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The station is exactly how you remember it: slightly cracked linoleum covered in a fine level of despair, that one flickering fluorescent light, and the industrial-sized coffee machine that's constantly breaking down but makes the best hot chocolate/coffee mix you've ever had.
And it's good it's exactly the way you remember, because you've only been gone for the weekend.
You don't even bother putting your detective bag down before heading to the coffee machine for your morning <<cyclinglink "$drink" "coffee" "tea" "hot apple cider" "tea, earl grey, hot" "mocha">>.
"Detective! My office, now!"
[[You frown. Well that didn't take long.|Sergeant's Office][$heel_points++]]
[[Ah good, you were worried this week was going to be slow...|Sergeant's Office][$face_points++]]<<audio ":playing" stop>><span id="wrestle-generating">The crowd pauses their deafening chant, waiting for the wrestling to begin.
You and your opponent circle each other, waiting for an opening.
"I know you think you've collected enough evidence against me, but you'll never take me down in a ring of law!" $opponent <<print either($dialogtags)>> to you, "<<print either($opponent_evidenceweakness.hints) + """>></span>
<<for $i = 0; $i < $evidence_collected.length; $i++>>
<<set $curr_evidence to $evidence_collected[$i].name >><<print '[[' + "Give em the " + $curr_evidence + "!" + '|Wrestle generator][$your_move to "' + $curr_evidence + '"]]'>><</for>>
[[Forget all that! You came here to wrestle!!|Wrestle generator][$your_move to "wrestle"]]"Got a case for me, Sarge?"
Your boss slides a manilla folder across the desk. It comes to a stop facing you perfectly, flipping open in the process.
"Hope you had a good weekend, detective. We caught a real nasty case this time."
You, a hardened police detective, merely sip your <<print $drink>> and begin reading the casefile.
"As you can see, the victim is this <<cyclinglink "$victim" "missing turtle" "spilled milk" "counterfeit teapot">>."
"Hm. And that happened over in the local alley?"
"I want you to head over and check it out." the sergeant tells you gruffly.
<<silently>>
<<set $siren to false>>
<<set $siren_text to "\"Alright, but you better believe I'm leaving the siren on!\"">>
<</silently>>[['"Right away, sarge!"'|Alley][$siren to false]]
[[$siren_text|Alley][$siren to true]]<<if $crimescene_choice eq "growl">><<set $heel_points++>>You growl at the crime scene tech for messing with your head like that.
The tech jumps slightly, scurrying out of your way and leaving you alone in the alley. Just the way your prefer it.<<else>><<set $face_points++>>You shake your head, trying to bring yourself back to the task at hand.
The tech seems to notice you having a hard time and slinks out under the tape, patting you apologetically on the shoulder.
Alone in the alley, you're able to focus again.<</if>>
You pull on your gloves and prepare to get to work.
The <<linkreplace "dumpster">><<replace "#dumpster-output">><<display "dumpster">><</replace>>dumpster<<replace "#notebook">> <</replace>><</linkreplace>> is the largest target for your investigation. But also the grossest. <span id="dumpster-output"></span>
You think you see something peeking out from behind that <<insertlink "stack of pallettes.">> <<replace "#notebook">> <</replace>><<set $pallette_evidence to $some_evidence[1]>>
As you walk to the other side of the pallettes, you see $pallette_evidence.article <<insertlink "$pallette_evidence.name.">> <<set $evidence_collected.push($pallette_evidence)>>
You pick up the evidence: $pallette_evidence.article <<print $pallette_evidence.name>>. $pallette_evidence.description<</insertlink>><</insertlink>>
You could re-check the <<linkreplace "chalk outline">><<replace "#chalk-output">><<display "chalk outline">><</replace>>chalk outline<<replace "#notebook">><</replace>><</linkreplace>> of the $victim, just in case.<span id="chalk-output"></span>
The <<linkreplace "grease stains">><<replace "#grease-output">><<display "grease">><</replace>>grease stains<<replace "#notebook">> <</replace>><</linkreplace>> you spotted earlier look comparatively harmless and might contain small pieces of evidence.<span id="grease-output"></span>
Or you could just look at <<linkreplace "the thing just laying in the middle of the alley">><<replace "#middlealley-output">><<display "middle alley">><</replace>>the thing just lying in the middle of the alley<<replace "#notebook">> <</replace>><</linkreplace>> because there's definitely something just laying there.<span id="middlealley-output"></span>
<<click "Check your detective notebook.">><<replace "#notebook">><<display "Notebook">><</replace>><</click>>
<span id="notebook"></span>
<<silently>>heel: $heel_points face: $face_points<</silently>><<if $siren eq true>><<set $heel_points++>>"That's a gross misuse of police privilege but... dammit! you're my best detective, detective."
You nod cockily and hop into your police car, taking care to place your hot beverage in the cupholder before blaring the siren and screeching out of the lot. It's possible your coworkers are cursing your name as you leave, but you're going too fast to hear them.
You arrive at the gritty alley in no time, several passersby looking curiously at you as you step out of your car.
<<else>><<set $face_points++>>
You arrive to the scene with little fanfare. The alley seems to be up to the city standard for "pretty sketchy".
<</if>><<silently>>face: $face_points heel: $heel_points<</silently>>
There are plenty of grease stains, discarded wooden pallettes, and a dumpster that's seen its share of dead bodies, most likely.
You step under the crime scene tape and for a split second, with lights flashing in the corner of your eye, you think you can hear a screaming crowd. Then you realize it's only the crime scene techs a few feet away, photographing a piece of evidence.
[[You growl at the tech.|Evidence alley][$crimescene_choice to "growl"]]
[[You shake your head, trying to clear it.|Evidence alley][$crimescene_choice to "face"]]You step up onto the treshhold.
<<insertlink "Take a breath to steady yourself before you face the suspect.">><<if $face_points gt $heel_points>><<audio face volume 0.2 fadeoverto 45 1 loop play>><<else>><<audio heel volume 0.2 fadeoverto 45 1 loop play>><</if>>
<<insertlink "The flashing lights flood your vision.">>
You step onto the ramp, out onto the stage.
The crowd roars. You hear strains of your theme music being repeated back through their collective voice.
<<insertlink "The announcer's voice cuts clear through the commotion,">>
"Introducing, from the local precinct... <<cyclinglink "$wrestling_name" "THE DETECTIVE" "THE INVESTIGATOR" "THE GUMSHOE" "THE STRONG ARM OF THE LAW" "THE POLICE OFFICER">>!"
The <<if $heel_points gt $face_points>>jeers<<else>>cheers<</if>> from the crowd take on a whole new pitch, seeming to vibrate the whole stadium. You pick up the pace. The ring, all lights focused there, seems like the only place in the universe for you.
<<insertlink "You slide under the ropes and turn to face the entrance ramp.">>
/* start opponent intro music here? */
"And introducing their opponent... <<cyclinglink "$opponent" "THE DEFENDANT" "THE SUSPECT" "THE ACCUSED" "THE LITIGANT" "THE PEBBLE" "THE JAILBIRD" "THE PERPETRATOR">>!!!!"
