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Car #14 - The Hospital Car
Speed - Scenic
Format - Free Seating
Travel Time - Several days
Points of Interest
Beds - A number of adjustable, moderately comfortable hospital beds with removable lap trays. Each bed/patient area is separated from the others by gauzy curtains and has a window looking out at a white void.
Nurse’s Station - A stand where nurses prepare medications for their patients (or sometimes just hang out).
Offices - A few small but nice offices with predictable doctor decor. The doctors can usually be found here when not making their rounds.
Cafeteria - A cafeteria with different lines for soup and salads, sandwiches, and the hot meal of the day.
Denizens
Doctors (Background/Speaking) - Dr. Seth, a stethoscope; Dr. Siggy, a blood pressure cuff; and Dr. Ivy, an IV stand, make the rounds fairly regularly. Clearly no HIPPA laws apply in this place, but they’re all reasonably professional.
Nurses (Background/Speaking) - Sets of scrubs that seem to be worn by invisible people... but upon examination there’s actually nothing inside. You’re not sure how they can still perform their jobs, but they do.
Patients (Background?/Non-speaking?) - There are a few other patients besides the Passengers, including a small comatose snake statue and a shattered slipper.
Special Notes
Upon entering the car, any Passengers who do not have significant injuries become ill. This is a generic flu-like illness but can have a few other symptoms if they’d be particularly uncomfortable for your character.
Uncooperative, destructive, or cruel behavior causes all patients’ conditions to worsen. Considering the cast involved, assume this occurs in the smallest noticeable increments possible.
The cafeteria food is really good.
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When the Inquisitor talks to Sera after Here Lies the Abyss, there's a cutscene that can start in two different ways. In one version, Sera immediately throws a punch at the Inquisitor. In another, she talks calmly.
I tried to find out which version triggers under which conditions.
Here's what the two branches look like in the editor:
(DA3/designcontent/Conversations/InquisitionBase/SecondBase/Sera/SeraMainDialogues/in2_sera_reaction_adamant_d)
The punch version has a condition. The no-punch version below it is the fallback and triggers when the condition isn't met.
The condition for the punch is not just a plot flag, like it usually happen. Instead, it links to a plot called "cond_sera_adamant_react_nofade".
Here's a closer look at the plot:
The most readable information to me are the five linked plot flags:
8b5ba978-7669-42e6-b81d-256db2f8015c
c339d78a-9c59-43f5-a1fe-62f0d5790111
af55dfc3-b121-4eed-aaf8-4eb77d7f011c
7a09f1e5-d8c2-4665-87de-2447944901a8
562e17e7-91a5-40a1-aa9c-be3c074c01c9
However, that's where my ability to read this file ends. I don't know how plots work and what they do with these plot flags. And as far as I know, there's no way to search the entire database for a specific GUID, so there's no way for me to tell what plot flags are.
I tried to figure out the conditions from the conversation itself, and here's what I could find.
The punch isn't dependent on the presence or absence of Sera romance. That defines one of the lines that trigger later in the conversation.
If Sera is romanced, she says: "You trapped in that place. I can't think about that shite. Frigging not-real nightmares."
If Sera is not romanced, she says: "Everyone is pretending it made sense. Demons and visions and all of it. The Fade isn't real."
Maybe it's dependent on whether Sera was in the party during the quest? I looked at the dialogue tree closer and noticed something interesting.
In the romance dialogue branch, there are two sub-branches. Even without looking at the flags, from the lines it's clear one of them is for Sera being absent during the quest, and the other for being present. In one of them, she says: "I mean, I wasn't even there, and it sounds... well, it's just stupid when real people are dead." In the other, she says: "And I saw nothing. Nothing." (and continues to describe what Nightmare showed her):
However, in the no-romance dialogue branch, there are no sub-branches. The following conversation is linear and assumes Sera was in the party, starting with the line "And I saw nothing. Nothing."
So from the flow of the conversation, it seems like Sera throws a punch if she's dating the Inquisitor and/or if she was in the party during the Fade sequence. If neither of these conditions is met, she doesn't feel intense emotions about this situation and talks to the Inquisitor calmly.
Here's something I noticed when going through the conditions. This is the plot "Check_Sera_Romance_Active", which serves as the condition for the romance dialogue branch described above:
Here are the plot flags:
c339d78a-9c59-43f5-a1fe-62f0d5790111
af55dfc3-b121-4eed-aaf8-4eb77d7f011c
7a09f1e5-d8c2-4665-87de-2447944901a8
These are three out of five flags linked in the plot that triggers the punch scene!
So if I understand that correctly, the punch condition plot checks for any of the three possible flags indicating Sera romance, plus two flags that presumably say something about her presence in the Fade.
By exclusion, the party-related flags are:
8b5ba978-7669-42e6-b81d-256db2f8015c
562e17e7-91a5-40a1-aa9c-be3c074c01c9
I suppose it's possible to look for these in the HLTA conversation files, but there's a lot of them, and these flags might even not be related to conversations but to something else like the party selection interface. So I'm leaving them alone.
