anodyne/AIR/intra/hsrc/data/NPC_Data_EN.hx

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// This file was automatically generated! Don't touch it!
package data;
class NPC_Data_EN {
public static var test:Dynamic=
{
DEBUG:{
scene_1:{
dialogue:new Array(
"Like music? Talk to that terminal!",
"Like pain? Head on down south!")
}
}
};
public static var test_state:Dynamic=
{
does_reset:true,
DEBUG:{
scene_1:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var arthur:Dynamic=
{
CIRCUS:{
alone:{
dialogue:new Array(
"That acrobat is losing balance! Where is the safety net?",
"...")
}
,
holyshit:{
dialogue:new Array(
"WOOAH")
}
}
};
public static var arthur_state:Dynamic=
{
CIRCUS:{
alone:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
holyshit:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var javiera:Dynamic=
{
CIRCUS:{
alone:{
dialogue:new Array(
"The lions are closing in on that juggler!",
"...")
}
}
};
public static var javiera_state:Dynamic=
{
CIRCUS:{
alone:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var briar:Dynamic=
{
GO:{
before_fight:{
dialogue:new Array(
"Briar:Im tired, Young. Im tired of all of these cycles. I feel like Im living the same dream, the same nightmare over and over again.",
"Briar:...",
"Briar:Its not going to change, Young. This is all well ever be.")
}
,
after_fight:{
dialogue:new Array(
"Briar:Goodbye, Young.")
}
,
final:{
dialogue:new Array(
"Briar:Dude, Young.",
"Briar:Kick your feet. Move your arms. Jeez, you wouldnt last a minute without me!",
"Briar:Well, come on, lets go get a sandwich or something.",
"Sage:You... you did adequately. Until we meet again.")
}
}
};
public static var briar_state:Dynamic=
{
GO:{
before_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
final:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var sage:Dynamic=
{
BLANK:{
intro:{
dialogue:new Array(
"Mysterious voice:Hello? ...Young? ^HEY! ... oh, you can hear me? Good, now listen. You are about to wake up. You will use the arrow keys to move around.",
"You will press the \'",
"\' key to Interact with objects and people around you.",
"And you will press the \'",
"\' key to access the menu, which will provide you with information about yourself and your surroundings.")
}
}
,
GO:{
posthappy_sage:{
dialogue:new Array(
"Young... I just wanted to fix everything for you.",
"I hope... I hope you can do better than me.")
}
,
posthappy_mitra:{
dialogue:new Array(
"Good luck, Young.",
"Sage is right, in a way. I want everything to be nice and work out perfectly, and sometimes that makes me ignore reality.",
"I dont know what you need to do to help The Briar. I dont understand how this world works or why everything seems so strange. But I do want to be your friend, Young.",
"You are fighting, Young. You are trying to understand. I hope you can work things out.")
}
,
one:{
dialogue:new Array(
"Sage:Young... this is my final warning... wait, who is that?",
"Mitra:My name is Mitra, and this is my bike, Wares!",
"Sage:I didnt ask the name of your bicycle, what are you doing here? I dont remember you.",
"Mitra:Im here to help my friend, Young..",
"Sage:Young doesnt have friends. Young doesnt even have Briar. And if youre egging him on, then I want you out of my world!",
"Mitra:What do you mean? Wares and I--",
"Sage:SHUT UP ABOUT YOUR STUPID BICYCLE!!!")
}
,
hit:{
dialogue:new Array(
"Sage:...",
"Mitra:Young! Are you okay? That was a beautiful thing you just did... You go on and finish this final punk-ass area! We know you can do it!",
"Mitra:Wares!!!",
"Mitra:Wares...",
"Mitra:Look, mysterious hooded character, I dont know who you think you are, but why dont you just leave us alone?",
"Sage:You think youre Youngs friend because youll lie to him and tell him that deep down hes just perfect and everything will work out. Well, if thats what you want, FINE. Get out of my face, Young.",
"Sage:Go talk to your \"friend\".",
"Mitra:We're just doing the best we can...")
}
}
,
NEXUS:{
enter_nexus:{
dialogue:new Array(
"Cloaked Man:Well, its about time. Er...^I mean...^ Greetings, Young! I am Sage, the Village Elder. You have been summoned here because The Darkness has spread across The Land. The Darkness seeks The Legendary Briar, to use The Briars power for evil. You must reach it first. You must protect The Briar.",
"Enter the active portal on your left to begin your quest.",
"*Sigh* it doesnt bode well that youre still dallying about here. Enter the portal to begin your quest. The Briar and, by extension, the world are in dire need!",
"Just go in the damn door!")
}
,
after_ent_str:{
dialogue:new Array(
"Why are you still here?")
}
,
after_bed:{
dialogue:new Array(
"Continue on, Young. That key you have found, there may be others like it - seek them out.",
"Travel to the far reaches of The Land, Young. This is the only way to stop The Darkness.")
}
,
before_windmill:{
dialogue:new Array(
"Take those three keys, Young, and unlock the way to the deeper realms of The Land.")
}
,
after_windmill:{
dialogue:new Array(
"You have done what I have asked, Young, though there is still much to be done. Perhaps if you explore the deeper realms of The Land you will come to greater realizations... perhaps you'll be worth anything to Briar.")
}
,
all_card_first:{
dialogue:new Array(
"Good work, Young. You have found all of the cards in one area of The Land, and as a result, a gem has appeared on top of the area's portal.")
}
}
,
OVERWORLD:{
bedroom_entrance:{
dialogue:new Array(
"Sage:Soon your skills will be put to the test, Young. In order to make it through this temple alive, you will need both strength and Intellect. And I assume that by this point you have found a weapon?",
"Wha-?? ... I-I mean... Yes of course... a broom! Er... just as was foretold in The Legend...",
"*grumble grumble* ... of all the incompetent--Hey! What are you still standing here for?",
"Keep your wits about you, Young.")
}
}
,
BEDROOM:{
after_boss:{
dialogue:new Array(
"Sage:At this point, you are still weak. If you hope to protect The Briar from The Darkness, you must face your fears. The card you will find in this chest, and others like it, are symbols of your growth, so acquiring them is absolutely vital to your quest.",
"That key will also play an important role in your quest. You must seek out other keys, as well. Select the map on the menu screen to teleport back to the temple's entrance, and continue your heroic quest.",
"Travel East and South through the temple grounds... you will find a use for that key.",
"What, do you want a piggy back ride to the gate or something??")
}
}
,
TERMINAL:{
before_fight:{
dialogue:new Array(
"Sage:Why wont you listen to me?! If you rush Into this like an idiot, youll only endanger The Briar, The Land, and everything Ive worked for! Im sorry Young, but if you wont listen to me, then Ill have to convince you another way...")
}
,
after_fight:{
dialogue:new Array(
"Sage:Young... This is not how I mean things to be... I meant for you to become a better person. I meant for you to be able to help The Briar. But all of this is just a silly game... I cant stop you from reaching The Briar. Just remember what I said when it all goes to hell.")
}
,
entrance:{
dialogue:new Array(
"Sage:Hello, Young. When you have become a stronger and wiser individual, this path will lead you to The Briar.",
"Sage:Youre not ready Young, first you must face more trials in The Land.",
"Sage:You have made progress, Young, but you must collect at least 36 cards to pass this gate.")
}
,
etc:{
dialogue:new Array(
"Sage:Oh... uh... you have at least 36 cards? But I am not certain that you are ready for the true test. In fact, look, we were reading this gate wrong, you actually need...\n...\n........\n92 cards to pass this gate, not 36!",
"Sage:Young, dont go there, youre not ready yet! Think of The Briar! The Land! All of this will be for nothing if you are not ready!")
}
}
,
REDCAVE:{
one:{
dialogue:new Array(
"Sage:Excellent work, Young. You had to conquer not only this monster but also your own fears to prevail!!!",
"Sage:Of course, you still have a long way to go. Have you been exploring The Land?")
}
}
,
CROWD:{
one:{
dialogue:new Array(
"Sage:Well done, Young. However, there are still trials to face. Do not let your guard down.",
"Sage:Have you found all of the keys yet, Young? If not, go to the beach.")
}
}
};
public static var sage_state:Dynamic=
{
BLANK:{
intro:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
GO:{
posthappy_sage:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
posthappy_mitra:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
one:{
top:true,
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
hit:{
top:true,
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
NEXUS:{
enter_nexus:{
top:true,
cur:"",
pos:0,
loop:3,
dirty:false,
finished:false
}
,
after_ent_str:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_bed:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
before_windmill:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_windmill:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
all_card_first:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
OVERWORLD:{
bedroom_entrance:{
cur:"",
pos:0,
loop:3,
dirty:false,
finished:false
}
}
,
BEDROOM:{
after_boss:{
cur:"",
pos:0,
loop:3,
dirty:false,
finished:false
}
}
,
TERMINAL:{
before_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
entrance:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
etc:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
REDCAVE:{
one:{
top:true,
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
CROWD:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var cliff_dog:Dynamic=
{
CLIFF:{
top_left:{
dialogue:new Array(
"I'm not like the others! *woof* I won't harm you...",
"It is a quiet existence up here.",
"You smell like swiss chard.",
"*woof*")
}
}
};
public static var cliff_dog_state:Dynamic=
{
CLIFF:{
top_left:{
cur:"",
pos:0,
loop:3,
dirty:false,
finished:false
}
}
};
public static var happy_npc:Dynamic=
{
HAPPY:{
beautiful:{
dialogue:new Array(
"You did it, Young! You defeated The Darkness! Look at this place! Its beautiful!",
"So beautiful...")
}
,
dump:{
dialogue:new Array(
"Oh thank god youre here! I was worried youd get stuck in that snowy dump... Its fucking depressing over there! Ha!",
"Hahaha. Hahahahaha. HAHAHAHAHAHAHA!")