<<nobr>><<if $heel_points gt $face_points>>You smirk as your opponent stomps their way down the ramp towards you. That sort of uncontrolled anger is exactly what will lose you a case.
<<else>>
You stare serenely as your opponent stomps their way down the ramp towards you. It should be easy to keep such an opponent off balance.
<</if>>
<</nobr>>
[[You have utter confidence in the evidence you've collected for your case.|Ref Intro]]
<</insertlink>>
<</insertlink>>
<</insertlink>>
<</insertlink>><<set $dumpster_evidence to $some_evidence[0]>>
You toss aside a few bags of trash before something unpleasantly wet falls onto your feet.
It's $dumpster_evidence.article <<insertlink "$dumpster_evidence.name.">> <<set $evidence_collected.push($dumpster_evidence) >>
You pick up the <<print $dumpster_evidence.name>>! $dumpster_evidence.description<</insertlink>><<set $chalk_evidence to $some_evidence[2]>>
You decide the chalk outline deserves a once over. Sure enough, just outside the chalk outline is $chalk_evidence.article <<insertlink "$chalk_evidence.name.">> <<set $evidence_collected.push($chalk_evidence)>>
You pick up the new piece of evidence. $chalk_evidence.description<</insertlink>><<set $grease_evidence to $some_evidence[3]>>
Luckily the grease stain is not much of a hiding place and despite being covered in a black film, you instantly recognize the <<insertlink "$grease_evidence.name.">> <<set $evidence_collected.push($grease_evidence)>>
You pick up the new piece of evidence. $grease_evidence.description<</insertlink>><<set $middlealley_evidence to $some_evidence[4]>>
You really don't know how the people who cleared the crime scene before you got here didn't notice this <<insertlink "$middlealley_evidence.name.">> <<set $evidence_collected.push($middlealley_evidence)>>
You pick up the new piece of evidence. $middlealley_evidence.description<</insertlink>>You flip past <<print either($notebook_openers)>> before arriving at your notes for the case.
You've collected:
<<if $evidence_collected.length eq 0>>
Nothing.
<<else>>
<<for $i = 0; $i lt $evidence_collected.length; $i++>>
<<print "1: " + $evidence_collected[$i].name>>
<</for>>
<</if>>
<<if $evidence_collected.length >= 3>>That seems like enough evidence to bring against your criminal...
You know what that means:
[[Time to bring the suspect to JUSTICE!!|Ring Intro]]
<</if>>
<<click "Close notebook.">><<replace "#notebook">><</replace>><</click>>Hiding places: fridge, bookcase, under the doormat, houseplant, on the tableHiding places (each a separate passage): bedroom, dining room, foyer, observatory, 4th guest bathroom<<script>>Config.ui.stowBarInitially = true; <</script>>
<<cacheaudio "face" "format:mp3;content/face.mp3">>
<<cacheaudio "heel" "format:mp3;content/heel.mp3">>
<<cacheaudio "ref" "format:mp3;content/Notorious.mp3">>
<<cacheaudio "bell" "format:mp3;content/bell.mp3">>
<<cacheaudio "siren" "format:mp3;content/siren.mp3">>
<<set $first_evidence to true>>
<<set $correct_evidence to 0>>
<<set $captaininterrupt to false>>
<<set $judgeinterrupt to false>>
<<set $weaknessneedsreset to false>>
<<set $plead to false>>
<<set $evidence_used to either($all_evidence)>>
<<set $face_points to 0>>
<<set $heel_points to 0>>
<<set $steelchair to {
name: "steel chair",
description: "Never know when you're going to need to sit down.",
article: "a",
hints: [ "You're going to have to steel yourself for my next attack!", "I don't need any of your <i>chair</i>-ity!", "Why don't you sit this one out?", "Do you ever worry that your dayjob is taking a back seat to your real passion?" ]
}>>
<<set $dog to {
name: "dog",
description: "Who's a good boy?",
article: "a",
hints: [ "Don't I deserve a fair shake?", "C'mon, don't bone me on this.", "Have you ever considered your dogged pursuit of me is unfounded?" ]
}>>
<<set $candlestick to {
name: "candlestick",
description: "Definitely a //clue//.",
article: "a",
hints: [ "You'll never hold a candle to me!", "I don't think you've got a <i>clue</i> if I did this crime or not.", "Now's not really the time to wax poetic, I suppose." ]
}>>
<<set $rope to {
name: "rope",
description: "Could this really be tied up in the crime?",
article: "a",
hints: [ "How dare you accuse me of being tied up in this!", "Don't rope me into this!", "You can't tie me to anything!" ]
}>>
<<set $ladder to {
name: "A-frame ladder",
description: "You're not sure what it has to do with the case, but it will probably come in handy later.",
article: "an",
hints: [ "You can't step to me!", "You can't <i>A-frame</i> me for anything!", "You're gonna get your bell <i>rung</i>!" ]
}>>
<<set $tights to {
name: "pair of tights",
description: "These should make it easy to identify a suspect...",
article: "a",
hints: [ "You're in a bit of a tights spot, huh?", "Can you feel the noose <i>tightening</i> around your neck? Or is it just my submission hold...?", "Oh, you really need to <i>ex-spandex</i> your horizons. (Was that too much of a <i>stretch</i>?)" ]
}>>
<<set $taxes to {
name: "tax receipts",
description: "You don't know if these will have a good return as evidence, but it's better than nothing.",
article: "the",
hints: [ "It's time for you to <i>pay</i>.", "You're going to <i>pay</i> for that!", "Hope this match isn't too <i>taxing</i> for you.", "I won't stand for any more a-tax on my character! This is unconstitutional, judge!", "What kind of case are you making? I don't see you bringing any receipts!" ]
}>>
<<set $shoes to {
name: "pair of size "+ random(5, 10) + " shoes",
description: "Always useful to know the suspect's shoe size.",
article: "a",
hints: [ "C'mon! Put some sole into it!", "You think you can go toe-to-toe with me?!?!", "Why don't you come over here so I can introduce you to my boot!", "You think I can't hear the contempt laced in your voice?" ]
}>>
<<set $scarf to {
name: "very expensive-feeling scarf",
description: "Hopefully it wasn't much cash for a mere scarf.",
article: "a",
hints: [ "Don't <i>wrap</i> me up in this!", "You know I'm not wrapped up in this!", "Stop weaving your lies!", "Don't lie about what you <i>stole</i>!", "You and I both know I haven't <i>stole</i>-n anything!" ]
}>>
<<set $belt to {
name: "flashy belt with an ornamental buckle",
description: "Seems a bit show-offy... but it looks like the owner's initials are part of the belt.",
article: "a",
hints: [ "Are you really so en-titled to think you can beat me?", "Keep belting out those lies and see what happens to you...", "You know what they say: 'Whoever belt it, dealt it'.", "I pulled myself up by my belt loops just to be dragged down by <i>you</i>? I don't think so!", "The belt laid plans of mice and men might go awry... but I'm not a mice <i>or</i> a men!" ]
}>>
<<set $textbook to {
name: "textbook",
description: "Hopefully it won't be subject to too much questioning.",
article: "a",
hints: [ "I can read you like an open book!", "I'm <i>bound</i> to win this case!", "Hope you brought some binder's glue because I'm going to break your spine!!", "I won't let you gloss-ary over me!" ]
}>>
<<set $postcard to {
name: "postcard",
description: "The contents of this note will surely make your suspect uncomfortable.",
article: "a",
hints: [ "I'm going to <i>stamp</i> you out!", "Prepare to be hu-<i>mail</i>-iated!", "Wish you weren't here!", "It's im-post-ble to defeat me!!", "The writing's on the wall-- I'm going to win my freedom!" ]
