got general dialogue to work
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parent
cde04c66ac
commit
d5e515e4c1
30
Dialogue.gd
30
Dialogue.gd
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@ -3,5 +3,33 @@ extends Control
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func _ready():
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func _ready():
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pass
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pass
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func continue_dialogue():
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if $Tween.is_active():
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$Tween.remove_all()
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$RichTextLabel.percent_visible = 1.0
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return
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$Wol.resume()
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func _on_Wol_line(line):
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func _on_Wol_line(line):
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prints('got a line', line)
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print(var2str(line))
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$RichTextLabel.text = line.text
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$Tween.remove_all()
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$Tween.interpolate_property(
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$RichTextLabel,
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'percent_visible',
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.0,
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1.0,
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.02 * line.text.length()
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)
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$Tween.start()
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func _on_Wol_options(options):
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prints('got some options', options)
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func _input(event):
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if event is InputEventKey and event.scancode == KEY_ENTER and event.pressed:
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print('Pressed enter!')
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continue_dialogue()
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@ -28,6 +28,9 @@ custom_fonts/normal_font = ExtResource( 1 )
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text = "Here is where the dialogue will go.
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text = "Here is where the dialogue will go.
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Run the scene in order to see how \"wol\" works."
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Run the scene in order to see how \"wol\" works."
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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anchor_right = 1.0
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anchor_right = 1.0
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@ -45,4 +48,7 @@ margin_bottom = 66.0
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custom_fonts/font = ExtResource( 1 )
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custom_fonts/font = ExtResource( 1 )
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text = "This is a dialogue option"
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text = "This is a dialogue option"
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[node name="Tween" type="Tween" parent="."]
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[connection signal="line" from="Wol" to="." method="_on_Wol_line"]
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[connection signal="line" from="Wol" to="." method="_on_Wol_line"]
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[connection signal="options" from="Wol" to="." method="_on_Wol_options"]
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@ -68,7 +68,9 @@ func set_path(_path):
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path = _path
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path = _path
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func _handle_line(line):
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func _handle_line(line):
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call_deferred('emit_signal', 'line', line)
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var id = line.id
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var string = program.wolStrings[id]
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call_deferred('emit_signal', 'line', string)
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return WolGlobals.HandlerState.PauseExecution
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return WolGlobals.HandlerState.PauseExecution
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func _handle_command(command):
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func _handle_command(command):
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@ -1,7 +1,8 @@
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extends Object
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extends Object
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# class_name DialogueLine
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var id : String
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var id = ''
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var substitutions : Array = []#String
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var substitutions = []
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func _init(id: String):
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func _init(id):
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self.id = id
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self.id = id
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@ -1,16 +1,16 @@
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extends Object
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extends Object
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class_name WolLine
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var text : String
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var text = ''
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var nodeName : String
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var nodeName = ''
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var lineNumber : int
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var lineNumber = -1
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var fileName : String
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var fileName = ''
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var implicit : bool
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var implicit = false
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var meta : Array = []
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var meta = []
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func _init(text:String, nodeName:String, lineNumber:int, fileName:String, implicit:bool, meta:Array):
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self.text = text
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self.nodeName = nodeName
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self.fileName = fileName
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self.implicit = implicit
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self.meta = meta
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func _init(text, nodeName, lineNumber, fileName, implicit, meta):
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self.text = text
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self.nodeName = nodeName
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self.fileName = fileName
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self.implicit = implicit
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self.meta = meta
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@ -1,19 +1,12 @@
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extends Node
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extends Node
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var programName : String
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var programName = ''
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var wolStrings : Dictionary = {}
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var wolStrings = {}
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var wolNodes : Dictionary = {}