}
,
drink:{
dialogue:new Array(
"Hey sexy, Ill buy you a drink!",
"Have another drink, you little shit! Hahaha!")
}
,
hot:{
dialogue:new Array(
"Fuck, its hot here... Im so hot... and sweatyyy...",
"Damn, working out makes me horny!")
}
,
gold:{
dialogue:new Array(
"Did you know this place is made of gold? Like actual gold! We could run away together and live off this brick right here! Wahahahaha!",
"Seriously, why are you just standing there? Help me jack this brick!")
}
,
briar:{
dialogue:new Array(
"???:Young... You finally maDe IT! YuO SsavED ME! nOE EvERtyhinG WILL bE OKYA AGaIN!!!!!")
}
}
};
public static var happy_npc_state:Dynamic=
{
HAPPY:{
beautiful:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
dump:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
drink:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
hot:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
gold:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
briar:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var mitra:Dynamic=
{
OVERWORLD:{
initial_overworld:{
dialogue:new Array(
"HEADS UP!",
"Sorry about that... I was going way too fast. Oh, Ive never seen you before! Are you a fellow traveller? ... Huh? You want to protect the Briar from the Evil Darkness? ... ^Well... I have no clue what youre talking about, but sounds cool, I guess!",
"Ive just been out and about, peddling my wares.... What? No, Im not a salesman. Wares is the name of my bicycle!",
"Well, maybe well run Into each other again sometime. Ill let you know if I hear anything about that Briar.")
}
}
,
BLUE:{
one:{
dialogue:new Array(
"HEADS UP! All right Wares, lets do this!",
"Annnd presto!",
"Keep going, Young, weve got your back!")
}
}
,
FIELDS:{
init:{
dialogue:new Array(
"Remember me? I forgot to Introduce myself the last time, I only Introduced my bicycle, Wares. My name is Mitra.",
"Remember me? I forgot to Introduce myself the last time, Im Mitra, and this fine young bicycle is named Wares.",
"Mitra:So how have you been, Young? ...what? How did I know your name? You think its weird, eh? Well, I saw it on the back of your hoodie.",
"Mitra:See you around, Young!")
}
,
quest_event:{
dialogue:new Array(
"Mitra:Hey, I just remembered - someone said they were trying to find something earlier. I wasn't sure what they were talking about, so they said they were going to the mountains - ran off in a hurry.")
}
,
game_hints:{
dialogue:new Array(
"Nothing.",
"Oh, you're lost? Have you looked around the beach? Maybe someone there can help you out. It looks like that key of yours comes in a set. Maybe you need to find more?",
"Oh, you're lost? Have you looked in the forest to the east? That key you have - it looks like it comes in a set. Maybe you need to find others?",
"Look at all of those keys! I think I saw some gates to the southeast. Maybe you could use them there?",
"Hey, I saw that you turned on the wind turbine! Do you know if it had any effect on The Land?",
"Hey Young. Wow! You've really been racking up those cards! Have you figured out what they're for yet? Seems like you could really cash in with all those!",
"What is that new broom attachment you have? It lets you alter the structure of the world...? Honestly, that is really scary Young. I'm glad it doesn't seem to work anywhere, perhaps just in the deepest, strangest recesses of the Land",
"How are my jump shoes working for you? Pretty nifty, eh? Im loving my new bike shoes. They make Wares and I an even better team!",
"Cool, Young, you found another key! Wares likes the color! Have you found a place to use them yet?")
}
,
card_hints:{
dialogue:new Array(
"Mitra:Hey Young, looking for a card?\nHave you checked around the area of the Seeing One's temple?",
"Mitra:Hey Young, looking for a card?\nI heard there's a maze around the back exit of the Seeing One's temple.",
"Mitra:Hey Young, looking for a card?\nYou might find something near the Seeing One's lair.",
"Mitra:Hey Young, looking for a card?\nThere was a room filled with enemies in the Seeing One's temple, right?",
"Mitra:Hey Young, looking for a card?\nHave you looked all over the Seeing One's temple?",
"Mitra:Hey Young, looking for a card?\nTry looking in the vestigial area near the back exit of the Seeing One's lair.",
"Mitra:Hey Young, looking for a card?\nMaybe your neighbor knows something about it.",
"Mitra:Hey Young, looking for a card?\nI know the guy in your apartment was hiding something...",
"Mitra:Hey Young, looking for a card?\nSomewhere near the entrance of your apartment...look around there!",
"Mitra:Hey Young, looking for a card?\nHave you looked *everywhere* in your apartment?",
"Mitra:Hey Young, looking for a card?\nJust south of here is an island! I haven't gone there, but you should check it out.",
"Mitra:Hey Young, looking for a card?\nThere's a lot of stuff to be found if you follow the rivers. Look around!",
"Mitra:Hey Young, looking for a card?\nI know someone left a card near the windmill.",
"Mitra:Hey Young, looking for a card?\nLook around the rivers in the forest...",
"Mitra:Hey Young, looking for a card?\nTry poking around the base of the mountains.",
"Mitra:Hey Young, looking for a card?\nTry going to the summit of the mountains.",
"Mitra:Hey Young, looking for a card?\nThe far end of the beach may hold something.",
"Mitra:Hey Young, looking for a card?\nTake a walk in the crimson woods.",
"Mitra:Hey Young, looking for a card?\nThere were a lot of locked doors in one of those red caves, right?",
"Mitra:Hey Young, looking for a card?\nTry looking around the northern red cave - follow the river to its end!",
"Mitra:Hey Young, looking for a card?\nGo to the northern red cave, check out the source of the river!",
"Mitra:Hey Young, looking for a card?\nHmm...did you look all over that dark labyrinth?",
"Mitra:Hey Young, looking for a card?\nI remember there was a pretty grim looking path of flamethrowers somewhere. Something's gotta be at the end of it!",
"Mitra:Hey Young, looking for a card?\nThose circus folks have got to be hiding something. Did you look everywhere?",
"Mitra:Hey Young, looking for a card?\nHave you looked around the area on the perimeter of that couple's large pit?",
"Mitra:Hey Young, looking for a card?\nThere's this couple that like to hang around a pit. They must be hiding something.",
"Mitra:Hey Young, looking for a card?\nSometimes there are things hidden across chasms - especially in mountain caves!",
"Mitra:Hey Young, looking for a card?\nHave you scoured the highest parts of the mountain cave?",
"Mitra:Hey Young, looking for a card?\nIs there anything in the depths of that mountain cave?",
"Mitra:Hey Young, looking for a card?\nThat colorful cube in that weird place - it has probably got something!",
"Mitra:Hey Young, looking for a card?\nHave you talked to that grayscale cube in that wild-lookin' area? Maybe it knows something.",
"Mitra:Hey Young, looking for a card?\nThe top floor of that hotel is a little run down, but it's gotta have something!",
"Mitra:Hey Young, looking for a card?\nDid you walk Into all of the rooms on the 3rd floor of the hotel?",
"Mitra:Hey Young, looking for a card?\nI bet someone left something lying around the 2nd floor of the hotel.",
"Mitra:Hey Young, looking for a card?\nThe owner of the hotel might have left something for you!",
"Mitra:Hey Young, looking for a card?\nThose broken bridges to the northwest...look around there!",
"...What? You haven't found *any* cards? Man, Young, that's crazy! Sometimes in life you just need to be adventurous, open a few boxes, you know?")
}
,
general_banter:{
dialogue:new Array(
"Did you find that guy who was looking for something in the mountains?",
"Do you know what my bikes surname is? Waldo! Get it? Wares Waldo! ...Just kidding, bicycles dont have surnames.",
"Do you think I should get a U-Lock? Id hate to tie up Wares like that, but you do hear a lot about stolen bikes these days...",
"So what is The Briar? Some sort of ancient artifact from a lost culture?",
"I wonder why I haven't heard anything about The Darkness coming. I guess most people in the land are just caught up in their own daily struggles.",
"Hey Young, I just wanted to tell you... your hair is awesome.")
}
}
};
public static var mitra_state:Dynamic=
{
OVERWORLD:{
initial_overworld:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
BLUE:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
FIELDS:{
init:{
cur:"",
pos:0,
loop:2,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
game_hints:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
card_hints:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
general_banter:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var statue:Dynamic=
{
NEXUS:{
enter_nexus:{
dialogue:new Array(
"Statue:The Village Elder in name only, for he is neither.")
}
}
,
OVERWORLD:{
bedroom_entrance:{
dialogue:new Array(
"Statue:Ive seen a broom in a legend... it was on the map of a janitor closet.")
}
}
,
BEDROOM:{
after_boss:{
dialogue:new Array(
"Statue:Acquiring cards is vital to your quest. Acquiring cards is also vital for other quests, such as earning credit or purchasing alcoholic beverages.")
}
}
,
REDCAVE:{
one:{
dialogue:new Array(
"Statue:Excellent work, Sage. You had to conquer not only your temperament but also your own self-respect to deliver such a cheesy line!!!")
}
}
,
TERMINAL:{
one:{
dialogue:new Array(
"When you have become a more stressed and apathetic individual, this path will lead you to the Breyers. Comfort by the pint, loser!")
}
}
};
public static var statue_state:Dynamic=
{
NEXUS:{
enter_nexus:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
OVERWORLD:{
bedroom_entrance:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
BEDROOM:{
after_boss:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
REDCAVE:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
TERMINAL:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var sadbro:Dynamic=
{
OVERWORLD:{
initial_forced:{
dialogue:new Array(
"Edward:Once a man came and installed a mirror in our bathroom. I was afraid that there was a hidden camera inside of it. I scoured every inch of the wooden frame, spraying Merphis Oil Soap Into the cracks, thinking I might short-circuit the wires. Of course, I never found anything.",
"Edward:This temple is dedicated to The Seeing One. I dont know why I came here, and Im too afraid to go inside.")