}>>
<<set $dictionary to {
name: "dictionary",
description: "It's not exactly definitive...",
article: "a",
hints: [ "You're going to be the <i>definition</i> of loser when I'm through with you!", "Take my <i>word</i> for it: You're never going to win this case!", "I hope you didn't alpha-BET-ical on this match. Because you're losing it. Also that's illegal." ]
}>>
<<set $eyepatch to {
name: "eyepatch",
description: "Can't be too hard to find a criminal with one eye... right? (Or is it left...)",
article: "an",
hints: [ "Aw, looks like you need a hand. Why don't <i>eyepatch</i> you up? Oh, that's right. Because you're an asshole and I hate you.", "I've got an eye on you, $wrestling_name.", "You know the golden rule of comedy: always patch up, never patch down." ]
}>>
<<set $monocle to {
name: "monocle",
description: "If you can find the owner, you're sure to find a criminal. Even if it's not the one who committed this crime...",
article: "a",
hints: [ "You made a mistake when you monocled me up and threw me in the back of your cruiser!", "When I'm done here, you'll be the one monocled in a jail cell!", "Perhaps... it was a mistake for me to look down on you.", "You have to admit, this is entertaining when viewed from a certain <i>lens</i>.", "Well? Don't leave me dangling...", "I hope you're not losing focus already..." ]
}>>
<<set $coffeemug to {
name: "coffee mug",
description: "Hm. Much better quality than your mug. Better hold onto it for now. For... research.",
article: "a",
hints: [ "You can't <i>handle</i> my $opponent_move!", "I take my coffee like I take my enemies: CREAMED!", "Bring your ugly mug over here so I can punch it!", "Hope you're ready for a hot serving of miser-tea!", "I'm gonna grounds you up and spit you out!" ]
}>>
<<set $all_evidence = [ $steelchair, $dog, $candlestick, $rope, $ladder, $tights, $taxes, $shoes, $scarf, $belt, $textbook, $postcard, $dictionary, $eyepatch, $monocle, $coffeemug] >>
<<set $some_evidence = [] >>
<<for $i to 0; $i lt 5; $i++>>
<<set $some_evidence[$i] to $all_evidence.pluck() >>
<<set $example to $some_evidence[$i]>>
<<print $example.name>>
<</for>>
<<set $evidence_collected = [] >>
/* set a first piece of evidence to give clues for */
<<set $opponent_evidenceweakness to either($some_evidence) >>
<<set $wrestle_moves = [ "body avalanche", "chop", "clothesline", "elbow drop", "headbutt", "big boot", "dropkick", "enzuigiri", "superkick", "cannonball", "spear", "moonsault", "hair pull", "atomic drop", "false swipe", "DDT", "flapjack", "piledriver", "powerslam", "sidewalk slam", "suplex", "zigzagoon", "jumpluff", "tyrantrum", "shuckle", "heracross", "sharpedo", "final gambit", "hammer arm", "seismic toss", "aerial ace", "fake tears", "feint attack", "recusal", "ad hominem attack", "annulment", "corpus juris", "mala fide", "bench warrant", "quid pro quo", "amicus brief", "arraignment", "deposition", "cross-examination", "injunction", "misdemeanor", "peremptory challenge", "remand", "restitution", "settlement", "sidebar", "subpoena", "testimony" ] >>
<<set $attack_modifiers = [ "big", "strong", "perfect", "textbook", "fire", "desperate", "savage", "rude", "defiant", "staggering", "dizzying", "wild", "swift", "fast", "rampant", "flying", "explosive", "devastating", "surprising", "unexpected", "beautiful", "inspiring", "tactical", "tactful", "taciturn", "critical", "powerful", "lawful", "lawless", "illegal", "brutal", "inspired" ] >>
<<set $announcer_lines = [ "What a " + either($attack_modifiers) + " " + either($wrestle_moves) + "!",
"$defendant taking a " + either($wrestle_moves) + " straight to the face...",
"$defendant taking a " + either($attack_modifiers) + " " + either($wrestle_moves) + " straight to the face!",
"And that's a <i>" + either($attack_modifiers) + "</i> " + either($wrestle_moves) + "!",
"What a "+ either($wrestle_moves) + " from $attacker!",
"What a " + either($attack_modifiers) + " " + either($wrestle_moves) + "! $defendant will be in trouble after that.",
"Ooh! $attacker with a " + either($wrestle_moves) + "!",
"Ooh! " + either($attack_modifiers) + " " + either($wrestle_moves) + " from $attacker!",
"And a " + either($wrestle_moves) + " from $attacker... ouch!",
"And a <i>" + either($attack_modifiers) + "</i> " + either($wrestle_moves) + " from $attacker... ouch!",
"There's a " + either($wrestle_moves) + " right to the face of $defendant!",
"That's a " + either($attack_modifiers) + " " + either($wrestle_moves) + " right to the face of $defendant!",
"That's a BIG " + either($wrestle_moves) + " from $attacker!",
"$attacker flying in... and a " + either($wrestle_moves) + "!",
"$attacker trying to get the crowd going with the " + either($wrestle_moves) + "...",
"$attacker up on the top ropes!!! Looking for the " + either($wrestle_moves) + "!",
"$defendant caught in a " + either($wrestle_moves) + "!",
"One " + either($wrestle_moves) + " like that from $attacker and you're really in trouble.",
"Wait a minute! $attacker looking for a " + either($wrestle_moves) + ", here...",
"Nonono! Not the " + either($wrestle_moves) + "! Get out of there, $defendant!!",
"$attacker, you can't be serious right now, a " + either($wrestle_moves) + "?!",
"$attacker with the " + either($wrestle_moves) + "!",
"$defendant is absolutely <i>destroyed</i> after that " + either($wrestle_moves) + "...",
"What a " + either($attack_modifiers) + " " + either($wrestle_moves) + " from $attacker!",
"$defendant is going to be feeling that " + either($wrestle_moves) + " in the morning!",
"I can tell you from experience, you do not want to be on the recieving end of $attacker's " + either($wrestle_moves) + "... and now I'm sure $defendant can tell you that, too.",
"And $attacker's got the " + either($wrestle_moves) + " locked in on $defendant!",
"Oh! " + either($wrestle_moves) + " by $attacker! This could be it!",
"$attacker with a " + either($attack_modifiers) + " " + either($wrestle_moves) + " but $defendant was ready for it! Counter!",
"That's a patented $attacker " + either($wrestle_moves) + "!",
"$attacker looking for the " + either($wrestle_moves) + " once again...",
"$defendant sent <i>flying</i> by that " + either($attack_modifiers) + " " + either($wrestle_moves) + "!",
"I think $defendant just got the sense knocked out of them by that " + either($wrestle_moves) + "!",
"I think $defendant just got the sense knocked back into them by that " + either($wrestle_moves) + "!",
"$defendant really ran face first into that " + either($wrestle_moves) + "from $attacker..." ] >>
<<set $announcer_attackerswitch = [ "$attacker with a counter!", "And now $attacker on the attack...", "Counter!", "Momentum seems to be in $attacker's favor now...", "Reversal!", "And a reversal from $attacker!" ] >>
<<set $announcer_interjections = [ "Oof!", "Ouch!", "That's gotta hurt.", "And look at " + $attacker + "!", "Oh man!", "I've never seen anything like this!", "Look at this! Look at <i>this!</i>", "Wow!", "Seriously? Seriously?!", "You don't see <i>that</i> every day!", "You all saw that too, right?", "<i>Hello</i>!", "Look out!" ] >>
<<set $dialogtags = [ "emotes", "decrees", "screeches", "boasts", "yells", "comments", "commentates", "proclaims", "jeers", "cheers", "orates", "signs", "sings", "spits", "cries", "sobs", "whispers", "announces", "enunciates", "colloquializes", "leers", "says", "speaks" ] >>
