Story phase 5, prepared: the gore bed is one switch for the metal track
config.GORE_BED names the track that plays while the dead are being killed (gore and every story chapter, from the transformation's run-off on) and its loop length and level. When Oliver has the metal track, it goes into assets/audio and these three values change; nothing else does. v383, staging only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
789bf41a9a
commit
9e6d566c08
4 files changed
+15
-4
No files matched your search
@@ -1050,6 +1050,12 @@ export const STORY_HELP = { offerAt: 2, max: 2, run: 0.08, window: 0.12, heart:
|
||||
// THE STORE's switches (PROJECT.md "LATER — shipping it"). Both OFF until the unlock IAP exists: the
|
||||
// free tier ends on act I's card, and the arcade may become a premium door. premium() is the stub.
|
||||
export const STORE = { freeTier: false, arcadePremium: false };
|
||||
// THE GORE BED — the one track that plays while the dead are being killed (gore, every story chapter,
|
||||
// from the transformation's run-off on), ducked everywhere else. Oliver wants METAL here (2026-10-15)
|
||||
// and is finding the track: drop it into assets/audio and change these three values. `loopEnd` is the
|
||||
// SOURCE length in seconds for an AAC file (its padded last packet clicks at the seam otherwise), 0
|
||||
// for a WAV; `vol` is the bed's level under the umpire.
|
||||
export const GORE_BED = { file: 'zombie-mode.m4a', loopEnd: 20.47077, vol: 0.2 };
|
||||
export const storyAct = act => STORY.acts[Math.max(1, Math.min(5, act)) - 1];
|
||||
// the story cup: the league's own round names and needs, on the act's rung order
|
||||
export const storyRounds = act => {
|
||||
|
||||
Reference in new issue
Block a user