}
,
bedroom_not_done:{
dialogue:new Array(
"Edward:Having trouble? Well Id imagine so. All you have is a broom, and all brooms can do is move dirt.")
}
,
bedroom_done:{
dialogue:new Array(
"Edward:You say you defeated the Seeing One? Ha. Dont you get that it doesnt work that way? Youre just spraying oil soap in the cracks.")
}
}
};
public static var sadbro_state:Dynamic=
{
OVERWORLD:{
initial_forced:{
cur:"",
pos:0,
loop:1,
dirty:false,
finished:false
}
,
bedroom_not_done:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
bedroom_done:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var sun_guy:Dynamic=
{
BEDROOM:{
before_fight:{
dialogue:new Array(
"Oh, isnt it cute? Precious little Young, playing the hero. But I have witnessed every step you have taken in The Land, and let me tell you, Young, not everyone here is as honest as me. Be careful who you trust!")
}
,
after_fight:{
dialogue:new Array(
"I will be with you, Young, whenever you are alone. And remember my advice on your little adventure.")
}
}
};
public static var sun_guy_state:Dynamic=
{
BEDROOM:{
before_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var rock:Dynamic=
{
BEDROOM:{
one:{
dialogue:new Array(
"Rock:Peripheral vision is the hive of demons.")
}
,
two:{
dialogue:new Array(
"Rock:To-do:Construct method of transportation to Nexus. Progress:Halted - Seeing One will not give the required funds to make the venture possible. We will have to revert to the original method of the inexplicable door portal.")
}
,
three:{
dialogue:new Array(
"Rock:I'm trapped here all by myself. Work is steady on this tunnel, and at least I can see a little bit of progress every day.")
}
}
,
BLUE:{
one:{
dialogue:new Array(
"This wheel is used to lift the dam.")
}
}
,
CIRCUS:{
one:{
dialogue:new Array(
"June 24th, 1957:Trapeze swing breaks. Alice Rutgers is flung Into the ground, resulting in two fractured shins.")
}
,
two:{
dialogue:new Array(
"July 17th, 1957:Seven clowns retire with near fatal lung issues. LANDBLEND brand makeup is suspect, but no formal investigation occurs.")
}
,
three:{
dialogue:new Array(
"July 21st, 1957:Following a cage malfunction, my face and side are severely mauled by an untamed lion. I survive, but now shudder to look at my own reflection.")
}
,
four:{
dialogue:new Array(
"August 5th, 1957:In my dream, I saw a stone face with fierce, shining eyes. He spoke of the truth of our existence and was the first to offer freedom from the pain.")
}
,
five:{
dialogue:new Array(
"August 7th, 1957:How many of us will suffer before we accept the truth of the Seeing One?")
}
,
six:{
dialogue:new Array(
"August 8th, 1957:I have come to my decision. A few of the others have said they will follow me. This will be my final entry. May the Seeing One look favorably upon us all.")
}
}
,
CLIFF:{
one:{
dialogue:new Array(
"(Indecipherable markings)")
}
,
two:{
dialogue:new Array(
"December 7th, 2010.(name unreadable). There's nothing up here, except this stupid rock!")
}
,
three:{
dialogue:new Array(
"Danger! This cave is unexplored.")
}
,
four:{
dialogue:new Array(
"These cliffs extend far and upwards, though I've never gone high enough to find out where they lead.")
}
}
,
CROWD:{
one:{
dialogue:new Array(
"Rock:How?")
}
,
two:{
dialogue:new Array(
"Rock:Warning! Vertical drop, jump at your own risk.")
}
}
,
DEBUG:{
one:{
dialogue:new Array(
"This used to be a placeholder animation for the card gates. Approach it twice to see the locked and open animations!",
"I forget why we ended up scrapping it. Perhaps too dramatic.")
}
,
two:{
dialogue:new Array(
"Here are tests for various tile layers and collisions! I couldn't get one way tiles from both sides(i.e., walls)working very well so I just ended up scrapping the idea entirely...or something.",
"There was some reason why we didn't use them. Simplifying design, which was important for us to finish the game.")
}
,
three:{
dialogue:new Array(
"Enemies used to be able to drop keys. I scrapped this idea even though it was slightly amusing.",
"Another idea we played with was having challenge gates, which lay at the end of a gauntlet, and only opened when you reached them without getting hurt.",
"We wanted to model all dungeons around this and scrap health entirely, but that turned out to be far too hard!")
}
,
four:{
dialogue:new Array(
"PRISON!!!",
"Save us!!!",
"Please!")
}
,
five:{
dialogue:new Array(
"Welcome to the DEBUG WORLD! You've stepped outside of \"The Land\", so consider this world(90 PER-CENT)\"Non-canon\". Anyways.",
"Before there were tilesets for many of the areas I used silly tiles like these to mark where doors went. In fact, every dungeon was mocked up in this area's tileset, and then Marina tiled over them with her tilesets.")
}
,
six:{
dialogue:new Array(
"fille")
}
}
,
DRAWER:{
five:{
dialogue:new Array(
"-ARCHIVES-",
"PROCEED WITH CAUTION")
}
,
four:{
dialogue:new Array(
"West. Rift. Reality! Low real estate values, hurricane, old, run down. Relaxing.")
}
,
three:{
dialogue:new Array(
"The Seeing One from what I can rem- rmrr,,,,,,a Good Time At The Home.")
}
,
two:{
dialogue:new Array(
"COLD STORAGE\n\n^ -- THE MGMT")
}
,
one:{
dialogue:new Array(
"CONTINUE")
}
}
,
FIELDS:{
one:{
dialogue:new Array(
"West:Beach\n\nEast:Forest\n\nSoutheast:\n Rainy Area\n\nNorth:\nTemple Grounds\n\nNorthwest:Chasm")
}
}
,
FOREST:{
one:{
dialogue:new Array(
"West:Land Lake\nSouth, then east:Cliffs")
}
,
two:{
dialogue:new Array(
"Relaxation pond. Stay a while, we know you have the time.")
}
,
three:{
dialogue:new Array(
"I'm afraid I may be stuck on this tiny corner forever.")
}
,
four:{
dialogue:new Array(
"East:Cliffs")
}
}
,
GO:{
one:{
dialogue:new Array(
"The path will open when the dark guardian tiles are replaced by the stone of their spirit color on the square grid below.")
}
,
two:{
dialogue:new Array(
"When the blue stone statue shifted\nThere a new path was revealed\nPast the cliffs, through strange dimensions\nStands a travelers' hotel\n\n\n\"Who is the guardian?\" I ask,\n\"Who rules this crowded business place?\"\nDespite the many human souls\nI still feel alone.")
}
,
three:{
dialogue:new Array(
"The red and rusty statue moved\nAnd paved the way to deeper pits\nA labyrinthine dungeon follows\nThen a big-top circus tent\n\n\n\"Who are the guardians?\" I ask,\n\"Who gave up life to flee this place?\"\nI fear the pain, the same as they\nBut fear it more to die.")
}
,
four:{
dialogue:new Array(
"The green, metallic statue shifted\nOpening a deeper trail\nSuburban homes and sidewalks form\nA path to an apartment.\n\n\n\"Who is the guardian?\" I ask,\n\"Who looks for comfort in the stars?\"\nAlone, I feel like I am watched\nAnd not by friendly starlight.")
}
}
,
BLANK:{
one:{
dialogue:new Array(
"Rock:This is unclaimed territory - not yet a part of The Land.")
}
,
two:{
dialogue:new Array(
"Rock:These -^ me and my^ - circles are^ - promises...I'll^ - concentric^ - really try to get everything done...^ - circles. Bzrt, bzrt.")
}
,
three:{
dialogue:new Array(
"Rock:Watch^ -...but I always^ - your step^ - manage to reappear no?^ - when here!")
}
,
four:{
dialogue:new Array(
"Rock:Looking down^ - And I realized:^ - from here, you- ^ I'm in love with him.^ - can see...nothing, really.")
}
,
five:{
dialogue:new Array(
"Rock:My apologies -^ But yeah, we -^ on the mess here -^ ought to keep in touch-^ but that portal should^ - and I will try give you my opinions - ^ return you to to The Land.")
}
}
,
NEXUS:{
one:{
dialogue:new Array(
"Sometimes if you talk to people multiple times, they have new things to say.",
"But not rocks. Rocks dont do that.")
}
,
two:{
dialogue:new Array(
"Rock:So close! If only...")
}
,
three:{
dialogue:new Array(
"Rock:Curiosity is a great thing.")
}
,
four:{
dialogue:new Array(
"Rock:Oh!...?")
}
,
five:{
dialogue:new Array(
"The computer terminal has an e-mail open. Parts of the screen are broken, so only parts of the message are visible in between black blotches. The e-mail reads:\"Hello, Young! It seems that [...] fiftieth card [...] maybe you shouldn't... [...] worth thinking about! Do you think you're ready? Wake up...\"")
}
}
,
OVERWORLD:{
one:{
dialogue:new Array(
"Rock:Ill bet youre reading a rock because you dont have any friends.")
}
,
two:{
dialogue:new Array(
"Rock:Welcome to Overworld Station. We hope you enjoyed your time in The Land.")
}
,
three:{
dialogue:new Array(
"Rock:An explorer is you!",
"Rock:Please don't go south. It's under construction.")
}
,
four:{
dialogue:new Array(
"Rock:Treasure in 5,3!")
}
,
five:{
dialogue:new Array(
"Rock:Haha, gotcha!")
}
}
,
REDCAVE:{
one:{
dialogue:new Array(
"WE ARE BORN INTO THE DECAY OF OUR MOTHERS BODY.")