<<set $announcer_flavor = [$attacker + " looking hungry...", $attacker + "'s got a real fire in them tonight.", $attacker + " has got an opportunity here...", "And " + $attacker + " trying to stay right on top of " + $defendant + "...", $attacker + " is <i>really</i> fired up tonight.", $wrestling_name + " is really enjoying the prosecutor's advantage here tonight.", "And now amidst the chaos, " + $attacker + " realizes they've gotta stay on " + $defendant + ".", "You know what they say, the burden of proof is on the prosecution and I think " + $wrestling_name + " is really feeling that.", $attacker + "is really feeling the pressure tonight...", "I have to say, this is a real impressive case " + $wrestling_name + "put together for the court.", "Smart move by " + $defendant + ", there.", "You know, you have to appreciate you don't see a case like this brought into the court ring every day.", "The " + $defendant + "taking a moment to pull themselves together, here...", "This could be it!", "Is this it?!" ] >>
<<set $captain_warnings = [ "$wrestling_name really taking a bit of an uncharacteristic approach to this case...", "This has to be against police protocol, right?", "$wrestling_name's case doesn't seem to be much of a case and more of a brutal assault...", "One has to really question how much evidence $wrestling_name has on $opponent! There's been almost no evidence presented all night, here." ] >>
<<set $captain_warning_opening = [ "The announcer looks around worriedly", "The announcer grimaces", "The announcers look at each other in concern", "The announcer frowns", "The announcer glares", "The announcer sighs"] >>
<<set $judge_warnings = ["$wrestling_name really taking a bit of an uncharacteristic approach to this case...", "This has to be against police protocol, right?", "What a blatant misuse of evidence! I can't believe the ref is letting this go on in her courtring!", "I'm... not sure $wrestling_name has any strategy for this trial."] >>
/* TODO: if I want the ref to deliver the evidence warnings, I'll add here */
/*<<set $judge_warning_opening = [""] >> */
/* set up captain interruption chance */
<<set $wrestles_done = 0>>
<<set $captain_interrupt_chance = 8>>
<<set $wrong_evidence_count = 0>>
<<set $evidence_this_turn to false >>
<<set $progress1 to false>>
<<set $progress2 to false>>
<<set $startmatch to true>>
/*set up opponent reactions*/
<<set $opponent_reactioncorrect = [ "GAH! It can't be!!", "That-- That's impossible! Where did you get that?!", "What? That old thing?? That can't possibly prove anything! ...Can it?" ] >>
/* add some bridges for correct evidence to new weakness transition */
<<set $opponent_reactionbridge = ["Well... it doesn't matter anymore.", "There's no chance you have any more evidence against me, anyway!", "Heh. Well played.", "But wait! There's more!"] >>
<<set $opponent_reactionbad = [ "Are you sure you want to bring that up now? Really?", "That doesn't make any sense in the context of this conversation!", "Ha! I was obviously prepared to defend against <i>that</i>!" ] >>
/* set some announcer lines */
/* start of match */
<<set $startphrases = [ "$attacker getting things rolling here with a " + either($wrestle_moves) + "...", "$attacker starting things off a bit slow..." + either($attack_modifiers) + " " + either($wrestle_moves) + "!", "$attacker starting off with a <i>" + either($attack_modifiers) + "</i> " + either($wrestle_moves) + "!", "$attacker starting off strong with a " + either($wrestle_moves) + ".", "Unusual open from $attacker here... " + either($wrestle_moves) + "!" ] >>
/* some phrases for how the opponent bridges into attacking from taunting */
<<set $aggressiveactions = [ "sneakily pulling down their kneepad", "pulling off their elbow pads pointedly", "rushing forward", "launching themselves at you", "rocketing forward", "bouncing off the ropes to gather power", "walking along the top rope ominously", "charging towards you", "flexing aggressively", "roaring loudly" ] >>
/* some things in your notebook :D */
<<set $notebook_openers = ["some cute doodles of your partner", "some cute doodles of your cat", "some cute doodles of your dog", "a supportive note from your partner", "a cryptic note from your partner", "a tricky math proof", "some design sketches of a cool belt you want to own soon", "some cute doodles your partner made of you", "a heartfelt note from your partner", "your grocery list", "a list of cool police one-liners"] >><<silently>>
/* reset the tracking variables */
<<set $evidence_this_turn to false>>
<<set $correct_evidence_this_turn to false>>
/* analyze the evidence turned in last turn */
<<if $your_move neq "wrestle">>
/* evidence was indeed used last turn */
/* determine *which* evidence was used */
/* get the evidence object based on the move/evidence name */
<<for $k = 0; $k < $evidence_collected.length; $k++ >>
<<if $evidence_collected[$k].name eq $your_move>>
<<set $evidence_used to $evidence_collected[$k] >>
<<break>>
<</if>>
<</for>>
/* check if the evidence was correct or not */
<<if $evidence_used.name eq $opponent_evidenceweakness.name >>
/* re-set being wrong twice in a row */
<<set $wronglastturn to false>>
/* increment the correct evidence counter to advance the match */
<<set $correct_evidence++ >>
<<set $correct_evidence_this_turn to true>>
/* remove that evidence from both arrays */
<<for $j = 0; $j < $evidence_collected.length; $j++ >>
<<if $evidence_collected[$j].name eq $evidence_used.name>>
<<run $evidence_collected.deleteAt($j) >>
<</if>>
<</for>>
/* remove evidence from the $some_evidence array as well since that's what we're picking hints from */
<<for $i = 0; $i < $some_evidence.length; $i++>>
<<if $some_evidence[$i].name eq $evidence_used.name>>
<<run $some_evidence.deleteAt($i) >>
<</if>>
<</for>>
/* choose a new weakness... next turn */
/*<<set $weaknessneedsreset to true >> */
<<set $weaknessneedsreset to true>>
<</if>>
<</if>>
/* set a random chance to use later in the generator */
<<set $randomchance to random(1, 100) >>
/* check if we need to reset the weakness here */
<<if $weaknessneedsreset >>
/* reset the counter for wrong evidence */
<<set $wronglastturn to false>>
/* reset evidence weakness */
<<set $opponent_evidenceweakness to either($some_evidence) >>
/* reset whether the weakness needs resetting */
<<set $weaknessneedsreset to false>>
<</if>>
<<if $wronglastturn>>
/*flag weaknessneedsreset for next turn */
<<set $weaknessneedsreset to true>>
/*reset the counter for wrong last turn */
<<set $wronglastturn to false>>
<</if>>
<</silently>>
<<nobr>>
/* check if it's possible to finish the fight yet */
<<if $correct_evidence >= 3>>
<<set $finishmatch to true>>
Finally, with all of the evidence presented, $opponent lays stunned on the mat...<br/><br/>
You feel it deep in your bones.<br/><br/>
<<insertlink "It's time.">><br/><br/>
Time for the <<cyclinglink "$finisher" "CLOSING ARGUMENT" "MIRANDA RITES" "HABEAS CORPUS">>!<br/><br/>
[[FINISH HIM~!|FINISH HIM]]<</insertlink>>
<<else>>
<<if $your_move eq "wrestle">>
/* this also counts towards the reset fallback now */
<<set $wronglastturn to true>>
<<if $startmatch eq true>>
You and your opponent lock arms, wrestling for the upper hand.
