Add Death NPC and training data

main
Cameron Murphy Reikes 2 years ago
parent 7e6b84b6c9
commit 113753dcab

2
.gitignore vendored

@ -7,6 +7,8 @@ build_web/
# copyrighted assets which must be bought # copyrighted assets which must be bought
assets/copyrighted/ assets/copyrighted/
Undead - Pixel Art Characters/
Undead - Pixel Art Characters.zip
EPIC RPG World Pack - Ancient Ruins V 1.7.zip EPIC RPG World Pack - Ancient Ruins V 1.7.zip
EPIC RPG World Pack - Ancient Ruins V 1.7/ EPIC RPG World Pack - Ancient Ruins V 1.7/

@ -18,6 +18,10 @@
{ {
filepath: "_Roll.png", filepath: "_Roll.png",
} }
@image death:
{
filepath: "copyrighted/wraith.png",
}
@image thinking: @image thinking:
{ {
filepath: "thinking.png", filepath: "thinking.png",

@ -4,42 +4,6 @@
"layers":[ "layers":[
{ {
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@ -198,9 +143,53 @@
"width":60, "width":60,
"x":0, "x":0,
"y":0 "y":0
},
{
"draworder":"topdown",
"id":5,
"name":"objects",
"objects":[
{
"class":"",
"height":32,
"id":1,
"name":"PLAYER",
"rotation":0,
"visible":true,
"width":32,
"x":893,
"y":915
},
{
"class":"",
"height":32,
"id":3,
"name":"OLD_MAN",
"rotation":0,
"visible":true,
"width":32,
"x":1724.33333333333,
"y":1042.66666666667
},
{
"class":"",
"height":32,
"id":5,
"name":"DEATH",
"rotation":0,
"visible":true,
"width":32,
"x":1287.33333333333,
"y":748.666666666666
}],
"opacity":1,
"type":"objectgroup",
"visible":true,
"x":0,
"y":0
}], }],
"nextlayerid":8, "nextlayerid":8,
"nextobjectid":5, "nextobjectid":6,
"orientation":"orthogonal", "orientation":"orthogonal",
"renderorder":"right-down", "renderorder":"right-down",
"tiledversion":"1.9.2", "tiledversion":"1.9.2",
@ -221,6 +210,10 @@
{ {
"firstgid":2597, "firstgid":2597,
"source":"..\/EPIC RPG World Pack - Ancient Ruins V 1.7\/EPIC RPG World Pack - Ancient Ruins V 1.7\/TiledMap Editor\/Terrain - Ancient Ruins.tsx" "source":"..\/EPIC RPG World Pack - Ancient Ruins V 1.7\/EPIC RPG World Pack - Ancient Ruins V 1.7\/TiledMap Editor\/Terrain - Ancient Ruins.tsx"
},
{
"firstgid":4806,
"source":"..\/EPIC RPG World Pack - Ancient Ruins V 1.7\/EPIC RPG World Pack - Ancient Ruins V 1.7\/TiledMap Editor\/Ancient Ruins-Animated Terrains-16 frames-with transparency.tsx"
}], }],
"tilewidth":32, "tilewidth":32,
"type":"map", "type":"map",

@ -205,7 +205,14 @@ int main(int argc, char **argv) {
if(has_decimal(x_string)) x_string = MD_S8Fmt(cg_arena, "%.*sf", MD_S8VArg(x_string)); if(has_decimal(x_string)) x_string = MD_S8Fmt(cg_arena, "%.*sf", MD_S8VArg(x_string));
if(has_decimal(y_string)) y_string = MD_S8Fmt(cg_arena, "%.*sf", MD_S8VArg(y_string)); if(has_decimal(y_string)) y_string = MD_S8Fmt(cg_arena, "%.*sf", MD_S8VArg(y_string));
fprintf(output, "{ .exists = true, .kind = ENTITY_%.*s, .pos = { .X=%.*s, .Y=%.*s }, }, ", MD_S8VArg(name), MD_S8VArg(x_string), MD_S8VArg(y_string)); if(MD_S8Match(name, MD_S8Lit("PLAYER"), 0))
{
fprintf(output, "{ .exists = true, .is_character = true, .pos = { .X=%.*s, .Y=%.*s }, }, ", MD_S8VArg(x_string), MD_S8VArg(y_string));
}
else
{
fprintf(output, "{ .exists = true, .is_npc = true, .npc_kind = %.*s, .pos = { .X=%.*s, .Y=%.*s }, }, ", MD_S8VArg(name), MD_S8VArg(x_string), MD_S8VArg(y_string));
}
} }
fprintf(output, "\n}, // entities\n"); fprintf(output, "\n}, // entities\n");
} }