}
,
two:{
dialogue:new Array(
"ONE DAY OUR MOTHER LEFT HER MOTHER AND VENTURED INTO THE POISONOUS FOG.")
}
,
three:{
dialogue:new Array(
"WE NEVER ASKED FOR THIS. WE WOULD NOT HAVE BOUGHT OUR LIVES WITH HER SUFFERING.")
}
}
,
REDSEA:{
one:{
dialogue:new Array(
"Rock:Signs indicate the trees have not been active for an extended period of time.")
}
,
two:{
dialogue:new Array(
"Rock:South:???^ North:???")
}
,
three:{
dialogue:new Array(
"Rock:The uneven terrain is said to have been formed by the ancestors of the area's inhabitants.")
}
,
four:{
dialogue:new Array(
"Rock:They appear to be a peaceful species.")
}
}
,
SPACE:{
one:{
dialogue:new Array(
"Scribbled in what appears to be permanent marker:Greetings, fellow traveler of SPACE and TIME. You have stepped Into a rift far away from the juxtaposing area of YOUNG. You've crossed an OCEAN or two, so to speak. Don't worry about the CONTRAST, you can return to your normal adventure shortly. Do not FEAR this place, though it appears FORBODING and DANGEROUS you will find its denizens to be quite FRIENDLY.\n -- The MGMT",
"(Below the message, an engraving:)Here lies ____(unreadable). He got lost in the woods.",
"(Even further below the message:)(just don't go too far south.)")
}
,
two:{
dialogue:new Array(
"Here lies ____(unreadable. Who wrote this?). He was impaled by rainbows!",
"Would've been better with achievements.")
}
,
three:{
dialogue:new Array(
"Here lies Burd. The cliffs weren't feeling too friendly.")
}
,
four:{
dialogue:new Array(
"Here lies bag. It never had a chance.",
"Pretentious!")
}
,
five:{
dialogue:new Array(
"Here lies Savitch. He tried to fix my computer in the garage once, and didn't take up much space while doing so. Three years later, he still hadn't finished. Then, he dropped dead.")
}
,
six:{
dialogue:new Array(
"Here lies Dave. He wasn't very inspirational.")
}
}
,
SUBURB:{
one:{
dialogue:new Array(
"---YOUNG TOWN---^\nWelcome to Young Town. Please beware of some of the citizens. They do not play well with others...tread carefully. Now, Young Town was founded sometime in the '90s by Mayor Ying as a part of a series of ongoing housing projects, the name chosen as a reflection of Ying's denial of possessing the name Ying, and assertion of possessing the name Young. We'll hope you enjoy your stay.")
}
,
two:{
dialogue:new Array(
"To the west are the legendary temples of the Seeing One. To the east is our wonderful Mayor Ying's apartment, which has been since closed off from visits to the public - trespassers beware.")
}
,
three:{
dialogue:new Array(
"On his fifth visit, Mayor Ying grew frustrated at the lack of parking lots. This parking lot reflects Ying's frustration of the lack of parking lots. Ying would occasionally park in this parking lot on subsequent visits.")
}
,
four:{
dialogue:new Array(
"I remember the long sentences I used to write. Ha! Fragmented.")
}
,
five:{
dialogue:new Array(
"A DANGEROUS SITUATION")
}
}
,
TRAIN:{
one:{
dialogue:new Array(
"The Seeing One knows all and will lead one to enlightenment. The road to enlightenment is unlit by any torches.")
}
,
two:{
dialogue:new Array(
"Do not stray from the way of the Seeing One, not even for the treasures lying at the far corners of the maze.")
}
,
three:{
dialogue:new Array(
"Move along.")
}
,
four:{
dialogue:new Array(
"Do not anger the Chasers with violence.")
}
}
,
WINDMILL:{
one:{
dialogue:new Array(
"SCENIC LANDMARK:Partner Towers. Built some time ago, the Partner Towers overlook the distant mountains. The first tower was damaged a while ago and has since been repurposed. The second still stands to the east, reaching Into the sky. Due to safety concerns, the path to the tower has been cut off until further notice.")
}
,
two:{
dialogue:new Array(
"PUBLIC SAFETY NOTICE:^\nThis tower, while not damaged, has been said to have a dimensional rift at the top. Proceed with caution and an open mind.^\n -- The MGMT")
}
}
};
public static var rock_state:Dynamic=
{
BEDROOM:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
BLUE:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
CIRCUS:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
five:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
six:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
CLIFF:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
CROWD:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
DEBUG:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
five:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
six:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
DRAWER:{
five:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
FIELDS:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
FOREST:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
GO:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
BLANK:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
five:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
NEXUS:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
five:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
OVERWORLD:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
five:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
REDCAVE:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
REDSEA:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
SPACE:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
five:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
six:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
SUBURB:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
five:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
TRAIN:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
three:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
four:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
WINDMILL:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var dungeon_statue:Dynamic=
{
BEDROOM:{
one:{
dialogue:new Array(
"The statue does not look like it will be moving anytime soon.")
}
,
two:{
dialogue:new Array(
"The statue has moved.")
}
}
,
REDCAVE:{
one:{
dialogue:new Array(
"It looks like this statue is firmly in place.")
}
,
two:{
dialogue:new Array(
"The statue has moved.")
}
}
,
CROWD:{
one:{
dialogue:new Array(
"This statue does not seem to be movable.")
}
,
two:{
dialogue:new Array(
"The statue has moved.")
}
}
};
public static var dungeon_statue_state:Dynamic=
{
BEDROOM:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
REDCAVE:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
CROWD:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
two:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var splitboss:Dynamic=
{
APARTMENT:{
before_fight:{
dialogue:new Array(
"Fire is beautiful, isn't it? What a shame that the glow and glare of streetlights hides the fire of the stars.")
}
,
after_fight:{
dialogue:new Array(
"Okay, so stars aren't really made of fire. ^Who gives a shit anyway?")
}
}
};
public static var splitboss_state:Dynamic=
{
APARTMENT:{
before_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var cube_king:Dynamic=
{
SPACE:{
color:{
dialogue:new Array(
"How are you today? I'm the ruler of this partition and Interpretation of space.",
"You want to know why I'm the ruler of this place? I'll tell you, but it will take a while. Like, a long while. An obnoxiously long while.",
"Like, quite a while. No really, I'm warning you! I tend to ramble. Maybe you'd be better off just scooping out the contents of that chest over there. Or heading off to the hotel in the distance. Don't know how that got there, I heard they have relatively cheap rates. Not that money matters here.",
"Why am I the ruler?^...I'm not sure why, but my friends around here saw it fit to put me in this position, because of the immediate state of this space. Maybe this is the case because cubes are best at sitting still on flat surfaces. As for why someone needs to sit up here - that's beyond me!",
"The others - my friends over there - have merits of their own. It's not like they couldn't sit up here in the future, they just can't do it now. Sometimes, we switch off who is the ruler, but every time, we always have to reinterpret this region of space! Perhaps Mr. or Ms. Pyramid comes up here because we decide to make the throne shaped in a way that best fits them, by re-imagining this world, so to speak. Does that sound silly? It might be. But that's how it is. It happens quite fast. Minutes, hours - not necessarily a long reign.",
"Though, when I am ruler, it feels slightly strange...I somewhat feel isolated, wanting to be avoidant of others...",
"...but isolation is not the right word, though it covers parts of the feeling. I'm not isolated, and I don't dislike the others. We consider ourselves all friends, but you know, no one really comes up here except to say a few words. So I have to think about things or I might go crazy! Maybe that's part of the isolation.",
"Outside of those inane questions about *why* we're here occupying this space, I'm curious as to why we're even friends.",
"I like to think that whenever we're under the Interpretations that I'm best to rule, that they give me comfort in being able to hold this position for as long as it takes to reach the next Interpretation. You know, encouragement and the like, their physical presence, those are comforting.",
"I suppose that's enough to satisfy me, though it would be nice to have one or two of them try and understand how I feel about being a ruler. Not that I'm complaining about encouragement! But maybe then, we could have multiple rulers...what a thought! Maybe that implies that when I am not ruler, I must act the same way I sometimes wish they would...who knows if that can be done.",
"I've gone on too long. If you head off in the other direction, there's another similar region of space, though I think it smells a bit different.",
"It was nice to meet you.",
"Oh, you want to hear my story again?",
"Okay, sit tight.")
}
,
gray:{
dialogue:new Array(
"Hello there. I'm the ruler of this part of space.",
"What's that? You want to know why I'm here? Are you sure? It'll take me quite a few words to explain why!",
"Well, if you insist. Though you might be better off just walking off to that hotel in the distance. Don't know why they went through with the construction of it. If I had any money to be taxed, I'd surely be complaining!",
"Well, even though I'm the ruler of this part of space, I am not really ruling over anyone.",
"Those friends of mine - they're all rulers of their own parts of space. Ruling no one really, either - we're all alone in that respect. But we're not alone in that we talk to each other, and in other ways we are not alone, too. This is just one place in which I exist.",
"My friends and I - our parts of space have a lot of commonality to them in why they exist and how they're organized. Similar Interests and desires, and the like. We like to talk a lot about how to rule, and so forth.",
"But the tragic thing is that we rarely, if ever, get to meet eachother in the physical form.",
"So you're not actually talking to their physical forms, but a representation of them in some holographic form.",
"I know, it's unfortunate. It's unfortunate because we share so much in common, but we can only help eachother as friends so much.",
"There's just a small thing lacking when you can't have a one-on-one physical conversation all the time.",
"But I'm not complaining. It's better than nothing at all! I can't imagine what it would be like otherwise. Something terrible.",
"It was nice talking at you, good luck with whatever you're up to.",
"You're still here? I can tell you everything again, if you'd like.")