<</if>>
/* do wrestle set up */
/* increment amount of times wrestled and see if the captain interrupts you */
<<set $wrestles_done++>>
<<set $interrupt_roll to random(1,6)>>
<<if $interrupt_roll gt ($captain_interrupt_chance - $wrestles_done)>>
<<set $captaininterrupt to true>>
<<else>>
/* set opponent actions now that we know we're going to use them */
/* set opponent taunt after weakness has been reset or not */
<<set $opponent_taunt to "Your opponent " + either($dialogtags) + " at you: "" + either($opponent_evidenceweakness.hints) + """ >>
/* roll for initiative */
<<set $opponent_initiative to random(1,20)>>
<<set $player_initiative to random(1,20)>>
/* set attacker and defender values for future string clobbering together */
<<if $opponent_initiative gt $player_initiative >>
<<set $attacker to $opponent >>
<<set $defendant to $wrestling_name >>
<<else>>
<<set $attacker to $wrestling_name >>
<<set $defendant to $opponent >>
<</if>>
/*start the wrestling!!!*/
<<if $opponent_initiative gt $player_initiative>>
/*$opponent moves first... */
<<print $opponent_taunt + " before " + either($aggressiveactions) + ".">><br/><br/>
<</if>>
<<if $player_initiative gt $opponent_initiative>>
/*TODO: Add an alternate intro for if the player goes first */
<<if $startmatch eq false>>
You move quickly, striking out before $opponent can react.<br/><br/>
<</if>>
<</if>>
<<display "Announcer generator">><br/><br/> /*1st announcer line */
<<set $switch = $attacker >>
<<set $attacker = $defendant >>
<<set $defendant = $switch >>
/*maybe play the attacker switching interjection*/
<<if $player_initiative gt $opponent_initiative>>
<<print either("You're taken by surprise as your opponent strikes out.","You brace yourself for your opponent's inevitable rebuttal.","You brace yourself for your opponent's inevitable retaliation.","Your opponent uses the momentum of your last attack against you...")>><br/><br/>
<<else>>
You take advantage of your opponent's slowing momentum and begin to attack!<br/><br/>
<</if>>
<<if $randomchance gt 40>><<print """ + either($announcer_attackerswitch) + "" the announcer interjects,">><br/><br/><</if>>
<<display "Announcer generator">><br/><br/> /* response phrase */
<<if $player_initiative gt $opponent_initiative>><<print $opponent_taunt>><br/><br/><</if>>
<<if $wrestles_done eq 2 || $wrestles_done eq 4 || $wrestles_done eq 5 || $wrestles_done eq 6 >> <<print either($captain_warning_opening) + ", "" + $captain_warnings.pluck() + """ >><br/><br/>
<</if>>
<</if>>
/* otherwise your_move is whatever evidence you selected to get here */
<<else>>
<<set $evidence_this_turn to true>>
/* no matter what, set the first evidence string if it is the first evidence used */
<<if $first_evidence eq true>>
<<silently>><<set $first_evidence to false>><</silently>>Taking a moment to consider your options, you find your hand settling over the $evidence_used.name, getting ready to... "introduce it into evidence", as they say.<br/><br/>
<<elseif $correct_evidence_this_turn && $correct_evidence eq 1 && $coutnout_1 eq false>>
Your opponent's last testimony leaves an opening for you to apply your $evidence_used.name.<br/><br/>
<<else>>
You pick up the $evidence_used.name, ready to prove its relevence in this case.<br/><br/>
<</if>>
/* otherwise we start
with setting the player move string using the evidence */
/* set player action for using evidence */
<<set $bodypart to either("face","chest","arms","legs","knees","head","back")>>
<<set $adjective to either("boldly","bravely","quickly","coldly","brusquely","firmly")>>
<<set $player_evidence_action to either("You $adjective apply the $evidence_used.name to $opponent's $bodypart.", "You leap forward, swinging the $evidence_used.name down.", "You $adjective leap forward, hitting $opponent in the $bodypart with the $evidence_used.name!", "You deliver the $evidence_used.name to $opponent in the form of a " + either($attack_modifiers) + " " + either($wrestle_moves) + "!", "You deliver the $evidence_used.name to $opponent in the form of a " + either($wrestle_moves) + ".")>>
/* now check if the evidence matches the hint given */
<<if $correct_evidence_this_turn>>
<<print $player_evidence_action>><br/><br/>
/*<<set $opponent_evidencereaction to either($opponent_reactioncorrect) + " " + either($opponent_reactionbridge) >>*/
<<else>>
/* increment bad evidence count */
<<set $wrong_evidence_count++ >>
/* haunt rolls for judge interrupt */
<<set $interrupt_roll to random(1,6)>>
<<if $interrupt_roll gt ($captain_interrupt_chance - $wrong_evidence_count)>>
<<set $judgeinterrupt to true>>
<<else>>
/* this is just a normal wrong evidence */
/* opponent reaction to wrong evidence */
<<print $player_evidence_action>><br/><br/>
/*<<set $opponent_evidencereaction to either($opponent_reactionbad) >>*/
/* start the flag for resetting evidence */
<<set $wronglastturn to true>>
/*first evidence reaction?*/
/*TODO: replace with announcer evidence used lines */
/*<<print "Unphased by your application of the $evidence_used.name, $opponent strikes back with a " + either($wrestle_moves) + "!<br/><br/>">>*/
<</if>>
<</if>>
/* PRINT ALL THE THINGS o/ */
<<print $player_action >><br/><br/> /*this... is never set???? wtf */
<<display "Announcer generator">><br/><br/>
/*<<print """ + $opponent_evidencereaction + """>><br/><br/>*/
<<if $correct_evidence_this_turn eq false>>At the last second, $opponent gets their arms up, deftly deflecting your spurious claims. Your opponent <<print either($dialogtags)>> at you, ripping the evidence out of your hands.<br/><br/>
You watch the $evidence_used.name sail through the air and back into your corner. Lucky. But your luck doesn't extend too far. $opponent capitalizes on your lapse in attention and launches into an attack.<br/><br/><</if>>
<<if $correct_evidence_this_turn eq true>>
<<print "Your " + $evidence_used.name + " exposes a weakness in " + $opponent + "'s defenses.">><br/><br/>
Your opponent's back hits the mat hard and you scramble to pin his shoulders down.<br/><br/>
The ref slides in, slamming her gavel down.<br/><br/>
<<if $correct_evidence eq 2>> /*&& $progress2 eq false (this isn't hidden, this is what I took out*/