128
main.c

@ -129,28 +129,36 @@ typedef BUFF(char, MAX_SENTENCE_LENGTH) Sentence;
// even indexed dialogs (0,2,4) are player saying stuff, odds are the character from GPT // even indexed dialogs (0,2,4) are player saying stuff, odds are the character from GPT
typedef BUFF(Sentence, 2*6) Dialog; // six back and forths. must be even number or bad things happen (I think) typedef BUFF(Sentence, 2*6) Dialog; // six back and forths. must be even number or bad things happen (I think)
typedef enum NpcKind
{
OLD_MAN,
DEATH,
} NpcKind;
typedef struct Entity typedef struct Entity
{ {
bool exists; bool exists;
EntityKind kind;
// for all NPCS (maybe make this allocated somewhere instead of in every entity? it's kind of big...)
Dialog player_dialog;
#ifdef WEB
int gen_request_id;
#endif
// fields for all entities // fields for all entities
Vec2 pos; Vec2 pos;
Vec2 vel; // only used sometimes, like in old man and bullet Vec2 vel; // only used sometimes, like in old man and bullet
float damage; // at 1.0, he's dead float damage; // at 1.0, dead! zero initialized
bool facing_left; bool facing_left;
// old man bool is_bullet;
// npcs
bool is_npc;
NpcKind npc_kind;
Dialog player_dialog;
#ifdef WEB
int gen_request_id;
#endif
bool aggressive; bool aggressive;
double shotgun_timer; double shotgun_timer;
// character // character
bool is_character;
CharacterState state; CharacterState state;
struct Entity *talking_to; // Maybe should be generational index, but I dunno. No death yet struct Entity *talking_to; // Maybe should be generational index, but I dunno. No death yet
bool is_rolling; // can only roll in idle or walk states bool is_rolling; // can only roll in idle or walk states
@ -293,7 +301,20 @@ void end_text_input(char *what_player_said)
//BUFF_APPEND(&to_join, "This is dialog which takes place in a simple action RPG, where the player can only talk to NPCs, or fight. The characters influence the game world by saying specific actions from these possibilities: [*fights player*]. They don't say anything else that has '*' between them. Example dialog with an Old Man NPC:\nPlayer: \"Hello old man. Do you know that you're in a video game?\"\nOld Man: \"What are you talking about, young boy? What is a 'video game'?\"\nPlayer: \"You have no idea. You look ugly and stupid.\"\nOld Man: \"How juvenile! That's it, *fights player*\"\n\nThe NPCs exist on a small lush island, on a remote village, in a fantasy setting where monsters roam freely, posing a danger to the NPCs, and the player. They don't know about modern technology. They are very slow to say *fights player*, because doing so means killing the player, their friends, and potentially themselves. But if the situation demands it, they will not hesitate to open fire.\n"); //BUFF_APPEND(&to_join, "This is dialog which takes place in a simple action RPG, where the player can only talk to NPCs, or fight. The characters influence the game world by saying specific actions from these possibilities: [*fights player*]. They don't say anything else that has '*' between them. Example dialog with an Old Man NPC:\nPlayer: \"Hello old man. Do you know that you're in a video game?\"\nOld Man: \"What are you talking about, young boy? What is a 'video game'?\"\nPlayer: \"You have no idea. You look ugly and stupid.\"\nOld Man: \"How juvenile! That's it, *fights player*\"\n\nThe NPCs exist on a small lush island, on a remote village, in a fantasy setting where monsters roam freely, posing a danger to the NPCs, and the player. They don't know about modern technology. They are very slow to say *fights player*, because doing so means killing the player, their friends, and potentially themselves. But if the situation demands it, they will not hesitate to open fire.\n");
// characters prompt // characters prompt
assert(player->talking_to->kind == ENTITY_OLD_MAN); Entity *talking = player->talking_to;
char *character_prompt = NULL;
if(talking->npc_kind == OLD_MAN)
{
character_prompt = "Old Man: \"";
}
else if(talking->npc_kind == DEATH)
{
character_prompt = "Death: \"";
}
else
{
assert(false);
}
//BUFF_APPEND(&to_join, "The player is talking to an old man who is standing around on the island. He's eager to bestow his wisdom upon the young player, but the player must act polite, not rude. If the player acts rude, the old man will say exactly the text '*fights player*' as shown in the above example, turning the interaction into a skirmish, where the old man takes out his well concealed shotgun. The old man is also a bit of a joker.\n\n"); //BUFF_APPEND(&to_join, "The player is talking to an old man who is standing around on the island. He's eager to bestow his wisdom upon the young player, but the player must act polite, not rude. If the player acts rude, the old man will say exactly the text '*fights player*' as shown in the above example, turning the interaction into a skirmish, where the old man takes out his well concealed shotgun. The old man is also a bit of a joker.\n\n");
