に', 'ニ'); nkF('nu', 'ぬ', 'ヌ'); nkF('ne', 'ね', 'ネ'); nkF('no', 'の', 'ノ'); nkF('ha', 'は', 'ハ'); nkF('hi', 'ひ', 'ヒ'); nkF('fu', 'ふ', 'フ'); nkF('he', 'へ', 'ヘ'); nkF('ho', 'ほ', 'ホ'); nkF('ma', 'ま', 'マ'); nkF('mi', 'み', 'ミ'); nkF('mu', 'む', 'ム'); nkF('me', 'め', 'メ'); nkF('mo', 'も', 'モ'); nkF('ya', 'や', 'ヤ'); nkF('yu', 'ゆ', 'ユ'); nkF('yo', 'よ', 'ヨ'); nkF('ra', 'ら', 'ラ'); nkF('ri', 'り', 'リ'); nkF('ru', 'る', 'ル'); nkF('re', 'れ', 'レ'); nkF('ro', 'ろ', 'ロ'); nkF('ba', 'ば', 'バ'); nkF('bi', 'び', 'ビ'); nkF('bu', 'ぶ', 'ブ'); nkF('be', 'べ', 'ベ'); nkF('bo', 'ぼ', 'ボ'); nkF('pa', 'ぱ', 'パ'); nkF('pi', 'ぴ', 'ピ'); nkF('pu', 'ぷ', 'プ'); nkF('pe', 'ぺ', 'ペ'); nkF('po', 'ぽ', 'ポ'); nkF('da', 'だ', 'ダ'); nkF('di', 'ぢ', 'ヂ'); nkF('du', 'づ', 'ヅ'); nkF('de', 'で', 'デ'); nkF('do', 'ど', 'ド゚'); nkF('ga', 'が', 'ガ'); nkF('gi', 'ぎ', 'ギ'); nkF('gu', 'ぐ', 'グ'); nkF('ge', 'げ', 'ゲ'); nkF('go', 'ご', 'ゴ゚'); nkF('za', 'ざ', 'ザ'); nkF('ji', 'じ', 'ジ'); nkF('zu', 'ず', 'ズ'); nkF('ze', 'ぜ', 'ゼ'); nkF('zo', 'ぞ', 'ゾ'); nkF('kya', 'きゃ', 'キャ'); nkF('kyu', 'きゅ', 'キュ'); nkF('kyo', 'きょ', 'キョ'); nkF('sha', 'しゃ', 'シャ'); nkF('shu', 'しゅ', 'シュ'); nkF('she', 'しぇ', 'シェ'); nkF('sho', 'しょ', 'ショ'); nkF('ja', 'じゃ', 'ジャ'); nkF('ju', 'じゅ', 'ジュ'); nkF('je', 'じぇ', 'ジェ'); nkF('jo', 'じょ', 'ジョ'); nkF('cha', 'ちゃ', 'チャ'); nkF('chu', 'ちゅ', 'チュ'); nkF('che', 'ちぇ', 'チェ'); nkF('cho', 'ちょ', 'チョ'); nkF('nya', 'にゃ', 'ニャ'); nkF('nyu', 'にゅ', 'ニュ'); nkF('nyo', 'にょ', 'ニョ'); nkF('hya', 'ひゃ', 'ヒャ'); nkF('hyu', 'ひゅ', 'ヒュ'); nkF('hyo', 'ひょ', 'ヒョ'); nkF('mya', 'みゃ', 'ミャ'); nkF('myu', 'みゅ', 'ミュ'); nkF('myo', 'みょ', 'ミョ'); nkF('rya', 'りゃ', 'リャ'); nkF('ryu', 'りゅ', 'リュ'); nkF('ryo', 'りょ', 'リョ'); nkF('wa', 'わ', 'ワ'); nkF('we', 'うぇ', 'ウェ'); nkF('wo', 'を', 'ヲ'); nkF('wi', 'うぃ', 'ウィ'); nkF('n', 'ん', 'ン'); nkF('ltsu', 'っ', 'ッ'); nkF('hwa', 'は', 'ハ'); } function onlyOnceStartF() { globalSave = checkWhichSave('globalSave', 'general'); generalSave = checkWhichSave(basicGameData.gameFile, 'general'); if (!generalSave.defined) { generalSave = new Object(); generalSave.defined = true; generalSave.unlockedCg = new Object(); generalSave.endings = new Object(); generalSave.endingsA = new Array(); generalSave.readDialogueO = new Object(); generalSave.permanentVariables = new Object(); generalSave.readDialogues = 0; generalSave.timePlayed = 0; } if (generalSave.timePlayed == undefined) { generalSave.timePlayed = 0; } if (!globalSave.defined) { globalSave = new Object(); globalSave.defined = true; globalSave.playedGamesA = new Array(); globalSave.musicVolume = 100; globalSave.sfxVolume = 100; globalSave.voiceVolume = 100; globalSave.textSpeed = 5; globalSave.stats = new Object(); globalSave.stats.playedGamesO = new Object(); globalSave.stats.playedGamesA = new Array(); } if (globalSave.voiceVolume == undefined) { globalSave.voiceVolume = 100; } if (!globalSave.stats.playedGamesO[basicGameData.gameFile]) { globalSave.stats.playedGamesO[basicGameData.gameFile] = true; globalSave.stats.playedGamesA.push(basicGameData.gameFile); } textSpeed = globalSave.textSpeed; save3F(basicGameData.gameFile, 'general', generalSave); save3F('globalSave', 'general', globalSave); startF(); } function startF(jump) { initVar2(false); if (jump != undefined) { jumpF(jump); } else { parserF(parser); } } function checkWhichSave(gameFile, saveFile) { var v3 = SharedObject.getLocal(gameFile, '/'); var v1 = v3.data[saveFile]; if (serverSaveOK) { sd = server.loadFromServer(gameFile); var v2 = sd[saveFile]; if (v2.timeStamp == undefined && v1.timeStamp == undefined) { return v1; } if (v2.timeStamp >= v1.timeStamp or v1.timeStamp == undefined) { v1 = v2; } } return v1; } function loadF(saveFile) { initVar2(true); stopMusic2F(); stopAllSounds(); var save = checkWhichSave(basicGameData.gameFile, saveFile); if (save.parser == undefined or isNaN(save.parser)) { noticeDialogueF('savefileParserError'); } else { if (localCopy) { var v2 = crap.createEmptyMovieClip('loaderLoader', crap.getNextHighestDepth()); v2.t = 0; v2.onEnterFrame = function () { ++this.t; if (this.t == 7) { load2F(save); removeMovieClip(this); delete this.onEnterFrame; } }; } else { load2F(save); } } } function load2F(save) { outOfMenuIntoGame = true; notification2F('Game successfully loaded.'); parser = save.parser; if (!identicalArrayCheck(save.currentParse, parsing['s' + parser])) { var v7 = findRightPlaceInParser(parser, save.currentParse, save.previousParse); if (v7 == 0) { } else { parser = v7; } } CGBasesForCheats = save.CGBasesForCheats.clone(); cheatRules = save.cheatRules.clone(); currentFilter = save.currentFilter; variables = save.variables.clone(); v7 = save.scene; var v8 = v7.addedCgA; addBg(v7.current, true, v7.xFlipped, v7.yFlipped, v7.x, v7.y, v7.heightStretchToFit); if (v7.zoomed != 0) { setZoomBgF(v7.zoomed, v7.xFocus, v7.yFocus); } if (v7.blur != 0) { blurBackgroundF(v7.blur[0], v7.blur[1]); } if (save.currentlyPlaying != 'none') { playMusicOrLoopF(save.currentlyPlaying); } if (save.currentlyLooping != 'none') { playMusicOrLoopF(save.currentlyLooping); } if (save.currentVoiceThatGoesWithDialogue != 'none') { currentVoiceThatGoesWithDialogue = save.currentVoiceThatGoesWithDialogue; voice2F(currentVoiceThatGoesWithDialogue); } var v5 = 0; while (v5 < v8.length) { addToCgF(v8[v5], '', '', true); ++v5; } characterData = new Object(); characterDataA = new Array(); var v4 = 0; while (v4 < save.characterDataA.length) { var v2 = save.characterDataA[v4]; newChar(v2.letter, v2.pName, v2.image, v2.pColor, v2.commentary); ++v4; } var v6 = 0; while (v6 < save.foregroundObjects.length) { var v1 = save.foregroundObjects[v6]; if (v1.mc && !v1.isCharacter) { mcItem2F(v1.who, v1.x, v1.y, v1.depth); } else { if (v1.who == 'textbox') { textbox2F(v1.txt, v1.x, v1.y, v1.txtAlign, v1.txtSize, v1.txtFont, v1.txtColor); } else { foregroundObjectF(v1.who, v1.mood, v1.mood2, v1.x, v1.y, v1.depth, v1.xFlipped, v1.yFlipped, v1.isCharacter, v1.scaleToFullScreen, v1.zoom, x, x, x, v1.rotation); } } ++v6; } parserF(parser); } function findRightPlaceInParser(p, pA, cPA) { var v5 = false; var v4 = 0; var v1 = p + 1; while (v1 < p + 101) { if (identicalArrayCheck(pA, parsing['s' + v1])) { v5 = true; v4 = v1; break; } ++v1; } if (!v5) { v1 = p - 1; while (v1 > p - 101) { if (identicalArrayCheck(pA, parsing['s' + v1])) { v5 = true; v4 = v1; break; } --v1; } } return v4; } function identicalArrayCheck(ar1, ar2) { var v3 = true; if (ar1.length == ar2.length) { var v1 = 0; while (v1 < ar1.length) { if (ar1[v1] != ar2[v1]) { v3 = false; break; } ++v1; } return v3; } v3 = false; return v3; } function saveF(saveFile) { if (!(globalSave.noAutoSaving && saveFile == 'autoSave')) { var v3 = new Object(); v3.variables = variables.clone(); v3.parser = parser; v3.previousParse = parsing['s' + (parser - 1)].clone(); v3.currentParse = parsing['s' + parser].clone(); v3.currentlyPlaying = currentlyPlaying; v3.currentlyLooping = currentlyLooping; v3.currentVoiceThatGoesWithDialogue = currentVoiceThatGoesWithDialogue; v3.characterDataA = characterDataA.clone(); v3.currentFilter = currentFilter; var v28 = new Date(); v3.timeStamp = v28.getTime(); var v23 = new Date(); var v26 = v23.getHours(); if ((String(seconds)).length == 1) { v26 = '0' + v26; } var v25 = v23.getMinutes(); if ((String(v25)).length == 1) { v25 = '0' + v25; } var seconds = v23.getSeconds(); if ((String(seconds)).length == 1) { seconds = '0' + seconds; } v3.saveDate = v23.getDate() + '/' + (v23.getMonth() + 1) + '/' + v23.getFullYear() + ', ' + v26 + ':' + v25 + ':' + seconds; v3.scene = {'current': currentBackground, 'x': bg.x, 'y': bg.y, 'w': bg._width, 'h': bg._height, 'xFlipped': bg.xFlipped, 'yFlipped': bg.yFlipped, 'addedCgA': bg.addedCgA, 'heightStretchToFit': bg.heightStretchToFit, 'zoomed': bg.zoomed, 'xFocus': bg.xFocus, 'yFocus': bg.yFocus, 'blur': bg.blur}; var v22 = new Array(); for (var v24 in foregroundObjectsA) { var v1 = foregroundObjectsA[v24]; var v2 = {}; if (v1.isTextbox) { v2 = {'who': v1.who, 'zoom': v1.zoom, 'x': v1.x, 'y': v1.y, 'depth': v1.depth, 'isCharacter': false, 'txt': v1.textbox.htmlText, 'x': v1.x, 'y': v1.y, 'txtAlign': v1.txtAlign, 'txtSize': v1.txtSize, 'txtFont': v1.txtFont, 'txtColor': v1.txtColor}; } else { v2 = {'who': v1.who, 'mood': v1.mood, 'mood2': v1.mood2, 'zoom': v1.zoom, 'x': v1.x, 'y': v1.y, 'rotation': v1.rotation, 'depth': v1.depth, 'mc': v1.mc, 'scaleToFullScreen': v1.scaleToFullScreen, 'isCharacter': v1.isCharacter, 'xFlipped': v1.xFlipped, 'yFlipped': v1.yFlipped, 'txt': txt}; } v22.push(v2); } v3.cheatRules = cheatRules.clone(); v3.CGBasesForCheats = CGBasesForCheats.clone(); v3.foregroundObjects = v22; var v27 = v3.clone(); save3F(basicGameData.gameFile, saveFile, v27); } } function save3F(gameFile, saveFile, object) { var v2 = new Date(); object.timeStamp = v2.getTime(); server.saveOnServer(gameFile, saveFile, object); var v1 = SharedObject.getLocal(gameFile, '/'); v1.data[saveFile] = object; v1.flush(); } function continueLastGameF() { loadF('autoSave'); } function centerXF(a) { a._x = screenWidth / 2 - a._width / 2; } function centerYF(a) { a._y = screenHeight / 2 - a._height / 2; } function openMainMenuF(menu) { menuF(menu, 'backToStartMenu'); } function barizeReleaseF(thing, variable, min, max) { var v1 = thing.bar._width / thing.fullW; v1 = Math.round(min + v1 * (max - min)); thing.bar._width = thing.fullW * ((v1 - min) / (max - min)); globalSave[variable] = v1; if (variable == 'musicVolume' && musicPlaying) { sounds[currentlyPlaying].setVolume(soundMC[currentlyPlaying].vol * globalSave.musicVolume * masterVolume); } if (variable == 'sfxVolume' && loopPlaying) { sounds[currentlyLooping].setVolume(soundMC[currentlyLooping].vol * globalSave.sfxVolume * masterVolume); } } function barize(thing, variable, min, max, integer) { thing.fullW = 250; thing.onPress = function () { this.onEnterFrame = function () { var v2 = this._xmouse; var v3 = this._ymouse; if (v2 < -1 or v2 > this._width or v3 < 0 or v3 > this._height) { if (v2 > this._width) { v2 = this._width; } else { if (v2 < 0.5) { v2 = 0; } } barizeReleaseF(this, variable, min, max); delete this.onEnterFrame; } if (v2 > this.fullW) { v2 = this.fullW; } else { if (v2 <= 0.5) { v2 = 0; } } this.bar._width = v2; barizeReleaseF(this, variable, min, max); }; }; thing.onRelease = function () { barizeReleaseF(this, variable, min, max, integer, a); delete this.onEnterFrame; }; } function squareFill(target, color, sX, sY, gX, gY) { with (target) { beginFill(color); moveTo(sX, sY); lineTo(gX, sY); lineTo(gX, gY); lineTo(sX, gY); lineTo(sX, sY); endFill(); } } function restartF() { stopMusic2F(); stopAllSounds(); startF('startMenu'); } function menuF(a, onBackPress) { gamePaused = true; if (menu == undefined) { var menu = this.createEmptyMovieClip('menu', menuLayer); var v3 = menu.createEmptyMovieClip('menuBack', 1); var v4 = loadBitmapF('bg_optionsBack.png'); v3.attachBitmap(v4, 1, auto, true); v3._width = screenWidth; v3._height = screenHeight; menu2F(a, onBackPress); } else { var v2 = menu.getInstanceAtDepth(menu.getNextHighestDepth() - 1); v2.t = 0; v2.t2 = 0; v2.onEnterFrame = function () { this.t += 0.25; this._alpha -= 12; this._y += this.t; this.back._y -= this.t; this.titleT._y -= this.t; if (this._alpha <= 0) { ++this.t2; if (this.t2 > 3) { menu2F(a, onBackPress); removeMovieClip(this); delete this.onEnterFrame; } } }; } } function spinMenuButtonF(b) { b.gotoAndStop(2); b.pauseLength = 10; b.pace = 7; if (b.val == undefined) { b.val = -b.pace; b.xscale = b.circle._xscale; } else { b.circle._xscale = b.xscale; } if (b.xscale == 100) { b.paus = b.pauseLength; } b.onEnterFrame = function () { var v2 = this.circle; if (this.paus == 0) { this.xscale += this.val; if (this.xscale <= -100) { this.xscale = -100 + (Math.abs(this.xscale) - 100); this.val = this.pace; } else { if (this.xscale >= 100) { this.xscale = 100; v2._xscale = 100; this.val = -this.pace; this.paus = b.pauseLength; } } v2._xscale = this.xscale; } else { --this.paus; if (this._currentframe == 1) { this.paus = 0; delete this.onEnterFrame; } } }; } function menu2F(a, onBackPress) { menu.t = t; var v32 = 0.18; var v31 = 1; if (a == 'menu') { var screen = menu.attachMovie('mainMenu', 'menuScreen', menu.getNextHighestDepth()); screen._alpha = 0; screen.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } if ((myKeys.BACKSPACE or myKeys.P or myKeys.M) && t > menu.t) { removeMenuF(); } }; screen._yscale = v31 * 100; screen._xscale = screen._yscale; screen._x = screenWidth / 2 - screen._width / 2; screen._y = screenHeight / 2 - screen._height / 2; screen.saveGame.stop(); screen.options.stop(); screen.log.stop(); screen.startOver.stop(); screen.loadGame.stop(); screen.help.stop(); screen.stats.stop(); screen.pledge.stop(); screen.loadGame.onRollOver = function () { spinMenuButtonF(this); }; screen.saveGame.onRollOver = screen.loadGame.onRollOver; screen.options.onRollOver = screen.loadGame.onRollOver; screen.log.onRollOver = screen.loadGame.onRollOver; screen.startOver.onRollOver = screen.loadGame.onRollOver; screen.help.onRollOver = screen.loadGame.onRollOver; screen.stats.onRollOver = screen.loadGame.onRollOver; screen.pledge.onRollOver = screen.loadGame.onRollOver; screen.loadGame.onRollOut = function () { this.gotoAndStop(1); this.circle._xscale = this.xscale; }; screen.options.onRollOut = screen.loadGame.onRollOut; screen.log.onRollOut = screen.loadGame.onRollOut; screen.startOver.onRollOut = screen.loadGame.onRollOut; screen.help.onRollOut = screen.loadGame.onRollOut; screen.stats.onRollOut = screen.loadGame.onRollOut; screen.pledge.onRollOut = screen.loadGame.onRollOut; screen.saveGame.onRollOut = screen.loadGame.onRollOut; screen.back.onRelease = function () { removeMenuF(); }; screen.loadGame.onRelease = function () { menuF('load'); }; screen.saveGame.onRelease = function () { menuF('save'); }; screen.log.onRelease = function () { menuF('log'); }; screen.options.onRelease = function () { menuF('options'); }; screen.help.onRelease = function () { menuF('keyboardShortcuts'); }; screen.stats.onRelease = function () { menuF('stats'); }; screen.pledge.onRelease = function () { url2F('patreonURL'); }; screen.startOver.onRelease = function () { restartF(); }; } else { if (a == 'cheats') { var v54 = 30; screen = menu.createEmptyMovieClip('cheatScreen', menu.getNextHighestDepth()); screen._alpha = 0; var v45 = v31; screen._yscale = v45 * 100; screen._xscale = screen._yscale; var v25 = 0; screen.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } if ((myKeys.BACKSPACE or myKeys.P or myKeys.L) && t > menu.t) { if (onBackPress == 'backToStartMenu') { removeMenuF(); jumpF('startMenu3'); } else { if (onBackPress == 'backToGame') { removeMenuF(); } else { menuF('menu'); } } } }; var v47 = screen.attachMovie('cheatsTitle', 'titleT', 132); var v38 = screen.attachMovie('backIcon', 'back', 1202); if (onBackPress == 'backToStartMenu') { v38.onPress = function () { removeMenuF(); jumpF('startMenu3'); }; } else { if (onBackPress == 'backToGame') { v38.onPress = function () { removeMenuF(); }; } else { v38.onPress = function () { menuF('menu'); }; } } var v6 = 0; while (v6 < cheats.length) { var v14 = pledgeLevel; if (v14 == undefined) { v14 = 0; } var ch = cheats[v6]; if (!ch.inc || ch.inc && !pst || swcScriptLoaded) { var v2 = screen.attachMovie('cheatBox', ch.effect, v6); if (resolution == '4:3') { } v2.stop(); if (ch.minPledge == 'wip') { v2.ball.gotoAndStop(3); v2._alpha = 60; v2.disabled = true; v2.wip = true; } else { if (Number(v14) < Number(ch.minPledge)) { v2.ball.gotoAndStop(3); v2._alpha = 60; v2.disabled = true; } else { if (ch.activated) { v2.ball.gotoAndStop(2); v2.activated = true; } else { v2.ball.stop(); } } } var v18 = 10; v2.minPledge = ch.minPledge; v2._x = (v6 % 3) * (v2._width + v18); v2._y = v47._height + 5 + v54 + Math.floor(v6 / 3) * (60 + v18); v2.ch = ch; v2.v1 = ch.cheat; v2.v1 = v2.v1.toUpperCase(); v2.v2 = ch.desc; v2.v2 = v2.v2.toUpperCase(); v2.cheat1.text = v2.v1; v2.cheat2.text = v2.v2; v2.onRollOver = function () { this.gotoAndStop(2); this.cheat1.text = this.v1; this.cheat2.text = this.v2; }; v2.onPress = function () { if (this.disabled) { playSystemSound2F('errorS'); } else { playSystemSound2F('toggleS'); } if (this.wip) { notification2F('This cheat has not been implemented yet.'); } else { if (this.disabled) { notification2F('You need to be a $' + this.minPledge + ' pledger to use this cheat.'); } else { if (this.activated) { unactivateCheat(this.ch); this.ball.gotoAndStop(1); this.activated = false; } else { if (this.ch.incompat != undefined) { var v3 = 0; while (v3 < this.ch.incompat.length) { var v2 = screen[this.ch.incompat[v3]]; if (!v2.disabled) { v2.ball.gotoAndStop(1); v2.activated = false; } ++v3; } } activateCheat(this.ch); this.activated = true; this.ball.gotoAndStop(2); } } } }; v2.onRollOut = function () { this.gotoAndStop(1); this.cheat1.text = this.v1; this.cheat2.text = this.v2; }; } ++v6; } v47._x = screen._width / v45 / 2 - v47._width / 2; v38._x = screen._width / v45 / 2 - v38._width / 2; v38._y = screen._height / v45 + v38._height + v54 - v47._height; screen._x = screenWidth / 2 - screen._width / 2; screen._y = screenHeight / 2 - screen._height / 2; } else { if (a == 'stats') { var v36 = Math.round(generalSave.timePlayed / fps); var v35 = Math.floor(v36 / 60); var v44 = Math.floor(v35 / 60); v36 -= v35 * 60; v35 -= v44 * 60; if ((String(v36)).length == 1) { v36 = '0' + v36; } if ((String(v35)).length == 1) { v35 = '0' + v35; } if ((String(v44)).length == 1) { v44 = '0' + v44; } var v12 = v44 + ':' + v35 + ':' + v36; var v50 = Math.round((generalSave.readDialogues / totalNumberOfDialogues) * 1000) / 10; if (v50 > 100) { v50 = 100; } var v51 = 'N/A'; if (premiumPlusPatron) { v51 = '<b>Premium Plus</b> ($10+ pledger)'; } else { if (premiumPatron) { v51 = '<b>Premium</b> ($5+ pledger)'; } } var v55 = '\nSTATS\n\nTime played: ' + v12 + '\n\nEndings: ' + generalSave.endingsA.length + ' / ' + allUniqueEndings.length + '\n\nDialogue read: ' + v50 + '%\n\nPremium content level: ' + v51; screen = menu.createEmptyMovieClip('keyScreen', menu.getNextHighestDepth()); screen._yscale = v31 * 100; screen._xscale = screen._yscale; screen._alpha = 0; screen.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } if ((myKeys.BACKSPACE or myKeys.K or myKeys.P) && t > menu.t) { if (onBackPress == 'backToGame') { removeMenuF(); } else { menuF('menu'); } } }; var v52 = new TextFormat(); v52.font = 'Arvo'; v52.size = 18; var v54 = 20; var v38 = screen.attachMovie('backIcon', 'back', 2); v38._x = screenWidth / v31 / 2 - v38._width / 2; v38._y = screenHeight / v31 - v38._height * 1.5; var main = screen.createTextField('main', 1, v54 * 8, v54, screenWidth / v31 - v54 * 16, screenHeight / v31 - v54 * 6); main.embedFonts = true; main.textColor = 16777215; main.mouseWheelEnabled = true; main.html = true; main.selectable = false; main.multiline = true; main.wordWrap = true; main.htmlText = v55; main.setTextFormat(v52); if (onBackPress == 'backToGame') { screen.back.onRelease = function () { removeMenuF(); }; } else { screen.back.onRelease = function () { menuF('menu'); }; } } else { if (a == 'keyboardShortcuts') { var v55 = '\nKEYBOARD SHORTCUTS\n\nSpace\t\tNext/select\nEnter\t\tNext/select\nCtrl+F\t\tEnter fullscreen (desktop version only)\nEsc\t\t\tExit fullscreen\nK\t\t\tDisplay keyboard shortcuts\nL\t\t\tDisplay the load game menu\nM\t\t\tOpen the main menu\nO\t\t\tDisplay the options menu\nP\t\t\tEnter/exit menu\nQ\t\t\tQuicksave\nQW\t\t\tQuickload\nA\t\t\tToggle auto\nR\t\t\tDisplay the log\nS\t\t\tDisplay the save game menu\nZ\t\t\tZoom in/out\n+\t\t\tZoom in\n-\t\t\tZoom out\nBackspace\tEnter/exit menu\nCtrl\t\t\tSkip mode (hold)\nTab\t\t\tSkip mode (toggle)'; screen = menu.createEmptyMovieClip('keyScreen', menu.getNextHighestDepth()); screen._yscale = v31 * 100; screen._xscale = screen._yscale; screen._alpha = 0; screen.