"One!" the crowd shouts, "Two!"<br/><br/>
$opponent dazedly kicks out, knocking you off balance and out of the pin fall.<br/><br/>
You both crawl away from eachother, breathing heavily and looking intensely confused about how it's possible your last attack didn't deal the final blow.<br/><br/>
<<elseif $correct_evidence eq 1>>
<<set $countout_1 eq true>>
"One!" the crowd shouts,<br/><br/>
$opponent heaves upwards, knocking you backwards.<br/><br/>
You stare at THE JUDGE, but she holds up one finger to confirm that you'd only gotten a one-count. More proof must be provided before this defendant can be put away.<br/><br/>
<</if>>
<<set $opponent_taunt to "Your opponent " + either($dialogtags) + " at you: "" + either($opponent_evidenceweakness.hints) + """ >><<print $opponent_taunt>><br/><br/>
<<else>>
<<set $attacker to $opponent >>
<<set $defendant to $wrestling_name >>
/* response phrase */
<<print """ + either($announcer_attackerswitch) + "" the announcer " + either($dialogtags) + ", "" + either($announcer_lines) + """>><br/><br/>
<<set $opponent_taunt to "Your opponent " + either($dialogtags) + " at you: "" + either($opponent_evidenceweakness.hints) + """ >><<print $opponent_taunt>><br/><br/>
<<if $wrong_evidence_count eq 2 || $wrong_evidence_count eq 3 || $wrong_evidence_count eq 6 >> <<print either($captain_warning_opening) + ", "" + $judge_warnings.pluck() + """ >><br/><br/>
<</if>>
<</if>>
<</if>>
<</if>>
/* prevent ending text to print during the finish of the match */
<<if !$finishmatch>>
<<if $captaininterrupt>>
$opponent staggers back up from your attack and you see your opportunity.
But wait--<br/><br/>
[[Do you hear sirens?|Captain Interruption]]
<<elseif $judgeinterrupt >>
/* too much wrong evidence used: judge interrupt! */
The sharp sound of the gavel banging against the time keeper's bell startles you and $opponent into a pause.<<audio bell play>><br/><br/>
[[THE JUDGE scowls down at you from her position overseeing the match.|Judge Interruption]]
/* otherwise set up the next cycle of wrestle generation */
<<else>>
<<for $i = 0; $i < $evidence_collected.length; $i++>>
<<silently>><<set $curr_evidence to $evidence_collected[$i].name >><</silently>>
<<print '[[' + "Give em the " + $curr_evidence + "!" + '|Wrestle generator][$your_move to "' + $curr_evidence + '"]]'>><br/><</for>>
[[Forget all that! You came here to wrestle!!|Wrestle generator][$your_move to "wrestle"]]
<</if>>
<</if>>
/* ensure tha after the first turn, start match is't true */
<<set $startmatch = false>>
<</nobr>>
The crowd is on their feet chanting <<print '"' + $finisher + '! ' + $finisher + '! ' + $finisher + '!"'>>
<<insertlink "Well, you can't let your fans down.">>
You grab $opponent, setting up for your finishing move.
You flail at the crowd, amping them up.
As they reach a fever pitch, you pin $opponent down with the $finisher.
The judge slides up beside you, pounding the gavel down on the mat.
<<set $count_one to '"One!"'>>
<<insertlink "$count_one">>
<<set $count_two to '"Two!"'>>
<<insertlink $count_two>>
<<set $count_three to '"THREE!"'>>
<<insertlink $count_three>>
<<audio bell play>>The bell rings, announcing the end of the match.<<if $face_points gt $heel_points>><<audio face volume 0.5 loop play>><<else>><<audio heel volume 0.5 loop play>><</if>>
"'$wrestling_name' wins the trial! In the case of the $victim, $opponent is guilty of <<if $victim eq "missing turtle">>reptile kidnapping<<elseif $victim eq "spilled milk">>abuse of dairy<<else>>pottery forgery<</if>>! Bailiff!!"
You toss your sweat-drenched hair back, satisfied with the course of justice this day.
Just another day in the life of [[WRESTLE COP!|End credits]]<</insertlink>><</insertlink>><</insertlink>><</insertlink>><<audio siren volume 0.2 fadeoverto 45 1 play>>You pause, frowning. <<insertlink "It can't be...">>
A dark silhoutte is cast at the top of the entrance ramp. You'd recognize that moustache and gleaming badge anywhere.
As the first chord of his entrance music hits, the captain strides purposefully down the ramp towards you. You drop out of your fighting stance, momentarily forgetting the opponent standing across from you in the ring.
"Detective! Can I speak to you outside for a moment?"
You look warily at $opponent before the captain's sharp "<i>Now</i>, detective," draws your attention back to him.
You look up to see the judge motioning for you to proceed while she keeps a careful eye on $opponent.
[["\"What can I do for you, Captain?\""|Captain Negotiation][$response to "polite"]]
[["\"What's so important you felt the need to pull me out of there?!\""|Captain Negotiation][$response to "rude"]]
[[Just wrestle him, too!|Captain Negotiation][$response to "wrestle"]]<</insertlink>><<set $random_wrestler to random(0,2)>>
<<if $random_wrestler eq 0>><img style="max-width: 100%; max-height: 100vh; margin: auto;" src="http://vewong.net/games/blueheat/content/silhoutte_reveal0.gif" alt="The silhouetted image of our hero fades into the foreground revealing that you were a WRESTLE COP all along.">
<<elseif $random_wrestler eq 1>><img style="max-width: 100%; max-height: 100vh; margin: auto;" src="http://vewong.net/games/blueheat/content/silhoutte_reveal1.gif" alt="The silhouetted image of our hero fades into the foreground revealing that you were a WRESTLE COP all along.">
<<else>><img style="max-width: 100%; max-height: 100vh; margin: auto;" src="http://vewong.net/games/blueheat/content/silhoutte_reveal2.gif" alt="The silhouetted image of our hero fades into the foreground revealing that you were a WRESTLE COP all along."><</if>>
BLUE HEAT
<a href="https://xoxo.zone/@woolewekindly">@woolewekindly@xoxo.zone</a>
Music: "Sabotage" by Beastie Boys
"I Fought the Law" by Dead Kennedys
"Notorious B.I.G." by The Notorious B.I.G. ft. Lil' Kim & Puff Daddy
SFX from http://soundbible.com/
Special thanks: Lily and Arielle for the major pun-upsmanship :)<<audio ":playing" fadeout>>
/*introduce the ref/judge */"$wrestling_name, $opponent, to your corners," the announcer <<print either($dialogtags)>>,
"The referee for this match... THE JUDGE!"
