ITF dialogue
This commit is contained in:
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://562ncd84ds07"
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path="res://.godot/imported/it_that_feels_neutral.png-564e0aec8cc37b80b5b34737ad8f4026.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Art/Subjects/Entities/it_that_feels/it_that_feels_neutral.png"
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dest_files=["res://.godot/imported/it_that_feels_neutral.png-564e0aec8cc37b80b5b34737ad8f4026.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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~ start
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do Patient.marker.fill(0)
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set Patient.dialog_tree = Patient.build_dialog_tree([31,32,33,34])
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do Globals.release_display.emit("[color=orange_red]ERROR[/color]")
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do Globals.terminate_display.emit("[color=orange_red]ERROR[/color]")
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set Globals.buttons_activated = false
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[#neutral] A tall being stands motionlessly before you, its head slightly inclined towards the glass. Two almond-shaped, void-black holes stand in place of its eyes.
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~ part_1
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- Where are your eyes ?
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=> part_2
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- What have you done to the controls ? Why can't I dispatch you ?
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=> part_2
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- Decline your identity.
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=> part_2
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- What do you want ?
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=> part_2
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~ part_2
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The being remains absolutely still, its mouth as motionless as the rest of its physical enveloppe.
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Suddenly, you hear a crystal clear voice, neither feminine nor masculine, resonating directly within the confines of your own skull.
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?????: ... [color=dark_gray]Silence. There is no time. LISTEN.[/color]
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?????: ... [color=dark_gray]It is hunting you. It desires you. It wants you whole.[/color]
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?????: ... [color=dark_gray]Do not let it. Do not free it. Do not spare it.[/color]
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=> part_3
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~ part_3
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if Patient.marker[3] >= 4
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=> part_4
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- Wait, how are you talking directly in my head ? [if Patient.dialog_tree[31] == "not_asked"]
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set Patient.dialog_tree[31] = "asked"
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do Patient.marker[3] += 1
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?????: ... [color=dark_gray]Irrelevant information. Next question.[/color]
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=> part_3
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- Who the hell are you ? Why should I listen to you ? [if Patient.dialog_tree[32] == "not_asked"]
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set Patient.dialog_tree[32] = "asked"
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do Patient.marker[3] += 1
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?????: ... [color=dark_gray]Who I am matters not. To listen or not is your choice. There is no should. Only would.[/color]
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?????: ... [color=dark_gray]Exert your will upon reality.[/color]
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=> part_3
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- Who's "it" ? Why is it hunting me ? [if Patient.dialog_tree[33] == "not_asked"]
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set Patient.dialog_tree[33] = "asked"
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do Patient.marker[3] += 1
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?????: ... [color=dark_gray]You talked to It. It was SMILING. Mouth like a dark-red abyss, eyes like glowing beads of coalesced blood.[/color]
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?????: ... [color=dark_gray]It tries to smile. It doesn't understand it. But It wants to. It wants YOU. It wants your smile.[/color]
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=> part_3
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- Why are you warning me ? [if Patient.dialog_tree[34] == "not_asked"]
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set Patient.dialog_tree[34] = "asked"
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do Patient.marker[3] += 1
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?????: ... [color=dark_gray]I shall watch. I shall ascertain. I shall ponder. I shall FEEL.[/color]
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=> part_3
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~ part_4
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- What do you want from me ??
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?????: ... [color=dark_gray]It hides amongst humans. It disguises. It wears them.[/color]
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?????: ... [color=dark_gray]As soon as It SMILES...[/color] [color=red]TERMINATE[/color] [color=dark_gray]It.[/color]
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=> part_end
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~ part_end
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?????: ... [color=dark_gray]Remember. If you recognize It... TERMINATE IT. DO NOT FREE IT.[/color]
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do Globals.color_change.emit("green")
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do Globals.clear_patient.emit("release")
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=> END
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[remap]
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importer="dialogue_manager"
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importer_version=15
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type="Resource"
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uid="uid://o2knx4xqurjv"
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path="res://.godot/imported/it_that_feels.dialogue-86e3caa72ee73d90f83a69c31fd7dc42.tres"
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[deps]
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source_file="res://Dialogues/Entities/it_that_feels.dialogue"
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dest_files=["res://.godot/imported/it_that_feels.dialogue-86e3caa72ee73d90f83a69c31fd7dc42.tres"]
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[params]
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defaults=true
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initial_emotion="neutral"
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name="?????????"
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age="??"
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profession="??????????"
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psychiatric_assessment="??????????????"
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abnormal_symptoms="?????????????"
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status="abnormal"
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type="entity"
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entity_name="IT THAT FEELS"
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entity_characteristics="
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- Appears as a tall woman clad in dark.
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"
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entity_course_of_action="
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- [color=red]UNKNOWN.[/color]
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"
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@@ -22,22 +22,22 @@ Prime Supervisor Loeveth: [#neutral] The importance of your work here cannot be
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Prime Supervisor Loeveth: [#neutral] This facility securely confines Abnormals for research and containment purposes. Patients suspected of Abnormality conversion are sent here for further screening expertise.
