OMORI_Android/www.sc/Languages/sc/04_cutscenes_blackletters.yaml
2024-09-30 18:00:51 +03:00

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# =========================================================================================
# Cutscene: Basil is Missing!
# =========================================================================================
#Trigger: Enter Neighbor's Room.
message_0:
faceset: MainCharacters_DreamWorld
faceindex: 19
text: OMORI原来你在这里啊\kel
message_1:
faceset: MainCharacters_DreamWorld
faceindex: 40
text: 你看到贝瑟尔了吗?<br>\!我们哪儿都找不着他。\her
message_2:
faceset: MainCharacters_DreamWorld
faceindex: 40
text: 贝瑟尔……\!他就像是从人间蒸发了一样。\!<br>我们哪里都找不到他……\!我甚至还问了玛里,<br>可是她也不清楚贝瑟尔的行踪。\her
message_3:
faceset: MainCharacters_DreamWorld
faceindex: 4
text: 我们正打算回贝瑟尔的家看看,说不定之前遗漏了什么线索。\!<br>你可以带路吗OMORI\aub
# =========================================================================================
# Cutscene: The First Blackletter
# =========================================================================================
#Trigger: Enter Stump Entrance.
#Stump Entrance is glitchy.
#HERO is surprised
#message_24:
# faceset: MainCharacters_DreamWorld
# faceindex: 46
# text: \fn<OMORI_GAME>\quake[1]W-Whoa, anyone else feel that?\quake[0]\her
#AUBREY looks at HERO
#message_25:
# faceset: MainCharacters_DreamWorld
# faceindex: 7
# text: \fn<OMORI_GAME>\quake[1]Yeah, everything feels fuzzy all of a sudden...\quake[0]\aub
#message_26:
# faceset: MainCharacters_DreamWorld
# faceindex: 31
# text: \fn<OMORI_GAME>\quake[1]Sure... feels...\! strange...\! around... here...\quake[0]\kel
# =========================================================================================
# Cutscene: The First Blackletter continued
# =========================================================================================
#Trigger: Pick up Blackletter.
#Blackletter disappears.
#KEL looks around.
# message_37:
# faceset: MainCharacters_DreamWorld
# faceindex: 19
# text: Whoa!! Everything's back to normal again!\kel
# message_38:
# faceset: MainCharacters_DreamWorld
# faceindex: 40
# text: So many weird things happening lately...\!<br>We should stay close to each other in case anything happens.\her
#AUBREY looks into the distance
# message_39:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: Sigh...\! I really hope BASIL is safe...\aub
# =========================================================================================
# Cutscene: FUZZY Feeling
# =========================================================================================
#Trigger: Enter BASIL's house
#Screen glitches
# message_50:
# faceset: MainCharacters_DreamWorld
# faceindex: 28
# text: \fn<OMORI_GAME>\quake[1]Oof...\! There's that fuzzy feeling again...\quake[0]\kel
# message_51:
# faceset: MainCharacters_DreamWorld
# faceindex: 48
# text: \fn<OMORI_GAME>\quake[1]Just hold on a bit longer...<br>We should...\! get used to it eventually...\her\quake[0]
# message_52:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: \fn<OMORI_GAME>\quake[1]Look!\! That's the door that appeared right after BASIL vanished...\aub\quake[0]
# message_53:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: \fn<OMORI_GAME>\quake[1]Try opening the door, OMORI!\aub\quake[0]
#Screen still glitching
#fade to Black
#knock SFX
#Lock TAG option
#return
# message_54:
# text: The door won't budge.
# =========================================================================================
# Cutscene: HANGMAN
# =========================================================================================
#Trigger: Examine door.
#Party is surrounding the door.
# message_70:
# faceset: MainCharacters_DreamWorld
# faceindex: 27
# text: \fn<OMORI_GAME>Darn...\! I guess it's locked.\kel
# message_71:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: \fn<OMORI_GAME>Where do you think it goes to?\!<br>Do you think BASIL is in there?\aub
# message_72:
# faceset: MainCharacters_DreamWorld
# faceindex: 40
# text: \fn<OMORI_GAME>Possibly...\! Although, I have a feeling that wherever it leads to will be dangerous...\her
# message_73:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: \fn<OMORI_GAME>But BASIL is our friend! We have to do something...\aub
# message_107:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: \fn<OMORI_GAME>Move over, OMORI! I'm goin' in!\kel
# message_74:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: \fn<OMORI_GAME>\quake[1]\{\Com[2]BASIL!!\! I'm coming to save you!!\}\kel
#KEL smashes into door and glitches out.