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var wolNodes = {}
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func get_node_tags(name:String)->Array:
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func get_node_tags(name):
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return wolNodes[name].tags
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return wolNodes[name].tags
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func get_wol_string(key:String)->String:
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return wolStrings[key]
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func get_node_text(name:String)->String:
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var key = wolNodes[name].sourceId
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return get_wol_string(key)
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#possible support for line tags
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#possible support for line tags
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func get_untagged_strings()->Dictionary:
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func get_untagged_strings()->Dictionary:
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return {}
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return {}
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@ -25,6 +18,5 @@ func include(other):
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pass
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pass
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func dump(library):
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func dump(library):
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print("not yet implemented")
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pass
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pass
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@ -265,6 +265,7 @@ func run_instruction(instruction)->bool:
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var name : String = instruction.operands[0].value
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var name : String = instruction.operands[0].value
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var loaded = _dialogue._variableStorage.get_value(name)
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var loaded = _dialogue._variableStorage.get_value(name)
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_state.push_value(loaded)
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_state.push_value(loaded)
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WolGlobals.ByteCode.StoreVariable:
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WolGlobals.ByteCode.StoreVariable:
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#store top stack value to variable
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#store top stack value to variable
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var top = _state.peek_value()
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var top = _state.peek_value()
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@ -298,13 +299,14 @@ func run_instruction(instruction)->bool:
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# add an option to current state
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# add an option to current state
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var key = instruction.operands[0].value
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var key = instruction.operands[0].value
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var line = Line.new(key, _program.wolStrings[key])
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var line = Line.new(key)
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if instruction.operands.size() > 2:
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if instruction.operands.size() > 2:
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pass #formated text options
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pass #formated text options
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# line to show and node name
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# line to show and node name
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_state.currentOptions.append(SimpleEntry.new(line,instruction.operands[1].value))
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_state.currentOptions.append(SimpleEntry.new(line,instruction.operands[1].value))
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WolGlobals.ByteCode.ShowOptions:
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WolGlobals.ByteCode.ShowOptions:
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#show options - stop if none
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#show options - stop if none
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if _state.currentOptions.size() == 0:
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if _state.currentOptions.size() == 0:
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@ -6,7 +6,7 @@ position: -1892,-1013
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<<load_situation The Revolver>>
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<<load_situation The Revolver>>
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<<animation elevator door open>>
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<<animation elevator door open>>
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Masami: Gina, this way!
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Masami: Gina, this way! #line:5d7a7c
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Gina: Patience! I’m coming.
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Gina: Patience! I’m coming.
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>Still, she didn’t pick up her pace and kept hesitantly looking around.<
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>Still, she didn’t pick up her pace and kept hesitantly looking around.<
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Masami: Everything should be fine, let’s just go. We won.
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Masami: Everything should be fine, let’s just go. We won.
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@ -14,7 +14,7 @@ Masami: Unless you are planning on backstabbing me at the finish line, that is.
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Gina: How funny. You are not that special.
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Gina: How funny. You are not that special.
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Masami: Har har. Now start walking or I’ll carry you out the front door.
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Masami: Har har. Now start walking or I’ll carry you out the front door.
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Masami: I don’t want to give Monokuma the time to come up with a new death game for two while we are trying to get through the exit.
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Masami: I don’t want to give Monokuma the time to come up with a new death game for two while we are trying to get through the exit.
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Gina: …
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Gina: ...
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<<zoom to vault door>>
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<<zoom to vault door>>
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@ -29,8 +29,8 @@ Masami: The reception desk?
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<<zoom to gun>>
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<<zoom to gun>>
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Masami: A paper and…
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Masami: A paper and...
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Masami: … That’s a gun.
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Masami: ... That’s a gun.
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Gina: A revolver, in fact. Such an old fashioned choice of firearm. Though, I appreciate the aesthetic. How pretty.
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Gina: A revolver, in fact. Such an old fashioned choice of firearm. Though, I appreciate the aesthetic. How pretty.
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Masami: I don’t like this. Why is it here?
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Masami: I don’t like this. Why is it here?
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>I took the paper from the table and briskly unfolded it.<
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>I took the paper from the table and briskly unfolded it.<
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