Here's where I'm stopping today. If any Sera scholars or experienced editor explorers are willing to weigh in, I'd appreciate it.
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China had a system. Then along came Xi Jinping - https://www.9news.com.au/world/china-communist-party-congress-xi-jinping-change-country-third-term-analysis/adda4eba-d8c2-4cfa-bcdb-b7e06d7e0bd1
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GearIT 50-Amp Extension Cord for RV and EV (50 Feet) 4-Prong 250-Volt, Tesla Model 3/S/X/Y, NEMA 14-50P to 14-50R 6/3, 8/1 STW
GearIT 50-Amp Extension Cord for RV and EV (50 Feet) 4-Prong 250-Volt, Tesla Model 3/S/X/Y, NEMA 14-50P to 14-50R 6/3, 8/1��STW
https://m.media-amazon.com/images/S/vse-vms-transcoding-artifact-us-east-1-prod/91ba2ea4-d8c2-4832-86d8-953c9385bb47/default.jobtemplate.mp4.480.mp4 Product Description From the brand
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A most happy @saintlouisfc supporter and @stlouligans member after #saintlouisfc defeated @sanantoniofc 2-0 in @uslsoccer Western Conference action tonight. Saint Louis FC in 7th place in the Western Conference with three matches to go. #usl #STLvSA #stlouligans #silly #oneofus (at World Wide Technology Soccer Park) https://www.instagram.com/p/BoDYEr-D8c2/?utm_source=ig_tumblr_share&igshid=x5hr6hkt54fy
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Car #10 - The Daycare Car
Speed - Scenic
Format - Free Seating
Travel Time - Several hours
Points of Interest
Play Area - The majority of the car is a large play area with all the indoor faculties you could want. Cutesy, bright, mostly foam and plastic. Injury should be difficult but is never impossible.
Posters - Bright posters with encouraging kiddy slogans and illustrations. Includes an activity schedule for the day—most of it seems freely adjustable, but there’s a hard deadline for naptime at the end of the day.
Learning Area - A few desks and cubbies of supplies where kids can have fun with crafts or practice reading, playing recorders, or math. Enjoyment levels may vary.
Break Area - A small, bleak additional room for staff and Passengers to escape to when necessary. Has restrooms, a kitchenette, an incomplete deck of playing cards, a few sad-looking tables, and a sofa. The refrigerator is somewhat stocked with food and drink that are not clearly labeled and thus fair game by break area law.
Denizens
Sister (Maw) - A seemingly human Denizen dressed in a nun’s outfit. Actually, is she a Denizen at all, or is she a fellow Passenger? Either way, with the striking resemblance she bears to the recently-slain Atsuko… something isn’t quite right here.
Flour Patch Kids (Background/Speaking) - Each Passenger has a corresponding Kid that looks, speaks, and acts about like they did when they were little. Feel papery but have some weight to them and will leak flour if injured. Just human-looking enough to be cute without lapsing into uncanny valley (though your mileage may vary).
Toys (Background/Speaking) - A number of animated toys that work to pacify and corral the kids... to an extent.
Special Notes
Your threads are welcome to feature your Passenger and Kid separate or together. You are not required to play a Kid if it’s not coming together for you (though it will still exist canonically).
The exact age of your Kid can be whatever works best for your own backstory needs, but they should all qualify as small children.
If this situation brings up OC spoilers you don’t want out yet, let mods know—if you want to move quickly to hide your Kid somehow or give them some nondisclosure warnings, that’s perfectly okay.
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MythosTheBear reacts to Spider-Man: Homecoming.
https://app.stardust.co/d/reaction?r=59e4014d-d8c2-43e7-b8bf-004b7f1d30b3
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Car #9 - The Bouquet Car
Speed - Express
Format - Megathread
Travel Time - A few hours
Points of Interest
Zen Garden - A garden with a single path winding around large stones surrounded by raked sands; past an old, stooped tree near a gazebo; and over a babbling brook. While peaceful, everything but the gazebo seems strangely devoid of color.
Flower Shop - A rustic, somewhat claustrophobic shop with shelves of bonsai, ikebana arrangements, and the like. Among the normal offerings are a few translucent, glasslike roses. They will crack, chip, or shatter if dropped.
Bouquets - Ten bouquets stretch along one wall of the shop, but you get the feeling they’re incomplete. Each has a tag with a simple ink brush illustration.
Bouquet 1 (complete)
Tag: the letter “A”
Roses: orange, pink, blue
Bouquet 2 (complete)
Tag: an eye with a dark circle beneath
Roses: (orange, lime,) toffee, red, green, whitish
Bouquet 3 (complete)
Tag: a gadget of some kind
Roses: blue, lime, teal, red
Bouquet 4 (complete)
Tag: a figure hard at work as a clock speeds along overhead
Roses: toffee, green, blue, grey, orange
Bouquet 5 (complete)
Tag: two similar figures facing away from each other
Roses: grey, orange, red, green
Bouquet 6 (complete)
Tag: a pair of handcuffs
Roses: orange, whitish, pink, green, lime
Bouquet 7 (complete)
Tag: a wrist with a number of marks
Roses: green, yellow, toffee
Bouquet 8 (complete)
Tag: a hoodie
Roses: green, teal, grey
Bouquet 9 (complete)
Tag: a noose
Roses: yellow, green, grey, purple
Bouquet 10 (complete)
Tag: two figures placing a hand on each of a smaller figure’s shoulders
Roses: teal, purple, lime, yellow
Denizens
Tsubaki (Kris) - A pink and green hummingbird that seems to flap even faster than normal thanks to all that nervous energy. Would like to help the Passengers but gets very nervous at the prospect of even talking to one.