}
}
};
public static var cube_king_state:Dynamic=
{
SPACE:{
color:{
cur:"",
pos:0,
loop:3,
dirty:false,
finished:false
}
,
gray:{
cur:"",
pos:0,
loop:3,
dirty:false,
finished:false
}
}
};
public static var forest_npc:Dynamic=
{
FOREST:{
bunny:{
dialogue:new Array(
"Crickson:Hey ya big bully! Im not afraid of you!",
"Crickson:Ya big lunkhead! I wont run away! Not even if you try to slug me a good one!",
"Crickson:Yer just a big dumb broomy pants, thats what you are! You oughtta be ashamed of yourself!")
}
,
thorax:{
dialogue:new Array(
"Thorax:I am the thorax, I speak for the bees.\n^Their fate is uncertain, its not the bees knees!\n^Some colonies workers have all took to flight!\n^These colonies die then, its no pretty sight!",
"Thorax:Perhaps its a virus or new pesticide,\n^perhaps its the larva of foul phorid flies!\n^Thats making these honeybees all act so strange.\n^Whatever it is, it must certainly change!",
"Thorax:Okay, so I dont really know whats the matter\n^I worry my efforts are nothing but chatter.\n^But how can I sit and do nothing to help?\n^So Ill post it to Facebook and Twitter and Yelp!")
}
}
};
public static var forest_npc_state:Dynamic=
{
FOREST:{
bunny:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
thorax:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var shopkeeper:Dynamic=
{
FIELDS:{
init:{
dialogue:new Array(
"Buy my stuff")
}
}
};
public static var shopkeeper_state:Dynamic=
{
FIELDS:{
init:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var goldman:Dynamic=
{
FIELDS:{
outside:{
dialogue:new Array(
"What are you doing here, punk? Get lost! I caught it fair and square!",
"I wont let it go! Not in a million years!")
}
,
inside:{
dialogue:new Array(
"Oh, did you come here to terrorize me some more?",
"Youre just siding with the cats because they are cute and furry.")
}
,
etc:{
dialogue:new Array(
"What are you doing here, punk? Get lost! I caught it fair and square!^ Wauugh!^ Is that--?^ ANOTHER CAT???^ WAUUGHHH!!!",
"You... you cleaned up my house... Im touched! Here, I want to give you my most beautiful possession!",
"Young opens and takes the box. Something is inside it!",
"Icky:Oh. Hey Miao.^\n\nMiao:Im so glad youre safe!^\n\nIcky:Uh... thanks for the hand, Young.",
"Icky:To be honest, I kind of like sitting in boxes.")
}
}
};
public static var goldman_state:Dynamic=
{
FIELDS:{
outside:{
top:true,
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
inside:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
etc:{
top:true,
cur:"",
pos:0,
loop:4,
dirty:false,
finished:false
}
}
};
public static var miao:Dynamic=
{
FIELDS:{
init:{
dialogue:new Array(
"Oh!! You are Young, The Chosen One!!! Omigosh, what an honor! My name is Miao Xiao Tuan Er, Chosen One-in-training!",
"Could I follow you around for a bit to watch a Chosen One in action?",
"Hello again, Young! Can I shadow you today?")
}
,
randoms:{
dialogue:new Array(
"Miao:Hey, Young have you ever stolen anything?",
"Miao:I like Mitra... and isnt Wares a handsome bike?",
"Miao:Whats that cool stone thing, Young? Does it make you go back in time?!",
"Miao:Im starting to get worried about Icky... Young, have you seen a bigger cat around recently? Icky last said he was going to walk around the small forest to the east.",
"Miao:Icky said I shouldnt go where it's unsafe. Ill see you later, Young.",
"Miao:Have you ever sat in a bunch of grocery bags?",
"Miao:Hey Young, do you think its wrong to do catnip?",
"Miao:I bet it must have taken a lot of work to become The Chosen One, huh, Young?")
}
,
philosophy:{
dialogue:new Array(
"That scary situation with Icky got me thinking... What do you think happens after we die? How could any of us fulfill our full purpose in the span of one life?",
"Maybe we are reincarnated again and again until we fulfill our destiny. Or would that make things too easy?",
"And then what is our reward for completing our journey? Do we just fade away?",
"Hmm...")
}
,
icky:{
dialogue:new Array(
"Oh. Hi, Young.",
"My names not really Icky. Its Ichabod.",
"I hope Miao Xiao Tuan Er hasnt been too much trouble.",
"See you later, Young.")
}
}
};
public static var miao_state:Dynamic=
{
FIELDS:{
init:{
cur:"",
pos:0,
loop:2,
dirty:false,
finished:false
}
,
randoms:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
philosophy:{
cur:"",
pos:0,
loop:3,
dirty:false,
finished:false
}
,
icky:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var generic_npc:Dynamic=
{
DEBUG:{
melos:{
dialogue:new Array(
"Oh howdy, how is it going? You found me! I'm going to stay here, though. It's cold outside.",
"You can blame me for all of those awful rooms! I made them with the DAME map editor.",
"I made this game with FlashDevelop IDE and the Flixel AS3 framework!",
"Oh yeah, and I made the music using the REAPER DAW. And sometimes Audacity.",
"I actually get my nutrition from the radiation from all of these computers... ^what do you mean that's not biologically accurate?",
"Hi mom! ^And dad!",
"Want to know how to finish the game in 20 minutes?",
"Ha! Like I'd tell you!",
"(...maybe if you ask me nicely...)")
}
,
marina:{
dialogue:new Array(
"Woah hey!",
"I wrote a ton of dialogue for this game!^(...but not this dialogue. Melos is doing this.)",
"I used Adobe Photoshop CS5 , Graphics Gale Free Edition and Windows 7 Snipping Tool to do the art!")
}
}
,
REDSEA:{
first:{
dialogue:new Array(
"The humidity here is good for your skin, but bad for your hair.",
"I like standing here. These days, people spend the whole summer rushing back and forth between sweltering heat and freezing cold AC. Those quick temperature changes weaken your bones.",
"Its like that rotten habit of chewing your ice cubes. My mother chewed her ice cubes Into her late 20s. Now shes got hairline cracks all over her molars.")
}
,
second:{
dialogue:new Array(
"Make sure you change out of those shoes and stuff them with newspapers to dry them out. Wouldnt want to create a breeding ground for bacteria.",
"Why do buffets only ever have RED jello cubes? Its like they want us to get cancer.")
}
,
bomb:{
dialogue:new Array(
"Get away from me.",
"Im serious... leave me alone now.")
}
}
,
BLUE:{
one:{
dialogue:new Array(
"I dont need your pity, Young.",
"Right, just go on living in your happy little world, Chosen One...",
"You know, Young, friendship is just a trick people play on themselves. Were all assholes, and in the end, were all alone.",
"Hah, I knew you hated me, Young.",
"Im doing fine.",
"Of course you dont care, no one does.")
}
}
,
HOTEL:{
one:{
dialogue:new Array(
"I know cities can be dirty and crowded and everything, but I like to come out here and look out over all the lights.",
"It's beautiful in its own way. Its not nearly as infinite as the stars, but there is something about its humanness that adds a layer of wonderful complexity.",
"Behind every light is a person with hopes and fears and secrets... looking out is both terrifyingly lonely and fiercely personal.",
"I think I love every person behind every window. I love you, people, for being my stars. I love you no matter how fucked up your life is or how far you think youve fallen. You are lovely for tonight...",
"Im sorry, Im babbling. Thanks for listening.")
}
}
,
REDCAVE:{
easter_egg:{
dialogue:new Array(
"Heeyyyy, mannn...take a load off, stay a whilleee, eh?")
}
}
,
APARTMENT:{
easter_egg:{
dialogue:new Array(
"Ah! You found me!")
}
}
,
CLIFF:{
quest_normal:{
dialogue:new Array(
"Golem:Did you get hit by a boulder on your way up? Sometimes I throw boulders when Im angry. Im sorry if I hit you.",
"Golem:My mother always said that if I kept doing it, Id run out of mountain to throw. Back before she was fracked.")
}
,
second:{
dialogue:new Array(
"Golem:When youre a rock, you see many generations of people come and go. You become ancient and wiser than the wisest among men.",
"Golem:At least, thats the idea. I broke my binoculars a while back so I havent been able to tell whats going on.",
"Golem:Actually, I dont miss watching people much, its a bore.")
}
,
quest_event:{
dialogue:new Array(
"Golem:Oh, yes, I met someone who was little lost...they told me they were going off to look around the beach.")
}
}
,
BEACH:{
quest_normal:{
dialogue:new Array(
"Im not a lobster, Im a langostino. The names Hews.",
"Hews:You know what the best part of the ocean is? Being able to see the horizon.",
"Hews:The ocean is like a salty taste of infinity.",
"Hews:A crowded beach is robbed of its grace.")
}
,
second:{
dialogue:new Array(
"Hews:Have you heard of the mantis shrimp? It has 16 photoreceptors that allow it to perceive ultraviolet light. Can you imagine seeing a wider range of colors?",
"Hews:Maybe it would be beautiful. Then again, weve found plenty of ways to hate each other with just the colors we have.")
}
,
quest_event:{
dialogue:new Array(
"Hews:You're looking for someone, huh? I remember I was sitting here when a few clouds passed by the sun. While the sun was occluded, someone walked up to me and asked where something was. I don't remember what it was, but the person ran off, saying they were heading to the forest.")
}
}
,
FOREST:{
quest_normal:{
dialogue:new Array(
"James:Berries are a good kind of food. I like berries.",
"James:Please make sure not to defecate on the berries.",
"James:So far I have had sexual Intercourse 18 times this season. Also, I have eaten 389 pawfuls of berries.",
"James:Do you have any berries for James?")