# message_108:
# faceset: MainCharacters_DreamWorld
# faceindex: 46
# text: \fn<OMORI_GAME>\{\Com[2]Whoa, KEL!\! Are you okay!?\}\her
# message_75:
# faceset: MainCharacters_DreamWorld
# faceindex: 10
# text: \fn<OMORI_GAME>\{\Com[2]What are you doing, you dummy!?\}\aub
# message_76:
# faceset: MainCharacters_DreamWorld
# faceindex: 33
# text: \fn<OMORI_GAME>\quake[1]I don't know! I'm not equipped to handle difficult situations!\kel
#An envelope is slipped under the door.
# message_77:
# faceset: MainCharacters_DreamWorld
# faceindex: 31
# text: \fn<OMORI_GAME>\Com[2]\{\quake[1]Ahhhhhhh!!\! What was that!?\kel\quake[0]\}
# =========================================================================================
# Cutscene: HANGMAN 2
# =========================================================================================
#OMORI pick up envelope. (TAG IS LOCKED)
#Glitching stops.
#Tutorial Box.
#Black overlay on screen.
#Show Map Screen.
#message_78:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: Hmmm... It looks like a map of the forest...\!<br>but some parts of it are blacked out...\her
#message_79:
# faceset: MainCharacters_DreamWorld
# faceindex: 19
# text: What's that on the back?\kel
#Black overlay on screen.
#Show Checklist Screen.
#message_91:
# faceset: MainCharacters_DreamWorld
# faceindex: 29
# text: H... A... N... G... M... A... N...?\kel
#message_92:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: Oh hey, I know this game!<br>We've probably even played it once or twice before...\her
#message_93:
# faceset: MainCharacters_DreamWorld
# faceindex: 36
# text: In HANGMAN, you choose different letters to complete a message.\her
#message_94:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: If you choose a correct letter, the letter is used to filled in the blanks...\! but if you get a letter wrong, a part of a hangman is drawn.\her
#message_95:
# faceset: MainCharacters_DreamWorld
# faceindex: 36
# text: To win, you just have to guess the correct letters to complete the message...\her
#message_113:
# faceset: MainCharacters_DreamWorld
# faceindex: 42
# text: But if you choose too many wrong letters and the hangman drawing is completed...\! you lose the game.\her
#AUBREY looks at HERO.
#message_96:
# faceset: MainCharacters_DreamWorld
# faceindex: 24
# text: Wow...\! That doesn't sound fun at all...\!<br>Why is there even a game like that?\kel
#Wait
#Letter “A” appears in blanks.
#message_97:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: Hey, look!\! That big letter “A” we found earlier is filling in some of the blanks!\her
#message_98:
# faceset: MainCharacters_DreamWorld
# faceindex: 43
# text: If we're able to complete this message... I'm sure we'll be able to open the door and save BASIL!\her
#message_99:
# faceset: MainCharacters_DreamWorld
# faceindex: 10
# text: There must be more MISSING LETTERS around the forest!<br>We should hurry and go look for them.\aub
#message_100:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: I'm...\! I'm worried about BASIL... \!<br>He doesn't...\! do well on his own...\aub
#message_101:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: Don't worry, AUBREY!\!<br>BASIL might be a little on the softer side, but he knows how to take care of himself.\kel
#message_102:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: Yeah, I guess you're right.<br>We just need to believe in him...\aub
# =========================================================================================
# Cutscene: HANGMAN NEW
# =========================================================================================
#Upon examining the door, PLAYER moves back. An envelope slips through the bottom of the door.
message_114:
text: 地板上有一个信封。\!要把它捡起来吗?
#Screen fade black.
#Opening envelope SFX
#Wait 60 frames
message_103:
text: 已获得\c[4]字母清单\c[0]和\c[4]地图\c[0]。
message_104:
text: 按\DII[pageup]查看。
#Player presses Q and CHECKLIST pops up.
message_105:
text: 按\DII[pagedown]查看\c[4]地图\c[0]。
#Players presses W and MAP pops up.
#Screen goes black.
#Wait.
#Screen return to overworld.