Naru (Maw) - A fluffy teal silk mothperson whose four arms are put to good work scrapbooking. She seems to be keeping her distance; perhaps all the injuries have her feeling squeamish?
Special Notes
A character holding a clear rose and concentrating causes the rose to take on that character’s Standardized Hex Color. The petals become a bit softer, too, but are still fragile.
The bouquets do not need to be completed in any particular order.
Two characters touching a part of the garden at the same time may cause that part to gain a natural coloration, depending on the circumstances. There will be a separate forum thread for these interactions that is assumed to be simultaneous with the main megathread.
If Tsubaki is grabbed/similarly attacked, the attacker will get a poison ivy style rash/reaction. Not deadly but not pleasant.
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Bons plans : ce qu’il ne fallait pas rater
Notre récapitulatif quotidien des meilleures offres high-tech, édition du jeudi 21 décembre.
Les meilleures offres
Le moniteur TLC 24M6C améliore le confort visuel de son utilisateur grâce à sa courbure à 1800R qui permet d’avoir un angle de vision égal sur toute la surface de l’écran. Cette spécification est également un atout pour réduire la fatigue visuelle qui s’installe au bout de quelques heures devant un écran. La dalle, aux biseaux presque absents, offre un affichage Full HD (1920 x 1080 pixels) au format 16:9 sans scintillement, avec un temps de réponse de 6ms et une fréquence de rafraîchissement de 60Hz.
Lire la suite de l‘article sur Begeek.fr
A découvrir également sur Begeek.fr
iPhone X : 145€ d’économies sur Amazon TCL T24M6C : le moniteur 23.6″ à 136€ seulement Steam : entre nommés des Awards 2017 et début des soldes d’hiver Peaky Blinders reviendra sur BBC Two en 2019 Pokémon Go propose une meilleure réalité augmentée, mais uniquement sur iPhone
#_uuid:bc75a05b-d8c2-3c89-8a46-7508bd85428a#_author:Lionel#_category:yct:001000931#_draft:true#_revsp:begeek.fr#_lmsid:a0Vd000000AEHtqEAH
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Car #8 - The Segway Car
Speed - Scenic
Format - Free Seating
Group O - Asuka, Jack, Matsukaze, Melvin, Vinzent, Viper
Group R - Abel, Arty, Dexter, Haruka, R.N.A., Taran
Travel Time - A few days
Points of Interest
Obstacle Course - The heart of the car, a winding course through various terrain and every obstacle you could ever imagine cropping up in a shopping mall.
Food Court - Several stands of pretty cheap generic mall fare. No one is actually manning them, so it’s weird that your orders still show up normally. Officers receive meals for free. Robbers have to steal theirs.
Stores - The mall has a single department store and a handful of other shops, offering completely normal human items despite none of the residents being human.
Mall Prison - On the wall outside hangs a bulletin board that tracks each Passenger’s number of demerits. The interior is normally inaccessible but consists of a single dinky cell, perfectly sanitary but devoid of nice things.
Denizens
Plart (Roadie) - A large blue bouncyball with sunglasses and a moustache. While he has an authentic cardboard Badge of Mall Policing and claims to be your instructor, he can’t really demonstrate Segway technique by example here.
Mallgoers (Background/Speaking) - A number of large bouncyballs of various designs going about their business at the mall. Some have accessories that somehow stay on and upright through their travels. Likely to flee in terror from any obvious robbers but happy to cover some expenses for officers.
Special Notes
You physically cannot leave your Segway while on the obstacle course or traveling the thoroughfares of the mall. Some invisible force will shunt you back if you try to dismount.
Everyone in Group O is assigned to be officers, while Group R will act as robbers. Uniforms for both will be enforced, but you can still try on other clothes, remove the mask, etc. for brief periods of time. Until Plart catches you, for the most part.
All items on your person besides your Neko-Neko-provided glove and notebook vanished with your normal clothing. You can try to convince Plart to return some necessary items, but for the most part it’s all off-limits until you personally achieve the car’s exit condition.
If a robber successfully reaches the exit door with any stolen merchandise, the robber will be allowed to exit, and the closest officer will receive a demerit.
If an officer successfully halts a robber in action, the officer will be allowed to exit, and the robber will receive a demerit.
Receiving a second demerit will cause the offender to warp into Mall Prison for the rest of that day. After that, gaining a single demerit will warp them back to the cell again.
Demerits may also be given for other unsavory behaviors like unwarranted violence. We won’t be aggressively keeping track of daily demerits; just go ahead and put your Passenger in jail for a thread if you feel like it. We can work something out.
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