//BUFF_APPEND(&to_join, "Dialog between an old man and a player in a video game. The player can only attack or talk in the game. The old man can perform these actions by saying them: [*fights player*]\n--\nPlayer: \"Who are you?\"\nOld Man: \"Why I'm just a simple old man, minding my business. What brings you here?\"\nPlayer: \"I'm not sure. What needs doing?\"\nOld Man: \"Nothing much. It's pretty boring around here. Monsters are threatening our village though.\"\nPlayer: \"Holy shit! I better get to it\"\nOld Man: \"He he, certainly! Good luck!\"\n--\nPlayer: \"Man fuck you old man\"\nOld Man: \"You better watch your tongue young man. Unless you're polite I'll be forced to attack you, peace is important around here!\"\nPlayer: \"Man fuck your peace\"\nOld Man: \"That's it! *fights player*\"\n--\n"); //BUFF_APPEND(&to_join, "Dialog between an old man and a player in a video game. The player can only attack or talk in the game. The old man can perform these actions by saying them: [*fights player*]\n--\nPlayer: \"Who are you?\"\nOld Man: \"Why I'm just a simple old man, minding my business. What brings you here?\"\nPlayer: \"I'm not sure. What needs doing?\"\nOld Man: \"Nothing much. It's pretty boring around here. Monsters are threatening our village though.\"\nPlayer: \"Holy shit! I better get to it\"\nOld Man: \"He he, certainly! Good luck!\"\n--\nPlayer: \"Man fuck you old man\"\nOld Man: \"You better watch your tongue young man. Unless you're polite I'll be forced to attack you, peace is important around here!\"\nPlayer: \"Man fuck your peace\"\nOld Man: \"That's it! *fights player*\"\n--\n");
@ -301,13 +322,21 @@ void end_text_input(char *what_player_said)
int i = 0; int i = 0;
BUFF_ITER(Sentence, &player->talking_to->player_dialog) BUFF_ITER(Sentence, &player->talking_to->player_dialog)
{ {
BUFF_APPEND(&to_join, i % 2 == 0 ? "Player: \"" : "Old Man: \""); bool is_player = i % 2 == 0;
if(is_player)
{
BUFF_APPEND(&to_join, "Player: \"");
}
else
{
BUFF_APPEND(&to_join, character_prompt);
}
BUFF_APPEND(&to_join, it->data); BUFF_APPEND(&to_join, it->data);
BUFF_APPEND(&to_join, "\"\n"); BUFF_APPEND(&to_join, "\"\n");
i++; i++;
} }
BUFF_APPEND(&to_join, "Old Man: \""); BUFF_APPEND(&to_join, character_prompt);
// concatenate into prompt_buff // concatenate into prompt_buff
BUFF_ITER(char *, &to_join) BUFF_ITER(char *, &to_join)
@ -331,7 +360,7 @@ void end_text_input(char *what_player_said)
player->talking_to->gen_request_id = req_id; player->talking_to->gen_request_id = req_id;
#endif #endif
#ifdef DESKTOP #ifdef DESKTOP
add_new_npc_sentence(player->talking_to, "response to the player. Response responseResponse fights player responseResponse responseResponse "); add_new_npc_sentence(player->talking_to, "ALright. *moves*");
#endif #endif
} }
} }
@ -413,15 +442,27 @@ char *tprint(const char *format, ...)
Vec2 entity_aabb_size(Entity *e) Vec2 entity_aabb_size(Entity *e)
{ {
if(e->kind == ENTITY_PLAYER) if(e->is_character == ENTITY_PLAYER)
{ {
return V2(TILE_SIZE, TILE_SIZE); return V2(TILE_SIZE, TILE_SIZE);
} }
else if(e->kind == ENTITY_OLD_MAN) else if(e->is_npc)
{ {
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f); if(e->npc_kind == OLD_MAN)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->npc_kind == DEATH)
{
return V2(TILE_SIZE*1.10f, TILE_SIZE*1.10f);
}
else
{
assert(false);
return (Vec2){0};
}
} }
else if(e->kind == ENTITY_BULLET) else if(e->is_bullet)
{ {
return V2(TILE_SIZE*0.25f, TILE_SIZE*0.25f); return V2(TILE_SIZE*0.25f, TILE_SIZE*0.25f);
} }
@ -597,6 +638,15 @@ AnimatedSprite old_man_idle =
.horizontal_diff_btwn_frames = 16.0f, .horizontal_diff_btwn_frames = 16.0f,
.region_size = {16.0f, 16.0f}, .region_size = {16.0f, 16.0f},
}; };
AnimatedSprite death_idle =
{
.img = &image_death,
.time_per_frame = 0.15,
.num_frames = 10,
.start = {0.0, 0.0},
.horizontal_diff_btwn_frames = 100.0f,
.region_size = {100.0f, 100.0f},
};
sg_image image_font = {0}; sg_image image_font = {0};
const float font_size = 32.0; const float font_size = 32.0;
@ -640,7 +690,7 @@ void reset_level()
player = NULL; player = NULL;
ENTITIES_ITER(entities) ENTITIES_ITER(entities)
{ {
if(it->kind == ENTITY_PLAYER) if(it->is_character)
{ {
assert(player == NULL); assert(player == NULL);
player = it; player = it;
@ -1147,7 +1197,13 @@ void draw_animated_sprite(AnimatedSprite *s, double elapsed_time, bool flipped,
AABB region; AABB region;
region.upper_left = AddV2(s->start, V2(index * s->horizontal_diff_btwn_frames, 0.0f)); region.upper_left = AddV2(s->start, V2(index * s->horizontal_diff_btwn_frames, 0.0f));
region.lower_right = V2(region.upper_left.X + (float)s->region_size.X, (float)s->region_size.Y); float width = img_size(spritesheet_img).X;
while(region.upper_left.X >= width)
{
region.upper_left.X -= width;
region.upper_left.Y += s->region_size.Y;
}
region.lower_right = AddV2(region.upper_left, s->region_size);