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } if ((myKeys.BACKSPACE or myKeys.K or myKeys.P) && t > menu.t) { if (onBackPress == 'backToGame') { removeMenuF(); } else { menuF('menu'); } } }; var v52 = new TextFormat(); v52.font = 'Arvo'; v52.size = 18; var v54 = 20; var v38 = screen.attachMovie('backIcon', 'back', 2); v38._x = screenWidth / 2 - v38._width / 2; v38._y = screenHeight - v38._height * 1.5; var main = screen.createTextField('main', 1, v54 * 8, v54, screenWidth - v54 * 16, screenHeight - v54 * 5); main.embedFonts = true; main.textColor = 16777215; main.mouseWheelEnabled = true; main.html = true; main.selectable = false; main.multiline = true; main.wordWrap = true; main.htmlText = v55; main.setTextFormat(v52); if (onBackPress == 'backToGame') { screen.back.onRelease = function () { removeMenuF(); }; } else { screen.back.onRelease = function () { menuF('menu'); }; } } else { if (a == 'log') { screen = menu.createEmptyMovieClip('logScreen', menu.getNextHighestDepth()); screen._yscale = v31 * 100; screen._xscale = screen._yscale; screen._alpha = 0; screen.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } if (myKeys.DOWNPressed) { main.scroll += 1; } if (myKeys.UPPressed) { main.scroll -= 1; } if ((myKeys.BACKSPACE or myKeys.R or myKeys.P) && t > menu.t) { if (onBackPress == 'backToGame') { removeMenuF(); } else { menuF('menu'); } } }; var v52 = new TextFormat(); v52.font = 'Arvo'; v52.size = 16; var v54 = 20; var v38 = screen.attachMovie('backIcon', 'back', 2); v38._x = screenWidth / v31 / 2 - v38._width / 2; v38._y = screenHeight / v31 - v38._height * 1.5; var main = screen.createTextField('main', 1, v54 * 8, v54, screenWidth / v31 - v54 * 16, screenHeight / v31 - v54 * 6); main.embedFonts = true; main.textColor = 16777215; main.mouseWheelEnabled = true; main.html = true; main.selectable = true; main.multiline = true; main.wordWrap = true; main.htmlText = log; main.setTextFormat(v52); if (onBackPress == 'backToGame') { screen.back.onRelease = function () { removeMenuF(); }; } else { screen.back.onRelease = function () { menuF('menu'); }; } } else { if (a == 'load') { screen = menu.createEmptyMovieClip('loadScreen', menu.getNextHighestDepth()); screen._alpha = 0; screen.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } if ((myKeys.BACKSPACE or myKeys.P or myKeys.L) && t > menu.t) { if (onBackPress == 'backToStartMenu') { removeMenuF(); jumpF('startMenu3'); } else { if (onBackPress == 'backToGame') { removeMenuF(); } else { menuF('menu'); } } } }; var v47 = screen.attachMovie('loadGame', 'titleT', 132); var v38 = screen.attachMovie('backIcon', 'back', 12); if (onBackPress == 'backToStartMenu') { v38.onPress = function () { removeMenuF(); jumpF('startMenu3'); }; } else { if (onBackPress == 'backToGame') { v38.onPress = function () { removeMenuF(); }; } else { v38.onPress = function () { menuF('menu'); }; } } var v34 = -1; var v10 = 0; while (v10 < 12) { if (v10 != 1 && v10 != 4 && v10 != 5) { ++v34; var thisScale = v32; var bitmapW = screenWidth * thisScale; var v11 = screenHeight * thisScale; var v4 = 12; var v25 = 50; var v22 = 1; var v23 = 20; if (v10 == 0) { var v28 = (bitmapW + v4) * 2 + v22; var v29 = (v11 + v4) * 2 + (v22 + v23); bitmapW = v28 - v4; v11 = v29 - v4; thisScale = v11 / screenHeight; } var v3 = screen.createEmptyMovieClip('g', screen.getNextHighestDepth()); var w = bitmapW + v4; var h = v11 + v4 + v23; squareFill(v3, 16777215, 0, 0, w, h); var b = v3.createEmptyMovieClip('b', 1); b._x = v4 / 2; b._y = v4 / 2; var k = v3.attachMovie('fileButtonSmaller', 'k', 3); var v8 = v3.attachMovie('overButtonShade', 'shade', 4); var v7 = v3.attachMovie('fileButton', 'fntc', 5); v3._x = (v10 % 4) * (bitmapW + v22 + v4); v3._y = v25 + Math.floor(v10 / 4) * (v22 + v11 + v4 + v23); k._y = v11 + 4; k._x = v4 / 2 + bitmapW - k._width; v7._y = v4 / 2 + v11 - v7._height; v7._x = v4 / 2; v8._width = bitmapW; v8._x = v4 / 2; v8._y = v11 + v4 / 2 - v8._height; v3.fileNo = v34 + 1; var tf = 'file' + (v3.fileNo - 2); var v27 = 'FILE ' + (v3.fileNo - 2); if (v34 == 0) { tf = 'autoSave'; v27 = 'AUTO'; } else { if (v34 == 1) { tf = 'quickSave'; v27 = 'QUICK'; } } v3.tf = tf; var v19 = checkWhichSave(basicGameData.gameFile, tf); var v12 = v19.saveDate; if (v12 == undefined) { v12 = 'EMPTY'; v8.removeMovieClip(); } else { var v26 = makeSmallScreenshot(thisScale, v19.scene, v19.foregroundObjects); b.attachBitmap(v26, 10, auto, true); b._width = bitmapW; } if (v12 == 'EMPTY') { v7.main.htmlText = ''; k.main.htmlText = ''; } else { v7.main.htmlText = v27; k.main.htmlText = v12; } v3.w = w; v3.h = h; v3.onRollOver = function () { playSystemSound2F('ButtonUp'); squareFill(this, 12614139, 0, 0, this.w, this.h); }; v3.onRollOut = function () { squareFill(this, 16777215, 0, 0, this.w, this.h); }; if (v12 != 'EMPTY') { v3.onPress = function () { loadF(this.tf); }; } } ++v10; } v47._x = screen._width / 2 - v47._width / 2; v38._x = screen._width / 2 - v38._width / 2; v38._y = screen._height + v25 - v47._height; screen._x = screenWidth / 2 - screen._width / 2; screen._y = screenHeight / 2 - screen._height / 2; } else { if (a == 'options') { var screen = menu.attachMovie('optionsScreen', 'optionsScreen', menu.getNextHighestDepth()); screen._yscale = v31 * 100; screen._xscale = screen._yscale; screen._alpha = 0; screen.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } if ((myKeys.BACKSPACE or myKeys.P or myKeys.O) && t > menu.t) { if (onBackPress == 'backToStartMenu') { save3F('globalSave', 'general', globalSave); save3F(basicGameData.gameFile, 'general', generalSave); removeMenuF(); jumpF('startMenu3'); } else { if (onBackPress == 'backToGame') { save3F('globalSave', 'general', globalSave); save3F(basicGameData.gameFile, 'general', generalSave); removeMenuF(); } else { save3F('globalSave', 'general', globalSave); save3F(basicGameData.gameFile, 'general', generalSave); menuF('menu'); } } } }; var v38 = screen.back; v38.main.htmlText = 'BACK'; if (onBackPress == 'backToStartMenu') { v38.onPress = function () { save3F('globalSave', 'general', globalSave); save3F(basicGameData.gameFile, 'general', generalSave); removeMenuF(); jumpF('startMenu3'); }; } else { if (onBackPress == 'backToGame') { v38.onPress = function () { save3F('globalSave', 'general', globalSave); save3F(basicGameData.gameFile, 'general', generalSave); removeMenuF(); }; } else { v38.onPress = function () { save3F('globalSave', 'general', globalSave); save3F(basicGameData.gameFile, 'general', generalSave); menuF('menu'); }; } } if (!basicGameData.voiced) { screen.vVolume._visible = false; screen.voiceVolumeText.text = ''; } screen._x = screenWidth / 2 - screen._width / 2; screen._y = screenHeight / 2 - screen._height / 2; screen.mVolume.bar._xscale = globalSave.musicVolume; screen.sVolume.bar._xscale = globalSave.sfxVolume; screen.vVolume.bar._xscale = globalSave.voiceVolume; screen.clickHere.onPress = function () { url2F('patreonURL'); }; if (generalSave.removeMuteButton) { screen.removeMuteButton.stop(); } else { screen.removeMuteButton.nextFrame(); } if (!premiumPlusPatron && !generalSave.unlockedCommentary) { screen.commentary.stop(); } else { if (generalSave.commentary) { screen.commentary.gotoAndStop(2); } else { screen.commentary.gotoAndStop(3); } } if (globalSave.skipOnlyUnreadDialogue) { screen.skipOnlyUnreadDialogue.stop(); } else { screen.skipOnlyUnreadDialogue.nextFrame(); } if (globalSave.continueSkippingAfterChoices) { screen.continueSkippingAfterChoices.stop(); } else { screen.continueSkippingAfterChoices.nextFrame(); } if (globalSave.noAutoSaving) { screen.noAutoSaving.stop(); } else { screen.noAutoSaving.nextFrame(); } screen.removeMuteButton.butt.onPress = function () { playSystemSound2F('toggleS'); }; screen.removeMuteButton.butt.onRelease = function () { if (generalSave.removeMuteButton) { this._parent.gotoAndStop(2); generalSave.removeMuteButton = false; muteThing._visible = true; muteThing._alpha = 70; } else { this._parent.gotoAndStop(1); generalSave.removeMuteButton = true; muteThing._visible = false; } }; if (screen.commentary._currentframe > 1) { screen.commentary.butt.onPress = function () { playSystemSound2F('toggleS'); }; screen.commentary.butt.onRelease = function () { if (generalSave.commentary) { this._parent.gotoAndStop(3); generalSave.commentary = false; } else { this._parent.gotoAndStop(2); generalSave.commentary = true; } }; } screen.noAutoSaving.butt.onPress = function () { playSystemSound2F('toggleS'); }; screen.noAutoSaving.butt.onRelease = function () { if (globalSave.noAutoSaving) { this._parent.gotoAndStop(2); globalSave.noAutoSaving = false; } else { this._parent.gotoAndStop(1); globalSave.noAutoSaving = true; } }; screen.continueSkippingAfterChoices.butt.onPress = function () { playSystemSound2F('toggleS'); }; screen.continueSkippingAfterChoices.butt.onRelease = function () { if (globalSave.continueSkippingAfterChoices) { this._parent.gotoAndStop(2); globalSave.continueSkippingAfterChoices = false; } else { this._parent.gotoAndStop(1); globalSave.continueSkippingAfterChoices = true; } }; screen.skipOnlyUnreadDialogue.butt.onPress = function () { playSystemSound2F('toggleS'); }; screen.skipOnlyUnreadDialogue.butt.onRelease = function () { if (globalSave.skipOnlyUnreadDialogue) { this._parent.gotoAndStop(2); globalSave.skipOnlyUnreadDialogue = false; } else { this._parent.gotoAndStop(1); globalSave.skipOnlyUnreadDialogue = true; } }; var v48 = 1; var v53 = maxTextSpeed; var v43 = 0; var v49 = 100; var v46 = screen.tSpeed._width; screen.tSpeed.bar._width = v46 * ((globalSave.textSpeed - v48) / (v53 - v48)); screen.mVolume.bar._width = v46 * ((globalSave.musicVolume - v43) / (v49 - v43)); screen.sVolume.bar._width = v46 * ((globalSave.sfxVolume - v43) / (v49 - v43)); screen.vVolume.bar._width = v46 * ((globalSave.voiceVolume - v43) / (v49 - v43)); barize(screen.tSpeed, 'textSpeed', v48, v53, true); barize(screen.mVolume, 'musicVolume', 0, 100, true); barize(screen.sVolume, 'sfxVolume', 0, 100, true); barize(screen.vVolume, 'voiceVolume', 0, 100, true); } else { if (a == 'gallery') { screen = menu.createEmptyMovieClip('galleryScreen', menu.getNextHighestDepth()); screen._yscale = v31 * 100; screen._xscale = screen._yscale; screen._alpha = 0; v32 = 0.16; screen.onEnterFrame = function () { if (this._alpha < 100) { this._alpha += 10; } if ((myKeys.BACKSPACE or myKeys.P) && t > menu.t) { if (onBackPress == 'backToStartMenu') { removeMenuF(); jumpF('startMenu3'); } else { menuF('menu'); } } }; var v47 = screen.attachMovie('gallery', 'titleT', 132); var v38 = screen.attachMovie('backIcon', 'back', 12); if (onBackPress == 'backToStartMenu') { v38.onPress = function () { removeMenuF(); jumpF('startMenu3'); }; } else { v38.onPress = function () { menuF('menu'); }; } var thisScale = 0.11; var bitmapW = screenWidth * thisScale; var v11 = screenHeight * thisScale; var v33 = 7; var v54 = 10; var v56 = bitmapW * 3 + v54 * 2; var v57 = (v11 + 20) * 3 + v54 * 2; screen._x = screenWidth / 2 - v56 / 2; screen._y = screenHeight / 2 - v57 / 2; var v4 = 12; var v25 = 50; var v22 = 1; var v23 = 0; var v40 = 16777215; var v41 = 15454309; var v39 = 14277081; var v42 = 15984792; var v10 = 0; while (v10 < amountOfCgs) { var v17 = screen.getNextHighestDepth(); var v3 = screen.createEmptyMovieClip('g' + v17, v17); var w = bitmapW + v4; var h = v11 + v4 + v23; var b = v3.createEmptyMovieClip('b', 1); b._x = v4 / 2; b._y = v4 / 2; v3._x = (v10 % v33) * (bitmapW + v22 + v4); v3._y = v25 + Math.floor(v10 / v33) * (v22 + v11 + v4 + v23); k._y = v11 + 4; k._x = v4 / 2 + bitmapW - k._width; storedv7._y = v4 / 2 + v11 - storedv7._height; storedv7._x = v4 / 2; storedv8._width = bitmapW; storedv8._x = v4 / 2; storedv8._y = v11 + v4 / 2 - storedv8._height; v3.fileNo = v10; if (allCgs[v10].premium) { v3.premium = true; v3.col = v41; v3.selectCol = v42; } else { v3.col = v40; v3.selectCol = v39; } squareFill(v3, v3.col, 0, 0, w, h); var v15 = 'locked'; var v20 = false; var v24 = allCgs[v10].base[0]; var v30 = 'cg_' + v24; if (generalSave.unlockedCg[v24] || generalSave.unlockedCg[v30] || activatedCheats.unlockAllCgs) { v20 = true; var v16 = []; var k = 1; while (k < allCgs[v10].base.length) { var v13 = allCgs[v10].base[k]; v16.push(v13); ++k; } v15 = [allCgs[v10].base[0], 0, 0, screenWidth, screenHeight, false, false, v16]; } var v26 = makeSmallScreenshotForCg(thisScale, v15, []); b.attachBitmap(v26, 10, auto, true); if (v15 == 'locked') { var v9 = b.attachMovie('lockIcon', 'lockIcon', 11); v9._x = bitmapW / 2 - v9._width / 2; v9._y = v11 / 2 - v9._height / 2; tintF(v9, v3.col); } if (v3.premium) { var v21 = b.attachMovie('premiumTopLeft', 't', 12); v21._yscale = 80; v21._xscale = 80; } v3.w = w; v3.h = h; v3.onRollOver = function () { playSystemSound2F('ButtonUp'); squareFill(this, this.selectCol, 0, 0, this.w, this.h); tintF(this.b.lockIcon, this.selectCol); }; v3.onRollOut = function () { squareFill(this, this.col, 0, 0, this.w, this.h); tintF(this.b.lockIcon, this.col); }; if (v20) { v3.onPress = function () { galleryF(this.fileNo, 0, undefined, onBackPress); }; } ++v10; } v47._x = screen._width / 2 - v47._width / 2; v38._x = screen._width / 2 - v38._width / 2; v38._y = screen._height + v25 - v47._height; screen._x = screenWidth / 2 - screen._width / 2; screen._y = screenHeight / 2 - screen._height / 2; } else { if (a == 'save') { screen = menu.createEmptyMovieClip('saveScreen', menu.getNextHighestDepth()); screen._alpha = 0; screen.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } if ((myKeys.BACKSPACE or myKeys.P or myKeys.L) && t > menu.t) { if (onBackPress == 'backToStartMenu') { removeMenuF(); jumpF('startMenu3'); } else { if (onBackPress == 'backToGame') { removeMenuF(); } else { menuF('menu'); } } } }; var v47 = screen.attachMovie('saveGame', 'titleT', 132); var v38 = screen.attachMovie('backIcon', 'back', 12); if (onBackPress == 'backToStartMenu') { v38.onPress = function () { removeMenuF(); jumpF('startMenu3'); }; } else { if (onBackPress == 'backToGame') { v38.onPress = function () { removeMenuF(); }; } else { v38.onPress = function () { menuF('menu'); }; } } var v34 = -1; var v10 = 0; while (v10 < 7) { if (v10 != 'shitwhateverthisisntneeded') { ++v34; var thisScale = v32; var bitmapW = screenWidth * thisScale; var v11 = screenHeight * thisScale; var v4 = 12; var v25 = 50; var v22 = 1; var v23 = 20; var v3 = screen.createEmptyMovieClip('g', screen.getNextHighestDepth()); v3.bitmapW = bitmapW; v3.thisScale = thisScale; var w = bitmapW + v4; var h = v11 + v4 + v23; squareFill(v3, 16777215, 0, 0, w, h); var b = v3.createEmptyMovieClip('b', 1); b._x = v4 / 2; b._y = v4 / 2; var k = v3.attachMovie('fileButtonSmaller', 'k', 3); var v8 = v3.attachMovie('overButtonShade', 'shade', 4); var v7 = v3.attachMovie('fileButton', 'fntc', 5); v3._x = (v10 % 4) * (bitmapW + v22 + v4); v3._y = v25 + Math.floor(v10 / 4) * (v22 + v11 + v4 + v23); k._y = v11 + 4; k._x = v4 / 2 + bitmapW - k._width; v7._y = v4 / 2 + v11 - v7._height; v7._x = v4 / 2; v8._width = bitmapW; v8._x = v4 / 2; v8._y = v11 + v4 / 2 - v8._height; v3.fileNo = v34 + 1; var tf = 'file' + v3.fileNo; var v27 = 'FILE ' + v3.fileNo; v3.tf = tf; var v19 = checkWhichSave(basicGameData.gameFile, tf); var v12 = v19.saveDate; if (v12 == undefined) { v12 = 'EMPTY'; v8.removeMovieClip(); } else { var v26 = makeSmallScreenshot(thisScale, v19.scene, v19.foregroundObjects); b.attachBitmap(v26, 10, auto, true); b._width = bitmapW; } if (v12 == 'EMPTY') { v7.main.htmlText = ''; k.main.htmlText = ''; } else { v7.main.htmlText = v27; k.main.htmlText = v12; } v3.w = w; v3.h = h; v3.onRollOver = function () { playSystemSound2F('ButtonUp'); squareFill(this, 12614139, 0, 0, this.w, this.h); }; v3.onRollOut = function () { squareFill(this, 16777215, 0, 0, this.w, this.h); }; v3.onPress = function () { saveF(this.tf); var v2 = checkWhichSave(basicGameData.gameFile, this.tf); var v3 = makeSmallScreenshot(this.thisScale, v2.scene, v2.foregroundObjects); this.b.attachBitmap(v3, 10, auto, true); this.b._width = this.bitmapW; this.k.main.htmlText = 'SAVED'; }; } ++v10; } v47._x = screen._width / 2 - v47._width / 2; v38._x = screen._width / 2 - v38._width / 2; v38._y = screen._height + v25 - v47._height; screen._x = screenWidth / 2 - screen._width / 2; screen._y = screenHeight / 2 - screen._height / 2; } } } } } } } } } } function removeMenuF() { playSystemSound2F('ButtonUp'); gamePaused = false; menu.removeMovieClip(); } function loadBitmapF(bitmap) { if (!premiumPatron) { var v1 = 0; while (v1 < premiumBitmaps.length) { if (bitmap.indexOf(premiumBitmaps[v1]) != -1) { bitmap = 'premiumContent.png'; } ++v1; } } var v3 = flash.display.BitmapData.loadBitmap(bitmap); if (v3 == undefined && externalBmpDataClip.getBmpData != undefined && bitmap.indexOf('premiumContent.png') == -1 && bitmap.indexOf('commentary_') == -1 && bitmap != 'parentalAdvisory.png') { v3 = externalBmpDataClip.getBmpData(bitmap); if (v3 == undefined) { v3 = premiumBmpDataClip.getBmpData(bitmap); } } return v3; } function galleryF(a, b, cameHereWith, onBackPress) { var v11 = true; var v9 = allCgs[a]; var v5 = v9.base; var seq = v9.sequence; var v7 = createEmptyMovieClip('galleryClip', menuLayer); var v8 = v7.createEmptyMovieClip('container', 1); var v6 = loadBitmapF(v5[0] + '.png'); if (v6 == undefined) { v6 = loadBitmapF('cg_' + v5[0] + '.png'); } var v4 = 1; while (v4 < v5.length) { var v2 = loadBitmapF(v5[v4] + '.png'); if (v2 == undefined) { v2 = loadBitmapF('cg_' + v5[v4] + '.png'); } v6.draw(v2); v2.dispose(); ++v4; } var v3 = 0; while (v3 < seq[b].length) { v2 = loadBitmapF(seq[b][v3] + '.png'); if (v2 == undefined) { v2 = loadBitmapF('cg_' + seq[b][v3] + '.png'); } if (v2 == undefined) { v2 = loadBitmapF('cg_' + v5[0] + '_' + seq[b][v3] + '.png'); } v6.draw(v2); v2.dispose(); ++v3; } v8.attachBitmap(v6, 1, auto, true); if (v11) { var v10 = screenHeight / v8._height; v8._yscale = 100 * v10; v8._xscale = v8._yscale; } var left = v7.attachMovie('arrowButton', 'left', 2); left._x = 10; left._y = screenHeight / 2 - left._height / 2; if (b > 0) { left.onPress = function () { galleryF(a, b - 1, x, onBackPress); }; } else { left.onPress = function () { menuF('gallery', onBackPress); }; } if (b < seq.length - 1) { var right = v7.attachMovie('arrowButton', 'right', 3); right._xscale = -right._xscale; right._x = screenWidth - 10; right._y = screenHeight / 2 - right._height / 2; right.onPress = function () { galleryF(a, b + 1, x, onBackPress); }; } if (cameHereWith == 'arrows') { right._alpha = 0; left._alpha = 0; } v7.notMovingT = 0; v7.onEnterFrame = function () { if (mouseMoving) { this.notMovingT = 0; right._alpha = 100; left._alpha = 100; } else { ++this.notMovingT; if (this.notMovingT > 20) { right._alpha -= 5; left._alpha -= 5; } } if (myKeys.RIGHT && myKeys.LEFT) { } else { if (myKeys.RIGHT or myKeys.SPACE) { if (b < seq.length - 1) { galleryF(a, b + 1, 'arrows', onBackPress); } } else { if (myKeys.LEFT) { if (b > 0) { galleryF(a, b - 1, 'arrows', onBackPress); } else { menuF('gallery', onBackPress); } } else { if (myKeys.BACKSPACE or myKeys.P) { menuF('gallery', onBackPress); } } } } }; } function makeSmallScreenshotForCg(scale, scene, charA) { var v8 = new flash.display.BitmapData(screenWidth * scale, screenHeight * scale, false, 0); var v7 = scene[7]; v7.splice(0, 0, [scene[0]]); var v6 = 0; var v2 = 0; while (v2 < v7.length) { var v5 = v7[v2] + '.png'; var v1 = loadBitmapF(v5); if (v1 == undefined) { v1 = loadBitmapF('cg_' + v5); } if (v6 == 0) { v6 = v1.height; } var v4 = new flash.geom.Matrix(); var v3 = scale * (screenHeight / v6); v4.scale(v3, v3); v8.draw(v1, v4); v1.dispose(); ++v2; } return v8; } function makeSmallScreenshot(scale, scene, charA) { var v8 = new flash.geom.Matrix(); var v5 = scene.addedCgA; var v4 = addBg(scene.current, true, scene.xFlipped, scene.yFlipped, scene.x, scene.y, b.heightStretchToFit, false, true); v4.createEmptyMovieClip('foregroundObjects', v4.getNextHighestDepth()); var v2 = 0; while (v2 < v5.length) { addToCgF(v5[v2], '', '', true, v4); ++v2; } var v3 = 0; while (v3 < charA.length) { var v1 = charA[v3]; if (v1.mc && !v1.isCharacter) { } else { foregroundObjectF(v1.who, v1.mood, v1.mood2, v1.x, v1.y, v1.depth, v1.xFlipped, v1.yFlipped, v1.isCharacter, v1.scaleToFullScreen, v1.zoom, true, v4); } ++v3; } var v11 = bitmapCopy(v4); v8.scale(scale, scale); var v10 = new flash.display.BitmapData(screenWidth * scale, screenHeight * scale, false, 0); v10.draw(v11, v8); v11.dispose(); removeMovieClip(v4); return v10; } function zoomF(outOrIn) { var v1 = 1.1; var v2 = 300; zoomed = true; if (!generalSave.hasZoomed) { generalSave.hasZoomed = true; if (!generalSave.cgNotification2Shown) { generalSave.cgNotification2Shown = true; notification2F('Use the mouse to look around.'); } } if (outOrIn == 'out') { zoom /= v1; } else { zoom *= v1; } if (zoom > v2 or zoom < 100) { if (outOrIn == 'in') { zoom /= v1; } else { zoom = 100; zoomed = false; gwContainer._x = 0; gwContainer._y = 0; } } gwContainer._yscale = zoom; gwContainer._xscale = gwContainer._yscale; scale = gwContainer._xscale / 100 - 1; gwContainer._x = -_xmouse * scale; gwContainer._y = -_ymouse * scale; } function keyChecker() { keyHandler(); mouseStuff(); if (myKeys.ESCAPE) { } if (myKeys.f12) { } else { if (!gamePaused && outOfMenuIntoGame) { if (skipping) { if (myKeys.SPACE or mouseClick or myKeys.ENTER) { if (!globalSave.continueSkippingAfterChoices) { skipping = false; } } else { if (myKeys.TAB or myKeys.CONTROLReleased) { skipping = false; } } } else { if (myKeys.CONTROL or myKeys.TAB) { skipping = true; dialogue.finishNow = true; } } if (myKeys.BACKSPACE or myKeys.P or myKeys.M) { menuF('menu'); } if (myKeys.Z or myKeys.plus) { zoomF(); } if (myKeys.minus) { zoomF('out'); } if (myKeys.A) { if (generalSave.autoReader) { notification2F('Auto mode disabled.'); generalSave.autoReader = false; unTintF(dialogue.auto); } else { generalSave.autoReader = true; notification2F('Auto mode enabled.'); tintF(dialogue.auto, 3407616); } } if (myKeys.R) { menuF('log', 'backToGame'); } if (myKeys.K) { menuF('keyboardShortcuts'); } if (myKeys.H) { dialogueHiderF(); } if (myKeys.L) { menuF('load', 'backToGame'); } if (myKeys.O) { menuF('options', 'backToGame'); } if (myKeys.S) { menuF('save', 'backToGame'); } if (myKeys.Q) { saveF('quickSave'); notification2F('Game successfully saved.'); } if (myKeys.W) { loadF('quickSave'); } if (mouseScrolled > 0) { zoomF('in'); } else { if (mouseScrolled < 0) { zoomF('out'); } } } } } function mouseStuff() { var v1 = mouseScrolledPre; mouseScrolledPre = 0; v1 /= Math.abs(v1); mouseScrolled = v1; var v2 = _xmouse + ' ' + _ymouse; if (v2 == lastMouse) { mouseMoving = false; } else { mouseMoving = true; } lastMouse = _xmouse + ' ' + _ymouse; mouseClick = false; scale = gwContainer._xscale / 100 - 1; gwContainer._x = -_xmouse * scale; gwContainer._y = -_ymouse * scale; } function keyHandler() { var v3 = 0; while (v3 < keys.length) { var v2 = keys[v3]; var v1 = v2; if (!textfieldHasFocus || textfieldHasFocus && (v2 == 'ENTER' || v2 == 'UP' || v2 == 'DOWN')) { if (typeof v2 == 'object') { v2 = String(keys[v3][1]); v1 = keys[v3][0]; } else { v2 = Key[v2]; } if (Key.isDown(v2)) { if (!myKeys[v1 + 'Pressed']) { myKeys[v1] = true; myKeys[v1 + 'Pressed'] = true; } else { myKeys[v1] = false; } } else { if (myKeys[v1 + 'Pressed']) { myKeys[v1 + 'Released'] = true; } else { myKeys[v1 + 'Released'] = false; } myKeys[v1 + 'Pressed'] = false; myKeys[v1] = false; } } ++v3; } } function parseNextF(parseNextWithoutFiringParseNext) { if (parsing['s' + (parser + 1)] != undefined) { ++parser; parserF(parser, parseNextWithoutFiringParseNext); } if (outOfMenuIntoGame && !gameEnded) { if (!generalSave.welcomeNotificationShown) { generalSave.welcomeNotificationShown = true; notification2F('Welcome to the game.', true, 60); notification2F('Press &lt;K&gt; for a list of available keyboard shortcuts.', true, 120); } if (lastAddToTimePlayed == undefined) { lastAddToTimePlayed = 0; } generalSave.timePlayed += t - lastAddToTimePlayed; lastAddToTimePlayed = t; saveF('autoSave', 'parseNextF'); } } function parserF(parser, parseNextWithoutFiringParseNext) { var v4 = parser; var v2 = parsing['s' + parser]; if (v2 == undefined) { initVar2(false); startF(); } else { checkAfterParsing(v2); var v3 = v2[0]; if (parseNextWithoutFiringParseNext) { v3 = v2[0] + '2'; } this[v3 + 'F'](v2[1], v2[2], v2[3], v2[4], v2[5], v2[6], v2[7], v2[8], v2[9], v2[10], v2[11], v2[12], v2[13]); } } function checkAfterParsing(p) { if (commentaryChibis != undefined) { if (p[0] == 'talking' && characterData[p[1]].commentary or variables.dontDeleteChibis or p[0] == 'whatIf' or p[0] == 'setVolume' or p[0] == 'pause' or p[0] == 'playSound' or p[0] == 'voice' or p[0] == 'endIf' or p[0] == 'otherwise' or p[0] == 'elseIf' or p[0] == 'playMusic' or p[0] == 'stopMusic') { } else { if (skipping) { removeMovieClip(commentaryChibis); } else { commentaryChibis.onEnterFrame = function () { if (!gamePaused) { this._alpha -= 20; if (this._alpha <= 0) { removeMovieClip(this); } } }; } } } } function removeAtF(layer) { removeMovieClip(this.getInstanceAtDepth(layer)); } function textboxF(txt, xPos, yPos, align, size, font, color) { textbox2F(txt, xPos, yPos, align, size, font, color); parseNextF(); } function textbox2F(txt, xPos, yPos, txtAlign, txtSize, txtFont, txtColor) { if (xPos == undefined) { xPos = 'center'; } if (yPos == undefined) { yPos = 'center'; } if (txtAlign == undefined) { txtAlign = 'center'; } if (txtFont == undefined) { txtFont = 'Arvo'; } if (txtSize == undefined) { txtSize = 20; } if (txtColor == undefined) { txtColor = 16777215; } var v6 = new TextFormat(); v6.font = txtFont; v6.size = txtSize; v6.align = txtAlign; var v10 = foregroundObjects.getNextHighestDepth(); var v9 = 20; var v4 = 1; var v1 = 0; while (v1 < foregroundObjectsA.length) { if (foregroundObjectsA[v1].isTextbox && !foregroundObjectsA[v1].remove) { ++v4; } ++v1; } var v2 = foregroundObjects.createEmptyMovieClip('textbox' + v4, v10); var v3 = v2.createTextField('textbox', 0, v9, 0, screenWidth - v9 * 2, screenHeight); v2.who = 'textbox'; v2.isTextbox = true; v2.who = 'textbox'; v2.txtAlign = txtAlign; v2.txtSize = txtSize; v2.txtFont = txtFont; v2.txtColor = txtColor; v2.depth = v10; v2.zoom = 1; v3.embedFonts = true; v3.autoSize = 'center'; v3.html = true; v3.multiline = false; v3.wordWrap = true; v3.htmlText = txt; v3.textColor = txtColor; v3.setTextFormat(v6); if (!isNaN(Number(yPos))) { v2._y = yPos; } else { if (yPos == 'center') { v2._y = screenHeight / 2 - v2._height / 2; } else { if (yPos == 'below') { v2._y = screenHeight; } } } v2.x = v2._x; v2.y = v2._y; foregroundObjectsA.push(v2); } function attachDialogue() { var v2 = attachMovie(dialogueBoxType, 'dialogue', dialogueLayer); if (currentBackground == 'black' && dialogueBackGoAlphaOnBlack || currentBackground == 'white' && dialogueBackGoAlphaOnWhite) { v2.back._alpha = 0; } v2._yscale = 100 / ((windowScale + 1) / 2); v2._xscale = v2._yscale; if (disableEverything) { tintF(v2.quickLoad, 6710886); tintF(v2.quickSave, 6710886); tintF(v2.log, 6710886); tintF(v2.auto, 6710886); tintF(v2.skip, 6710886); tintF(v2.menu, 6710886); tintF(v2.auto, 6710886); } else { if (generalSave.autoReader) { tintF(v2.auto, 3407616); } } v2.menu.onRelease = function () { if (!disableEverything) { menuF('menu'); } }; var v4 = dialogue.finishedReadingBack; var v3 = dialogue.finishedReadingBlot; v3._visible = false; v3.t = 0; v3.motoY = v3._y; v3.motoX = v3._x; v3.onEnterFrame = function () { ++this.t; this._y = easeInOutSine(this.t, this.motoY, -6, 20); }; v2.log.onRelease = function () { if (!disableEverything) { menuF('log', 'backToGame'); } }; v2.auto.onRelease = function () { if (!disableEverything) { if (generalSave.autoReader) { generalSave.autoReader = false; unTintF(this); } else { generalSave.autoReader = true; tintF(this, 3407616); } } }; v2.quickSave.onRelease = function () { if (!disableEverything) { saveF('quickSave', 'quickSaveButton'); notification2F('Game successfully saved.'); } }; v2.quickLoad.onRelease = function () { if (!disableEverything) { loadF('quickSave'); } }; v2.skip.onRelease = function () { if (!disableEverything) { if (skipping) { skipping = false; } else { skipping = true; } } }; return v2; } function rollbackF() {} function thinkingF(serifu) { var v1 = attachDialogue(); v1.gotoAndStop(1); dialogueF(serifu); } function talkingF(who, serifu, mood, displayCommentaryEvenIfCommentaryModeIsOff) { if (!characterData[who].commentary || characterData[who].commentary && generalSave.commentary || displayCommentaryEvenIfCommentaryModeIsOff) { var v2 = attachDialogue(); v2.gotoAndStop(2); dialogueF(serifu, who, mood); } else { parseNextF(); } } function dialogueHiderF() { if (noticeDialogueActive) { if (nd.hidden) { nd.hidden = false; nd._visible = true; } else { nd.hidden = true; nd._visible = false; } } else { if (dialogue.hidden) { dialogue.hidden = false; dialogue._visible = true; } else { dialogue.hidden = true; dialogue._visible = false; } } } function chibiF(char, mood, xPos, depth) { chibi2F(char, mood, xPos, depth); parseNextF(); } function bounceF(clip, motoY, intensity) { clip._y = motoY; var v2 = crap.createEmptyMovieClip(clip._name + 'Bounce', crap.getNextHighestDepth()); v2.clip = clip; v2.motoY = motoY; v2.t = 4; v2.p = 0; v2.onEnterFrame = function () { if (this.p == 0) { --this.t; this.clip._y -= this.t; if (this.t == 0) { this.p = 1; this.t = 0; } } else { if (this.p == 1) { ++this.t; if (this.t == 2) { this.p = 2; this.t = 0; } } else { if (this.p == 2) { ++this.t; this.clip._y += this.t; if (this.t == 4) { this.p = 3; this.clip._y = this.motoY; delete this.onEnterFrame; } } } } }; } function chibi2F(char, mood, xPos, depth) { var v8 = true; var v13 = false; var v4 = 0; var v5 = char.image; if (mood == undefined) { mood = 'neutral'; } if (commentaryChibis == undefined) { this.createEmptyMovieClip('commentaryChibis', commentaryChibiLayer); } var v6 = commentaryChibis; if (v5 == 'ben' || v5 == 'taxcup') { xPos = 'left'; } else { xPos = 'right'; } if (xPos == 'right') { v8 = false; } if (v6['chibi_' + char.image] != undefined) { v6['chibi_' + char.image].removeMovieClip(); } if (depth == undefined) { v4 = v6.getNextHighestDepth(); } else { v4 = depth; } var v2 = v6.createEmptyMovieClip('chibi_' + char.image, v4); v2.d = v4; var v3 = loadBitmapF('commentary_' + v5 + '.png'); var v11 = loadBitmapF('commentary_' + mood + '.png'); if (mood != 'bendealwithit') { var v15 = loadBitmapF(v5 + '_top.png'); } v3.draw(v11); v3.draw(v15); v11.dispose(); v15.dispose(); if (v8 || v13) { var v17 = 1; var v16 = 1; var v19 = 0; var v21 = 0; if (v8) { v17 = -1; v19 = v3.width; } if (v13) { v16 = -1; v21 = v3.height; } var v9 = new flash.geom.Matrix(); v9.scale(v17, v16); v9.translate(v19, v21); var v14 = new flash.display.BitmapData(v3.width, v3.height, true, 0); v14.draw(v3, v9); v3.dispose(); v2.attachBitmap(v14, 1, auto, true); } else { v2.attachBitmap(v3, 1, auto, true); } v2._yscale = 50; v2._xscale = 50; v2._y = screenHeight - v2._height + 15; var v22 = 12; if (resolution == '4:3') { v22 = -75; } var v20 = screenWidth - v2._width * 0.65; var v18 = -v2._width * 0.35; if (xPos == 'right') { v2._x = v20; } else { if (xPos == 'left') { v2._x = v18; } } bounceF(v2, v2._y); } function dialogueF(serifu, who, mood) { if (skipping && globalSave.skipOnlyUnreadDialogue) { if (!generalSave.readDialogueO['s' + parser]) { skipping = false; } } if (!generalSave.readDialogueO['s' + parser]) { if (generalSave.readDialogues == undefined) { generalSave.readDialogues = 0; } ++generalSave.readDialogues; generalSave.readDialogueO['s' + parser] = true; } save3F(basicGameData.gameFile, 'general', generalSave); resizeAndReplaceF(); var v27 = false; if (who == undefined) { v27 = true; } else { var v28 = characterData[who].pName; dialogue.who.text = v28; if (currentVoiceThatGoesWithDialogue != 'none') { dialogue.voice = currentVoiceThatGoesWithDialogue; dialogue.who.htmlText = '<a href="asfunction:voiceAgain">' + v28 + ' <font face=\'Arial Unicode MS\'>▶</font></a>'; dialogue.who._y -= 4; } dialogue.who.textColor = characterData[who].pColor; } if (characterData[who].commentary) { chibi2F(characterData[who], mood); dialogue.commentary = true; } slicer = 0; currentLine = serifu; if (!v27) { currentLine = '' + currentLine + ''; } currentLineFinished = false; japDisplayed = false; dialogue.hider.onRelease = function () { dialogueHiderF(); }; dialogue.kana._visible = false; dialogue.kanji._visible = false; dialogue.romaji._visible = false; var v5 = 0; while (v5 <= currentLine.length) { var v3 = currentLine.slice(v5, v5 + 1); var v22 = currentLine.slice(v5 + 1, v5 + 2); var v6 = ''; if (v3 == '{') { var v23 = ''; var v10 = ''; var v11 = new Array(); var v2 = v5 + 1; while (v2 <= currentLine.length) { v6 = currentLine.slice(v2, v2 + 1); if (v6 == '|' or v6 == '}') { if (v10 == '') { v11.push(currentLine.slice(v5 + 1, v2)); var v19 = currentLine.slice(v5 + 1, v2); v10 = v2; } else { v11.push(currentLine.slice(v10 + 1, v2)); v10 = v2; } } if (v6 == '}') { v2 = currentLine.length; } ++v2; } var v14 = ''; if (storedv19 == 'jp') { } else { if (Number(variables[storedv19]) == 1) { v14 = v11[1]; } else { if (v11.length == 3) { v14 = v11[2]; } else { v14 = v11[1] + 's'; } } } currentLine = currentLine.slice(0, v5) + v14 + currentLine.slice(v10 + 1); } else { if (v3 == '_') { currentLine = currentLine.slice(0, v5) + ' ' + currentLine.slice(v5 + 1); } else { if (v3 == '♪' or v3 == '♥' or v3 == '《' or v3 == '》' or v3 == '' or v3 == '☠' or v3 == '§' or v3 == 'Ø' or v3 == '⊕' or v3 == 'ସ' or v3 == '☣' or v3 == '☢' or v3 == '☟' or v3 == '✁' or v3 == '✇') { var v20 = '<font face=\'Arial Unicode MS\' size=\'22\'>' + v3 + '</font>'; currentLine = currentLine.slice(0, v5) + v20 + currentLine.slice(v5 + 1); v5 += v20.length; } else { if ((v3 == '$' or v3 == '@') && isNaN(Number(v22))) { var v4 = v5 + 1; while (v4 <= currentLine.length) { v6 = currentLine.slice(v4, v4 + 1); if (v6 == '$' or v6 == '@' or v4 == currentLine.length) { var v13 = v4; v4 = Infinity; } ++v4; } var v8 = currentLine.slice(v5 + 1, v13); v8 = variables[v8]; if (v3 == '@' && Number(v8) <= 20) { var v21 = ['zero', 'one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten', 'eleven', 'twelve', 'thirteen', 'fourteen', 'fifteen', 'sixteen', 'seventeen', 'eighteen', 'nineteen', 'twenty']; v8 = v21[Number(v8)]; } if (v8 == undefined) { v8 = currentLine.slice(v5 + 1, v13); } if (isNaN(v8)) { var v15 = currentLine.slice(v5 - 2, v5 - 1); if (v5 == 0 || v15 == '.' || v15 == '!' || v15 == '?' || v15 == '…') { v8 = (v8.slice(0, 1)).toUpperCase() + v8.slice(1); } } currentLine = currentLine.slice(0, v5) + String(v8) + currentLine.slice(v13 + 1); --v5; } } } } ++v5; } registerInLog(currentLine, who); dialogue.voiceAgain = function () { voice2F(this.voice, false); }; dialogue.t = 0; dialogue.t2 = 0; dialogue.firstWord = true; var v25 = new TextField.StyleSheet(); v25.setStyle('a:link', {'color': '#66CCFF', 'textDecoration': 'none'}); v25.setStyle('a:hover', {'color': '#CCCCCC', 'textDecoration': 'none'}); dialogue.main.styleSheet = v25; false; dialogue.onEnterFrame = function () { if (!gamePaused) { ++this.t2; if (!currentLineFinished) { if (!disableEverything && (myKeys.SPACE or mouseClick or skipping or myKeys.ENTER or this.finishNow or textSpeed >= maxTextSpeed)) { if (dialogue.hidden) { dialogue.hidden = false; dialogue._visible = true; } else { slicer = currentLine.length; this.finishNow = false; } } else { var v9 = textSpeed; if (this.t2 % Math.ceil(1 / v9) == 0) { var v7 = 0; while (v7 < v9) { ++slicer; var v8 = true; while (v8) { ch1 = currentLine.slice(slicer - 1, slicer); if (ch1 == '>') { ++slicer; } else { v8 = false; } } if (ch1 == '<') { var v3 = slicer; while (v3 <= currentLine.length) { var v4 = currentLine.slice(v3, v3 + 1); if (v4 == '>') { slicer = v3 + 1; v3 = currentLine.length; --v7; } ++v3; } } else { if ((ch1 == ' ' || ch1 == '-') && who != 'nvl') { var v5 = 0; var v2 = slicer; while (v2 <= currentLine.length) { var v4 = currentLine.slice(v2, v2 + 1); if (v4 == '<') { ++v5; } else { if (v4 == '>') { --v5; } } if (v5 == 0 && (v4 == ' ' || v4 == '-') or v2 == currentLine.length) { var v10 = currentLine.slice(0, slicer); this.main.htmlText = v10; var v6 = this.main.bottomScroll; v10 = currentLine.slice(0, v2 + 1); this.main.htmlText = v10; if (v6 < this.main.bottomScroll) { currentLine = currentLine.slice(0, slicer) + '\n' + currentLine.slice(slicer); } v2 = currentLine.length; } ++v2; } } } ++v7; } } } v10 = currentLine.slice(0, slicer); if (who == 'nvl') { v10 = nvlText + v10; } if (slicer >= currentLine.length) { if (who == 'nvl') { nvlText = v10 + '\n'; } currentLineFinished = true; this.t3 = 0; dialogue.finishedReadingBlot._visible = true; dialogue.finishedReadingBack.nextFrame(); } this.main.htmlText = v10; if (this.commentary) { this.main.textColor = 16237039; } } else { if (currentLineFinished) { if (generalSave.autoReader) { ++this.t3; if (this.t3 > 20 + Math.round(this.main.text.length * 0.7)) { this.autoReaderFinished = true; } } if (myKeys.SPACE or mouseClick or myKeys.ENTER or skipping or this.autoReaderFinished) { currentVoiceThatGoesWithDialogue = 'none'; if (!this.autoReaderFinished && generalSave.autoReader) { generalSave.autoReader = false; unTintF(dialogue.auto); } if (dialogue.hidden) { dialogue.hidden = false; dialogue._visible = true; } else { if (myKeys.SPACE or myKeys.ENTER) { lastAction = 'key'; } else { lastAction = 'mouse'; } if (skipping && this.t < 1) { ++this.t; } else { currentLineFinished = false; slicer = 0; if (who != 'nvl') { removeAtF(dialogueLayer); } delete this.onEnterFrame; parseNextF(); } } } } } } }; } function logF(who, txt) { registerInLog(txt, who); parseNextF(); } function registerInLog(txt, who) { var v2 = ''; var v1 = txt; var v3 = ''; if (who == 'choice') { v2 = '<b>-> '; v1 += '</b>'; } else { if (who != undefiend) { v2 = '<b>' + characterData[who].pName + '</b>: '; v1 = '"' + v1 + '"'; } } if (log != '') { v3 = '\n<p align="center">——————————————————</p>\n'; } log = v2 + v1 + v3 + log; } function queueF(music) { currentlyPlaying.onSoundComplete = function () { playMusicF(music); }; } function animateLoopF(animation, x, y, stretch, scale, loops, delay, flipped, holdOnLastFrame, holdOnFirstFrameDuringDelay) { if (!skipping) { if (delay == undefined) { delay = 0; } if (stretch == undefined) { stretch = true; } if (flipped == undefined) { flipped = false; } if (holdOnLastFrame == undefined) { holdOnLastFrame = false; } if (holdOnFirstFrameDuringDelay == undefined) { holdOnFirstFrameDuringDelay = false; } if (scale == undefined) { scale = 100; } if (loops == undefined) { loops = Infinity; } animate1(foregroundObjects, animation, x, y, scale, loops, delay, stretch, flipped, holdOnLastFrame, holdOnFirstFrameDuringDelay); } parseNextF(); } function animateOnceF(animation, x, y, stretch, scale, delay, flipped, holdOnLastFrame, holdOnFirstFrameDuringDelay) { if (!skipping) { if (undefCheck(delay)) { delay = 0; } if (undefCheck(stretch)) { stretch = true; } if (undefCheck(flipped)) { flipped = false; } if (undefCheck(holdOnLastFrame)) { holdOnLastFrame = false; } if (undefCheck(holdOnFirstFrameDuringDelay)) { holdOnFirstFrameDuringDelay = false; } if (undefCheck(scale)) { scale = 100; } if (undefCheck(x)) { } animate1(foregroundObjects, animation, x, y, scale, 0, delay, stretch, flipped, holdOnLastFrame, holdOnFirstFrameDuringDelay); } parseNextF(); } function animate1(clipTarget, animation, x, y, scale, loops, delay, stretch, flipped, holdOnLastFrame, holdOnFirstFrameDuringDelay) { var v4 = 1; var v1 = 1; var v6 = 30; var v5 = true; if (animation == 'clash') { v1 = 10; } else { if (animation == 'gamenfire') { v1 = 5; } else { if (animation == 'sword1') { v1 = 2; v4 = 5; } else { if (animation == 'stars') { v1 = 27; } } } } var v2 = animate2(clipTarget, String('fx_' + animation + '.png'), v4, v1, loops, delay, v6, stretch, flipped, holdOnLastFrame, holdOnFirstFrameDuringDelay, v5); v2._x = x; v2._y = y; v2._xscale = scale; v2._yscale = scale; } function animate2(clipTarget, animation, onTheWidth, onTheHeight, loops, delay, frameSpeed, stretch, flipped, holdOnLastFrame, holdOnFirstFrameDuringDelay, smoothing) { if (loops == undefined) { loops = 0; } if (smoothing == undefined) { smoothing = true; } if (frameSpeed == undefined or frameSpeed == 0) { frameSpeed = fps; } var v8 = clipTarget.getNextHighestDepth(); var v3 = clipTarget.createEmptyMovieClip('clip', v8); var c = v3.createEmptyMovieClip('clip', 1); var sourceImage = loadBitmapF(animation); var w = sourceImage.width / onTheWidth; var h = sourceImage.height / onTheHeight; var v6 = clipTarget.getNextHighestDepth(); var ad = clipTarget.createEmptyMovieClip('animationDealer' + v6, v6); v3.onEnterFrameClip = ad; ad.t = 0; ad.loops = loops; if (delay != undefined) { ad.t -= delay; } ad.looped = 0; ad.targetClip = v3; c.forceSmoothing = true; ad.onEnterFrame = function () { var v2 = 0; if (this.t >= 0 or holdOnFirstFrameDuringDelay) { v2 = this.t; if (v2 < 0 && holdOnFirstFrameDuringDelay) { v2 = 0; } v2 = int(v2 * (frameSpeed / fps)); var v3 = new flash.display.BitmapData(w, h, true); v3.copyPixels(sourceImage, new flash.geom.Rectangle(w * (v2 % onTheWidth), h * (int(v2 / onTheWidth) % onTheHeight), w, h), new flash.geom.Point(0, 0)); c.attachBitmap(v3, 1, 'auto', smoothing); if (stretch) { c._width = screenWidth; c._height = screenHeight; } if (flipped) { c._xscale = -Math.abs(c._xscale); c._x = c._width; } } ++this.t; v2 = int(this.t * (frameSpeed / fps)); if (v2 >= onTheWidth * onTheHeight * (this.looped + 1)) { ++this.looped; } if (this.looped > ad.loops) { delete this.onEnterFrame; if (!holdOnLastFrame) { removeMovieClip(this.targetClip); removeMovieClip(this); } } }; return v3; } function scrollBitmapF(clipTarget, bmp, x, y, stretch) { scrollBitmap2F(gw[clipTarget], bmp + '.png', x, y, stretch); parseNextF(); } function scrollBitmap2F(clipTarget, bmp, x, y, stretch) { var v4 = clipTarget.getNextHighestDepth(); var v11 = clipTarget.createEmptyMovieClip('clip', v4); var v15 = v11.createEmptyMovieClip('clip', 1); var v14 = clipTarget.getNextHighestDepth(); var v12 = clipTarget.createEmptyMovieClip('scrollDealer' + v14, v14); v11.onEnterFrameClip = v12; v12.t = 0; var v6 = v15; bmp = flash.display.BitmapData.loadBitmap(bmp); var bmpw = bmp.width; var bmph = bmp.height; if (stretch == 'b' || stretch) { bmpw = screenWidth; bmph = screenHeight; } else { if (stretch == 'w') { bmph *= bmpw / screenWidth; bmpw = screenWidth; } else { if (stretch == 'h') { bmpw *= bmph / screenHeight; bmph = screenHeight; } } } var v17 = screenWidth / bmph; var v16 = screenHeight / bmpw; var v9 = Math.ceil(v17); var v7 = Math.ceil(v16); v9 += Math.ceil(Math.abs(x) / bmpw); v7 += Math.ceil(Math.abs(y) / bmph); var v5 = 0; while (v5 < v9) { var v3 = 0; while (v3 < v7) { v4 = v6.getNextHighestDepth(); var v2 = v6.createEmptyMovieClip('co' + v4, v4); v2.attachBitmap(bmp, 1, 'auto', true); v2._width = bmpw; v2._height = bmph; v2._x = bmpw * v5; v2._y = bmph * v3; ++v3; } ++v5; } v6.onEnterFrame = function () { this._x += x; this._y += y; if (x > 0) { if (this._x > 0) { this._x -= bmpw; } } else { if (x < 0) { if (this._x < -bmpw) { this._x += bmpw; } } } if (y > 0) { if (this._y > 0) { this._y -= bmph; } } else { if (y < 0) { if (this._y < -bmph) { this._y += bmph; } } } }; } function mcItemF(item, xPos, yPos) { var v1 = foregroundObjects.getNextHighestDepth(); mcItem2F(item, xPos, yPos, v1); parseNextF(); } function mcItem2F(item, xPos, yPos, depth) { m = foregroundObjects.attachMovie(item, item, depth); m.who = item; m.isCharacter = false; m.depth = depth; m.mc = true; if (!isNaN(Number(yPos))) { m._y = yPos; } else { if (yPos == 'below') { m._y = screenHeight; } } if (!isNaN(Number(xPos))) { m._x = xPos; } else { if (xPos == 'left') { m._x = screenWidth / 3; } else { if (xPos == 'right') { m._x = (screenWidth / 3) * 2; } else { if (xPos == 'center') { m._x = int(screenWidth / 2); } } } } m.y = m._y; m.x = m._x; foregroundObjectsA.push(m); } function itemF(item, xPos, yPos, xFlipped, yFlipped, depth, method) { item2F(item, xPos, yPos, xFlipped, yFlipped, depth, method); parseNextF(); } function item2F(item, xPos, yPos, xFlipped, yFlipped, depth, method) { foregroundObjectF(item, '', '', xPos, yPos, depth, xFlipped, yFlipped, false, x, x, false, false, method); } function swapDepthF(who1, who2) { if (who2 == undefined) { foregroundObjects[who1].swapDepths(foregroundObjects.getNextHighestDepth() + 1); } else { var v2 = foregroundObjects[who1]; var v1 = foregroundObjects[who2]; v2.swapDepths(v1); } parseNextF(); } function personF(who, mood, mood2, xPos, yPos, xFlipped, yFlipped, depth, scaleToFullScreen, method) { if (mood == 0) { mood = 'basic'; } person2F(who, mood, mood2, xPos, yPos, xFlipped, yFlipped, depth, scaleToFullScreen, method); parseNextF(); } function person2F(who, mood, mood2, xPos, yPos, xFlipped, yFlipped, depth, scaleToFullScreen, method) { foregroundObjectF(who, mood, mood2, xPos, yPos, depth, xFlipped, yFlipped, true, scaleToFullScreen, x, false, false, method); } function foregroundObjectF(who, mood, mood2, xPos, yPos, depth, xFlipped, yFlipped, isCharacter, scaleToFullScreen, zoom, forScreenshot, bgForScreenshot, method, rotation) { if (method == undefined) { method = 'fade'; } var v35 = checkChangeMood(who, mood); if (v35[0]) { mood = v35[1]; } var m = ''; var v25 = foregroundObjects; var v40 = foregroundObjects[who]._x; var v38 = foregroundObjects[who]._y; if (foregroundObjects[who] == undefined || forScreenshot) { var v45 = true; if (forScreenshot) { v25 = bgForScreenshot.foregroundObjects; v45 = false; } var v30 = v25.getNextHighestDepth(); if (v30 < 100) { v30 = 100; } if (depth == 'back') { v30 = 1; while (v25.getInstanceAtDepth(v30) != undefined) { ++v30; } } if (typeof depth == 'number') { v30 = depth; } var v11 = v25.createEmptyMovieClip(who, v30); v11.who = who; v11.depth = v30; if (!forScreenshot) { foregroundObjectsA.push(v11); } if (!isNaN(Number(xPos))) { v11.x = xPos; } if (!isNaN(Number(yPos))) { v11.y = yPos; } } v11 = v25[who]; v30 = v11.getNextHighestDepth(); var m = v11.createEmptyMovieClip('c' + v30, v30); v11.latest = m; if (!forScreenshot) { var v31 = v11.getInstanceAtDepth(v30 - 1); if (method == 'fade' && !skipping) { v31.m = m; m._alpha = 0; m.onEnterFrame = function () { if (this._alpha <= 100) { this._alpha += 10; } else { delete this.onEnterFrame; } }; v31.onEnterFrame = function () { if (this.m._alpha > 90 or this.m._alpha == undefined) { if (this._alpha >= 0) { this._alpha -= 10; } else { removeMovieClip(this); delete this.onEnterFrame; } } }; } else { removeMovieClip(v31); } } if (!isNaN(Number(zoom))) { v11.zoom = zoom; } else { if (v11.zoom == undefined) { v11.zoom = 1; } } if (undefCheck(xFlipped)) { } else { v11.xFlipped = xFlipped; } v11.yFlipped = yFlipped; v11.mood = mood; v11.mood2 = mood2; v11.scaleToFullScreen = scaleToFullScreen; v11.isCharacter = isCharacter; if (isCharacter) { var v20 = characterData[who]; var v4 = characterImageData[who][mood].clone(); var v36 = new flash.display.BitmapData(basicGameData.actualCharacterWidth, basicGameData.actualCharacterHeight, true, 0); var v26 = 0; if (crap == 'crap') { v26 = 360; } m.extraHeight = v26; m.theHeight = preImabeBmp.height; var v24 = new flash.display.BitmapData(v36.width, v36.height + v26, true, 0); var v56 = new Array(); var v16 = new Object(); var v17 = new Object(); var v3 = 0; while (v3 < v4.length) { var v12 = v4[v3]; var v2 = checkAgainstRules(v12, who, 'ch'); var v6 = v2.deets; if (!v2.skipIt) { var v7 = 0; while (v7 < v6.length) { var v14 = v6[v7]; if (v14[0] == 'replace') { v12 = v14[2]; } else { if (v14[0] == 'newGraphicAfter' && !v17[v14[2]]) { v17[v14[2]] = true; v4.splice(v3 + 1, 0, v14[2]); } else { if (v14[0] == 'newGraphicBefore' && !v16[v14[2]]) { v16[v14[2]] = true; v4.splice(v3, 0, v14[2]); v12 = v4[v3]; } } } ++v7; } var v5 = new flash.display.BitmapData(0, 0, true, 0); var v13 = ''; if (v11.xFlipped && v12 == 'body') { v13 = 'ch_' + v20.image + '_' + v12 + '_mirrored.png'; v5 = loadBitmapF(v13); } if (v5 == undefined) { v13 = 'ch_' + v20.image + '_' + v12 + '.png'; v5 = loadBitmapF(v13); } if (v12 == 'exp') { v13 = 'ch_' + v20.image + '_exp_' + mood2 + '.png'; v5 = loadBitmapF(v13); if (v2.graphTop.length > 0) { var v8 = 0; while (v8 < v2.graphTop.length) { v4.splice(v3 + 1, 0, v2.graphTop[v8]); ++v8; } } if (v2.expTop.length > 0) { var v10 = 0; while (v10 < v2.expTop.length) { v4.splice(v3 + 1, 0, 'exp_' + mood2 + '_' + v2.expTop[v10]); ++v10; } } } if (v2.changeColor) { var v9 = 0; while (v9 < v6.length) { v14 = v6[v9]; if (v14[0] == 'changeColor') { var v15 = new flash.filters.ColorMatrixFilter(v14[1]); v5.applyFilter(v5, v5.rectangle, new flash.geom.Point(0, 0), v15); } ++v9; } } var v18 = new flash.geom.Matrix(); var v19 = v26; if (v12.indexOf('bunny') != -1) { v19 = 0; } v18.translate(0, v19); v24.draw(v5, v18); v5.dispose(); } ++v3; } } else { var v24 = loadBitmapF('item_' + who + '.png'); v11.theHeight = v24.height; if (v24 == undefined) { v24 = loadBitmapF(who + '.png'); } } var v50 = filterO[currentFilter]; var v33 = new flash.filters.ColorMatrixFilter(v50); if (v11.xFlipped || v11.yFlipped) { var v39 = 1; var v37 = 1; var v46 = 0; var v48 = 0; if (v11.xFlipped) { v39 = -1; v46 = v24.width; } if (yFlipped) { v37 = -1; v48 = v24.height; } var v32 = new flash.geom.Matrix(); v32.scale(v39, v37); v32.translate(v46, v48); var v28 = new flash.display.BitmapData(v24.width, v24.height, true, 0); v28.draw(v24, v32); v28.applyFilter(v28, v28.rectangle, new flash.geom.Point(0, 0), v33); m.attachBitmap(v28, 1, auto, true); v11.bitmap = v28; } else { v24.applyFilter(v24, v24.rectangle, new flash.geom.Point(0, 0), v33); m.attachBitmap(v24, 1, auto, true); v11.bitmap = v24; } setYTag = true; if (yPos == undefined or yPos == '') { if (v38 == undefined) { yPos = 0; } else { yPos = v38; setYTag = false; } } if (!isNaN(Number(yPos))) { v11._y = yPos; v11.y = v11._y; } else { if (yPos == 'below') { v11._y = screenHeight; v11.y = v11._y; } else { if (yPos == 'bottom') { v11._y = screenHeight; } } } if (setYTag) { v11.y = v11._y; } setXTag = true; if (rotation != undefined) { v11._rotation = rotation; } if (xPos == undefined or xPos == '') { if (v40 == undefined) { xPos = 'center'; } else { xPos = v40; setXTag = false; } } if (!isNaN(Number(xPos))) { v11._x = xPos; } else { if (xPos.substr(0, 1) == 'p') { var v49 = 5; var v43 = Number(xPos.substr(1)); v11._x = (screenWidth / (v49 + 1)) * v43; } else { if (xPos == 'left') { v11._x = screenWidth / 3; } else { if (xPos == 'right') { v11._x = (screenWidth / 3) * 2; } else { if (xPos == 'rightOutside') { v11._x = screenWidth; } else { if (xPos == 'leftOutside') { v11._x = -characterWidth; } else { if (xPos == 'center') { v11._x = screenWidth / 2; } } } } } } } if (setXTag) { v11.x = v11._x; } if (scaleToFullScreen) { } m.originalHeight = m._height - m.extraHeight; m._y -= m.extraHeight; if (isCharacter && mood != 'hi') { var v41 = (basicGameData.characterHeight / (m._height - m.extraHeight)) * v11.zoom; setZoom2F(who, v11.zoom, v25); } else { var v41 = screenHeight / fullScreenHeight; m._yscale = 100 * v41; m._xscale = m._yscale; v11.yscale = 100; v11.xscale = 100; } } function checkChangeMood(who, mood) { var v4 = []; var v2 = 0; while (v2 < cheatRules.length) { var v1 = cheatRules[v2]; if (v1.typeOfRule == 'changeMood' && v1.person == who && mood.indexOf(v1.v1) == 0) { v4 = [true, replaceInString(mood, v1.v1, v1.v2)]; } ++v2; } return v4; } function checkAgainstRules(it, who, type) { var v4 = {}; v4.skipIt = false; v4.replace = false; v4.changeColor = false; v4.expTop = []; v4.graphTop = []; v4.graphBase = []; v4.deets = []; var v5 = 0; while (v5 < cheatRules.length) { var v1 = cheatRules[v5]; v4.deets.push([]); if ((v1.person == who || undefCheck(v1.person)) && v1.typeOfRule != 'changeMood') { var v2 = true; if (v1.typeOfRule == 'expressionGraphicOnTop') { var v6 = 0; while (v6 < v1.v2.length) { if (it.indexOf(v1.v2[v6]) != -1) { v2 = false; } ++v6; } if (v2) { v4.expTop.push(v1.v1); } } else { if (v1.typeOfRule == 'newGraphicOnTop') { var v6 = 0; while (v6 < v1.v2.length) { if (it.indexOf(v1.v2[v6]) != -1) { v2 = false; } if (type != undefined && type.indexOf(v1.v2[v6]) != -1) { v2 = false; } ++v6; } if (v1.v3.length > 0) { var v8 = false; v6 = 0; while (v6 < v1.v3.length) { if (it.indexOf(v1.v3[v6]) != -1) { v8 = true; } ++v6; } if (!v8) { v2 = false; } } if (v2) { v4.graphTop.push(v1.v1); } } else { if (v1.typeOfRule == 'newGraphicOnBase') { var v6 = 0; while (v6 < v1.v2.length) { if (it.indexOf(v1.v2[v6]) != -1) { v2 = false; } if (type != undefined && type.indexOf(v1.v2[v6]) != -1) { v2 = false; } ++v6; } if (v1.v3.length > 0) { var v8 = false; v6 = 0; while (v6 < v1.v3.length) { if (it.indexOf(v1.v3[v6]) != -1) { v8 = true; } ++v6; } if (!v8) { v2 = false; } } if (v2) { v4.graphBase.push(v1.v1); } } else { if (it.indexOf(v1.v1) != -1) { if (typeof v1.v2 != 'object') { v1.v2 = [v1.v2]; } var v6 = 0; while (v6 < v1.v2.length) { if (it.indexOf(v1.v2[v6]) != -1) { v2 = false; } ++v6; } if (v2) { v4.deets[v5].push(v1.typeOfRule); v4[v1.typeOfRule] = true; if (v1.typeOfRule == 'replace') { v4.deets[v5].push(v1.v1, v1.v3); } else { if (v1.typeOfRule == 'changeColor') { var v9 = filterO[v1.v3]; v4.deets[v5].push(v9); } else { if (v1.typeOfRule == 'newGraphicAfter' || v1.typeOfRule == 'newGraphicBefore') { v4.deets[v5].push(v1.v1, v1.v3); } else { if (v1.typeOfRule == 'skipIt') { v4.deets[v5].push(v1.v1); } } } } } } } } } } ++v5; } return v4; } function setAlphaF(what, alph) { setAlpha2F(what, alph); parseNextF(); } function setAlpha2F(what, alph, fo) { if (fo == undefined) { fo = foregroundObjects; } var v1 = fo[what]; v1._alpha = alph * 100; v1.alph = alph; } function setZoomF(who, zoom, xFocusOrTime, yFocus, method, time) { if (who == 'bg') { setZoomBgF(zoom, xFocusOrTime, yFocus, method, time); } else { setZoom2F(who, zoom, x, xFocusOrTime); } parseNextF(); } function setZoomBgF(zoom, xFocus, yFocus, method, time, tweenType) { if (undefCheck(xFocus)) { xFocus = screenWidth / 2; yFocus = screenHeight / 2; } var v1 = bg.backgroundContainer; targetxscale = v1.origxscale * zoom; targetyscale = v1.origyscale * zoom; targetx = -(xFocus * zoom - xFocus); targety = -(yFocus * zoom - yFocus); var v2 = 0; if (method == 'fade') { v2 = time; if (undefCheck(time)) { v2 = 1; } } pan2F('bc', targetx - v1._x, targety - v1._y, 0, targetxscale - v1._xscale, targetyscale - v1._yscale, v2, tweenType); bg.zoomed = zoom; bg.xFocus = xFocus; bg.yFocus = yFocus; } function setZoom2F(who, zoom, fo, time) { if (fo == undefined || fo == '') { fo = foregroundObjects; } var v3 = fo[who]; var v1 = fo[who].latest; v3.zoom = zoom; var v4 = (basicGameData.characterHeight / v1.originalHeight) * v3.zoom; v1._yscale = 100 * v4; v1._xscale = v1._yscale; v1._x = -v1._width / 2; v1._y = screenHeight - basicGameData.characterHeight * zoom + basicGameData.characterFace.y * (zoom - 1); v1.yscale = v1._xscale; v1.xscale = v1.yscale; } function valueBetween(v1, v2, p) { var v1 += v2 * p; return v1; } function newFilt(filterName, ar) { if (filterO[filterName] == undefined) { filterO[filterName] = new Array(); } filterO[filterName] = filterO[filterName].concat(ar); } function setFilterF(filter) { currentFilter = filter; parseNextF(); } function voiceF(a, goesWithDialogue) { voice2F(a, goesWithDialogue); parseNextF(); } function playSoundF(sound) { if (!skipping) { playSound2F(sound); } parseNextF(); } function stopVoiceF(a) { if (voicePlaying) { currentVoice.stop(); voicePlaying = false; } parseNextF(); } function voice2F(a, goesWithDialogue) { if (!skipping) { if (undefCheck(goesWithDialogue)) { goesWithDialogue = true; } if (voicePlaying) { currentVoice.stop(); } voicePlaying = true; var v2 = voiceMC[a]; if (v2 == undefined) { v2 = voiceMC.createEmptyMovieClip(ae, voiceMC.getNextHighestDepth()); } var v1 = new Sound(v2); v1.attachSound(a + '.wav'); if (v1.duration == undefined) { v1.attachSound(a + '.mp3'); } v1.onSoundComplete = doVoiceComplete(); v1.setVolume(globalSave.voiceVolume * masterVolume); v1.start(); currentVoice = v1; if (goesWithDialogue && v1.duration != undefined) { currentVoiceThatGoesWithDialogue = a; } } } function doVoiceComplete() { voicePlaying = false; } function stopSoundF(sound) { stopSound2F(sound); parseNextF(); } function stopSound2F(sound) { soundMC[sound].p.stop(); } function playSound2F(sound) { var v2 = soundMC[sound]; if (v2 == undefined) { v2 = soundMC.createEmptyMovieClip(sound, soundMC.getNextHighestDepth()); } var v1 = new Sound(v2); v2.p = v1; v1.attachSound(sound + '.wav'); if (v1.duration == undefined) { v1.attachSound(sound + '.mp3'); } v1.setVolume(globalSave.sfxVolume * masterVolume); v1.start(); } function playSystemSoundF(sound) { playSystemSound2F(sound); parseNextF(); } function playSystemSound2F(sound) { var v2 = systemSoundMC[sound]; if (v2 == undefined) { v2 = systemSoundMC.createEmptyMovieClip(sound, systemSoundMC.getNextHighestDepth()); } var v1 = new Sound(v2); v1.attachSound(sound + '.wav'); if (v1.duration == undefined) { v1.attachSound(sound + '.mp3'); } var v4 = globalSave.sfxVolume * masterVolume; v1.setVolume(v4); v1.start(); } function addButtonF(button, url, xPos, yPos) { var v2 = buttons.getNextHighestDepth(); var v1 = buttons.attachMovie(button, 'button' + v2, v2); if (xPos == 'right') { v1._x = screenWidth - v1._width - 10; v1.x = v1._x; } if (yPos == 'allTheWayDown') { v1._y = screenHeight - v1._height; v1.y = v1._y; } v1.onRelease = function () { url2F(url); }; parseNextF(); } function screenIsALinkF(url) { mouseChecker.onRelease = function () { url2F(url, '_blank'); }; parseNextF(); } function pauseF(seconds, skippable) { if (skipping) { var v3 = crap.getNextHighestDepth(); var c = crap.createEmptyMovieClip('crap' + v3, v3); c.t = 0; c.onEnterFrame = function () { ++c.t; if (c.t == 2) { parseNextF(); delete this.onEnterFrame; removeMovieClip(this); } }; } else { var v2 = Math.ceil(Math.round(seconds * fps)); if (seconds > 0 && v2 < 1) { v2 = 1; } pause2F(v2, skippable); } } function pause2F(frames, skippable) { var v2 = createEmptyMovieClip('pauseHandler', pauseHandlerLayer); v2.t = 0; if (frames == undefined or isNaN(frames)) { frames = 0; } v2.goal = frames; v2.onEnterFrame = function () { if (!gamePaused) { if (!disablePauseSkipping && (skipping or this.autoReaderFinished or (!outOfMenuIntoGame or this.goal == 0 or skippable) && (myKeys.SPACE or mouseClick or myKeys.ENTER))) { if (!this.autoReaderFinished && generalSave.autoReader) { generalSave.autoReader = false; } removeMovieClip(this); delete this.onEnterFrame; parseNextF(); } else { ++this.t; if (this.goal == 0 && generalSave.autoReader) { if (this.t > 2 * fps) { this.autoReaderFinished = true; } } if (this.t == this.goal) { removeMovieClip(this); delete this.onEnterFrame; parseNextF(); } } } }; } function stopLoopF(method, time) { stopLoop2F(method, time); parseNextF(); } function stopLoop2F(method, time) { if (loopPlaying) { loopPlaying = false; if (skipping) { method = ''; } if (method == 'fadeOut' or method == 'fade') { if (time == undefined) { time = 1; } time = Number(time); time = int(time * fps); var v3 = soundMC.createEmptyMovieClip(loopBeingFadedOut + 'Fade', soundMC.getNextHighestDepth()); v3.t = 0; loopBeingFadedOut = currentlyLooping; v3.onEnterFrame = function () { ++this.t; var v2 = int(easeInOutSine(this.t, globalSave.sfxVolume, -globalSave.sfxVolume, time)); sounds[loopBeingFadedOut].setVolume(soundMC[loopBeingFadedOut].vol * v2 * masterVolume); if (v2 <= 0) { sounds[loopBeingFadedOut].stop(); loopBeingFadedOut = 'none'; delete this.onEnterFrame; removeMovieClip(this); } }; } else { sounds[currentlyLooping].stop(); } currentlyLooping = 'none'; } } function stopMusicF(method, time) { stopMusic2F(method, time); parseNextF(); } function