Moth
start
self
I have a question about this place
moth
yeah?
RESPOBJ::mthresp
Responses
RESPOBJ::
RESPONSES::self
game board?<+>what
some look like the call team<+>team
SHOWIF::[["beneath_team", true], ["embassy_d1_complete", true]]
structuring device code?<+>board
SHOWIF::[["beneath_team", true], ["embassy__d3_tutorial", true]]
nevermind<+>CHANGE::++moth
FAKEEND::(back)
Game board?
what
self
can you see anything?
this looks like a big game board
the pieces are all alive
i don't think they know how to play
moth
lol?
well i'm reading this is supposed to be an experiential bridge
it's also kind of intact, but the thoughtspace isn't closed
maybe this is something funfriend is working on fixing,
and it just got started by putting all the pieces back
RESPOBJ::mthresp
Some look like the call team
team
self
some of the pieces on this board thing look like the call team
moth
yeah, i picked up you trying to talk to one
definitely different from the others somehow...
maybe some kind of memory bleed?
the readout is still messed up, so idk for sure
RESPOBJ::mthresp
Structuring device code?
board
self
you mentioned that board was framing device code
is that going to be a problem?
moth
prooobably not?
i don't know how funfriend mapped the device to the embassy
because it's literally never been done before with obesk stuff lol
everything is connected in these cysts, so...
other parts were bound to start picking up pieces of it one way or another i guess
at least they're having fun with it
RESPOBJ::mthresp
Parasite Pieces
Greet
exec: ()=>{
let piece = env.targetedEntityParent
let text = "do you remember the rules?"
let actor = "piece"
switch(piece.style.getPropertyValue('--dyp-type')) {
case "lost": text = [
`haha he a89 y934 ahiuiu `,
`êád•7877 7 77 `,
`hehea v0-9xjkl;'ehehe hehe`,
`IMˆkPL ay Game? ??`
].sample({noRepeat: true})
break
case "board": text = [
`get out of the way!`,
`where are the rules`,
`win wiin! !winN!!!`,
`everything is counting on this!`,
`how many lives will be lost if they succeed??`,
`move once attack once ok left left`,
`we will meet them beneath`,
`do not let them escape alive!`,
`have you heard their plans? sickening!!`,
`celki celki celki`,
].sample({noRepeat: true})
break
case "gamer":
case "gamer_m":
startDialogue("players")
change('beneath_team', true)
return
break
case "shelf": text = '...'
actor = "shelf"
break
case "a": text = [
`if i am quick...`,
`what was that? hello?`,
`quiet...`,
`it has to be here`
].sample({noRepeat: true})
actor = "curled piece"
change('beneath_team', true)
break
case "t": text = '...'
actor = "stacked-eye piece"
change('beneath_team', true)
break
case "c": text = text = [
`just being here is so fun!`,
`much better than maintenance work`,
`board rules? game? why bother?`,
`do you know where my friend went?`,
].sample({noRepeat: true})
actor = "pleased piece"
change('beneath_team', true)
break
case "i": text = text = [
`someone is missing`,
`where is she`,
`can we really make it?`,
`are you counting on me?`,
`kuulla would know what to do`,
].sample({noRepeat: true})
actor = "weeping piece"
change('beneath_team', true)
break
case "k": text = text = [
`ha ha ha!!`,
`ha haa!! ha ha ha!!`,
`hahaha!! haha!!`,
`hello`
].sample({noRepeat: true})
actor = "four-eyed piece"
change('beneath_team', true)
break
case "water": text = [
`quiet...`,
`...`,
`do you hear it too?`,
`...`,
`...`,
`...`,
`nice here.. .`,
].sample({noRepeat: true})
actor = "calm piece"
change('beneath_team', true)
break
case "pal": text = [
`helo helllooo!`,
`we are friends now ok`,
`you are so soso cool!!!`,
`do not worry we will find the rules ahaha`,
`hehehe we are having a good time!!` ,
`celki celki celki!`,
].sample()
actor = "friendly piece"
change('beneath_team', true)
break
case "gk": text = [
`wrong side? no i am ok`,
`turns out it is not so simple`,
`i want to play a different game`,
`seen any rules? me either`,
].sample()
change('beneath_team', true)
break
case "mi": text = [
`how do i get out of here??`,
`what are we doing?`,
`i need to make some calls`,
`is there not a way out?`,
].sample()
change('beneath_team', true)
break
}
Unity
exec: ()=>{
cutscene(true)
let piece = env.targetedEntityParent
let text = "shut up! there is a war to be won!!"