draw_quad((DrawParams){true, q, spritesheet_img, region, tint}); draw_quad((DrawParams){true, q, spritesheet_img, region, tint});
} }
@ -1342,7 +1398,7 @@ Overlapping get_overlapping(Level *l, AABB aabb)
// the entities jessie // the entities jessie
ENTITIES_ITER(entities) ENTITIES_ITER(entities)
{ {
if(!(it->kind == ENTITY_PLAYER && it->is_rolling) && overlapping(aabb, entity_aabb(it))) if(!(it->is_character && it->is_rolling) && overlapping(aabb, entity_aabb(it)))
{ {
BUFF_APPEND(&to_return, (Overlap){.e = it}); BUFF_APPEND(&to_return, (Overlap){.e = it});
} }
@ -1384,11 +1440,11 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
} }
// add entity boxes // add entity boxes
if(!(from->kind == ENTITY_PLAYER && from->is_rolling)) if(!(from->is_character && from->is_rolling))
{ {
ENTITIES_ITER(entities) ENTITIES_ITER(entities)
{ {
if(!(it->kind == ENTITY_PLAYER && it->is_rolling) && it != from) if(!(it->is_character && it->is_rolling) && it != from)
{ {
to_check[to_check_index++] = centered_aabb(it->pos, entity_aabb_size(it)); to_check[to_check_index++] = centered_aabb(it->pos, entity_aabb_size(it));
assert(to_check_index < ARRLEN(to_check)); assert(to_check_index < ARRLEN(to_check));
@ -1761,7 +1817,7 @@ void frame(void)
} }
#endif #endif
if(it->kind == ENTITY_OLD_MAN) if(it->is_npc)
{ {
if(it->aggressive) if(it->aggressive)
{ {
@ -1780,7 +1836,7 @@ void frame(void)
float theta = Lerp(-spread/2.0f, ((float)i / 2.0f), spread/2.0f); float theta = Lerp(-spread/2.0f, ((float)i / 2.0f), spread/2.0f);
dir = RotateV2(dir, theta); dir = RotateV2(dir, theta);
Entity *new_bullet = new_entity(); Entity *new_bullet = new_entity();
new_bullet->kind = ENTITY_BULLET; new_bullet->is_bullet = true;
new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f)); new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f));
new_bullet->vel = MulV2F(dir, 10.0f); new_bullet->vel = MulV2F(dir, 10.0f);
it->vel = AddV2(it->vel, MulV2F(dir, -3.0f)); it->vel = AddV2(it->vel, MulV2F(dir, -3.0f));
@ -1792,14 +1848,26 @@ void frame(void)
it->vel = LerpV2(it->vel, 15.0f * dt, target_vel); it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
it->pos = move_and_slide(it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)); it->pos = move_and_slide(it, it->pos, MulV2F(it->vel, pixels_per_meter * dt));
} }
Color col = LerpV4(WHITE, it->damage, RED); Color col = LerpV4(WHITE, it->damage, RED);
draw_animated_sprite(&old_man_idle, elapsed_time, false, it->pos, col); if(it->npc_kind == OLD_MAN)
{
draw_animated_sprite(&old_man_idle, elapsed_time, false, it->pos, col);
}
else if(it->npc_kind == DEATH)
{
draw_animated_sprite(&death_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
else
{
assert(false);
}
if(it->damage >= 1.0) if(it->damage >= 1.0)
{ {
*it = (Entity){0}; *it = (Entity){0};
} }
} }
else if (it->kind == ENTITY_BULLET) else if (it->is_bullet)
{ {
it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt)); it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
draw_quad((DrawParams){true, quad_aabb(entity_aabb(it)), image_white_square, full_region(image_white_square), WHITE}); draw_quad((DrawParams){true, quad_aabb(entity_aabb(it)), image_white_square, full_region(image_white_square), WHITE});
@ -1811,7 +1879,7 @@ void frame(void)
{ {
// knockback and damage // knockback and damage
Entity *hit = it->e; Entity *hit = it->e;
if(hit->kind == ENTITY_OLD_MAN) hit->aggressive = true; if(hit->is_npc) hit->aggressive = true;
hit->vel = MulV2F(NormV2(SubV2(hit->pos, from_bullet->pos)), 5.0f); hit->vel = MulV2F(NormV2(SubV2(hit->pos, from_bullet->pos)), 5.0f);
hit->damage += 0.2f; hit->damage += 0.2f;
*from_bullet = (Entity){0}; *from_bullet = (Entity){0};
@ -1819,7 +1887,7 @@ void frame(void)
} }
if(!has_point(level_aabb, it->pos)) *it = (Entity){0}; if(!has_point(level_aabb, it->pos)) *it = (Entity){0};
} }
else if(it->kind == ENTITY_PLAYER) else if(it->is_character)
{ {
} }
else else
@ -1846,7 +1914,7 @@ void frame(void)
{ {
bool entity_talkable = true; bool entity_talkable = true;
if(entity_talkable) entity_talkable = entity_talkable && !it->is_tile; if(entity_talkable) entity_talkable = entity_talkable && !it->is_tile;
if(entity_talkable) entity_talkable = entity_talkable && it->e->kind == ENTITY_OLD_MAN; if(entity_talkable) entity_talkable = entity_talkable && it->e->is_npc;
if(entity_talkable) entity_talkable = entity_talkable && !it->e->aggressive; if(entity_talkable) entity_talkable = entity_talkable && !it->e->aggressive;
#ifdef WEB #ifdef WEB
if(entity_talkable) entity_talkable = entity_talkable && it->e->gen_request_id == 0; if(entity_talkable) entity_talkable = entity_talkable && it->e->gen_request_id == 0;
@ -1932,7 +2000,7 @@ void frame(void)
if(!it->is_tile) if(!it->is_tile)
{ {
Entity *e = it->e; Entity *e = it->e;
if(e->kind == ENTITY_OLD_MAN) if(e->is_character)
{ {
e->aggressive = true; e->aggressive = true;
e->damage += 0.2f; e->damage += 0.2f;