}
,
second:{
dialogue:new Array(
"James:I wrote a poem:\n^I like to eat berries\n^They make me merry\n^How much do I like berries?\n^I would have to say very!",
"James:Do you like blueberries or raspberries more?",
"James:Do you have any berries for James?")
}
,
quest_event:{
dialogue:new Array(
"James:Someone came by. They did not want berries. Went to southeast part of lake to the west.")
}
}
,
FIELDS:{
easter_egg:{
dialogue:new Array(
"Olive:Hi, I'm Olive the rabbit.",
"Olive:I have so much cereal left to eat! I love cereal.",
"Olive:The box is so big. It never ends!",
"Olive:Neverending cereal!",
"Olive:Hmmm...maybe that's not such a bad thing.")
}
,
bush:{
dialogue:new Array(
"Rank:Eheheh, silly Young! A brooms no tool for cutting bushes!")
}
,
quest_normal:{
dialogue:new Array(
"Rank:I cut down the bushes for a living. Sometimes when you cut the bushes you find gold! Eheheh!",
"Rank:The economy has been really struggling under this bush...",
"Rank:Sometimes its tough to support the wife and kids on bush cutting--we dont always have enough to eat... but weve always got a roaring fireplace! Eheheh!")
}
,
quest_event:{
dialogue:new Array(
"Rank:Eh? Yes! Someone came by here. Said they were going to an underground labyrinth...I bet they've got a lot of bushes there, eh Young? Eheheh!")
}
,
marvin:{
dialogue:new Array(
"Marvin:Oh hey, how are you feeling?",
"Marvin:Where is Justin?",
"Marvin:There's no bottle rockets around...")
}
,
chikapu:{
dialogue:new Array(
"Chika Chi!",
"Chika Chika!!",
"CHIIIII^\nKAAAA^\nPUUUUUUUUUU!!!!")
}
,
hamster:{
dialogue:new Array(
"Bob:Bob the Hamster likes to refer to himself in the third person.",
"Bob:Apostrophes are the root of all e'vil.",
"Bob:quiet! I am busy exuding an aura of hamstery ambiance.",
"Bob:... I suppose you only get better by doing... But... if you do something wrong, are you just getting better at doing it wrong?",
"Bob:A real man never cries... well, maybe he lets a single tear slide back from the corner of his eye across his sun-hardened face as he rides his bad, bad, Harley across the wind-swept Mohave desert wearing no helmet or goggles. But he never cries.",
"Bob:This game was created by an infinite number of monkeys working on an infinite number of typewriters.",
"Bob:I miss James...")
}
,
electric:{
dialogue:new Array(
"Kuribu:Curry is yellow and spicy!",
"Kuribu:For the clever opponent, injure increase!",
"Kuribu:You got the experience of 2!",
"Kuribu:I tell you my phone number! 0*1-51*7-*4386")
}
}
,
TRAIN:{
quest_normal:{
dialogue:new Array(
"What AM I doing here? Good question! I just stumbled upon here. I'm in hiding. It's safe here, if you don't venture too far out and let those guys get you.",
"It looks like I'm relatively fortunate. All these dead people strewn all over the place - how did they die? It's a little fascinating, to try and think of how it happened. Were they attacked by the monsters? Tripped and fell onto the spikes?",
"It is a a bit grim. I hope it doesn't happen to me. Physical pain is a terrible prospect.")
}
,
quest_event:{
dialogue:new Array(
"Oh...now that I think about it, a person walked by here a while ago. Said they were looking for something...even looked a bit like you! I don't remember when, sorry. It's hard to tell the time in here. But they said they were going to head off to a nearby town.")
}
}
,
SUBURB:{
quest_normal:{
dialogue:new Array(
"Hello.",
"Are you looking for something?",
"What are you looking at?",
"No, I'm not a citizen of this town. What's weird is you can see and talk to me, but I can't Interact with any of them. There are all of these killers running around, and no one seems to notice. It is strange.")
}
,
quest_event:{
dialogue:new Array(
"Yes. I observed a person walk by. They were looking for something. I don't know where their 'something' could be. The person went off in a hurry. Said they needed to head to an alternate area of space. Sounds fancy.")
}
}
,
SPACE:{
quest_normal:{
dialogue:new Array(
"WHOA WHOA WHOA - - - WHO ARE YOU ? ? ?",
"I AM A DRIFTER . . . THIS IS ONE OF THE MORE POPULAR PIT STOPS ALONG THE JOURNEY FROM A TO B .",
"WHAT IS 'A' ? ? ? IT'S MY HOME TOWN . . . I AM VISITING AN OLD FRIEND IN B . . . IT IS A LONG JOURNEY . . . BUT I MAKE SACRIFICES . . . DON'T YOU ? ? ? MAKES LIFE MORE EXCITING ! ! !")
}
,
quest_event:{
dialogue:new Array(
"OHH - - - LOOKING FOR ANOTHER HUMAN - - - I SEE . ^ LET ME ACCESS MY MEMORY . . . READ(0X0C00400 , STDOUT , 100);\n . . . . . . \n . . . . . . \n A HA . . . \n THE PERSON HAD A FLASH OF INSIGHT AND SAID THEY WERE HEADING OFF TO A SHED IN SOME WELL-KEPT FIELD. \n NOW THAT I THINK ABOUT IT . . . YOU LOOK SIMILAR TO THEM ! ! ! ARE YOU SURE IT WASN'T YOU ? ? HUH ? MM ?")
}
}
,
GO:{
quest_normal:{
dialogue:new Array(
"You actually were...uh, ah. Well done.",
"The shiny rock reflects only a bit of the light from the room. There is writing etched Into it:\"Quickly, before I have to leave again(Std.is(It, getting) very light in here, this always happens)- the northwest part of the blue forest - I saw another temple entrance just to the north, past those trees - if only I could switch things at will to get through there...maybe I'll do this the next time I revisit this world.\"")
}
,
quest_event:{
dialogue:new Array(
"The shiny rock reflects only a bit of the light from the room. There is writing etched Into it:\"Quickly, before I have to leave again(Std.is(It, getting) very light in here, this always happens)- the northwest part of the blue forest - I saw another temple entrance just to the north, past those trees - if only I could switch things at will to get through there...maybe I'll do this the next time I revisit this world.\"")
}
}
};
public static var generic_npc_state:Dynamic=
{
DEBUG:{
melos:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
marina:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
REDSEA:{
first:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
second:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
bomb:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
BLUE:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
HOTEL:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
REDCAVE:{
easter_egg:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
APARTMENT:{
easter_egg:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
CLIFF:{
quest_normal:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
second:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
BEACH:{
quest_normal:{
cur:"",
pos:0,
loop:1,
dirty:false,
finished:false
}
,
second:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
FOREST:{
quest_normal:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
second:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
FIELDS:{
easter_egg:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
bush:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
quest_normal:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
marvin:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
chikapu:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
hamster:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
electric:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
TRAIN:{
quest_normal:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
SUBURB:{
quest_normal:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
SPACE:{
quest_normal:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
,
GO:{
quest_normal:{
cur:"",
pos:0,
loop:1,
dirty:false,
finished:false
}
,
quest_event:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var geoms:Dynamic=
{
SPACE:{
gray1:{
dialogue:new Array(
"HELLO. HAVE YOU MET cube YET?",
"cube IS A VERY GOOD RULER OF THIS PORTION OF SPACE. US OTHER RULERS DO OUR BEST IN OUR SPACES AS WELL.")
}
,
gray2:{
dialogue:new Array(
"WHAT DO YOU THINK OF THIS CHUNK OF SPACE? IT IS A NICE WAYPOINT, NO?",
"AN INTERSECTION OF WORLDS!")
}
,
gray3:{
dialogue:new Array(
"NONE OF US GRAY PYRAMIDS ARE ACTUALLY HERE. WE USE SPECIAL DEVICES THAT LET US PROJECT OURSELVES HERE.",
"WHY DO WE DO THAT? BECAUSE WE WANT TO TALK TO OUR FRIEND cube AND KEEP cube COMPANY.")
}
,
graydead:{
dialogue:new Array(
"*bzrrrrt*")
}
,
grayspin:{
dialogue:new Array(
"...IS THE HOLOGRAM DEVICE WORKING CORRECTLY?",
"NO?^...^DAMN!")
}
,
color1:{
dialogue:new Array(
"Have you met CUBE? It does such cool things! I heard once it stood on an edge for nearly twelve seconds. Oh man! Do you know what that means for the League of Edge Standers? No? Well, a lot!")
}
,
color2:{
dialogue:new Array(
"CUBE does a lot of Interesting work!",
"Did you hear? Apparently, it will be my turn to rule soon! In just a few minutes, I believe.")
}
,
color3:{
dialogue:new Array(
"I'm from Sugar Loaf, in transit to Taipei. Why am I here? Oh, I stopped by to say hi to CUBE!",
"Don't look so down! This place is just an odd representation so as to not shock all of the visitors. It's mostly harmless, as far as we can tell.")
}
,
colordead:{
dialogue:new Array(
"(...is it taking a nap?)")
}
}
};
public static var geoms_state:Dynamic=
{
SPACE:{
gray1:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
gray2:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
gray3:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
graydead:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
grayspin:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
color1:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
color2:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
color3:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
colordead:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var redboss:Dynamic=
{
REDCAVE:{
before_fight:{
dialogue:new Array(
"EACH GENERATION IS BORN FROM PAIN TO DIE IN PAIN. WE WILL NOT SUFFER TO REPRODUCE THE CYCLE. WE WILL NOT GO OUTSIDE.")
}
,
after_fight:{
dialogue:new Array(
"IS THIS YOUR PUNISHMENT FOR OUR REBELLION?")