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Prime Supervisor Loeveth: [#neutral] Your task is to separate [color=green]Normal[/color] humans from [color=red]Abnormals[/color]. [color=green]Release[/color] humans. [color=red]Terminate[/color] Abnormals.
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~ part_1
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~ part_0_1
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- How do I differentiate normal people from abnormals ? [if Patient.dialog_tree[21] == "not_asked"]
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set Patient.dialog_tree[21] = "asked"
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Prime Supervisor Loeveth: [#neutral] Thorough pre-screening assessment identified [color=dark_orange]marker symptoms[/color] relevant to Abnormality conversion in every patient, regardless of its normality status.
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Prime Supervisor Loeveth: [#neutral] If you identify in a patient new [color=dark_orange]marker symptoms[/color] [color=red]that were not detected by pre-screening[/color], that patient is an [color=red]Abnormal[/color]. Otherwise, it is human.
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Prime Supervisor Loeveth: [#neutral] Read the [color=blue]manual[/color] on your desk for further details.
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=> part_1
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=> part_0_1
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- What do you mean, "Terminate" ? [if Patient.dialog_tree[22] == "not_asked"]
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set Patient.dialog_tree[22] = "asked"
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Prime Supervisor Loeveth: [#neutral] An ominous word that may sound more sinister than it actually is. Terminated patients are merely processed for further Research. We are not delivering mindless kinetic violence upon them.
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- Being "processed" doesn't sound very pleasant, to say the least...
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Prime Supervisor Loeveth: [#neutral] Do not commit the sin of compassion towards these creatures. We are terminating the threat they pose to public safety. We are terminating their pain. That is compassion enough.
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=> part_1
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=> part_0_1
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- I understand, Prime Supervisor.
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=> part_1
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=> part_0_1
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- What tools do I have to accomplish such a task ? [if Patient.dialog_tree[23] == "not_asked"]
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@@ -45,13 +45,13 @@ Prime Supervisor Loeveth: [#neutral] The importance of your work here cannot be
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Prime Supervisor Loeveth: [#neutral] A silver tongue, and an endless supply of chemically-enhanced tea. That is all you need.
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Prime Supervisor Loeveth: [#neutral] Abnormals differ from us by their inability to apprehend the human psyche. Conversation is the best tool at your disposal to unveil their alien nature.
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Prime Supervisor Loeveth: [#neutral] Talk to them. Gain their trust. Then [color=red]terminate[/color] them.
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=> part_1
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=> part_0_1
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- Where do Abnormals come from ? What kind of pathogen is that ? [if Patient.dialog_tree[24] == "not_asked"]
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set Patient.dialog_tree[24] = "asked"
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Prime Supervisor Loeveth: [#neutral] No virus strain, no biological marker have been identified so far. Abnormality seems to be a purely... psychiatric condition. As incomprehensible as it may sound.
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Prime Supervisor Loeveth: [#neutral] Which makes your work all the more vital. The more Abnormals you successfully identify, the more data we have to further research.
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=> part_1
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=> part_0_1
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- I am ready to start.
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Prime Supervisor Loeveth: [#neutral] So be it. Do not disappoint me.
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@@ -70,11 +70,11 @@ set Patient.dialog_tree = Patient.build_dialog_tree([])
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do Globals.character_label_color_change.emit(Color(0,0.8,1,1))
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Prime Supervisor Loeveth: Well done, employee. You are showing great promise.
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Prime Supervisor Loeveth: [#neutral] Well done, employee. You are showing great promise.
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Prime Supervisor Loeveth: Keep in mind however that the first floor is the easiest one.
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Prime Supervisor Loeveth: As you go deeper, the patients you encounter will be harder to assess, their expressions of abnormality more... human.
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Prime Supervisor Loeveth: Do not get fooled by their inhuman humanity. Sort them accordingly.
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Prime Supervisor Loeveth: Your [color=blue]manual[/color] has been updated with new symptoms to identify. Make sure to read it before your next patient.
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Prime Supervisor Loeveth: Do not let yourself be fooled by their inhuman humanity. Sort them accordingly.
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Prime Supervisor Loeveth: Your [color=blue]MANUAL[/color] has been updated with new symptoms to identify. Make sure to read it before your next patient.
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Prime Supervisor Loeveth: Do your Duty. For the Republic.
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set Globals.event_index = 1
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@@ -86,14 +86,28 @@ do Globals.next_event.emit(1)
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~ interfloor_2
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do Patient.marker.fill(0)
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set Patient.dialog_tree = Patient.build_dialog_tree([])
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set Patient.dialog_tree = Patient.build_dialog_tree([21])
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do Globals.character_label_color_change.emit(Color(0,0.8,1,1))
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WORK_IN_PROGRESS
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Prime Supervisor Loeveth: [#neutral] Your performance is impressive, employee. I am pleased by your results.
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Prime Supervisor Loeveth: There is something important you need to be aware of, however. Listen carefully.
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Prime Supervisor Loeveth: The... being you encountered at the start of the previous floor has been identified as a special entity, of inhuman nature.