stopMusic2F(method, time) { if (musicPlaying) { musicPlaying = false; if (skipping) { method = ''; } if (method == 'fadeOut' or method == 'fade') { if (time == undefined) { time = 1; } time = Number(time); time = int(time * fps); var v3 = soundMC.createEmptyMovieClip(musicBeingFadedOut + 'Fade', soundMC.getNextHighestDepth()); v3.t = 0; musicBeingFadedOut = currentlyPlaying; v3.onEnterFrame = function () { ++this.t; var v2 = int(easeInOutSine(this.t, globalSave.musicVolume, -globalSave.musicVolume, time)); sounds[musicBeingFadedOut].setVolume(soundMC[musicBeingFadedOut].vol * v2 * masterVolume); if (v2 <= 0) { sounds[musicBeingFadedOut].stop(); musicBeingFadedOut = 'none'; delete this.onEnterFrame; removeMovieClip(this); } }; } else { sounds[currentlyPlaying].stop(); } currentlyPlaying = 'none'; } } function changeNameF(who, newName) { changeName2F(who, newName); parseNextF(); } function changeName2F(who, newName) { if (newName.indexOf('$') != -1) { newName = variables[newName.substr(1)]; } characterData[who].pName = newName; } function bitmapOrNo(linkageId) { var v1 = loadBitmapF(linkageId); v1.dispose(); return v1 instanceof flash.display.BitmapData; } function languageScreenF() { attachMovie(languageScreen, 'bg', dialogueLayer); bg.ja.onPress = function () { currentLanguage = this._name; parseNextF(); }; bg.en.onPress = bg.ja.onPress; } function fadeInF(music, time, vol) { playMusicOrLoopF(music, 0); if (isNaN(vol)) { vol = 1; } setVolumeF(vol, 'fade', time); } function loopSoundF(sound, vol, method, b) { playMusicOrLoopF(sound, vol, method, 'loop'); parseNextF(); } function playMusicF(music, vol, method) { playMusicOrLoopF(music, vol, method, 'music'); parseNextF(); } function playMusicOrLoopF(music, vol, method, musicOrLoop) { if (undefCheck(vol)) { vol = 1; } vol = Number(vol); if (vol > 1) { vol /= 100; } if (musicOrLoop == 'loop') { sounds[currentlyLooping].stop(); var v4 = loopBeingFadedOut; } else { musicOrLoop = 'music'; sounds[currentlyPlaying].stop(); var v4 = musicBeingFadedOut; } if (v4 == music) { var v6 = soundMC[v4 + 'Fade']; delete v6.onEnterFrame; removeMovieClip(v6); sounds[v4].stop(); if (musicOrLoop == 'loop') { loopBeingFadedOut = ''; } else { musicBeingFadedOut = ''; } } if (musicOrLoop == 'music') { currentlyPlaying = music; musicPlaying = true; } else { currentlyLooping = music; loopPlaying = true; } var v3 = soundMC[music]; if (v3 == undefined) { v3 = soundMC.createEmptyMovieClip(music, soundMC.getNextHighestDepth()); sounds[music] = new Sound(v3); var v7 = sounds[music]; v7.attachSound(music + '.wav'); if (v7.duration == undefined) { v7.attachSound(music + '.mp3'); } } else { var v7 = sounds[music]; } v3.vol = vol; if (musicOrLoop == 'loop') { } else { v7.setVolume(globalSave.musicVolume * v3.vol * masterVolume); } v7.start(0, 9990); } function setVolumeF(vol, method, sec) { vol = Number(vol); setVolume2F(vol, method, sec); parseNextF(); } function setVolume2F(vol, method, sec) { vol = Number(vol); b = Number(b); if (undefCheck(sec)) { sec = 1; } var v2 = soundMC[currentlyPlaying]; if (v2 == undefined) { } if (method == 'fade' && !skipping) { var v6 = crap.getNextHighestDepth(); var b = crap.createEmptyMovieClip('musicFader' + currentlyPlaying, v6); b.song = v2; b.currentVol = v2.vol; b.desiredVol = vol; b.t = 0; b.onEnterFrame = function () { ++this.t; if (this.t % 5 == 1) { var v2 = this.song; v2.vol = easeInOutSine(this.t, this.currentVol, this.desiredVol - this.currentVol, sec * fps); var v3 = Math.round(v2.vol * 100); var v5 = Math.round(this.desiredVol * 100); var v4 = v3 == v5; if (v4) { v2.vol = this.desiredVol; var v6 = true; } sounds[currentlyPlaying].setVolume(globalSave.musicVolume * (v3 / 100) * masterVolume); if (v6) { removeMovieClip(this); delete this.onEnterFrame; } } }; } else { v2.vol = vol; sounds[currentlyPlaying].setVolume(globalSave.musicVolume * v2.vol * masterVolume); } } function removeF(char, method, modifier, seconds) { if (seconds == undefined) { seconds = 0.3; } if (method == undefined or method == '') { method = 'fade'; } if (modifier == undefined or modifier == 'left') { modifier = -1; } else { if (modifier == 'right') { modifier = 1; } } time = int(seconds * fps); foregroundObjects[char].remove = true; if (method == 'fade') { foregroundObjects[char].pseudoAlpha = 100; foregroundObjects[char].incrementAlpha = 100 / time; foregroundObjects[char].onEnterFrame = function () { if (foregroundObjects[char].isCharacter) { this._x += modifier; } this.pseudoAlpha -= this.incrementAlpha; this._alpha = this.pseudoAlpha; if (this._alpha <= 0) { if (this.onEnterFrameClip != undefined) { removeMovieClip(this.onEnterFrameClip); } this.removeMovieClip(); } }; } else { if (this.onEnterFrameClip != undefined) { removeMovieClip(this.onEnterFrameClip); } foregroundObjects[char].removeMovieClip(); } var v2 = 0; while (v2 <= foregroundObjectsA.length) { if (foregroundObjectsA[v2].remove) { foregroundObjectsA.splice(v2, 1); v2 = foregroundObjectsA.length; } ++v2; } parseNextF(); } function removeAllCharsF() { removeAllChars2F(); parseNextF(); } function removeAllChars2F() { foregroundObjects.removeMovieClip(); foregroundObjects = gw.createEmptyMovieClip('foregroundObjects', foregroundObjectLayer); foregroundObjectsA = new Array(); buttons.removeMovieClip(); this.createEmptyMovieClip('buttons', buttonLayer); effects.removeMovieClip(); effects = gw.createEmptyMovieClip('effects', effectsLayer); backgroundEffects.removeMovieClip(); backgroundEffects = gw.createEmptyMovieClip('backgroundEffects', backgroundEffectsLayer); } function changeBgF(scene, method, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit) { scene2F(scene, method, time, false, xFlipped, yFlipped, xPos, yPos, heightStretchToFit); parseNextF(); } function checkAndFixIfStringAr(ar) { var v1 = ar; if (typeof ar == 'string') { v1 = v1.slice(1, v1.length - 1); v1 = v1.split(', '); v1 = v1.toString(); v1 = v1.split(','); } return v1; } function cgsF(base, method, ar, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit) { ar = checkAndFixIfStringAr(ar); var v6 = ar[0]; if (v6 == 0) { v6 = base; } else { v6 = base + '_' + v6; } cgF(v6, method, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, true); var v11 = new Array(); var v12 = base.split('_'); var v9 = 0; while (v9 < v12.length) { var v10 = 0; while (v10 < characterDataA.length) { if (v12[v9] == characterDataA[v10].image) { v11.push(v12[v9]); } ++v10; } ++v9; } var v13 = 0; while (v13 < v11.length) { var v5 = checkAgainstRules(v6, v11[v13], 'cg'); if (v5.graphBase.length > 0) { var v2 = 0; while (v2 < v5.graphBase.length) { var v7 = 'none'; if (bitmapOrNo('cg_' + v6 + '_' + v5.graphBase[v2] + '.png')) { v7 = base + '_' + v5.graphBase[v2]; } var v4 = 0; while (v4 < ar.length) { if (bitmapOrNo('cg_' + v6 + '_' + ar[v4] + '_' + v5.graphBase[v2] + '.png')) { v7 = base + '_' + ar[v4] + '_' + v5.graphBase[v2]; } ++v4; } if (v7 != 'none') { addToCgF(v7, x, x, true); } ++v2; } } ++v13; } v10 = 1; while (v10 < ar.length) { var v15 = base + '_' + ar[v10]; if (ar[v10].substr(0, 1) == '!') { v15 = ar[v10].substr(1); } addToCgF(v15, x, x, true); ++v10; } var v14 = 0; while (v14 < v11.length) { v5 = checkAgainstRules(v6, v11[v14], 'cg'); if (v5.graphTop.length > 0) { var v3 = 0; while (v3 < v5.graphTop.length) { v7 = 'none'; if (bitmapOrNo('cg_' + v6 + '_' + v5.graphTop[v3] + '.png')) { v7 = base + '_' + v5.graphTop[v3]; } v4 = 0; while (v4 < ar.length) { if (bitmapOrNo('cg_' + v6 + '_' + ar[v4] + '_' + v5.graphTop[v3] + '.png')) { v7 = base + '_' + ar[v4] + '_' + v5.graphTop[v3]; } ++v4; } if (v7 != 'none') { addToCgF(v7, x, x, true); } ++v3; } } ++v14; } parseNextF(); } function cgF(scene, method, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext) { sceneF(scene, method, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext); generalSave.unlockedCg[scene] = true; save3F(basicGameData.gameFile, 'general', generalSave); } function sceneF(scene, method, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext) { removeMovieClip(transitions); this.createEmptyMovieClip('transitions', transitionLayer); scene2F(scene, method, time, true, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext); } function scene2F(scene, method, time, newScene, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext) { if (gw.fadeDealer) { delete gw.fadeDealer.onEnterFrame; removeMovieClip(gw.fadeDealer); } if ((newScene or xPos != undefined or yPos != undefined) && transitions.bg != undefined) { removeMovieClip(transitions.bg); delete transitions.bg.onEnterFrame; } currentBackground = scene; if (isNaN(time)) { if (method == 'blackFade' || method == 'whiteFade') { time = 1.2; } else { time = 0.6; } } delete mouseChecker.onRelease; if (method == 'pixellate' && !skipping) { removeAllChars2F(); pixellateF(scene, xFlipped, yFlipped, xPos, yPos, heightStretchToFit); } else { if (method == 'fade' && !skipping) { if (newScene) { removeAllChars2F(); } fadeF(scene, newScene, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext); } else { if (method == 'blackFade' && !skipping) { colorFadeF(scene, 'black', newScene, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext); } else { if (method == 'whiteFade' && !skipping) { colorFadeF(scene, 'white', newScene, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext); } else { addBg(scene, newScene, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext); if (newScene) { removeAllChars2F(); if (!dontFireParseNext) { parseNextF(); } } } } } } } function jumpF(to) { ifNests = 0; removeAllChars2F; parser = labels[to] - 1; parseNextF(); } function endChoiceF() { parseNextF(); } function endingF(endingName, endingNameWithSpaces, type) { skipping = false; outOfMenuIntoGame = false; var v4 = false; var v2 = false; var v3 = 2; if (!generalSave.endings[endingName]) { v2 = true; generalSave.endingsA.push(endingName); generalSave.endings[endingName] = true; generalSave.lastEnding = endingName; if (generalSave.endingsA.length >= v3 && !generalSave.unlockedCommentary) { generalSave.unlockedCommentary = true; v4 = true; notification2F('You have unlocked "Commentary" mode.'); } } saveF(endingName); save3F(basicGameData.gameFile, 'general', generalSave); gameEnded = true; var v5 = 'ending'; if (v4) { v5 = 'unlockedCommentary'; } noticeDialogueF(v5, endingNameWithSpaces, v2); } function choiceF(argument) { if (argument && (argument.style == undefined && argument.yPos == undefined && argument.xPos == undefined && argument.type == undefined)) { var v2 = parser; var v7 = true; while (v7) { var v3; while (v3 == undefined) { if (parsing['s' + v2][0] == 'endChoice') { parser = v2 - 1; parseNextF(); v3 = 'shit'; v7 = false; } else { ++v2; } } } } else { if (skipping && !generalSave.choiceNotificationShown) { generalSave.choiceNotificationShown = true; notification2F('Pro tip: If you\'re unsure of what the choice is about exactly, press &lt;R&gt; to bring up the dialog log.', true); } if (!globalSave.continueSkippingAfterChoices) { skipping = false; } var v10 = ''; var v9 = argument.type; var v12 = 'middle'; var v11 = 'middle'; var v14 = ''; if (argument.style != undefined) { v10 = argument.style; } if (argument.xPos != undefined) { v12 = argument.xPos; } if (argument.yPos != undefined) { v11 = argument.yPos; } if (argument.rot != undefined) { var v13 = argument.rot; } var v6 = new Array(); var v2 = parser + 1; var v7 = true; while (v7) { this['choice' + m] = undefined; var v3 = this['choice' + m]; while (v3 == undefined) { if (parsing['s' + v2][0] == 'choice') { if (parsing['s' + v2][2] == undefined or parsing['s' + v2][2] == '') { v3 = v2; v6.push(v3); } else { var v4 = parsing['s' + v2][2]; if (v4 == 'once') { v4 = '!choice' + v2; } var v5 = false; v5 = evaluateConditionalF(v4); if (v5) { v3 = v2; v6.push(v3); } else { if (v9 == 'map') { v6.push('skip'); v3 = v2; } } } } else { if (parsing['s' + v2][0] == 'endChoice') { v3 = 'shit'; v7 = false; } } ++v2; } } if (v9 == 'map') { attachMapChoiceF(v6, v10, argument.map, argument.legend); } else { attachChoiceF(v6, v10, v12, v11, v13); } } } function urlF(url) { if (url.indexOf('www') == -1) { url2F(url); } parseNextF(); } function url2F(url) { if (url == 'patreonURL') { url = patreonURL; } if (url == 'artistPatreonURL') { url = artistPatreonURL; } getURL(url, '_blank'); } function easeInOutSine(t, b, c, d) { return (-c / 2) * (Math.cos(Math.PI * t / d) - 1) + b; } function easeInSine(t, b, c, d) { return -c * Math.cos((t / d) * 1.570796326794897) + c + b; } function easeOutSine(t, b, c, d) { return c * Math.sin((t / d) * 1.570796326794897) + b; } function linearTween(t, b, c, d) { return c * t / d + b; } function easeOutElastic(t, b, c, d) { var v7 = 1.70158; var v1 = 0; var v3 = c; if (t == 0) { return b; return v3 * Math.pow(2, -30 * t) * Math.sin((t * d - v7) * 6.283185307179586 / v1) + c + b; } if (t == d) { return b + c; return v3 * Math.pow(2, -30 * t) * Math.sin((t * d - v7) * 6.283185307179586 / v1) + c + b; } if (!v1) { v1 = d * 0.3; return v3 * Math.pow(2, -30 * t) * Math.sin((t * d - v7) * 6.283185307179586 / v1) + c + b; } if (v3 < Math.abs(c)) { v3 = c; v7 = v1 / 4; return v3 * Math.pow(2, -30 * t) * Math.sin((t * d - v7) * 6.283185307179586 / v1) + c + b; } v7 = (v1 / 6.283185307179586) * Math.asin(c / v3); return v3 * Math.pow(2, -30 * t) * Math.sin((t * d - v7) * 6.283185307179586 / v1) + c + b; } function easeInElastic(t, b, c, d) { var v7 = 1.70158; var v1 = 0; var v2 = c; if (t == 0) { return b; } t /= d; if (t == 1) { return b + c; } if (!v1) { v1 = d * 0.3; } if (v2 < Math.abs(c)) { v2 = c; v7 = v1 / 4; t -= 1; return -(v2 * Math.pow(2, 30 * t) * Math.sin((t * d - v7) * 6.283185307179586 / v1)) + b; } v7 = (v1 / 6.283185307179586) * Math.asin(c / v2); t -= 1; return -(v2 * Math.pow(2, 30 * t) * Math.sin((t * d - v7) * 6.283185307179586 / v1)) + b; } function easeOutBounce(t, b, c, d) { t /= d; if (t < 0.3636363636363637) { return c * (7.5625 * t * t) + b; } else { if (t < 0.7272727272727273) { t -= 0.5454545454545454; return c * (7.5625 * t * t + 0.75) + b; } else { if (t < 0.9090909090909091) { t -= 0.8181818181818182; return c * (7.5625 * t * t + 0.9375) + b; } else { t -= 0.9545454545454546; return c * (7.5625 * t * t + 0.984375) + b; } } } } function easeInOutQuint(t, b, c, d) { t /= d / 2; if (t < 1) { return (c / 2) * t * t * t * t * t + b; } else { t -= 2; return (c / 2) * (t * t * t * t * t + 2) + b; } } function effectF(target, method, strength1, strength2, time, more) { if (target == 'shuchusen' || target == 'painsen' || target == 'zoom') { screenEffect2F(target, method, strength1, strength2, time); parseNextF(); } else { if (target == 'disableEverything') { disableEverything = true; disablePauseSkipping = true; outOfMenuIntoGame = false; parseNextF(); } else { if (target == 'forceTextSpeed') { textSpeed = method; parseNextF(); } else { if (method == 'blur') { if (target == 'bg') { if (undefCheck(strength1) && undefCheck(strenght2)) { strength2 = 30; strength1 = strength2; } else { if (undefCheck(strength2)) { strength2 = strength1; } } blurBackgroundF(strength1, strength2, time, more); } else {} parseNextF(); } else { if (method == 'removeBlur') { if (target == 'bg') { bg.backgroundContainer.blur.filters = []; bg.backgroundContainer.blur.removeMovieClip(); } else {} parseNextF(); } else { if (method == 'constantVerticalShake') { if (undefCheck(strength1)) { strength1 = 8; } if (undefCheck(strength2)) { strength2 = 6.5; } shakeF(foregroundObjects[target], strength1, 100000, strength2, false, true); parseNextF(); } else { if (method == 'constantShake') { if (undefCheck(strength1)) { strength1 = 8; } if (undefCheck(strength2)) { strength2 = 50; } shakeF(foregroundObjects[target], strength1, 1000, strength2, true, true); parseNextF(); } else { if (method == 'verticalShake') { if (a == undefined) { a = 25; } if (b == undefined) { b = 1; } if (c == undefined) { c = 35; } shakeF(foregroundObjects[target], a, b, c, false, true); parseNextF(); } else { if (target == 'hump') { currentVoiceThatGoesWithDialogue = 'none'; var v2 = random(3) + 1; while (v2 == lastHump) { v2 = random(3) + 1; } lastHump = v2; playSoundF('newhump' + v2); } else { if (method == 'angh') { var v6 = 15; if (target == 'porn') { v6 = 10; } var v2 = random(v6) + 1; while (v2 == lastAngh) { v2 = random(v6) + 1; } lastAngh = v2; voice2F(target + '_angh' + v2, false); parseNextF(); } else { if (method == 'bop') { bopF(target, strength1); parseNextF(); } else { if (method.indexOf('joltRight') != -1) { var v8 = Number(method.substr(9)); if (undefCheck(v8)) { v8 = 1; } panF(target, 15 * v8, 0, 0.3); } else { if (method.indexOf('joltLeft') != -1) { var v8 = Number(method.substr(8)); if (undefCheck(v8)) { v8 = 1; } panF(target, -15 * v8, 0, 0.3); } else { if (method == 'smallShake') { shakeF(foregroundObjects[target], 5, 1, 19, true, true); parseNextF(); } else { if (method == 'shake') { if (strength1 == undefined) { strength1 = 10; } if (time == undefined) { time = 1; } if (strength2 == undefined) { strength2 = 30; } shakeF(foregroundObjects[target], strength1, time, strength2, true, true); parseNextF(); } else { if (effect == 'bgshake') { shakeF(bg, 5, 1, 19, true, true); parseNextF(); } else { parseNextF(); } } } } } } } } } } } } } } } } } function bitmapCopy(sourceMovieClip, w, h) { if (w == undefined) { w = sourceMovieClip._width; } if (h == undefined) { h = sourceMovieClip._height; } var v1 = new flash.display.BitmapData(w, h, true, 16777215); v1.draw(sourceMovieClip); return v1; } function attachLensflare(x, y, strength) { if (strength == undefined) { strength = 1; } var v16 = effects.getNextHighestDepth(); var v19 = effects.attachMovie('lensflare', 'toBeCopied', v16); var v15 = effects.createEmptyMovieClip('lensflare', v16 + 1); var mover = v15.createEmptyMovieClip('mover', 500); mover.x = x; mover._x = mover.x; mover.y = y; mover._y = mover.y; v15.flares = []; var v8 = 0; while (v8 <= 16) { var v4 = v19['f' + v8]; var v5 = v15.createEmptyMovieClip('orb' + (v8 + 1), v8 + 1); var v17 = bitmapCopy(v4); v5.attachBitmap(v17, 1); v5._alpha = v4._alpha; v5.blendMode = 'screen'; v15.flares.push(v5); v5._height = v5._width / 2; v5._width = v5._height; if (v8 == 3) { v16 = backgroundEffects.getNextHighestDepth(); var n = backgroundEffects.createEmptyMovieClip('backgroundFlare', v16); n._alpha = 0; n.maxAlpha = v4._alpha; v5.mate = n; v17 = bitmapCopy(v4); n.attachBitmap(v17, 1); n.blendMode = 'screen'; n._height = n._width / 2; n._width = n._height; } ++v8; } v15.flaresDist = [2.5, 1.2, 1, 1, 1, 0.6800000000000001, 0.64, 0.59, 0.3, 0.12, -0.1, -0.25, -0.31, -0.32, -0.5, -0.8, -1.12]; v15._visible = false; v15.onEnterFrame = function () { this._visible = true; var v9 = {'x': screenWidth / 2, 'y': screenHeight / 2}; var v6 = {'x': this.mover._x, 'y': this.mover._y}; this.hit = 100; var v14 = 150; var v8 = 0; while (v8 < foregroundObjectsA.length) { var v2 = foregroundObjectsA[v8]; var v13 = new flash.geom.Point(v2.bitmap.rectangle.x, v2.bitmap.rectangle.y); var v5 = new flash.geom.Point(); var v3 = 4; var v12 = [-v3, -v3, v3, v3, 0, 0, v3, -v3]; var v11 = [v3, -v3, v3, -v3, v3, -v3, 0, 0]; n = 0; while (n < 8) { v5.x = (v6.x + v12[n] - v2._x) / (v2.xscale / 100); v5.y = (v6.y + v11[n] - v2._y) / (v2.yscale / 100); if (v2.bitmap.hitTest(v13, v14, v5)) { this.hit -= 12.5; } ++n; } ++v8; } if (this.hit < 100) { var v16 = 6.25 * ((100 - this.hit) / 50); if (this._alpha > this.hit) { this._alpha -= v16; } else { if (this._alpha < this.hit) { this._alpha += v16; } } } else { if (this._alpha < 100) { this._alpha += 25; } } if (this._alpha > 100) { this._alpha = 100; } else { if (this._alpha < 0) { this._alpha = 0; } } var v15 = backgroundEffects.backgroundFlare; var v17 = v15.maxAlpha / 100; v15._alpha = (100 - this._alpha) * 1.1; var v7 = 0; while (v7 < this.flaresDist.length) { var v4 = this.flares[v7]; var v10 = this.flaresDist[v7]; v4._x = v9.x + (v6.x - v9.x) * v10 - v4._width / 2; v4._y = v9.y + (v6.y - v9.y) * v10 - v4._height / 2; if (v4.mate != undefined) { v4.mate._x = v4._x; v4.mate._y = v4._y; } ++v7; } }; } function removeScreenEffectsF(method, time) { shakeF(gw, 0, 0, 0, false, false); if (method == 'fade') { effects.t2 = 0; if (time == undefined) { time = 1; } time *= fps; effects.onEnterFrame = function () { ++this.t2; this._alpha = easeInOutSine(this.t2, 100, -100, time); if (this._alpha <= 0) { effects.removeMovieClip(); effects = gw.createEmptyMovieClip('effects', effectsLayer); backgroundEffects.removeMovieClip(); backgroundEffects = gw.createEmptyMovieClip('backgroundEffects', backgroundEffectsLayer); delete this.onEnterFrame; } }; } else { effects.removeMovieClip(); effects = gw.createEmptyMovieClip('effects', effectsLayer); backgroundEffects.removeMovieClip(); backgroundEffects = gw.createEmptyMovieClip('backgroundEffects', backgroundEffectsLayer); } parseNextF(); } function undefCheck(a) { var v1 = false; if (a == '' || a == undefined || isNaN(a)) { v1 = true; } return v1; } function calculateDistToRotXY(thing, distance) { var v1 = -(thing._rotation - 180) * Math.PI / 180; var v3 = distance * Math.sin(v1); var v2 = distance * Math.cos(v1); return [v3, v2]; } function moveToRot(thing, speed) { var v1 = -(thing._rotation - 180) * Math.PI / 180; thing._x += speed * Math.sin(v1); thing._y += speed * Math.cos(v1); } function textEffectF(txt, x, y, type, size, rot, effect, effectV1, effectV2) { if (!skipping) { textEffect2F(txt, x, y, type, size, rot, effect, effectV1, effectV2); } parseNextF(); } function textEffect2F(txt, xPos, yPos, type, size, rot, effect, effectV1, effectV2) { if (undefCheck(type)) { type = 'Orange'; } if (undefCheck(xPos)) { xPos = screenWidth / 2; } if (undefCheck(yPos)) { yPos = screenHeight / 2; } if (undefCheck(size)) { size = 1; } txt = embeddedVariableCheck(txt); var v5 = effects.getNextHighestDepth(); var v2 = effects.attachMovie('graphicText' + type, 'graphicText' + v5, v5); v2._rotation = rot; v2._x = xPos; v2._y = yPos; v2.motoX = v2._x; v2.motoY = v2._y; v2.t = 0; v2.effect = effect; v2._yscale = size * 100; v2._xscale = v2._yscale; v2.theText.text = txt.toUpperCase(); if (effect == 'popUp') { if (undefCheck(effectV1)) { v2.dur = 1; } else { v2.dur = effectV1; } if (undefCheck(effectV2)) { v2.dist = 80; } else { v2.dist = effectV2; } v2.goalXY = calculateDistToRotXY(v2, v2.dist); v2.dur = Math.round(v2.dur * fps); v2.onEnterFrame = function () { if (!gamePaused) { ++this.t; var v3 = Math.round(this._x) == Math.round(this.motoX + this.goalXY[0]); var v2 = Math.round(this._y) == Math.round(this.motoY + this.goalXY[1]); if (v2 && v3) { this._alpha -= 4; if (this._alpha <= 0) { removeMovieClip(this); delete this.onEnterFrame; } } else { this._x = easeOutSine(this.t, this.motoX, this.goalXY[0], this.dur); this._y = easeOutSine(this.t, this.motoY, this.goalXY[1], this.dur); } } }; } else { if (effect == 'hMoveFade' || effect == 'hMoveFadeBack' || effect == 'fade') { if (undefCheck(effectV1)) { v2.limit = 35; } else { v2.limit = effectV1; } v2.onEnterFrame = function () { if (!gamePaused) { ++this.t; if (this.effect != 'fade') { var v2 = 2 + Math.floor((this.t - this.limit / 2) / 2); if (this.t > this.limit / 2) { if (effect == 'hMoveFade') { this._x += v2; } else { if (effect == 'hMoveFadeBack') { this._x -= v2; } } } } if (this.t > this.limit) { this._alpha -= 10; } if (this._alpha <= 0) { removeMovieClip(this); delete this.onEnterFrame; } } }; } else { if (effect == 'shakeFade' || effect == 'vShakeFade' || effect == 'hShakeFade') { if (undefCheck(effectV1)) { effectV1 = 50; } if (undefCheck(effectV2)) { effectV2 = 5; } if (effect == 'shakeFade') { shakeF(v2, 19, effectV1 / fps, 35, true, true); } else { if (effect == 'vShakeFade') { shakeF(v2, 19, effectV1 / fps, 35, false, true); } else { if (effect == 'hShakeFade') { shakeF(v2, 19, effectV1 / fps, 35, true, false); } } } v2.limit = effectV1; v2.et = effectV2; v2.onEnterFrame = function () { if (!gamePaused) { ++this.t; if (this.t > this.limit + this.et) { this._alpha -= 4; } if (this._alpha <= 0) { removeMovieClip(this); delete this.onEnterFrame; } } }; } } } } function screenEffectF(method, a, b, c, d) { screenEffect2F(method, a, b, c, d); parseNextF(); } function screenEffect2F(method, a, b, c, d) { if (!skipping && (method == 'fadeToBlack' or method == 'fadeToWhite' or method == 'fadeFromBlack' or method == 'fadeFromWhite')) { targetClip = effects; var col = 0; if (method == 'fadeToWhite' || method == 'fadeFromWhite') { col = 16777215; } if (undefCheck(a)) { a = 1; } var d = targetClip.getNextHighestDepth(); var bc = targetClip.createEmptyMovieClip('FakeFade' + d, d); with (bc) { beginFill(col); moveTo(0, 0); lineTo(screenWidth, 0); lineTo(screenWidth, screenHeight); lineTo(0, screenHeight); lineTo(0, 0); endFill(); } if (method == 'fadeToBlack' || method == 'fadeToWhite') { bc._alpha = 0; bc.t = 0; bc.goal = a * fps; } else { bc.t = a * fps; bc.goal = 0; bc.oGoal = bc.t; } bc.timer == 0; if (b != undefined) { bc.timer = b * fps; } bc.onEnterFrame = function () { if (!gamePaused) { --this.timer; if (this.timer <= 0) { if (this.startLimit == 0 || this.timer >= this.startLimit) { } var v2 = 0; if (this.goal == 0) { --this.t; v2 = this.t / this.oGoal; } else { ++this.t; v2 = this.t / this.goal; } this._alpha = v2 * 100; if (this.goal != 0 && v2 >= 1 || this.goal == 0 && v2 == 0) { delete this.onEnterFrame; } } } }; } else { if (method == 'fog') { if (undefCheck(b)) { b = 1; } b *= fps; if (effects.fog != undefined) { var bc = effects.fog; if (bc.onEnterFrame != undefined) { delete bc.onEnterFrame; } bc.initialAlpha = bc._alpha; bc.dur = b; bc.targetAlpha = a; bc.t = 0; bc.onEnterFrame = function () { ++this.t; var v2 = this.targetAlpha - this.initialAlpha; if (Math.round(this._alpha) != this.targetAlpha && !skipping) { this._alpha = easeInOutSine(this.t, this.initialAlpha, v2, this.dur); } else { this.alpha = this.targetAlpha; delete this.onEnterFrame; } }; } else { var bc = effects.createEmptyMovieClip('fog', effects.getNextHighestDepth()); var bmp = loadBitmapF('item_fog.png'); bc.attachBitmap(bmp, 1); bc._width = screenWidth; bc._height = screenHeight; bc._alpha = 0; bc.initialAlpha = 0; bc.targetAlpha = a; bc.dur = b; bc.t = 0; bc.onEnterFrame = function () { ++this.t; var v2 = this.targetAlpha - this.initialAlpha; if (Math.round(this._alpha) != this.targetAlpha && !skipping) { this._alpha = easeInOutSine(this.t, this.initialAlpha, v2, this.dur); } else { this.alpha = this.targetAlpha; delete this.onEnterFrame; } }; } } else { if (method == 'spiral') { var spd = a; var bc = effects.createEmptyMovieClip('spiral', effects.getNextHighestDepth()); bc._yscale = 150; bc._xscale = 150; var bc2 = bc.createEmptyMovieClip('container', 1); var bmp = loadBitmapF('item_spiral.png'); bc2.attachBitmap(bmp, 1); bc2._x = -304; bc2._y = -328; bc._x = screenWidth / 2; bc._y = screenHeight / 2; bc._alpha = 0; bc.onEnterFrame = function () { if (bc._alpha < 100) { bc._alpha += spd / 2; } this._rotation += spd; }; } else { if ((method == 'shuchusen' || method == 'slap' || method == 'fist' || method == 'painsen') && !skipping) { var bc = effects.createEmptyMovieClip(method, effects.getNextHighestDepth()); var bmp = loadBitmapF('item_' + method + '.png'); bc.attachBitmap(bmp, 1); bc._width = screenWidth; bc._height = screenHeight; bc.t = 0; if (undefCheck(a)) { bc.limit = 0.3; } else { bc.limit = a; } bc.limit *= fps; if (a == 'untilRemoved') { } else { bc.onEnterFrame = function () { ++this.t; if (this.t > this.limit) { var v2 = 3; if (this.limit > 200 || method == 'painsen') { v2 = 1; } else { if (this.limit > 100) { v2 = 2; } } this._alpha -= (this.t - this.limit) * v2; if (this._alpha <= 0) { removeMovieClip(this); delete this.onEnterFrame; } } }; } } else { if (!skipping && method == 'clock') { clockF(a, b, c); } else { if (!skipping && method == 'zoom') { var d = backgroundEffects.getNextHighestDepth(); var bc = backgroundEffects.createEmptyMovieClip('zoomCG' + d, d); bc.attachBitmap(bg.backgroundContainer.imageBmp, 1); var scale = screenHeight / bg.heightStretchToFit; bc._yscale = 100 * scale; bc._xscale = bc._yscale; bc.t = 0; bc.t = 0; if (undefCheck(a)) { bc.theTime = 0.7; } else { bc.theTime = a; } if (undefCheck(b)) { bc.initAlpha = 100; } else { bc.initAlpha = b * 100; } bc.theTime *= fps; bc.initalscale = bc._xscale; bc.onEnterFrame = function () { ++this.t; var v2 = easeOutSine(this.t, this.initalscale, this.initalscale * 0.2, this.theTime); var v3 = easeOutSine(this.t, this.initAlpha, -this.initAlpha, this.theTime); this._xscale = v2; this._yscale = v2; this._x = screenWidth / 2 - this._width / 2; this._y = screenHeight / 2 - this._height / 2; this._alpha = v3; if (this.t == this.theTime) { removeMovieClip(this); delete this.onEnterFrame; } }; } else { if (method == 'whiteFlash') { var col = 16777215; var bc = crap.createEmptyMovieClip(what._name + 'Flash', crap.getNextHighestDepth()); with (bc) { beginFill(col); moveTo(0, 0); lineTo(screenWidth, 0); lineTo(screenWidth, screenHeight); lineTo(0, screenHeight); lineTo(0, 0); endFill(); } bc._alpha = 70; bc.t = 0; bc.onEnterFrame = function () { if (!gamePaused) { ++this.t; if (this.t == 2) { this._alpha = 100; } else { if (this.t >= 3) { this._alpha -= this.t * 3; if (this._alpha <= 0) { removeMovieClip(this); delete this.onEnterFrame; } } } } }; } else { if (method == 'lensflare') { attachLensflare(a, b, c); } else { if (method == 'verticalShakeBg') { if (a == undefined) { a = 25; } if (b == undefined) { b = 1; } if (c == undefined) { c = 35; } shakeF(bg, a, b, c, false, true); } else { if (method == 'constantShakeBg') { if (undefCheck(a)) { a = 8; } if (undefCheck(b)) { b = 50; } shakeF(bg, a, 1000, b, true, true); } else { if (method == 'constantShake') { if (undefCheck(a)) { a = 8; } if (undefCheck(b)) { b = 50; } shakeF(gw, a, 1000, b, true, true); } else { if (method == 'verticalShake') { if (a == undefined) { a = 25; } if (b == undefined) { b = 1; } if (c == undefined) { c = 35; } shakeF(gw, a, b, c, false, true); } else { if (method == 'shakeBg') { if (a == undefined) { a = 25; } if (b == undefined) { b = 1; } shakeF(bg, a, b, x, true, true); } else { if (method == 'shake' || method == 'smallShake') { if (method == 'smallShake') { a = 7; b = 0.87; c = 46; } if (undefCheck(a)) { a = 25; } if (undefCheck(b)) { b = 1; } if (undefCheck(c)) { c = 50; } shakeF(gw, a, b, c, true, true); } else { if (method == 'shakeForeground') { if (a == undefined) { a = 25; } if (b == undefined) { b = 1; } shakeF(foregroundObjects, a, b, c, true, true); } else { if (method == 'quake') { if (a == undefined) { a = 25; } if (b == undefined) { b = 1; } shakeF(gw, a, b, x, true, true); shakeF(foregroundObjects, a / 2, b, c, true, true); } else { if (method == 'injured') { shakeF(gw, 20, x, true, true); } } } } } } } } } } } } } } } } } } function doCallF(to) { ++variables.callNests; variables.homeNumber.push(parser); parser = labels[to] - 1; parseNextF(); } function endCallF(to) { if (variables.callNests > 0) { --variables.callNests; parser = variables.homeNumber.pop(); parseNextF(); } else { parseNextF(); } } function registerCGBasesForCheatsF(baseArray) { var v1 = 0; while (v1 < baseArray.length) { CGBasesForCheats.push(baseArray[v1]); ++v1; } parseNextF(); } function cheatRuleF(type, person, v1, v2, v3, v4) { var v2 = new Object(); if (v2 == x) { v2 = '09ipaodia0s9dizxpoc80'; } var v1 = {'person': person, 'typeOfRule': type, 'v1': v1, 'v2': v2, 'v3': v3, 'v4': v4}; cheatRules.push(v1); parseNextF(); } function clockF(method) { var v3 = effects.getNextHighestDepth(); var v2 = effects.attachMovie('clockMC', 'clock' + v3, v3 + 30); v2._height = 210; v2._width = 210; v2.t = 0; if (undefCheck(method)) { method = 'undulate'; } if (method == 'undulate') { v2._y = screenHeight / 2; v2._x = -(v2._width / 2); v2.tim = 10000000; v2.intensity = 40; v2.freq = 4; } playSound2F('clockTicking'); v2.motoX = v2._x; v2.motoY = v2._y; v2.pace = 800; v2.onEnterFrame = function () { ++this.t; this.s._rotation += this.pace / 15; this.m._rotation += this.pace / 60; this.h._rotation += this.pace / 60 / 12; this.shake = this.intensity * ((this.tim - this.t) / this.tim); var v2 = this.shake; var v3 = this.freq; var t = this.t; var v4 = v2 * Math.cos(v3 * 2 * t * 0.0174532925199433); this._y = this.motoY - v4; this._x += 15; if (this._x - this._width / 2 > screenWidth) { stopSound2F('clockTicking'); removeMovieClip(this); delete this.onEnterFrame; } }; } function shakeF(what, intensity, time, freq, x, y) { if (!skipping) { var v2 = crap[what._name + 'Shaker']; if (v2 != undefined) { delete v2.onEnterFrame; removeMovieClip(v2); what._x = what.motoX; what._y = what.motoY; } if (freq == undefined or freq == '') { freq = 50; } what.motoX = what._x; what.motoY = what._y; var b = crap.createEmptyMovieClip(what._name + 'Shaker', crap.getNextHighestDepth()); b.t = 0; b.tim = time * fps; b.x = x; b.y = y; b.freq = freq; b.onEnterFrame = function () { ++this.t; this.shake = intensity * ((this.tim - this.t) / this.tim); if (this.shake <= 0) { what._x = what.motoX; what._y = what.motoY; removeMovieClip(this); delete this.onEnterFrame; } else { amp = this.shake; freq = this.freq; var t = this.t; var v3 = amp * Math.sin(freq * 2 * t * 0.0174532925199433); var v2 = amp * Math.cos(freq * 2 * t * 0.0174532925199433); if (b.x) { what._x = what.motoX - v3; } if (b.y) { what._y = what.motoY - v2; } } }; } } function tintF(what, color, alpha) { if (alpha == undefined) { alpha = 100; } var v1 = hexToRGB(color); var v2 = new Color(what); v2.setTint(v1[0], v1[1], v1[2], alpha); } function unTintF(what) { var v1 = new Color(what); v1.setTint(0, 0, 0, 0); v1.removeTint(); } function hexToRGB(hex) { r = hex >> 16; temp = hex ^ r << 16; g = temp >> 8; b = temp ^ g << 8; return [r, g, b]; } function panAllF(time) { var v5 = time; if (v5 == undefined) { v5 = 15; } var v4 = -(bg._width - screenWidth); if (bg._x < 0) { v4 = -v4; } pan2F('bg', v4, 0, 0, 0, 0, v5); var v1 = 0; while (v1 < foregroundObjectsA.length) { var v3 = foregroundObjectsA[v1].who; var v2 = foregroundObjectsA[v1]; pan2F(v3, v4 / (1 + v2.zoom * 1.5), 0, 0, 0, 0, v5); ++v1; } parseNextF(); } function panF(target, xDistance, yDistance, seconds, tweenType) { pan2F(target, xDistance, yDistance, 0, 0, 0, seconds, tweenType); parseNextF(); } function panAndRotateF(target, xDistance, yDistance, rotationAmount, seconds, tweenType) { pan2F(target, xDistance, yDistance, rotationAmount, 0, 0, seconds, tweenType); parseNextF(); } function setXF(target, amount) { if (target == 'bg') { var v1 = bg; } else { if (target == 'lensflare') { g = effects.lensflare.mover; var v1 = g; } else { var v1 = foregroundObjects[target]; } } v1.x += amount; v1._x = v1.x; parseNextF(); } function setYF(target, amount) { if (target == 'bg') { var v1 = bg; } else { if (target == 'lensflare') { g = effects.lensflare.mover; var v1 = g; } else { var v1 = foregroundObjects[target]; } } v1.y += amount; v1._y = v1.y; parseNextF(); } function bopF(target, a) { if (!skipping) { var targ = foregroundObjects[target]; var v3 = crap.getNextHighestDepth(); var v2 = crap.createEmptyMovieClip('bop' + v3, v3); v2.motoY = targ._y; v2.t = 0; v2.a = a; v2.targ = targ; targ._y += a; v2.onEnterFrame = function () { if (this.t == 1) { this.targ._y += this.a / 2; } else { if (this.t == 2) { this.targ._y += this.a / 6; } else { if (this.delOK) { this.targ._y = this.motoY; removeMovieClip(this); delete this.onEnterFrame; } else { if (this.targ._y < this.motoY) { this.targ._y = this.motoY - 2; this.delOK = true; } else { if (this.t > 6) { this.targ._y -= (this.t - 3) * 2; } } } } } ++this.t; }; } } function panToF(target, xGoal, yGoal, seconds, tweenType) { if (xGoal.substr(0, 1) == 'p') { var v3 = 5; var v2 = Number(xGoal.substr(1)); xGoal = (screenWidth / (v3 + 1)) * v2; } panTo2F(target, xGoal, yDistance, seconds, tweenType); parseNextF(); } function panTo2F(target, xGoal, yGoal, seconds, tweenType) { frames = int(seconds * fps); if (tweenType == undefined or tweentype == 'sine') { tweenType = 'easeInOutSine'; } else { if (tweenType == 'linear') { tweenType = 'linearTween'; } else { if (tweenType == 'quint') { tweenType = 'easeInOutQuint'; } else { if (tweenType == 'easeOutSine') { tweenType = 'easeOutSine'; } } } } tweenType = this[tweenType]; var v3 = transitions[target]; if (!undefCheck(v3)) { v3.targ._x = v3.targ.x; v3.targ._y = v3.targ.y; v3.targ._xscale = v3.targ.xscale; v3.targ._yscale = v3.targ.yscale; v3.targ._rotation = v3.targ.rotation; delete v3.onEnterFrame; removeMovieClip(v3); } if (target == 'bg') { var targ = bg; } else { if (target == 'bc') { var targ = bg.backgroundContainer; } else { if (target == 'lensflare') { g = effects.lensflare.mover; var targ = g; } else { var targ = foregroundObjects[target]; } } } var v5 = xGoal - targ.x; var v6 = yGoal - targ.y; if (skipping) { targ.x += v5; targ._x = targ.x; targ.y += v6; targ._y = targ.y; targ.rotation += rotationAmount; targ._rotation = targ.rotation; targ._xscale += xScaleAmount; targ._yscale += yScaleAmount; } else { d = transitions.getNextHighestDepth(); var v2 = transitions.createEmptyMovieClip(target, d); v2.targ = targ; v2.targ.x += v5; v2.targ.y += v6; v2.targ.rotation += rotationAmount; v2.targ.xscale += xScaleAmount; v2.targ.yscale += yScaleAmount; v2.t = 0; v2.motoX = v2.targ._x; v2.motoY = v2.targ._y; v2.motoRot = v2.targ._rotation; v2.motoXScale = v2.targ._xscale; v2.motoYScale = v2.targ._yscale; v2.xDist = v5; v2.yDist = v6; v2.rotAmount = rotationAmount; v2.xScaleAmount = xScaleAmount; v2.yScaleAmount = yScaleAmount; v2.dur = frames; v2.onEnterFrame = function () { if (!gamePaused) { ++this.t; this.targ._x = tweenType(this.t, this.motoX, this.xDist, this.dur); this.targ._y = tweenType(this.t, this.motoY, this.yDist, this.dur); if (this.rotAmount != 0) { this.targ._rotation = tweenType(this.t, this.motoRot, this.rotAmount, this.dur); } if (this.xScaleAmount != 0) { this.targ._yscale = tweenType(this.t, this.motoXScale, this.xScaleAmount, this.dur); } if (this.yScaleAmount != 0) { this.targ._xscale = tweenType(this.t, this.motoYScale, this.yScaleAmount, this.dur); } if (this.t >= this.dur) { this.targ._x = this.motoX + this.xDist; this.targ._y = this.motoY + this.yDist; if (this.rotAmount != 0) { this.targ._rotation = this.motoRot + this.rotAmount; } if (this.xScaleAmount != 0) { this.targ._xscale = this.motoXScale + this.xScaleAmount; } if (this.yScaleAmount != 0) { this.targ._yscale = this.motoYScale + this.yScaleAmount; } if (this.remove) { } removeMovieClip(this); delete this.onEnterFrame; } } }; } } function pan2F(target, xDistance, yDistance, rotationAmount, xScaleAmount, yScaleAmount, seconds, tweenType) { frames = int(seconds * fps); if (tweenType == undefined or tweentype == 'sine') { tweenType = 'easeInOutSine'; } else { if (tweenType == 'linear') { tweenType = 'linearTween'; } else { if (tweenType == 'quint') { tweenType = 'easeInOutQuint'; } else { if (tweenType == 'easeOutSine') { tweenType = 'easeOutSine'; } } } } tweenType = this[tweenType]; var v3 = transitions[target]; if (!undefCheck(v3)) { v3.targ._x = v3.targ.x; v3.targ._y = v3.targ.y; v3.targ._xscale = v3.targ.xscale; v3.targ._yscale = v3.targ.yscale; v3.targ._rotation = v3.targ.rotation; delete v3.onEnterFrame; removeMovieClip(v3); } if (target == 'bg') { var targ = bg; } else { if (target == 'bc') { var targ = bg.backgroundContainer; } else { if (target == 'lensflare') { g = effects.lensflare.mover; var targ = g; } else { var targ = foregroundObjects[target]; } } } if (skipping) { frames = 0; } d = transitions.getNextHighestDepth(); var v2 = transitions.createEmptyMovieClip(target, d); v2.targ = targ; v2.targ.x += xDistance; v2.targ.y += yDistance; v2.targ.rotation += rotationAmount; v2.targ.xscale += xScaleAmount; v2.targ.yscale += yScaleAmount; v2.t = 0; v2.motoX = v2.targ._x; v2.motoY = v2.targ._y; v2.motoRot = v2.targ._rotation; v2.motoXScale = v2.targ._xscale; v2.motoYScale = v2.targ._yscale; v2.xDist = xDistance; v2.yDist = yDistance; v2.rotAmount = rotationAmount; v2.xScaleAmount = xScaleAmount; v2.yScaleAmount = yScaleAmount; v2.dur = frames; v2.onEnterFrame = function () { if (!gamePaused) { ++this.t; this.targ._x = tweenType(this.t, this.motoX, this.xDist, this.dur); this.targ._y = tweenType(this.t, this.motoY, this.yDist, this.dur); if (this.rotAmount != 0) { this.targ._rotation = tweenType(this.t, this.motoRot, this.rotAmount, this.dur); } if (this.xScaleAmount != 0) { this.targ._yscale = tweenType(this.t, this.motoXScale, this.xScaleAmount, this.dur); } if (this.yScaleAmount != 0) { this.targ._xscale = tweenType(this.t, this.motoYScale, this.yScaleAmount, this.dur); } if (this.t >= this.dur) { this.targ._x = this.motoX + this.xDist; this.targ._y = this.motoY + this.yDist; if (this.rotAmount != 0) { this.targ._rotation = this.motoRot + this.rotAmount; } if (this.xScaleAmount != 0) { this.targ._xscale = this.motoXScale + this.xScaleAmount; } if (this.yScaleAmount != 0) { this.targ._yscale = this.motoYScale + this.yScaleAmount; } if (this.remove) { } removeMovieClip(this); delete this.onEnterFrame; } } }; } function otherwiseF() { var v2 = ifNests; while (!false) { ++parser; var v1 = parsing['s' + parser][0]; if (v1 == undefined) { break; } if (v1 == 'whatIf') { ++v2; } else { if (v2 == ifNests) { if (v1 == 'endIf') { --ifNests; break; } } else { if (v1 == 'endIf') { --v2; } } } } parseNextF(); } function passF() { parseNextF(); } function elseIfF(conditional) { otherwiseF(); } function endIfF(conditional) { --ifNests; parseNextF(); } function evaluateConditionalF(cond) { var v14 = false; var v12 = []; var v16 = 'or'; var v15 = cond.split('||'); if (v15.length < 2) { v15 = cond.split('&&'); v16 = 'and'; v14 = true; } var v11 = 0; while (v11 < v15.length) { var v1 = v15[v11]; var v2 = false; var v9 = variables; if (v1.indexOf('permanent.') != -1) { v9 = generalSave.permanentVariables; v1 = v1.substr(0, v1.indexOf('permanent.')) + v1.substr(v1.indexOf('.') + 1); } if (v1.indexOf('cheats.') != -1) { v9 = activatedCheats; v1 = v1.substr(v1.indexOf('.') + 1); } if (v1 == '') { v2 = true; } else { if (v1.substr(0, 1) == '!') { if (!evaluateConditionalF(v1.substr(1, v1.length))) { v2 = true; } } else { if (v1 == 'commentary') { if (generalSave.commentary) { v2 = true; } } else { if (v1 == 'premium' || v1 == 'wip') { v2 = true; } else { if (v1 == 'isPremium') { premiumPatron = true; if (premiumPatron) { v2 = true; } } else { if (v1 == 'isPremiumPlus') { premiumPlusPatron = true; if (premiumPlusPatron) { v2 = true; } } else { if (v1 == 'noAssetsFile') { if (externalBmpDataClip.getBmpData == undefined) { v2 = true; } } else { if (v1 == 'noSoundsFile') { if (soundMC.externalIsLoaded == undefined) { v2 = true; } } else { if (v1 == 'Web') { v2 = versionForTheWeb; } else { if (v1 == 'PST') { v2 = pst; } else { if (v1 == 'autoSaveExists') { var v13 = checkWhichSave(basicGameData.gameFile, 'autoSave'); if (v13 != undefined) { v2 = true; } } else { if (v1 == 'showPatreon') { if (!dontShowPatreon) { v2 = true; } } else { if (v1 == 'continueCheck') { var v13 = checkWhichSave(basicGameData.gameFile, 'autoSave'); if (v13 != undefined) { v2 = true; } } else { if (v1.indexOf('=') == -1 && v1.indexOf('>') == -1 && v1.indexOf('<') == -1 && v1.indexOf('≈') == -1) { if (v9[v1]) { v2 = true; } } else { var v4 = ''; var v5 = ''; var v3 = ''; var v7 = ['>=', '<=', '==', '<', '>', '!=', '=', '≈']; var v6 = 0; while (v6 < v7.length) { var v8 = v1.indexOf(v7[v6]); if (v8 != -1) { v3 = v1.substr(0, v8); v3 = v9[v3]; v5 = v1.substr(v8 + v7[v6].length, v1.length); v4 = v7[v6]; v6 = v7.length; if (v4 == '<' or v4 == '<=' or v4 == '>' or v4 == '>=') { if (isNaN(Number(v3))) { v3 = 0; } if (isNaN(Number(v5))) { v5 = 0; } } } ++v6; } if (v4 == '') { } else { if (v4 == '<') { if (v3 < v5) { v2 = true; } } else { if (v4 == '>') { if (v3 > v5) { v2 = true; } } else { if (v4 == '>=') { if (v3 >= v5) { v2 = true; } } else { if (v4 == '<=') { if (v3 <= v5) { v2 = true; } } else { if (v4 == '≈') { if (Number(v3) >= Number(v5) && Number(v3) < int(v5) + 1) { v2 = true; } } else { if (v4 == '=' or v4 == '==') { if (v3 == v5) { v2 = true; } } else { if (v4 == '!=') { if (v3 != v5) { v2 = true; } } } } } } } } } } } } } } } } } } } } } } } v12.push(v2); ++v11; } var v10 = 0; while (v10 < v12.length) { if (v16 == 'and') { if (!v12[v10]) { v14 = false; } } else { if (v16 == 'or') { if (v12[v10]) { v14 = true; } } } ++v10; } return v14; } function whatIfF(conditional) { var v4 = false; ++ifNests; v4 = evaluateConditionalF(conditional); if (v4) { parseNextF(); } else { var v2 = 0; var v3 = 0; while (!false) { ++parser; var v1 = parsing['s' + parser][0]; if (v2 == 0) { if (v1 == 'elseIf') { --ifNests; whatIfF(parsing['s' + parser][1]); break; } else { if (v1 == 'otherwise') { parseNextF(); break; } else { if (v1 == 'endIf') { --ifNests; parseNextF(); break; } } } } if (v1 == 'whatIf') { ++v2; } else { if (v1 == 'endIf') { --v2; } } ++v3; if (v3 > 900) { break; } } } } function incrementVariableF(variable, amount) { if (variables[amount] != undefined) { amount = variables[amount]; } if (amount == undefined) { amount = 1; } if (variable.indexOf('permanent.') != -1) { variable = variable.substr(variable.indexOf('.') + 1); if (generalSave.permanentVariables[variable] == undefined) { generalSave.permanentVariables[variable] = amount; } else { generalSave.permanentVariables[variable] += amount; } } else { if (variables[variable] == undefined) { variables[variable] = amount; } else { variables[variable] += amount; } } parseNextF(); } function setVariableF(variable, amount) { setVariable2F(variable, amount); parseNextF(); } function setVariable2F(variable, amount) { if (amount == undefined) { amount = true; } if (variable.indexOf('permanent.') != -1) { variable = variable.substr(variable.indexOf('.') + 1); generalSave.permanentVariables[variable] = amount; } else { var v3 = 1000000; if (amount != true && (String(amount)).indexOf('initialOf.') != -1) { amount = amount.substr(amount.indexOf('.') + 1); v3 = 1; } else { if (amount != true && (String(amount)).indexOf('firstWordOf.') != -1) { amount = amount.substr(amount.indexOf('.') + 1); if (variables[amount.slice(1)].indexOf(' ') != -1) { v3 = variables[amount.slice(1)].indexOf(' '); } } } if (amount.slice(0, 1) == '$') { variables[variable] = variables[amount.slice(1)].slice(0, v3); } else { variables[variable] = amount; } } } function changeStringF(variable, doWhat, a, b) { if (doWhat == 'remove') { variables[variable] = replaceInString(variables[variable], a, ''); } parseNextF(); } function startGameAndJumpF(label) { outOfMenuIntoGame = true; jumpF(label); } function removeNoticeDialogueF() { var v1 = getInstanceAtDepth(dialogueLayer); v1._visible = true; noticeDialogueActive = false; removeMovieClip(getInstanceAtDepth(noticeDialogueLayer)); } function noticeDialogueF(d, d2, d3) { currentlySelected = -1; highlightChoiceF(currentlySelected); if (d == 'wip') { var v16 = 'WIP CONTENT UNAVAILABLE'; var v17 = 'This branch is not yet completed/implemented in this version of the game. Please <a href=\'' + patreonURL + '\'>click here</a> (link opens in a new window) to get access to the latest build of the game by becoming our patron.'; var v5 = ['Return', 'Support us on Patreon']; var types = ['ok', 'patreon']; } else { if (d == 'premium') { var v16 = 'PREMIUM CONTENT UNAVAILABLE'; var v17 = 'Premium choices lead to bonus content/branches/routes (that are not necessary to reach the end of the game). They are only available to those of our patrons who have pledged $5 (or more) to support us developing games like this one. If you would like to become a patron, please <a href=\'' + patreonURL + '\'>click here</a> (link opens in a new window).'; var v18 = 'If you choose to become a premium patron you can access the premium content immediately if you follow the instructions after pledging - you won\'t even have to restart the game. '; var v5 = ['Return', 'Support us on Patreon']; var types = ['ok', 'patreon']; } else { if (d == 'noScript') { var v16 = 'SCRIPT ERROR'; var v17 = 'Script missing or malformed. Did you extract all files?'; var v5 = ['Return']; var types = ['ok']; } else { if (d == 'savefileParserError') { var v16 = 'SAVE FILE ERROR'; var v17 = 'Something\'s gone wrong loading the saved game: "Savefile has no defined parser"'; var v5 = ['Return']; var types = ['ok']; } else { if (d == 'undefinedError') { var v16 = 'UNDEFINED ERROR'; var v17 = 'Something\'s gone wrong.'; var v5 = ['Return']; var types = ['ok']; } else { if (d == 'ending' || d == 'unlockedCommentary') { var v16 = 'ENDING: ' + d2; var v8 = ''; var v10 = ' Please consider <a href=\'' + patreonURL + '\'>supporting us on Patreon</a> to get access to future versions of this game + several other games.'; if (d3) { var types = ['restart', 'patreon']; } else { var types = ['restart', 'patreon']; } if (d == 'unlockedCommentary') { playSystemSound2F('unlock'); chibi2F(characterData.c_t, 'taxcupsuspicious'); chibi2F(characterData.c_b, 'dealwithit'); v8 = ' Congratulations! You can now play the game with commentary from the authors of the game (see the "Options" screen).'; } if (pledgeLevel > 0) { v10 = ' Thank you for your patronage!'; } var v17 = 'You\'ve unlocked ' + generalSave.endingsA.length + ' out of ' + allUniqueEndings.length + ' endings.' + v8 + ' Thank you for playing!' + v10; var v5 = ['Main menu', 'Support us on Patreon']; } else { var v16 = d; var v17 = d2; var v5 = ['OK', 'Support us on Patreon']; var types = ['ok', 'patreon']; } } } } } } var options = types.length; var v15 = getInstanceAtDepth(dialogueLayer); v15._visible = false; noticeDialogueActive = true; this.createEmptyMovieClip('nd', noticeDialogueLayer); nd.types = types; nd.options = options; var v3 = nd.attachMovie('noticeDialogue', 'nd', 1); v3.head.htmlText = v16; v3.main.html = true; v3.main.htmlText = v17; var v6 = new TextField.StyleSheet(); v6.setStyle('a:link', {'color': '#FF8774', 'textDecoration': 'none'}); v6.setStyle('a:hover', {'color': '#CCCCCC', 'textDecoration': 'none'}); v3.main.styleSheet = v6; false; var v9 = v3.main.bottomScroll; var v13 = 232; var v11 = 81; var v12 = 8; v3.body._height = v11 + (v13 - v11) * ((v9 - 2) / (v12 - 2)); v3.main._height -= (v12 - v9) * 20; var v14 = v3.head.bottomScroll; if (v14 == 2) { v3.body._height += v3.head._height / 2; v3.main._y += v3.head._height / 2; } var i = 0; while (i < options) { var v2 = nd.attachMovie('noticeDialogueChoice', 'choice' + (i + 1), 2 + i, {'_y': v3.body._height}); v2._y += nd.choice1._height * i; v2.stop(); v2.i = i; v2.main.htmlText = v5[i]; v2.onRollOver = function () { playSystemSound2F('ButtonUp'); nd['choice' + nd.currentlySelected].prevFrame(); nd.currentlySelected = this.i + 1; this.nextFrame(); }; v2.onPress = function () { var v2 = nd.types[this.i]; playSystemSound2F('ButtonUp'); if (v2 == 'ok') { removeNoticeDialogueF(); } else { if (v2 == 'patreon') { url2F(patreonURL); } else { if (v2 == 'restart') { removeNoticeDialogueF(); restartF(); } else { if (v2 == 'bqpromo') { removeNoticeDialogueF(); jumpF('bqPromos'); } } } } }; ++i; } nd.attachMovie('noticeDialogueBottom', 'bottom', 15, {'_y': v3.body._height + nd.choice1._height * options}); nd.currentlySelected = 0; nd.onEnterFrame = function () { if (nd.hidden) { if (myKeys.ENTER or myKeys.SPACE) { dialogueHiderF(); } } else { if (this.currentlySelected >= 1 && (myKeys.ENTER or myKeys.SPACE)) { playSystemSound2F('ButtonUp'); var v2 = this.types[this.currentlySelected - 1]; if (v2 == 'ok') { removeNoticeDialogueF(); } else { if (v2 == 'patreon') { url2F(patreonURL, '_blank'); } else { if (v2 == 'restart') { removeNoticeDialogueF(); restartF(); } } } } if (myKeys.DOWN) { playSystemSound2F('ButtonUp'); if (this.currentlySelected < this.options) { this['choice' + this.currentlySelected].prevFrame(); ++this.currentlySelected; this['choice' + this.currentlySelected].nextFrame(); } } else { if (myKeys.UP) { playSystemSound2F('ButtonUp'); if (this.currentlySelected >= 0) { this['choice' + this.currentlySelected].prevFrame(); if (this.currentlySelected <= 1) { this.currentlySelected = 1; } else { --this.currentlySelected; } this['choice' + this.currentlySelected].nextFrame(); } } } } }; nd._x = screenWidth / 2 - nd._width / 2; nd._y = screenHeight / 2 - nd._height / 2; } function inputDialogueF(variable, head, defaultInput, okButtonText) { currentlySelected = -1; attachChoiceOptions(); highlightChoiceF(currentlySelected); if (!globalSave.continueSkippingAfterChoices) { skipping = false; } var nd = this.createEmptyMovieClip('inputMC', dialogueLayer); var n = nd.attachMovie('inputDialogue', 'id', 1); n.head.htmlText = head; n.inputField.htmlText = defaultInput; Selection.setFocus(n.inputField); n.inputField.maxChars = 30; var v2 = n.okButton; v2.stop(); if (okButtonText == undefined) { v2.main.htmlText = 'OK'; } else { v2.main.htmlText = okButtonText; } v2.onRollOver = function () { playSystemSound2F('ButtonUp'); Selection.setFocus(null); nd['choice' + nd.currentlySelected].prevFrame(); nd.currentlySelected = this.i + 1; this.nextFrame(); }; v2.onPress = function () { playSystemSound2F('ButtonUp'); removeMovieClip(choiceOptions); textfieldHasFocus = false; variables[variable] = this._parent.inputField.htmlText; registerInLog(head + '<b>-> ' + variables[variable] + '</b>'); parseNextF(); removeMovieClip(this._parent); delete this.onEnterFrame; }; var v5 = 1; n.currentlySelected = 0; n.onEnterFrame = function () { var v2 = Selection.getFocus(); if (v2 == targetPath(this.inputField)) { textfieldHasFocus = true; } else { textfieldHasFocus = false; } if (n.hidden) { if (myKeys.ENTER) { dialogueHiderF(); } } else { if (myKeys.ENTER || myKeys.SPACE) { playSystemSound2F('ButtonUp'); variables[variable] = this.inputField.text; registerInLog(head + '<b>-> ' + variables[variable] + '</b>'); textfieldHasFocus = false; removeMovieClip(choiceOptions); removeMovieClip(this); delete this.onEnterFrame; parseNextF(); } if (myKeys.DOWN || myKeys.UP) { Selection.setFocus(null); this.currentlySelected = 1; textFieldHasFocus = false; this.okButton.nextFrame(); playSystemSound2F('ButtonUp'); } } }; nd._x = screenWidth / 2 - nd._width / 2; nd._y = screenHeight / 2 - nd._height / 2; resizeAndReplaceF(); } function embeddedVariableCheck(txt) { var v7 = true; while (v7) { var v4 = txt.indexOf('$'); if (v4 == -1) { v7 = false; } else { var v1 = v4 + 1; while (v1 <= txt.length) { var v3 = txt.slice(v1, v1 + 1); if (v3 == '$' or v3 == '@' or v1 == txt.length) { var v5 = v1; v1 = Infinity; } ++v1; } if (v1 != Infinity) { v7 = false; } else { var v6 = variables[txt.slice(v4 + 1, v5)]; if (v6 != undefined && v5 != undefined) { txt = txt.slice(0, v4) + v6 + txt.slice(v5 + 1); } } } } return txt; } function attachChoiceOptions() { d = attachMovie('choiceOptions', 'choiceOptions', choiceOptionsLayer); d._yscale = 100 / ((windowScale + 1) / 2); d._xscale = d._yscale; d._x = screenWidth - d._width - 20; d._y = screenHeight - d._height - 20; resizeAndReplaceF(); d.menu.onRelease = function () { menuF('menu'); }; d.log.onRelease = function () { menuF('log', 'backToGame'); }; d.quickSave.onRelease = function () { saveF('quickSave', 'quickSaveButton'); notification2F('Game successfully saved.'); }; d.quickLoad.onRelease = function () { loadF('quickSave'); }; } function attachMapChoiceF(choiceA, style, map, legend) { if (outOfMenuIntoGame) { attachChoiceOptions(); } this.createEmptyMovieClip('choiceMC', dialogueLayer); var v8 = choiceMC.attachMovie('choiceBox' + style, 'mapBottomText', 1); v8.theText.text = ''; v8.stop(); choiceMC._x = screenWidth / 2 - choiceMC._width / 2; choiceMC._y = screenHeight - v8.body._height; var i = 0; while (i < legend.length) { if (choiceA[i] != 'skip') { var v2 = foregroundObjects[legend[i]]; var v4 = parsing['s' + choiceA[i]][2]; var v9 = false; var wip = false; var v3 = style; if (v4.slice(0, 3) == 'wip') { vipChoices['choice' + i] = true; v3 = 'WIP'; wip = true; } if (v4.slice(0, 7) == 'premium') { premiumChoices['choice' + i] = true; v3 = 'Premium'; v9 = true; } v2.choiceText = parsing['s' + choiceA[i]][1]; var v6 = v2.choiceText; var v5 = embeddedVariableCheck(v6); v2.choiceText = v5; v2.premium = v9; v2.wip = wip; v2.i = i; v2.onRollOver = function () { highlightMapChoiceF(this.i, legend); }; v2.onRollOut = function () {}; v2.onPress = function () { playSystemSound2F('selectS'); this.filters = []; if (this.wip) { noticeDialogueF('wip'); } else { if (!this.premium || this.premium && premiumPatron) { selectMapChoiceF(choiceA[this.i], this.choiceText, legend); } else { noticeDialogueF('premium'); } } }; } ++i; } if (lastAction == 'key') { highlightMapChoiceF(0); } else { currentlySelected = -1; } choiceMC.onEnterFrame = function () { if (!gamePaused && !noticeDialogueActive) { if (currentlySelected >= 0 && (myKeys.ENTER or myKeys.SPACE)) { var v1 = premiumChoices['choice' + currentlySelected]; var v2 = vipChoices['choice' + currentlySelected]; playSystemSound2F('selectS'); if (v2) { noticeDialogueF('wip'); } else { if (!v1 || v1 && premiumPatron) { selectMapChoiceF(choiceA[currentlySelected], choiceMC['choiceBox' + currentlySelected].choiceText, legend); } else { noticeDialogueF('premium'); } } } if (myKeys.DOWN || myKeys.RIGHT) { if (currentlySelected < legend.length - 1) { ++currentlySelected; } highlightMapChoiceF(currentlySelected, legend); } else { if (myKeys.UP || myKeys.LEFT) { if (currentlySelected > 0) { --currentlySelected; } else { if (currentlySelected == -1) { currentlySelected = 0; } } highlightMapChoiceF(currentlySelected, legend); } } } }; } function highlightMapChoiceF(order, legend) { var v1 = 0; while (v1 < legend.length) { if (order != v1) { foregroundObjects[legend[v1]].filters = []; } ++v1; } playSystemSound2F('ButtonUp'); var v5 = foregroundObjects[legend[order]]; var v4 = v5.choiceText; if (String(v4) != 'undefined') { choiceMC.mapBottomText.theText.text = v4; } var v6 = new flash.filters.DropShadowFilter(0, 45, 16777215, 1, 16, 16, 100, 1, false, false, false); var v7 = new flash.filters.DropShadowFilter(0, 45, 0, 0.5, 8, 8, 50, 1, false, false, false); v5.filters = [v6, v7]; currentlySelected = order; } function selectMapChoiceF(what, txt, legend) { if (outOfMenuIntoGame) { registerInLog(txt, 'choice'); } var v1 = 0; while (v1 < legend.length) { foregroundObjects[legend[v1]].filters = []; delete foregroundObjects[legend[v1]].onPress; delete foregroundObjects[legend[v1]].onRollOver; delete foregroundObjects[legend[v1]].onRollOut; ++v1; } playSystemSound2F('ButtonUp'); variables['choice' + what] = true; removeMovieClip(choiceOptions); removeMovieClip(choiceMC); parser = what; parseNextF(); } function highlightChoiceF(order) { var v1 = 0; while (v1 < choiceBoxA.length) { if (order != v1) { choiceBoxA[v1].prevFrame(); choiceBoxA[v1].theText.htmlText = choiceBoxA[v1].choiceText; choiceBoxA[v1].body.gotoAndStop(choiceBoxA[v1].lines); } ++v1; } playSystemSound2F('ButtonUp'); choiceBoxA[order].nextFrame(); choiceBoxA[order].theText.htmlText = choiceBoxA[order].choiceText; choiceBoxA[order].body.gotoAndStop(choiceBoxA[order].lines); currentlySelected = order; } function selectChoiceF(what, txt) { if (outOfMenuIntoGame) { registerInLog(txt, 'choice'); } playSystemSound2F('ButtonUp'); variables['choice' + what] = true; removeMovieClip(choiceOptions); removeMovieClip(choiceMC); parser = what; parseNextF(); } function attachChoiceF(choiceA, style, xPos, yPos, rot) { this.createEmptyMovieClip('choiceMC', dialogueLayer); if (outOfMenuIntoGame) { attachChoiceOptions(); } choiceMC.style = style; if (yPos != undefined) { choiceMC.yPos = 'defined'; } var premiumChoices = new Object(); var vipChoices = new Object(); choiceBoxA = new Array(); var v10 = 0; var v11 = 0; choiceMC.minusY = 0; var v17 = 0; var i = 0; while (i < choiceA.length) { var v5 = parsing['s' + choiceA[i]][2]; var v4 = style; var v15 = false; var wip = false; if (v5.slice(0, 3) == 'wip') { vipChoices['choice' + i] = true; v4 = 'WIP'; wip = true; } if (v5.slice(0, 7) == 'premium') { premiumChoices['choice' + i] = true; v4 = 'Premium'; v15 = true; } var v2 = choiceMC.attachMovie('choiceBox' + v4, 'choiceBox' + i, i + 1); v2.stop(); v2.premium = v15; v2.wip = wip; var v3 = v2.body.back._height * (v2.body._yscale / 100); v11 += v3; if (v3 == undefined) { v3 = v2._height; } v2._y = v10 + i * v3; v2._x = 0; choiceBoxA.push(v2); v2.choiceText = parsing['s' + choiceA[i]][1]; var v9 = v2.choiceText; var v7 = embeddedVariableCheck(v9); v2.choiceText = v7; v2.theText.htmlText = v2.choiceText; v2.lines = v2.theText.bottomScroll; v2.body.gotoAndStop(v2.lines); var v6 = 4; var v8 = v2._height / v6; choiceMC.minusY = (v6 - v2.lines) * v8; v10 += v2.body.back._height * (v2.body._yscale / 100) - v3; v2.i = i; v2.hitArea = v2.body.hitarea; v2.onRollOver = function () { this.gotoAndStop(this.lines); highlightChoiceF(this.i); }; v2.onPress = function () { playSystemSound2F('selectS'); if (this.wip) { noticeDialogueF('wip'); } else { if (!this.premium || this.premium && premiumPatron) { selectChoiceF(choiceA[this.i], this.choiceText); } else { noticeDialogueF('premium'); } } }; ++i; } if (rot != undefined) { choiceMC._rotation = rot; } resizeAndReplaceF(); v11 *= choiceMC._yscale / 100; if (!isNaN(Number(yPos))) { choiceMC._y = yPos; } else { if (yPos == 'hanging') { choiceMC._y = int(screenHeight / 2 - 60 - (choiceMC._height - choiceMC.minusY) / 2); } else { if (yPos == 'middle') { choiceMC._y = int(screenHeight / 2 - (choiceMC._height - choiceMC.minusY) / 2); } else { if (yPos == 'almostBottom') { choiceMC._y = screenHeight - (v11 + 20); } else { if (yPos == 'thirdquartile') { choiceMC._y = screenHeight * 0.75 - v11 / 2; } else { if (yPos == 'bottom') { choiceMC._y = screenHeight - v11; } } } } } } if (!isNaN(Number(xPos))) { choiceMC._x = xPos; } else { if (xPos == 'middle') { choiceMC._x = (screenWidth - choiceMC._width) / 2; } else { if (xPos == 'left') { choiceMC._x = 10; } else { if (xPos == 'right') { choiceMC._x = screenWidth - (choiceMC._width + 20); } } } } if (lastAction == 'key') { highlightChoiceF(0); } else { currentlySelected = -1; } choiceMC.onEnterFrame = function () { if (!gamePaused && !noticeDialogueActive) { if (currentlySelected >= 0 && (myKeys.ENTER or myKeys.SPACE)) { var v1 = premiumChoices['choice' + currentlySelected]; var v2 = vipChoices['choice' + currentlySelected]; playSystemSound2F('selectS'); if (v2) { noticeDialogueF('wip'); } else { if (!v1 || v1 && premiumPatron) { selectChoiceF(choiceA[currentlySelected], choiceMC['choiceBox' + currentlySelected].choiceText); } else { noticeDialogueF('premium'); } } } if (myKeys.DOWN) { if (currentlySelected < choiceBoxA.length - 1) { ++currentlySelected; } highlightChoiceF(currentlySelected); } else { if (myKeys.UP) { if (currentlySelected > 0) { --currentlySelected; } else { if (currentlySelected == -1) { currentlySelected = 0; } } highlightChoiceF(currentlySelected); } } } }; } function pstCheck() { var v2 = new Date(); offsetHour = v2.getTimezoneOffset() / 60; month = v2.getMonth() + 1; day = v2.getDate(); year = v2.getFullYear(); var v1 = false; if (year == 2018) { if (month == 3 && (day == 11 || day == 10 || day == 12)) { if (offsetHour == 8 || offsetHour == 7) { v1 = true; } } else { if (month < 3 || month == 3 && day < 11 || (month > 11 || month == 11 && day >= 4)) { if (offsetHour == 8) { v1 = true; } } else { if (offsetHour == 7) { v1 = true; } } } return v1; } if (year == 2019) { if (month < 3 || month == 3 && day < 10 || (month > 11 || month == 11 && day >= 3)) { if (offsetHour == 8) { v1 = true; } } else { if (offsetHour == 7) { v1 = true; } } return v1; } if (year == 2020) { if (month < 3 || month == 3 && day < 8 || (month > 11 || month == 11 && day >= 1)) { if (offsetHour == 8) { v1 = true; } return v1; } if (offsetHour == 7) { v1 = true; } } return v1; } function sceneClipF(clip, playOnceBeforeParseNext) { removeMovieClip(bg); bg = gw.createEmptyMovieClip('bg', bgLayer); var c = bg.attachMovie(clip, 'clip', bg.getNextHighestDepth()); c.stop(); c.onEnterFrame = function () { if (c._currentframe == c._totalframes or !outOfMenuIntoGame && (myKeys.SPACE or mouseClick or myKeys.ENTER)) { c.gotoAndStop(c._totalframes); delete this.onEnterFrame; parseNextF(); } else { c.nextFrame(); } }; } function addToCgF(b, method, time, dontFireOffParseNext, otherBg, checkAgain, addedThroughCheat) { var v7 = b; var v12 = 'whothefuckisit?'; var v9 = b.split('_'); var v5 = 0; while (v5 < v9.length) { var v2 = 0; while (v2 < characterDataA.length) { if (v9[v5] == characterDataA[v2].image) { v12 = v9[v5]; v5 = v9.length; v2 = characterDataA.length; } ++v2; } ++v5; } var v21 = false; var v20 = findCGBase(v7); var v6 = checkAgainstRules(v7, v12, 'cg'); var v3 = v6.deets; while (v6.replace) { var v4 = 0; while (v4 < v3.length) { var v8 = v3[v4]; if (v8[0] == 'replace') { v7 = replaceInString(v7, v8[1], v8[2]); v6 = checkAgainstRules(v7, v12, 'cg'); } ++v4; } } if (v6.skipIt) { if (method == undefined && !dontFireOffParseNext) { parseNextF(); } } else { if (v6.newGraphicBefore) { var v27 = false; var v18 = new Object(); var v19 = new Object(); var v11 = 0; while (v11 < v3.length) { v8 = v3[v11]; if (v8[0] == 'newGraphicBefore' && !v19[v8[2]] && checkAgain != v8[2]) { v19[v8[2]] = true; addToCgF(v20 + v8[2], method, time, dontFireOffParseNext, otherBg, v8[2], true); v21 = true; } ++v11; } } else { v21 = true; } } if (v21) { var v28 = true; var v22 = bg; if (otherBg != undefined) { v22 = otherBg; } if (time == undefined) { time = 0.6; } time = int(time * fps); var v13 = loadBitmapF(v7 + '.png'); if (v13 == undefined) { v13 = loadBitmapF('cg_' + v7 + '.png'); } if (v6.changeColor) { var v11 = 0; while (v11 < v3.length) { v8 = v3[v11]; if (v8[0] == 'changeColor') { var v16 = new flash.filters.ColorMatrixFilter(v8[1]); v13.applyFilter(v13, v13.rectangle, new flash.geom.Point(0, 0), v16); } ++v11; } } if (!addedThroughCheat) { v22.addedCgA.push(b); } if (method != 'fade') { } else { if (method == 'fade') { checkIfNextFewItemsAreAddToCg(true); var v23 = gw.createEmptyMovieClip('fadeDealer', pixelDealerLayer); v23.attachBitmap(v22.backgroundContainer.imageBmp, 1); var v26 = screenHeight / v22.heightStretchToFit; v23._yscale = 100 * v26; v23._xscale = v23._yscale; v23.t = 0; v23.t2 = 0; v23.onEnterFrame = function () { if (!gamePaused) { if (this.t == 0) { ++this.t2; this._alpha = easeInOutSine(this.t2, 100, -100, time); if (this._alpha <= 0) { this.t = 1; } } else { if (this.t == 1) { this.t = 2; removeMovieClip(this); delete this.onEnterFrame; if (!dontFireOffParseNext) { parseNextF(); } } } } }; } } if (v22.xFlipped) { var v24 = new flash.geom.Matrix(); v24.scale(-1, 1); v24.translate(v22.backgroundContainer.xFlippedBmp.width, 0); v22.backgroundContainer.xFlippedBmp.draw(v13, v24); } else { v22.backgroundContainer.imageBmp.draw(v13); } if (v7.indexOf('exp') != -1 && v6.expTop.length > 0) { var v10 = 0; while (v10 < v6.expTop.length) { if (checkAgain != v6.expTop[v10]) { addToCgF(v7 + '_' + v6.expTop[v10], method, time, dontFireOffParseNext, otherBg, v6.expTop[v10], true); } ++v10; } } v11 = v3.length - 1; while (v11 >= 0) { v8 = v3[v11]; if (v8[0] == 'newGraphicAfter' && !storedv18[v8[2]] && checkAgain != v8[2]) { storedv18[v8[2]] = true; addToCgF(v20 + v8[2], method, time, dontFireOffParseNext, otherBg, v8[2], true); } --v11; } if (method == undefined && !dontFireOffParseNext) { parseNextF(); } } } function findCGBase(cgname) { var v5 = new Array(); var v1 = 0; while (v1 < CGBasesForCheats.length) { var v2 = CGBasesForCheats[v1]; var v3 = cgname.indexOf(v2); if (v3 != -1) { v5 = cgname.slice(0, v2.length + 1); break; } ++v1; } return v5; } function replaceInString(originalPhrase, partToBeReplaced, partToDoTheReplacing) { var v1 = originalPhrase.indexOf(partToBeReplaced); var v3 = originalPhrase; if (v1 != -1) { v3 = originalPhrase.slice(0, v1) + partToDoTheReplacing + originalPhrase.slice(v1 + partToBeReplaced.length); } return v3; } function blurBackgroundF(xStrength, yStrength, method, time) { if (time == undefined) { time = 1; } bg.blur = [xStrength, yStrength]; var v4 = new flash.filters.BlurFilter(xStrength, yStrength, 3); var v3 = bg.backgroundContainer.createEmptyMovieClip('blur', bg.backgroundContainer.getNextHighestDepth()); v3.attachBitmap(bg.backgroundContainer.imageBmp, 1); if (method == 'fade' && !skipping) { var v2 = bg.backgroundContainer.createEmptyMovieClip('antiblur', bg.backgroundContainer.getNextHighestDepth()); v2.attachBitmap(bg.backgroundContainer.imageBmp, 1); v2.t = 0; v2.onEnterFrame = function () { ++this.t; this._alpha = (1 - this.t / time * fps) * 100; if (this.t == Math.round(time * fps)) { this._alpha = 0; removeMovieClip(this); delete this.onEnterFrame; } }; } v3.filters = [v4]; } function addBg(b, newScene, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, temp, forScreenshot) { if (xFlipped) { } else { xFlipped = false; } if (yFlipped) { } else { yFlipped = false; } var v13 = 2; var v2 = bg; if (forScreenshot) { v2 = crap.createEmptyMovieClip('bg', crap.getNextHighestDepth()); } else { if (!temp) { removeMovieClip(v2); removeMovieClip(bbg); bbg = gw.createEmptyMovieClip('bbg', bbgLayer); v2 = gw.createEmptyMovieClip('bg', bgLayer); } else { var v8 = v2.getNextHighestDepth(); var v19 = v2.getInstanceAtDepth(v8 - 1); var v4 = v8 - 2; while (v4 >= 0) { var v3 = v2.getInstanceAtDepth(v4); if (v3 != undefined) { removeMovieClip(v3); } --v4; } v13 = v8; } } v2.blur = 0; v2.zoomed = 0; v2.xFlipped = xFlipped; v2.yFlipped = yFlipped; var v1 = v2.createEmptyMovieClip('container' + v13, v13); v2.backgroundContainer = v1; if (!forScreenshot) { currentBackground = b; } v2.addedCgA = new Array(); var v5 = b + '.png'; v1.imageBmp = loadBitmapF(v5); if (v1.imageBmp == undefined) { v5 = 'bg_' + b + '.png'; v1.imageBmp = loadBitmapF(v5); } if (v1.imageBmp == undefined) { v5 = 'cg_' + b + '.png'; v1.imageBmp = loadBitmapF(v5); } v1.image = v5; if (v1.imageBmp == undefined) { v1.attachMovie(b, 'bg', 1); if (xFlipped) { v1.bg._xscale = -v1.bg._xscale; v1.bg._x = v1.bg._width; } } else { if (xFlipped || yFlipped) { var v11 = new flash.geom.Matrix(); var v18 = 1; var v17 = 1; var v15 = 0; var v16 = 0; if (xFlipped) { v18 = -1; v15 = v1.imageBmp.width; } if (yFlipped) { v17 = -1; v16 = v1.imageBmp.height; } v11.scale(v18, v17); v11.translate(v15, v16); v1.xFlippedBmp = new flash.display.BitmapData(v1.imageBmp.width, v1.imageBmp.height, true, 0); v1.xFlippedBmp.draw(v1.imageBmp, v11); v1.imageBmp.dispose(); v1.attachBitmap(v1.xFlippedBmp, 1, auto, true); } else { v1.attachBitmap(v1.imageBmp, 1, auto, true); } } if (heightStretchToFit == undefined) { heightStretchToFit = v1._height; } v2.heightStretchToFit = heightStretchToFit; var v20 = screenHeight / heightStretchToFit; v1._yscale = 100 * v20; v1._xscale = v1._yscale; v1.origxscale = v1._xscale; v1.origyscale = v1._yscale; if (yPos != undefined) { if (yPos == 'bottom') { yPos = screenHeight - v2._height; } v2._y = yPos; v2.y = v2._y; } else { if (newScene) { v2._y = 0; v2.y = 0; } } if (xPos != undefined && xPos != '') { if (xPos == 'right') { xPos = screenWidth - v2._width; } else { if (xPos == 'center') { xPos = int((screenWidth - v2._width) / 2); } } v2._x = xPos; v2.x = v2._x; } else { if (newScene) { v19._x += v2._x; v2._x = 0; v2.x = 0; } } if (forScreenshot) { return v2; } else { return v1; } } function calculateF(variable, expression, integer) { var v7 = ''; var v2 = ''; var v1 = ''; var v8 = ''; var v4 = ['+', '-', '/', 'x', '*']; var v3 = 0; while (v3 < v4.length) { var v5 = expression.indexOf(v4[v3]); if (v5 != -1) { v2 = expression.substr(0, v5); if (isNaN(Number(v2))) { v2 = variables[v2]; if (isNaN(Number(v2))) { v2 = 0; } } v2 = Number(v2); v7 = v4[v3]; v1 = expression.substr(v5 + v4[v3].length, expression.length); if (isNaN(Number(v1))) { v1 = variables[v1]; if (isNaN(Number(v1))) { v1 = 0; } } v1 = Number(v1); v3 = v4.length; } ++v3; } if (v7 == '') { v8 = expression; } else { if (v7 == '+') { v8 = v2 + v1; } else { if (v7 == '-') { v8 = v2 - v1; } else { if (v7 == '/') { v8 = v2 / v1; } else { if (v7 == '*' or v7 == 'x') { v8 = v2 * v1; } } } } } if (integer) { v8 = int(v8); } variables[variable] = v8; parseNextF(); } function fadeF(newBg, newScene, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext) { var v2 = addBg(newBg, newScene, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, true); checkIfNextFewItemsAreAddToCg(false); time = int(time * fps); var v3 = pixelDealerLayer; if (!newScene) { v3 = pixelBehindDealerLayer; } fadeDealer = gw.createEmptyMovieClip('fadeDealer', v3); if (xPos != undefined or yPos != undefined) { } v2._alpha = 0; fadeDealer.targ = v2; fadeDealer.t = 0; fadeDealer.t2 = 0; fadeDealer.onEnterFrame = function () { if (!gamePaused) { if (this.t == 0) { if (!outOfMenuIntoGame && (myKeys.SPACE or mouseClick or myKeys.ENTER)) { this.t = 1; this.targ._alpha = 100; } else { ++this.t2; this.targ._alpha = int(easeInOutSine(this.t2, 0, 100, time)); if (this.targ._alpha >= 100) { this.t = 1; } } } else { if (this.t == 1) { if (newScene && !dontFireParseNext) { addBg(newBg, newScene, xFlipped, yFlipped, xPos, yPos, heightStretchToFit); checkIfNextFewItemsAreAddToCg(true); } this.t = 2; removeMovieClip(this); delete this.onEnterFrame; if (newScene && !dontFireParseNext) { parseNextF(); } } } } }; } function colorFadeF(newBg, color, newScene, time, xFlipped, yFlipped, xPos, yPos, heightStretchToFit, dontFireParseNext) { time = int(time * fps); var layer = pixelDealerLayer; if (!newScene) { layer = pixelBehindDealerLayer; } fadeDealer = gw.createEmptyMovieClip('fadeDealer', layer); fadeDealer._alpha = 0; fadeDealer.pseudoAlpha = 0; fadeDealer.t = 0; fadeDealer.incrementAlpha = (100 / time) * 2; var c = 0; if (color == 'black') { } else { if (color == 'white') { var c = 16777215; } } with (fadeDealer) { beginFill(c); moveTo(-500, -500); lineTo(screenWidth + 500, -500); lineTo(screenWidth + 500, screenHeight + 500); lineTo(-500, screenHeight + 500); lineTo(-500, -500); endFill(); } fadeDealer.onEnterFrame = function () { if (!gamePaused) { if (this.t == 0) { if (skipping) { this.t = 1; } if (!outOfMenuIntoGame && (myKeys.SPACE or mouseClick or myKeys.ENTER)) { this.t = 1; this._alpha = 100; this.pressed = true; } else { this.pseudoAlpha += this.incrementAlpha; this._alpha = int(this.pseudoAlpha); if (this._alpha >= 100) { this.t = 1; } } } else { if (this.t == 1) { if (newScene) { removeAllChars2F(); } addBg(newBg, newScene, xFlipped, yFlipped, xPos, yPos, heightStretchToFit); checkIfNextFewItemsAreAddToCg(true); this.t = 2; } else { if (this.t == 2) { this.pseudoAlpha -= this.incrementAlpha; this._alpha = int(this.pseudoAlpha); if (this._alpha <= 0 or this.pressed or skipping) { removeMovieClip(this); delete this.onEnterFrame; if (newScene && !dontFireParseNext) { parseNextF(); } } } } } } }; } function checkIfNextFewItemsAreAddToCg(parsePlus) { var v3 = parser; var v2 = true; while (v2) { ++v3; var v1 = parsing['s' + v3]; if (v1[0] == 'addToCg' && v1[2] != 'fade') { addToCgF(v1[1], x, x, true); if (parsePlus) { ++parser; } } else { if (v1[0] == 'screenEffect' && v1[1] == 'lensflare' || v1[0] == 'item') { parseNextF(true); } else { v2 = false; } } } } function pixellateF(newBg, xFlipped, yFlipped, xPos, yPos) { this.createEmptyMovieClip('pixelDealer', pixelDealerLayer); pixelDealer.t = 10000; pixelDealer.f = 1; pixelDealer.scaler = 0; scaleA = [0.5, 0.3, 0.2, 0.1, 0.05, 0.02, 0.01, 0.002]; pixelDealer.onEnterFrame = function () { if (!gamePaused) { ++this.t; if (this.t >= 2) { this.t = 0; if (this.f == 1) { pixellyF(scaleA[this.scaler]); ++this.scaler; if (this.scaler == scaleA.length) { addBg(newBg, true, xFlipped); this.f = 2; this.scaler -= 2; } } else { if (this.f == 2) { pixellyF(scaleA[this.scaler]); --this.scaler; if (this.scaler < 0) { bg.container._yscale = 100; bg.container._xscale = 100; this.f = 3; removeMovieClip(pix); } } else { if (this.f >= 3) { ++this.f; if (this.f == 8) { removeMovieClip(this); delete this.onEnterFrame; parseNextF(); } } } } } } }; } function pixellyF(scale) { removeMovieClip(this.getInstanceAtDepth(pixellationLayer)); this.createEmptyMovieClip('pix', pixellationLayer); bg.container._yscale = 100 * scale; bg.container._xscale = bg.container._yscale; myBitmap = new flash.display.BitmapData(screenWidth * scale, screenHeight * scale, false, 16777215); myBitmap.draw(bg); pix.attachBitmap(myBitmap, 5); pix._width = screenWidth; pix._height = screenHeight; } function unactivateCheat(ch) { if (ch.activated) { notification2F('Cheat: "' + ch.effect + '" deactivated.'); } ch.activated = false; var v2 = ch.effect; activatedCheats[v2] = false; variables[v2] = false; } function activateCheat(ch) { var v3 = ch.effect; ch.activated = true; activatedCheats[v3] = true; variables[v3] = true; if (ch.incompat != undefined) { var v1 = 0; while (v1 < ch.incompat.length) { unactivateCheat(cheatsO[ch.incompat[v1]]); ++v1; } } cheatstring = ''; } function regCheat(cheat, effect, minPledge, desc, incompat, inc) { cheatsO[effect] = new Object(); var v2 = cheatsO[effect]; cheatsO[effect].cheat = cheat; cheatsO[effect].effect = effect; cheatsO[effect].minPledge = minPledge; cheatsO[effect].desc = desc; cheatsO[effect].activated = false; cheatsO[effect].incompat = incompat; cheatsO[effect].inc = inc; cheats.push(v2); } function adjustHue(angle, returnAsFinishedFilter) { angle *= 0.0174532925199433; var v1 = Math.cos(angle); var v2 = Math.sin(angle); var v5 = 0.213; var v4 = 0.715; var v3 = 0.072; var v6 = Array(v5 + v1 * (1 - v5) + v2 * -v5, v4 + v1 * -v4 + v2 * -v4, v3 + v1 * -v3 + v2 * (1 - v3), 0, 0, v5 + v1 * -v5 + v2 * 0.143, v4 + v1 * (1 - v4) + v2 * 0.14, v3 + v1 * -v3 + v2 * -0.283, 0, 0, v5 + v1 * -v5 + v2 * -(1 - v5), v4 + v1 * -v4 + v2 * v4, v3 + v1 * (1 - v3) + v2 * v3, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1); if (returnAsFinishedFilter) { var v7 = new flash.filters.ColorMatrixFilter(v6); return v7; } v7 = v6; return v7; } function adjustSaturation(s, returnAsFinishedFilter) { var v3 = 1 - s; var v8 = 0.212671; var v10 = 0.71516; var v7 = 0.072169; var v4 = v3 * v8; var v1 = v3 * v10; var v2 = v3 * v7; var v6 = Array(v4 + s, v1, v2, 0, 0, v4, v1 + s, v2, 0, 0, v4, v1, v2 + s, 0, 0, 0, 0, 0, 1, 0); if (returnAsFinishedFilter) { var v9 = new flash.filters.ColorMatrixFilter(v6); return v9; } v9 = v6; return v9; } Stage.scaleMode = 'noScale'; beforeFullScreenHeightWidth = [Stage.height, Stage.width]; Stage.displayState = 'fullScreen'; screenWidth = 1024; screenHeight = 576; fullScreenWidth = 480; fullScreenHeight = 270; fullScreenCGWidth = 540; var myListener = new Object(); myListener.onResize = function () { resizeAndReplaceF(); }; Stage.addListener(myListener); Object.prototype.clone = function () { if (this instanceof Array) { var v2 = []; var v3 = 0; while (v3 < this.length) { v2[v3] = (typeof this[v3] == 'object') ? this[v3].clone() : this[v3]; ++v3; } return v2; } if (this instanceof Date) { v2 = new Date(this.getTime()); return v2; } if (this instanceof XML || this instanceof MovieClip) { v2 = null; return v2; } v2 = {}; for (v3 in this) { v2[v3] = (typeof this[v3] == 'object') ? this[v3].clone() : this[v3]; } return v2; }; ASSetPropFlags(Object.prototype, ['clone'], 1); Color.prototype.setTint = function (r, g, b, amount) { var v4 = 100 - amount; var v2 = new Object(); v2.ba = v4; v2.ga = v2.ba; v2.ra = v2.ba; var v3 = amount / 100; v2.rb = r * v3; v2.gb = g * v3; v2.bb = b * v3; this.setTransform(v2); }; Color.prototype.removeTint = function () { this.setTint(0, 0, 0, 0); }; loading._visible = false; initVar(); this.onEnterFrame = function () { ++t; keyChecker(); }; }




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Created: 26/5 -2022 20:49:09 Last modified: 26/5 -2022 20:49:09 Server time: 13/08 -2022 18:49:18