}
}
};
public static var redboss_state:Dynamic=
{
REDCAVE:{
before_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var circus_folks:Dynamic=
{
CIRCUS:{
before_fight:{
dialogue:new Array(
"Why did you deprive the Seeing One of his sacrifices? Why did you steal from us our salvation?")
}
,
after_fight:{
dialogue:new Array(
"...We have failed to make you pay for your Interference. And yet... you have given us back our chance to be free. Thank you, Young. May the Seeing One look upon you in favor once more.")
}
}
};
public static var circus_folks_state:Dynamic=
{
CIRCUS:{
before_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var wallboss:Dynamic=
{
CROWD:{
before_fight:{
dialogue:new Array(
"So good to see you, Yang. Been too long. Still playing those nentendos, I see?")
}
,
after_fight:{
dialogue:new Array(
"Jesus, Yon, when are you just going to grow up? You know, you're going to have to learn to deal with people sooner or later.")
}
}
};
public static var wallboss_state:Dynamic=
{
CROWD:{
before_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var eyeboss:Dynamic=
{
HOTEL:{
before_fight:{
dialogue:new Array(
"We have all the finest amenities here. How do you like the Pool?")
}
,
middle_fight:{
dialogue:new Array(
"How about our state-of-the-art fitness center?")
}
,
after_fight:{
dialogue:new Array(
"We hope you enjoyed your stay!")
}
}
};
public static var eyeboss_state:Dynamic=
{
HOTEL:{
before_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
middle_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
after_fight:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var suburb_walker:Dynamic=
{
SUBURB:{
words_adult:{
dialogue:new Array(
"Today is a nice day.",
"Thanks for scratching that itch on my neck - I can't seem to reach it.",
"I've heard the eggs at the local diner are quite good. I have a coupon for them, too.",
"Did you see the car accident today? So horrible! He was texting. Such a shame, so young!",
"My son did not make the junior varsity team. Such a disappointment. We invested so much in his sports career.",
"Thanksgiving is today. I am thankful for a lot of things. Can't wait for tomorrow's early morning sales. Gonna get a lot of bargains.",
"Ah, I think I might be late for work.",
"I am in a bit of a rush to get home, I need to tidy up before the in-laws come over.",
"We're having a garage sale!",
"Welcome!")
}
,
words_teen:{
dialogue:new Array(
"I didn't see the latest movie.")
}
,
words_kid:{
dialogue:new Array(
"I never gotta see the new cartoon!")
}
,
family:{
dialogue:new Array(
"Welcome to our house, stranger! You look familiar. This is a peaceful town. Pretty quiet, not many visitors.",
"Do you like Davement? My brother Dave showed me this really cool song by them!")
}
,
older_kid:{
dialogue:new Array(
"My friends like to listen to that 'None Surprises' song by 'Rayhead' and complain about this place. Sure, it's a bit of a bubble, but hell, at least show some gratitude! Or do something about it! They're all just...oh, sorry. I tend to do that sometimes..",
"I guess I'll just go write in my blog.",
"You sure look like you're in a daze.",
"I have trouble hearing my thoughts with sports and the like playing on the TV, but my parents like it.")
}
,
hanged:{
dialogue:new Array(
"A note on the corpse:\"Placing myself in danger no more.\"")
}
,
festive:{
dialogue:new Array(
"Oh, is there something going on outside? A festival? A parade?",
"There seems to be quite the commotion outside! Have you looked out the window recently? I wonder what it could be.")
}
,
paranoid:{
dialogue:new Array(
"My house has a lot of windows. I don't like windows. It's as if someone is always looking in. And you know there HAS to be something going on outside there. It can't just be that silent all the time, so silent and calm - it's disturbing to me.",
"Murderers? What? Outside? What are you talking about? Are you kidding me? There haven't been any murders in this town before, but still...you're starting to worry me...maybe you should just leave.",
"Please get out.")
}
,
dead:{
dialogue:new Array(
"The body of this woman has been beaten to death by a blunt weapon.",
"The man, to put it bluntly, well...")
}
}
};
public static var suburb_walker_state:Dynamic=
{
SUBURB:{
words_adult:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
words_teen:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
words_kid:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
family:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
older_kid:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
hanged:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
festive:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
paranoid:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
dead:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var suburb_blocker:Dynamic=
{
SUBURB:{
one:{
dialogue:new Array(
"Oh, it's you! You look familiar...I can't move until you keep killing more of these townsfolk, remember? Come back in a bit.",
"According to this pamphlet...you only need to kill a few more people! Keep it up.",
"We only need one more body, and then we can keep going.",
"Well done. Feel free to go inside. I have no idea what's there. I'll see you again, same time tomorrow, right? Or the night after?")
}
}
};
public static var suburb_blocker_state:Dynamic=
{
SUBURB:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var card:Dynamic=
{
ETC:{
one:{
dialogue:new Array(
"I don't mind being watched by the trees.",
"Where is she?!",
"I will be with you Young, whenever you are alone.",
"Are you an Ookchot? My mom always warned me about the Dangerous Ookchot.",
"Jello there, Young! So goo to flanly meet you! Why don't you set for a minute? I was just pudding on some tea!",
"Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Chancel, Pulpit, Altar, Stained Glass Windows...",
"Limited time offer! Buy one, get one free - only today!",
"Remember the time that you lit a candle when the power was out?",
"Mmmm, your pillow was cozy last night.",
"This'll teach 'em for calling me the fumi-GAY-tion guy.",
"Wares and I make a good team.",
"I'm the Chosen One-in-training!!!",
"Do you ever feel like, no matter what you do, you can't stop the world from dying?",
"Beware the forest mushrooms...",
"I am sorry. It is my nature.",
"What do you mean, 'Only a rock'?? Rocks can be on cards too, you know!",
"Give a man a fish and he will eat for a day. Teach a man to fish, and he will have bonding times with his son, Jimmy.",
"Sometimes the answer is taking a walk.",
"Why do bats suddenly fly down, every time you're around?",
"NO, *YOU* NEED BRACES!",
"ARE YOU HAPPY NOW?",
"Don't get violent around me.",
"I've always wanted to be on Iron Chef.",
"My mom always told me, 'If you do that arch long enough, your spine will stay that way!'",
"Are you amused yet, human?",
"...",
"Scientifically speaking, toads are a subset of frogs.",
"HAHAHAHA! Yeah! I know!",
"Oh, you collect cards, too? Real classy, Ying.",
"They always said, \"Get off the computer! Or you'll never make friends!\"",
"I'm only the ruler for the extent of a conversation.",
"I'll bet you think you're 'making my job Interesting'!",
"I hate diagonals.",
"Don't even try that claritin clear shit with me.",
"Swipe this card to unlock the door to your room!",
"I'm doing a great job.",
".......??",
"Who carved all of us anyways?",
"I hope you enjoyed your stay.",
"Seening as you've gotten to this point, you must be quite Intrasting.",
"I'm just here to lead you astray.",
"You like like a pyramid to us, too!",
"It's the same damn play, night after night, and the pay sucks.",
"Leave me alone! My last name isn't Sachs!",
"At least I'm not a stick.",
"What do you mean money doesn't grow on trees? Eheheheh!",
"I'm nothing but an illusion.",
"I'LL TAKE IT OUT ON YOU.")
}
}
};
public static var card_state:Dynamic=
{
ETC:{
one:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
public static var misc:Dynamic=
{
any:{
controls:{
dialogue:new Array(
"Press",
"to set controls.",
"to cancel.",
"Up",
"Down",
"Left",
"Right",
"Jump",
"Attack",
"Menu",
"Press",
"to exit",
"to set controls.")
}
,
title:{
dialogue:new Array(
"Please use the\narrow keys to resize\nthe window until\nyou cannot see\nany black around\n the borders.\n\nPress",
"when done.",
"ANODYNE",
"Melos Han-Tani\nMarina Kittaka",
"any key",
"Press",
"to start",
"Version",
"Continue",
"New Game",
"Are you sure?\nNo\nYes",
"Really?\nNah\nYeah",
"No going back!\nForget it\nI know",
"deaths",
"cards",
"Anodyne supports\nmost controllers.\n\nWill you use one?\n\nYes No\n\nIf so, connect it now.\n\nMove with arrow keys\n\nSelect with\nC, SPACE, or ENTER\n\nDefaulting to yes in\n",
"NOTE\n\nIf you have input\nlag during gameplay,\nreturn to your\nhome screen and\nre-enter Anodyne.\n\nPRESS C TO CONTINUE\n\nGUI displaying wrong?\nPress button below\nthen reorient device.",
"Press BACK again\nto exit.\nUnsaved progress\nwill be lost.")
}
,
gui:{
dialogue:new Array(
"menu=enter",
"Saving...")
}
,
map:{
dialogue:new Array(
"Map",
"Current Room",
"Door/Exit",
"No Map",
"Return to\nNexus",
"Return to\nentrance")
}
,
items:{
dialogue:new Array(
"Items",
"Normal",
"Swap",
"Extend",
"Widen",
"A pair of spring-loaded shoes - press",
"to jump!",
"A pair of shoes for biking.",
"An empty cardboard box.",
"A key found in the Temple of the Seeing One.",
"A key found in a red, underground cave.",
"A key found in a mountain cave.")