The ref stands at the center of the ring in her traditional black-and-white vertically striped robes. She holds up her gavel politely as the crowd cheers for her officiating this trial.
<<insertlink "The ref offers you her hand.">>
<<nobr>>
/* face/heel differential for letting RBG into the ring or not */
<<if $face_points gt $heel_points>>
You hold out your hand to shake with the ref.
<br><br>THE JUDGE smiles genuinely at you as the crowd cheers wildly at your beneficial treatment of their favorite judge.
<<else>>
You look at the ref's outstretched hand and quickly retreat to your corner, an obvious slight.
<br><br>THE JUDGE sends you a wry grin, shaking her head, knowing how the crowd will react. As if on cue, a rolling 'boo' echoes through the stadium for you.
<</if>>
<</nobr>>
The ref pats you down, checking your ring gear for any outside weapons.
"Forget to add this to the court register, detective?" she asks, holding up the <<print $evidence_collected.random().name>> you'd collected. "I'll just put it over here with the rest of your evidence."
She repeats the process with $opponent. Then, satisfied the trial will be a clean one, THE JUDGE climbs up to the bench and <<insertlink "bangs her gavel on the bell.">><<audio bell play>>
[[Time to start the match.|THE SQUARED CIRCLE]]
<</insertlink>><</insertlink>><img style="max-width: 100%; max-height: 100vh; margin: auto;" src="content/openlogo.png" alt="The words 'Blue Heat' and a pixelated police hat near the bottom of the screen.">
<center>[[Take the case.|Station]]</center><<audio ":playing" fadeout>><<if $response eq "wrestle">>/*YEAAA WE WRESTLIN' NOW BOIS */
It's too late for reason. The wrestling has taken you over, by now. You rush THE CAPTAIN, getting in a <<print either($wrestle_moves)>> before THE CAPTAIN realizes what's happened to you.
As he smashes his mug of steaming hot $drink over your head, you think you see a single tear running down his face.
<<insertlink "But the details are becoming hazy.">>
<<insertlink "Red clouds your vision.">>
<style type="text/css">
body {
animation: fadeout 10s 1 forwards;
}
@keyframes fadeout {
0% {
background-color: #111111;
}
100% {
background-color: #550011;
}
}
</style>
You try to throw a <<print either($wrestle_moves)>> at THE CAPTAIN, only to have him counter you with... <i>your finisher</i>, the <<cyclinglink "$finisher" "CLOSING ARGUMENT" "MIRANDA RITES" "HABEAS CORPUS">>.
[[You lay dazed on the mat, not believing your captain could disrespect you like this.|Captain end]]<</insertlink>><</insertlink>>
<<else>><<if $response eq "polite">>
"Don't act like I don't know what's going on in there, $wrestling_name."
You can tell THE CAPTAIN is extremely upset with you because he's not even sipping from his 'World's Best <strike>Dad</strike> Captain' mug.
"Do you really, Captain? Because what's going on is I'd almost gotten through to $opponent! He was about to roll over for me when you pulled me out of there and now I'll never get his confession!"
<<else>>/*Full aggro "I'm taking your badge and your gun" response.*/
"Well this proves exactly what I was worried about. You've been compromised by this case."
"That's ridiculous, Captain! I'm wrestling the best I ever have in my career!"
<</if>>
"But at what cost, dammit?! <<if $first_evidence eq true>>You haven't even presented <<else>>You've barely presented <</if>>any evidence to the jury!" the captain gestures wildly with his <<if $response eq "rude">>'World's Best Police <strike>Dad</strike> Captain' <</if>>mug, sloshing coffee everywhere.
A soft boo comes down from the crowd. You look up and around at them, <<if $response eq "rude">>baring your teeth<<else>>lip quivering dangerously<</if>>, <<insertlink "\"Captain, no- you can't!\"">>
"You've given me no choice, $wrestling_name... You've gone too far this time!" the captain holds out his hand, <<if $response eq "rude">>glaring<<else>>looking like he's not even mad at you, just disappointed<</if>>, "I'm going to need your badge and your gun.<<if $response eq "rude">><i>Now</i><<else>>I'm sorry it's come to this<</if>>."
<<if $response eq "rude">>Glowering<<else>>Taking a deep, proud breath<</if>>, you slam both the items into his upturned palm, but you can't leave without getting in the last word:
[["\"You can take my badge, but you can never take THESE GUNS from me!\""|Captain end]]<<audio siren stop>><</insertlink>><</if>>"That's enough, $wrestling_name. I won't have you badgering a suspect in my ring!"
She rises slowly. The crowd is silent. They know what's about to happen, but didn't dare hope they would be here to witness it.
"Because you insist on not respecting the court-- not respecting <i>me</i>... I have to declare this: a mistrial match!"
The scream that rushes forth from the crowd is a physical force you have to brace yourself against.
The ref is unphased. If anything, it makes her stand up taller, looming over the ring.
<<insertlink "The lights in the stadium go out." >><<audio ref volume 0.2 fadeoverto 45 1 loop play>>
THE JUDGE is gone from behind the bench.
The lights all focus on the entrance ramp.
<<insertlink ""And now, please rise <i>out of your seats</i>... for the Honorable!">> <<insertlink "The <i>Notorious!</i>">> <<insertlink "<i>R! B! G!!!</i>"" >>/* insert picture of RBG here? */
The crowd becomes a cacaphony of scraping chairs and stomping feet.
Signs with her face, signs with hearts and gavels are raised over the crowd's heads.
THE SUPREME JUSTICE makes her way down the entrance ramp, bouncing to the beat of her entrance music and high fiving the fans leaning over the barricades to get closer to her.
She slides under the bottom rope to stand just in front of you all in one smooth movement. For a moment, she considers keeping her gavel then, at the last minute, places it just outside the ring.
[[Plead your case.|Judge Phase 1][$plead to true]]
[[Forget all that! You came here to wrestle!!|Judge Phase 1]]
<</insertlink>><</insertlink>><</insertlink>><</insertlink>><<audio ":playing" fadeout>><<if $plead eq true>>"THE SUPREME JUSTICE, please! I was just trying to <<cyclinglink "remember what evidence I brought!" "play the bad cop!" "warm up!">>"
"It's too late for that now, I'm afraid," the judge replies.
She launches a <<print either($wrestle_moves)>> at you, faster than you could possibly hope to react.
<<else>>
Well, your wrestling always did most of the talking for you, anyway.
While THE SUPREME JUSTICE is still preparing, you quickly fall into a <<print either($wrestle_moves)>>.
<<set $lastmove_ref to either($wrestle_moves)>>THE SUPREME JUSTICE instantly counters, twisting your momentum into a $lastmove_ref.