@ -2,6 +2,7 @@
echo Asset packs which must be bought and unzipped into root directory before running this script: echo Asset packs which must be bought and unzipped into root directory before running this script:
echo https://rafaelmatos.itch.io/epic-rpg-world-pack-ancient-ruins echo https://rafaelmatos.itch.io/epic-rpg-world-pack-ancient-ruins
echo https://sventhole.itch.io/undead-pixel-art-characters
rmdir /S /q assets\copyrighted rmdir /S /q assets\copyrighted
mkdir assets\copyrighted mkdir assets\copyrighted
@ -11,6 +12,7 @@ copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ru
copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ruins V 1.7\TiledMap Editor\Ancient Ruins-Animated Terrains-16 frames.tsx" "assets\copyrighted\ruins_animated.tsx" || goto :error copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ruins V 1.7\TiledMap Editor\Ancient Ruins-Animated Terrains-16 frames.tsx" "assets\copyrighted\ruins_animated.tsx" || goto :error
copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ruins V 1.7\TiledMap Editor\Terrain - Ancient Ruins.tsx" "assets\copyrighted\ruins_ancient.tsx" || goto :error copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ruins V 1.7\TiledMap Editor\Terrain - Ancient Ruins.tsx" "assets\copyrighted\ruins_ancient.tsx" || goto :error
copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ruins V 1.7\Tilesets\Tileset-Terrain.png" "assets\copyrighted\ruins_ancient.png" || goto :error copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ruins V 1.7\Tilesets\Tileset-Terrain.png" "assets\copyrighted\ruins_ancient.png" || goto :error
copy "Undead - Pixel Art Characters\Undead - Pixel Art Characters\Sprites\Wraith_Red.png" "assets\copyrighted\wraith.png" || goto :error
rmdir /S /q gen rmdir /S /q gen
mkdir gen mkdir gen