}
,
cards:{
dialogue:new Array(
"Cards",
"cards")
}
,
save:{
dialogue:new Array(
"Save",
"Saved!",
"ERROR",
"Save and go\nto title",
"Go to title",
"Save and quit",
"Quit game",
"Deaths:")
}
,
config:{
dialogue:new Array(
"Config",
"Set keybinds",
"Set volume",
"Autosave at\ncheckpoints:",
"On",
"Off",
"Change\nResolution:",
"Config UI",
"Touch+D-Pad",
"D-Pad Only",
"Touch Only",
"Move Input:",
"Resolution:",
"Windowed",
"Int. Scaled",
"Stretch",
"Scaling:",
"Language:",
"ja",
"en",
"Drag the\nbuttons\nuntil you're\nsatisfied.\n\nThen, tap\nthe menu\nto continue.\n\n",
"Resize Window",
"Config Joypad")
}
,
secrets:{
dialogue:new Array(
"You\'re rolling in it!",
"Once the property of a famous Bubble Mage.",
"If your graphics become scrambled, look at the pakidex entry of an official Pakimon.",
"This heart has no name.",
"Please visit the electric monsters\' world.",
"A kitty statue. Cute, but useless.",
"Oh my!!!!",
"Oh no!!!!",
"It\'s black.",
"It\'s red.",
"It\'s green.",
"It\'s blue.",
"It\'s white.",
":Select",
":Back")
}
,
swap:{
dialogue:new Array(
"Sorry!",
"The swap won't work here.",
"Young could not muster the strength to use the swap here.")
}
,
keyblock:{
dialogue:new Array(
"This door is locked.")
}
,
treasure:{
dialogue:new Array(
"Some strange force stops this treasure box from being opened.",
"An engraving on the broom handle reads:Press",
"to sweep.",
"This key may be used a single time to open up a locked barrier.",
"A mysterious pair of boots has nothing but the branding on it, which says \"Press",
"\".",
"A few words on the broom extension read \"Equip the WIDEN upgrade in the menu to have the broom release harmful dust to the left and right.\"",
"A few words on the broom extension read \"Equip the EXTEND upgrade in the menu for the broom to release harmful dust in front of the broom's normal reach.\"",
"A note next to the broom extension:\"Hello, Young. Use this SWAP upgrade on two tiles to switch their places. It may be a while before you can use this everywhere, but it should serve you well for the time being.\"",
"YOU FOUND A HEART!!! Maximum Health increased by...zero.",
"Goldman:What? It's not there? That shopkeeper must have stolen it!")
}
,
dust:{
dialogue:new Array(
"Your broom is now full of dust! Attack again to place it.")
}
,
checkpoint:{
dialogue:new Array(
"Save game?\n Yes\n No",
"While standing on a checkpoint, press",
"to save your progress and set it as your respawn point if you die.")
}
,
rock:{
dialogue:new Array(
"There is writing scrawled on this rock:")
}
,
door:{
dialogue:new Array(
"The portal does not appear to be active.")
}
,
keyblockgate:{
dialogue:new Array(
"The gate stares, petrified. It won't open until it senses four cards...",
"Sensing four cards, the gate decides to open.",
"The gate stubbornly remains in place.",
"The gate senses all of the cards, and decides to open.",
"The gate senses enough cards, and decides to open.",
"It opens!",
"It remains closed.")
}
,
solidsprite:{
dialogue:new Array(
"The sign points to the east but the words on it are faded.",
"The sign points to the west but the words on it are faded.",
"The words on the sign are faded.")
}
,
mitra:{
dialogue:new Array(
"Hey, Young!",
"Are those bike shoes for me? Wow! Thanks, Young! I\'ve been thinking about getting these, since Wares has those pedals where you can clip in bike shoes. Here, Young, take my boots in exchange! They have these cool springs that let you jump really high! You press",
"to jump with them on!",
"Hi Young! Notice anything new? ^... ^... Oh, well, I got new biking shoes, see! They clip Into Wares' pedals. Since I'll no longer be needing my old boots, I want you to have them, Young! They have these cool springs that let you jump really high! You press",
"to jump with them on!",
"Alright, take care!",
"Go on, try them out! ...They're not THAT smelly.",
"Cool, huh?",
"Wow, are those the biking shoes from Finty's shop? You're giving them to me? Thanks, Young, I really appreciate it! Here, try out my old shoes in return--I think you'll find them really useful! There's an engraving on the shoes that says \"Press",
"to jump\". I've never understood that, though, because there's no \"",
"\" anywhere on the shoes...")
}
,
tradenpc:{
dialogue:new Array(
"Finty:Welcome, welcome, my friend Young! The name's Prasandhoff--Finty Prasandhoff! Take a look around at my shop and see if anything catches your eye!",
"Finty:I still appreciate that box!",
"Finty:Ah, a box! Thank you so much! Now I can carry all my inventory home at night and back in the morning!",
"Wait a minute...it's not here! What happened to it? Well, here, let me ease your wounds instead!",
"As a token of my gratitude, take these stylish biking shoes!",
"Fine morning out, isn't it, my friend? A fine morning for shopping! I just wish I had a box to carry my inventory around.",
"Too bad, looks like you can't afford this item! Come back later, when you have the cash!",
"Finty:Ah, you have a fine eye! You need a better weapon, don't you? Blow your enemies to pieces for only $499.99!",
"Finty:That money sack will allow you to accumulate money that you find in The Land! It's yours for a mere $869.99!",
"Finty:Oh ho ho, here's a specialty item indeed:clip-in bike shoes so you can be speedy AND stylish! On sale now for just $299.99!",
"Finty:Tired of shoving dust around with your piddling little broom? Eradicate harmful dust particles with this state-of-The-Art vacuum cleaner! Just $749.99, or four easy, monthly payments of $199.99!",
"As a token of my gratitude, take this ugly--I mean beautiful, collector's edition card!^")
}
,
ending:{
dialogue:new Array(
"Anodyne\n-------\n\n\n\nA game created by\n\nMelos Han-Tani\n\nand\n\nMarina Kittaka\n\n-------------",
"Created from\n\nMarch, 2012\n\nto\n\nJanuary, 2013",
"DESIGN\n------\nBoth",
"PROGRAMMING\n-----------\nMelos, using the\nFlixel library for\nActionscript 3.\n\n\n\nART\n---\nMarina\n",
"MUSIC/SFX\n---------\nMelos, using REAPER\nand number of free\nsoundfonts.\n\n\n\nDIALOGUE\n--------------\nMostly Marina\n",
"STORY\n-----\nBoth\nJapanese Localization:\nKakehashi Games",
"Massive thanks to\nour testers, who\nsuffered so you\ndon't have to!\n--------------\n\nMarina, for suffering\nthrough most of the\ninitial bugs.\n\nEtan, for constant\nsupport since the\nbeginning, with\nmany bugs found,\nand the third human\nto play through most\nof the game.",
"Olivia - thanks, sis!\n\nRunnan, Nick Reineke,\nEmmett, Poe, AD1337,\n Dennis, Andrew,\nAndrew MM\n Carl, Max, Amidos,\nLyndsey, Nathan\n",
"Melos would like\nto thank:\n\nMom and Dad, for\ntheir constant support\nin this endeavor.\n\nS\n\nMany TIGSourcers and\nother devs met\nalong the way!\n\nMarina, for making\nthis game possible,\nand improving it in\ncountless ways.",
"Adobe, Adam Saltsman,\nFlashDevelop devs,\nREAPER devs,\nDAME creator,\nDesura, Gamersgate,\nIndieDB, TIGSource\n\n\nAnd my other friends\nwho have shown their\nsupport.(Thanks!)\n\nAnd last, but\nnot least,\nTina Chen,\nlongtime friend,\nfor both support and\nintroducing me to Marina.",
"Marina would like\nto thank...\n\nColin Meloy, for\nexpanding\nmy vocabulary\n\nTsugumo, for\n\"So You Want to\nBe a Pixel Artist?\"\n\nMy family,\nfor support and food.\n\nDaniel, for being an\n\"indie game dev\"\nwith me growing up.",
"Mo, for believing\n in me.\n\nTina, for Introducing\nme\nto Melos.\n\nMelos, for making\na game\nand trusting me to\nbe a big part of it.",
"CAST\n----\n\n\nSlime\n\n\nAnnoyer\n\n\nPew Pew\n\n\nShieldy\n\n\nSeer",
"Mover\n\n\nOn Off\n\n\nFour Shooter\n\n\nSlasher\n\n\nRogue\n",
"Dog\n\n\nFrog\n\n\nRotator\n\n\nPerson\n\n\nWall\n\n",
"Rat\n\n\nGasguy\n\n\nSilverfish\n\n\nDasher\n\n\nRoller\n\nWatcher\n\n\n",
"Dustmaid\n\n\nBurst Plant\n\n\nManager\n\n\n",
"Lion\n\n\nContort\n\n\nFlame Pillar\n\n\nServants\nArthur\nJaviera",
"Follower\n\n\nEdward\n\n\nFisherman\n\n\nRed Walker\n\nHews",
"Rabbit\n\n\nIcky\n\n\nShopkeeper\n\nMiao Xiao Tuan Er\n\nRank\n\nGoldman",
"Thorax\n\nJames\n\nMushroom\n\nCrickson\n\nGolem\n\nSuburbanites",
"Chaser\n\n\nEntities\n\n\nSpace Faces\n\n\Cube Kings",
"Young\n\n\nMitra\n\n\nSage\n\n\nBriar",
"And we'd like to\nthank YOU!\nFor playing our game!\n\n\nWe hope you\nenjoyed it.",
"\n\n\n\n\n\n\n\n",
"Now you have\nthe ability\nto explore Young's\nworld with(almost)no\nlimitations, via \nthe swap.\n")
}
,
elevator:{
dialogue:new Array(
"Floor?",
"1\n",
"2\n",
"3\n",
"4\n",
"Cancel")
}
}
};
public static var misc_state:Dynamic=
{
any:{
controls:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
title:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
gui:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
map:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
items:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
cards:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
save:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
config:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
secrets:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
swap:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
keyblock:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
treasure:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
dust:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
checkpoint:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
rock:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
door:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
keyblockgate:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
solidsprite:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
mitra:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
tradenpc:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
ending:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
,
elevator:{
cur:"",
pos:0,
loop:0,
dirty:false,
finished:false
}
}
};
}