let actor = "piece"
switch(piece.style.getPropertyValue('--dyp-type')) {
case "lost": text = [
`hehehehehehehehehe`,
`the ea ters`,
].sample({noRepeat: true})
break
case "board": text = [
`stop bothering me!`,
`there is no time for peace!!`,
].sample({noRepeat: true})
break
case "gamer": text = [
`hold on we must finish this game`,
`and leave this unfinished?! no!`,
].sample({noRepeat: true})
actor = "smiling piece"
break
case "gamer_m": text = [
`hold on we must finish this game`,
`and leave this unfinished?! no!`,
].sample()
actor = "many-eyed piece"
break
case "a": text = `that would be nice... but i must finish my investigation`
actor = "curled piece"
break
case "shelf": text = '...'
actor = "shelf"
break
case "c": text = `what? no thanks! my friend is here`
actor = "pleased piece"
break
case "i": text = `just another strange place... i want to go home`
actor = "weeping piece"
break
case "k": text = `i cannot leave when there are still foes to be crushed!`
actor = "four-eyed piece"
break
case "t": text = `‡Hƒøwh A_A^t was it fºr, then...`
actor = "stacked-eye piece"
break
case "water": text = `too loud...`
actor = "calm piece"
break
case "pal": text = `aaw cool!! convince my friends and i will come!!`
actor = "friendly piece"
break
}
Tactical Board
Piece Dialogue
start
self
hello
sourceless
your interruption earns the minds of the thoughtforms
the feeling of their attention is mixed with palpable annoyance
many-eyed piece
we are busy!
what do you want!
smiling piece
stop distracting her
this next move is important
RESPOBJ::pieceresp
Responses
RESPOBJ::
RESPONSES::self
what are you doing?<+>what
look like team members?<+>look
SHOWIF::"embassy__d3_movefriend_finish"
information?<+>info
ok bye<+>END
What are you doing?
what
self
what are you doing
smiling piece
nobody knows the rules anymore!
so we looked for some and found this out there
its rules do not seem right for our board...
but we are trying it out anyway!
many-eyed piece
and i am winning
her kind always loses
smiling piece
ahaha!!
that is what you think, stupid bulb!
akizet and cavik still stand!
you do not even know my inventory!
____SHOWIF::"beneath_board"
self
this thing is part of another memory
how did you get it?
smiling piece
it was just floating above us
i had to stack upon my team to reach it!
many-eyed piece
shut up!
i am thinking...
____END
RESPONSES::self
sorry<+>loop
FAKEEND::(back)
Look like team members?
look
self
why do you look like gakvu and miltza
smiling piece
who? the game pieces?
we do not look anything like them
look. we are busy
can you please please please just go away
you look and feel so weird and i do not like it
sourceless
your mind's eye shifts to the miltza-like piece
it only watches in silent agreement
RESPONSES::self
umm<+>loop
FAKEEND::(back)
Information?
info
self
i'm looking for information
i need to know what happened to akizet
sourceless
an immeasurably powerful sense of dread washes through your connection
the smiling piece's attention shifts to the board,
then to something you cannot see
smiling piece
what do you mean? did i miss a rule?
she is right here!
many-eyed piece
no they must know something you do not
we should remove akizet from play to be safe
smiling piece
shut up!! <span class="code" definition="INHERITED CONTEXT::'violent parasitic surface fauna';'hijacks mind of victim for use as social camouflage';'ekivik profanity'">zuzucri</span>!
another word and i tear your stupid thought membrane to pieces!
RESPONSES::self
...<+>loop
FAKEEND::(back)
Examine
if(!check('beneath_board')) {
change('beneath_board', true)
chatter({actor: 'moth', text: 'is that framing device code?', readout: true, delay: 3000})
chatter({actor: 'moth', text: "shit... it's probably got a memory leak", readout: true, delay: 6000})
if(check("e3a2escape")) {
chatter({actor: 'moth', text: "well, not really that surprised i guess. anything goes now that the firmament has a hole", readout: true, delay: 12000})
} else {
if(check("embassy__d3_archivebossend")) chatter({actor: 'moth', text: `i hope that bstrd thing hasn't gotten out`, readout: true, delay: 12000})
}
}
Effigy
`i can take them!`,
`use focus stupid!`,
`can i have the bozko augment`,
`the groundsmind stands no chance!`,
`don't use any items ok?`,
Unity
chatter({actor: 'effigy', text: `isabel...`, readout: true, customEl: effigy, delay: 2000})
chatter({actor: 'effigy', text: `that's right!`, readout: true, delay: 4000})
chatter({actor: 'effigy', text: `i gotta go home!`, readout: true, delay: 7000})
chatter({actor: 'effigy', text: `this was fun byee!`, readout: true, delay: 9000})
chatter({actor: 'smiling piece', text: `what!! no fair!`, readout: true, delay: 11000})
chatter({actor: 'smiling piece', text: `come back!!!`, readout: true, delay: 12000})
chatter({actor: 'smiling piece', text: `leaving mid game.... rude`, readout: true, delay: 15000})
chatter({actor: 'many-eyed piece', text: `that counts as a death`, readout: true, delay: 20000})
chatter({actor: 'smiling piece', text: `it does not!!`, readout: true, delay: 22000})