She tuts in your ear: "You're going to have to get up earlier than that to get one over on me... You forget, I've been around this ring quite a few times myself."<</if>>
<<if $plead eq false>>[[Plead your case.|Judge Phase 2][$plead_secondchance to true]]
[[Forget all that! You came here to wrestle!!|Judge Phase 2]]<<else>>[[You have no choice but to respond to her challenge.|Judge Phase 2]]
[[Forget all that! You came here to wrestle!!|Judge Phase 2][set $wrestledtwice to true]]<</if>><<audio ref stop>><<if $plead_secondchance eq true>>"THE SUPREME JUSTICE, please! I was just trying to <<cyclinglink "remember what I brought with me to trial!" "be the bad cop!" "get warmed up!">>"
"It's too late for that now, I'm afraid," the judge replies.
She hits you with a <<print either($wrestle_moves)>>.
You bounce off of the bottom of the ring. But luckily for you, it puts you in the perfect position for your <<cyclinglink "$finisher" "CLOSING ARGUMENT" "MIRANDA RITES" "HABEAS CORPUS">>.
This is the best chance you're going to get.
[[It's now or never.|Judge End]]
<<elseif $wrestledtwice>>
It takes you a moment to get your bearings back after THE SUPREME JUSTICE's hard-hitting attack. She really knows how to throw her weight behind a $lastmove_ref.
When you're back on your feet, you find the judge staring at you. Waiting. You realize there's only one hope you have to beat her: your <<cyclinglink "$finisher" "CLOSING ARGUMENT" "MIRANDA RITES" "HABEAS CORPUS">>...
[[It's now or never.|Judge End]]
<<else>>
Well, at least you tried to plead you case. Now, it's time to show the judge why they call you $wrestling_name.
You dart forward with a <<print either($wrestle_moves)>>, trying to get inside THE SUPREME JUSTICE's defenses.
The judge instantly counters, twisting your momentum into a <<print either($wrestle_moves)>>.
She tuts in your ear: "Don't forget, $wrestling_name, I've been around this ring quite a few times myself."
You quickly jump out of her thankfully shorter reach. She's confident enough in her victory here that she's busier straightening her robes than paying you any mind.
You realize you only have one hope to win this match: your <<cyclinglink "$finisher" "CLOSING ARGUMENT" "MIRANDA RITES" "HABEAS CORPUS">>.
[[It's now or never.|Judge End]]
<</if>>You quickly turn your back on THE SUPREME JUSTICE to add speed to your $finisher by launching off the ropes.
But as you're bouncing back towards the last spot the judge was standing, <<insertlink "she's gone.">>
Your only warning is the crowd's collective gasp before you're in the tightest submission hold you've ever experienced. You'd recognize THE SUPREME JUSTICE's <<cyclinglink "$judge_finisher" "SUB JUDICE" "FINAL VERDICT" "ADVERSARY PROCESS">> anywhere.
<<insertlink "The crowd is on their feet chanting:">>
<<print '"' + $judge_finisher + '! ' + $judge_finisher + '! ' + $judge_finisher + '!"'>>
The $judge_finisher is locked in so tight, you can't even look around to see if you can break it by grabbing one of the ropes. As you struggle desperately against her hold, you hear the ref pounding her gavel against the mat:
<<set $count_one to '"One!"'>>
<<insertlink "$count_one">>
<<set $count_two to '"Two!"'>>
<<insertlink $count_two>>
<<set $count_three to '"THREE!"'>>
<<insertlink $count_three>>
<<audio bell play>>The bell rings, announcing the end of the match.<<audio ref volume 0.5 loop play>>
THE SUPREME JUSTICE's grip instantly releases and you sag forward onto the mat. Your case is lost.
$opponent walks free.
<<set $closingline to "\"Maybe next time you'll learn to respect the justice system, " + $wrestling_name + ".\"">>
The judge stands over you, reaching down to offer you a hand back up, [[$closingline|End credits]]<</insertlink>><</insertlink>><</insertlink>><</insertlink>><</insertlink>><<audio siren volume 0 fadeoverto 45 1 play>><<if $response eq "wrestle">>
<style type="text/css">
body {
animation: fadein 5s 1 forwards;
}
@keyframes fadein {
0% {
background-color: #550011;
}
100% {
background-color: #111111;
}
}
</style>
When you can breathe again, you notice THE CAPTAIN sliding out of the ring already, shaking his head in disappointment.
Disappointment <i>at you</i>.
It's then that you realize it wasn't really the breath he knocked out of you. It was the wrestling that had twisted you up. You can't believe you let the wrestling take you over. Not after the last time.
<<else>>As you're flexing to make your point, the captain is already retreating up the entrance ramp, his music blaring proudly.
Now that you're no longer a part of this case, you know yours won't be playing again. At least not tonight.
<</if>>But the crowd is still here for you. As the bailiff comes to remove you from the courtring, you <<cyclinglink "leap onto the top of the ringpost" "flex, but even better this time" "throw up your signature hand symbol" >>, riling up the crowd.
You can always count on the crowd's hate of the establishment putting a wrestler down to lift you back up.
As you're escorted out of the arena, you can only feel more confident about your future.
[[You know you'll be back for the next case...|End credits]]<<if $evidence_this_turn >>
<<silently>>
<<set $announcer_evidencelines = [
either($announcer_interjections) + " " + $wrestling_name + " coming in with " + $evidence_used.article + " " + $evidence_used.name + "!",
$wrestling_name + " on the move... And a " + either($attack_modifiers) + " application of " + $evidence_used.article + " " + $evidence_used.name + ".",
"It's been a looong time since we've seen " + $evidence_used.article + " " + $evidence_used.name + " used in this courtring.", either($announcer_interjections) + " " + $wrestling_name + " bringing " + $evidence_used.article + " " + $evidence_used.name + " to the bench!"
] >>
<<set $announcer_badevidence = [
$opponent + " looking a little unimpressed by that " + $evidence_used.name + ".",
$opponent + " didn't even <i>notice</i> the " + $evidence_used.name + " from " + $wrestling_name + "! Looks like this case might need some re-examination."
] >>
<<set $announcer_goodevidence = [
$opponent + " has been absolutely <i>taken down</i> by the " + $evidence_used.name + " from " + $wrestling_name + "! Could this be it?!",
$opponent + " is in a real tight spot, now.",
$opponent + " looking to be in a tough spot with that evidence being introduced... Will " + $opponent + " come up with a rebuttal?"
] >><</silently>><<if $correct_evidence_this_turn>><<print """ + either($announcer_evidencelines) + "" the announcer " + either($dialogtags) + ", "" + either($announcer_goodevidence) + """ >>
<<else>><<print """ + either($announcer_evidencelines) + "" the announcer " + either($dialogtags) + ", "" + either($announcer_badevidence) + """ >><</if>>
<<else>><<if $startmatch eq true>><<print """ + either($startphrases) + "" the announcer " + either($dialogtags) + "," >><<set $startmatch to false>><<else>><<print """ + either($announcer_lines) + "" the announcer " + either($dialogtags) + "," >><</if>>
<</if>>
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