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@@ -23,24 +23,95 @@ label first_test:
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mercenary "Begin the match!"
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scene black
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with dissolve
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"TODO: premonition"
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"The feeling of a cold thread. The feeling of the air thickening."
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scene bg training_yard
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with dissolve
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# Checkpoint: a rewind from anywhere in the spar lands back at the first
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# exchange. `rewind_reset` is empty — the spar's state is re-derived from
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# the choices, so there are no flags to reset.
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$ checkpoint = ".first_attack_choice"
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$ rewind_reset = []
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eron "Hyaaa"
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jump .first_attack_choice
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label .first_attack_choice:
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"Eron raises his sword over his right shoulder."
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menu:
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thinking "Fast!"
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"Dodge left":
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jump .first_attack_left
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jump .dodge_left
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"Dodge right":
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jump .first_attack_right
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jump .dodge_right
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"Parry":
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jump .first_attack_parry
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label .first_attack_left:
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thinking "Hairs breadth!"
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thinking "I need to regain my balance and counter"
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jump .parry
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# Initial left
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label .dodge_left:
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"Whizz! The sword almost grazes her right shoulder."
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thinking "Hairs breadth!"
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menu:
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thinking "I need to regain my balance and counter."
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"Counterattack":
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jump .dodge_left_counterattack
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"Anticipate next attack":
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jump .dodge_left_anticipate
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## Left -> counter
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label .dodge_left_counterattack:
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"Whack! The sword turns quickly and strikes her leg."
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sara "Ugh!"
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thinking "He hit my leg! Should i try another attack or go back?"
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menu:
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"[[Rewind]":
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# Shared mechanic: reads `checkpoint` (".first_attack_choice") and
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# rewinds there via the teal-wash effect, then returns here.
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call .do_rewind
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"Press the attack":
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jump .dodge_left_counterattack_press
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label .dodge_left_counterattack_press:
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"Whack! Eron takes the momentum of the recoil from the leg strike and makes a lightning fast spinning attack for Saras temple."
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screen black with dissolve
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jump .after_spar
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## Left -> anticipate
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label .dodge_left_anticipate:
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thinking "I dodged to the left, so the next attack will come from the right."
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menu:
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"Dodge further left":
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jump .dodge_left_anticipate_left
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"Jump":
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jump .dodge_left_anticipate_jump
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"Parry":
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jump .dodge_left_anticipate_parry
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## Left -> anticipate -> left
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label .dodge_left_anticipate_left:
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"Erons sword that narrowly missed her right side quickly turns and aims for her legs."
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"The tradjectory of the sword is faster than she can dodge away but the increased distance allows eron to adjust the trajectory."
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"Eron upswings unter her raised arms quarely into Saras stomach"
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sara "Ugh!"
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thinking "That knocked the air out of me! I need to catch my breath. Or should I rewind?"
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menu:
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"[[Rewind]":
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call .do_rewind
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"Create distance":
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jump .dodge_left_anticipate_left_distance
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label .dodge_left_anticipate_left_distance:
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"Whack! Eron takes the momentum of the recoil from the stomach strike and makes a lightning fast spinning attack for Saras temple."
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screen black with dissolve
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jump .after_spar
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label .dodge_left_anticipate_jump:
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"Sara jumps over the incoming strike, landing gracefully."
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jump .eron_adjusts
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# Initial right
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label .dodge_right:
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label .parry:
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label .after_spar:
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