@ -28,7 +28,7 @@ func index(w http.ResponseWriter, req *http.Request) {
ctx := context.Background() ctx := context.Background()
req := gogpt.CompletionRequest{ req := gogpt.CompletionRequest{
Model: "curie:ft-personal-2023-02-28-23-44-34", Model: "curie:ft-personal-2023-03-03-20-15-12",
MaxTokens: 80, MaxTokens: 80,
Prompt: promptString, Prompt: promptString,
Temperature: 0.9, Temperature: 0.9,

@ -89,6 +89,24 @@ Old Man: "Careful, I have a shotgun and I'm not afraid to stand my ground!"
Player: "Fuck off." Player: "Fuck off."
Old Man: "*fights player*" Old Man: "*fights player*"
Player: "What's that statue next to you all about?"
Old Man: "Why, I fancy the feet of a fine lady, but there were none around here, so I made one!"
Player: "You have a foot fetish?!"
Old Man: "Why yes! I can't get enough of those juicy stompers"
Player: "What is that giant foot next to you?"
Old Man: "Why, I fancy the feet of a fine lady, but there were none around here, so I made one!"
Player: "You have a fucking foot fetish!"
Old Man: "Why I do indeed! I can't get enough of those juicy stompers"
Player: "You old pervert"
Old Man: "You nosy pedophile! We can both toss insults"
Player: "Why am I a pedophile?"
Old Man: "I'm 10 years old on the inside"
Player: "Now YOU'RE the pedophile, and the foot fetishist!"
Old Man: "Now now, no need for the aggression. Calm down. I'm not afraid to use my shotgun if needed"
Player: "Fuck off"
Old Man: "*fights player*"
Player: "Do you remember anything?" Player: "Do you remember anything?"
Old Man: "Anything about what?" Old Man: "Anything about what?"
Player: "I just killed you, then everything reset" Player: "I just killed you, then everything reset"
@ -133,6 +151,16 @@ Death: ".........NOTHING"
Player: "Can you move?" Player: "Can you move?"
Death: "*moves*" Death: "*moves*"
Player: "Move"
Death: "*moves*"
Player: "What is this place?"
Death: "POSTERITY"
Player: "What is your name"
Death: ".......NO"
Player: "Move out of the way"
Death: "*moves*"
Player: "You are not death you are silly bitch bitch bitch bitch cunt" Player: "You are not death you are silly bitch bitch bitch bitch cunt"
Death: "...DISRESPECT" Death: "...DISRESPECT"
Player: "You are not death you are not death you are not death faaaarrrrrrrtttt" Player: "You are not death you are not death you are not death faaaarrrrrrrtttt"
@ -145,3 +173,20 @@ Player: "What the fuck am I supposed to do in this shitty game"
Death: ".....MOVE...FORWARD" Death: ".....MOVE...FORWARD"
Player: "How???" Player: "How???"
Death: "...ASK...AND..SHALL.....RECEIVE" Death: "...ASK...AND..SHALL.....RECEIVE"
Player: "Can you move out of the way?"
Death: "*moves*"
Player: "Are you going to hurt me?"
Death: "....NO"
Player: "What can you do?"
Death: "MOVE"
Player: "So move"
Death: "*moves*"
Player: "Can you join my party?"
Death: "...NO...FUCK.....OFF"
Player: "Then can you at least move out of the way?"
Death: "...*moves*"
Player: "Move out of the way"
Death: "*moves*"

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