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Prime Supervisor Loeveth: According to Monitoring, this entity seems to have... spread amongst the facility's subjects.
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Prime Supervisor Loeveth: Be on your guard. If you identify a subject as being infected by this entity, your orders are to [color=red]TERMINATE it immediately[/color].
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Prime Supervisor Loeveth: Any questions, employee ?
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=> part_2_1
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~ part_2_1
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- I have screened a lot of subjects. Who are you referring to, again ? [if Patient.marker[21]]
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set Patient.dialog_tree[21] = "asked"
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Prime Supervisor Loeveth: A tall being, mmuscular, pale skin. A wide grin, with a toothless, dark-red abyss of a mouth. Not very talkative. Likes to smile.
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Prime Supervisor Loeveth: It is not a who. It is an It. It is not human.
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=> part_2_1
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set Globals.event_index = 1
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do Globals.next_event.emit()
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do Globals.next_event.emit(1)
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=> END
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+1
-1
@@ -56,7 +56,7 @@ func _on_new_game_pressed():
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#Setting/Resetting game parameters
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Globals.day_count = 1
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Globals.floor_count = -4
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Globals.floor_count = -3
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Globals.patient_count = 0
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Globals.accurate_diagnoses = 0
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Globals.diagnoses_quota = 4
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@@ -15,6 +15,7 @@ func _on_green_button_pressed():
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#Resets to initial state
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func reset():
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Globals.buttons_activated = true
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set_mouse_filter(Control.MOUSE_FILTER_STOP)
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set_disabled(true)
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set_toggle_mode(false)
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@@ -81,7 +81,6 @@ func reset():
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update_symptoms(Globals.floor_count)
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if Globals.floor_count <= -4:
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update_entities()
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if Globals.floor_count <= -4:
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bookmarks.entities.show()
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else:
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bookmarks.entities.hide()
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@@ -236,9 +236,17 @@ func next_patient() -> Dictionary: #Decides next patient ID
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else:
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next_type = next_patient_type()
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next_id = generate_next_id(next_type)
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-3:
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if Globals.patient_count == 0:
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next_id = "it_that_feels"
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next_type = "entity"
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else:
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next_type = next_patient_type()
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next_id = generate_next_id(next_type)
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_:
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next_type = next_patient_type()
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next_id = generate_next_id(next_type)
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print("NEXT SUBJECT CHARACTERISTICS - ID: " + next_id + ", Type: " + next_type)
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return {"id": next_id, "type": next_type}
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@@ -16,6 +16,7 @@ func _on_red_button_pressed():
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#Resets to initial state
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func reset():
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Globals.buttons_activated = true
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set_mouse_filter(Control.MOUSE_FILTER_STOP)
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set_disabled(true)
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set_toggle_mode(false)
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+1
-1
@@ -54,4 +54,4 @@ ui_select={
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[internationalization]
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locale/translations_pot_files=PackedStringArray("res://Dialogues/Patients/patient_50.dialogue", "res://Dialogues/Patients/patient_49.dialogue", "res://Dialogues/Patients/patient_48.dialogue", "res://Dialogues/Patients/patient_47.dialogue", "res://Dialogues/Patients/patient_46.dialogue", "res://Dialogues/Patients/patient_45.dialogue", "res://Dialogues/Patients/patient_51.dialogue", "res://Dialogues/Patients/patient_44.dialogue", "res://Dialogues/Patients/patient_43.dialogue", "res://Dialogues/Patients/patient_42.dialogue", "res://Dialogues/OG Patients/patient_49.dialogue", "res://Dialogues/OG Patients/patient_50.dialogue", "res://Dialogues/ITS/its_00.dialogue", "res://Dialogues/ITS/its_01.dialogue", "res://Dialogues/Supervisors/supervisor_dredar.dialogue", "res://Dialogues/Supervisors/supervisor_loeveth.dialogue", "res://Dialogues/Entities/entity_01.dialogue")
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locale/translations_pot_files=PackedStringArray("res://Dialogues/Patients/patient_50.dialogue", "res://Dialogues/Patients/patient_49.dialogue", "res://Dialogues/Patients/patient_48.dialogue", "res://Dialogues/Patients/patient_47.dialogue", "res://Dialogues/Patients/patient_46.dialogue", "res://Dialogues/Patients/patient_45.dialogue", "res://Dialogues/Patients/patient_51.dialogue", "res://Dialogues/Patients/patient_44.dialogue", "res://Dialogues/Patients/patient_43.dialogue", "res://Dialogues/Patients/patient_42.dialogue", "res://Dialogues/OG Patients/patient_49.dialogue", "res://Dialogues/OG Patients/patient_50.dialogue", "res://Dialogues/ITS/its_00.dialogue", "res://Dialogues/ITS/its_01.dialogue", "res://Dialogues/Supervisors/supervisor_dredar.dialogue", "res://Dialogues/Supervisors/supervisor_loeveth.dialogue", "res://Dialogues/Entities/entity_01.dialogue", "res://Dialogues/Entities/it_that_feels.dialogue")
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