OMORI_Android/www.sc/languages/sc/black_space_rev.yaml
2024-09-23 01:10:28 +03:00

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#BLACK SPACE REVAMP GUIDE
#--------------------------------------------------------------------------------------------
#THE HOLE IN BASIL'S HOUSE:
#The black letters cause the hole in BASIL's house to get bigger.
#1 necessary Black letter- Map431
#No BGM
#6 Black letters - Map432, Map357
#BGM: Duet
#If you examine the hole:
message_1:
text: 地板在塌陷。
#All necessary Black letters - Map 434, Map 358
#No BGM
#--------------------------------------------------------------------------------------------
#BEFORE SW STAGE HOLE:
#As you attempt to leave the stage,
#BASIL calls in for help.
message_20:
text: \bas\fn<OMORI_GAME>\n[8]……
#*OMORI looks up*
message_21:
text: \bas\fn<OMORI_GAME>请不要……\|又丢下我……\|一个人……
#*Camera pans to hole*
#*Then back to party*
message_22:
faceset: MainCharacters_DreamWorld
faceindex: 4
text: \aub发生什么事了OMORI\!有什么问题吗?
#Examine Hole:
message_23:
text: 深不见底……\|你要跳下去吗?
#--------------------------------------------------------------------------------------------
#BLACK SPACE
#Gameplay:
#In Black Space Entrance, there will be many black doors and no footprints.
#Instead, going through any black door in Black Space Entrance will teleport the player to the same Required Room.
#There are 6 Required Rooms before you enter the room with BASIL.
#The player will be teleported to them chronologically from 1-6 each time they enter a black door. In the true route, the basil deaths will happen the same way.
#Once the PLAYER enters a Required Room, the door back should disappear, forcing the Player to leave by coming in contact with a RED HAND or using STAB, which teleports OMORI back to the blanket in Black Space Entrance.
#There should be one or more RED HANDS placed in each area.
#Essentially, the PLAYER isn't required to go through the contents of the Required Rooms to progress the game if they STAB themselves as soon as they enter, which is fine.
#Inside the required rooms will be hidden ways to discover other parts of Black Space (the parts we have previously created). I will create a guide on how to split up those areas and input them later.
#--------------------------------------------------------------------------------------------
#Black Space Entrance:
#The lightbulb is missing. Flavor Text:
message_40:
text: 一条裸露在外的电线。\!这里没有\c[4]灯泡\c[0]。
#The laptop is smashed outside of the blanket. Flavor Text:
message_41:
text: 缺少了部分钥匙。
#Sketchbook shows scribbled out drawings, same way as White Space.
#Laptop replaced with picnic basket. Flavor Text:
message_42:
text: 一个野餐篮。\!你想要保存吗?
#*Open up save menu
#--------------------------------------------------------------------------------------------
#Required Room 1: Empty Field
#BGM: bs_drone.ogg
#Ghostlike creatures wander in an empty field map. (Map265)
#If you talk to one, they will say 1 of these messages in chronological order. After you've gone through all of the text, they will say “Pitter-patter” indefinitely.
message_60:
text: \n<涂鸦>你迷路了吗?\!不用担心。\!<br>红手知道回去的道路。
message_61:
text: \n<涂鸦>你在找某个人吗?\!或者找某个东西?
message_62:
text: \n<涂鸦>以前就有人这么做过。\!<br>当时是你?\!还是我?\!还是那个花冠男孩?
message_63:
text: \n<涂鸦>如果你迷路了,你会去哪里呢?\!<br>某个熟悉的地方。\!某个令人安心又充满了美好回忆的地方。\!<br>可惜你没有这样的地方可去。
message_64:
text: \n<涂鸦>这里什么也没有。\!这里什么也没有剩下。
message_65:
text: \n<涂鸦>噼里啪啦……\!噼里啪啦……
#--------------------------------------------------------------------------------------------
#Required Room 2: Subconscious Spill
#BGM: bs_distance.ogg
#Talk to LOQUACIOUS CAT
message_90:
text: \n<贫嘴猫>嗨我是贫嘴猫你可以问我任何问题
#Choices
message_101:
text: 生命的意义为何?
message_102:
text: 我们何以存在?
message_103:
text: 真爱的意义为何?
message_104:
text: 如何获得幸福?
message_105:
text: 自由意志是否存在?
message_106:
text: 死后会发生什么?
message_107:
text: 麦片粥是粥吗?
#Random Answer Pool:
message_91:
text: \n<贫嘴猫>两码皮革
message_92:
text: \n<贫嘴猫>一根粗缝衣针
message_93:
text: \n<贫嘴猫>一个布制的番茄
message_94:
text: \n<贫嘴猫>一把生锈的剪刀
message_95:
text: \n<贫嘴猫>一张小木桌
message_96:
text: \n<贫嘴猫>很多很多的大头针
message_97:
text: \n<贫嘴猫>一对漂亮的大纽扣
message_98:
text: \n<贫嘴猫>一大袋白棉花
#Most things in this area should say:
message_99:
text: 你离家很远。
#Houses with small doorways:
message_100:
text: 太小了。
#--------------------------------------------------------------------------------------------
#Required Room 3: Suspense Room
#BGM: bs_fleur.ogg
#Most Things:
message_123:
text: 好痛苦……\|好痛苦……\|好痛苦……
##--------------------------------------------------------------------------------------------
#Required Room 4: Cat Dissection
#BGM: bs_56_12_2.ogg
#Player enters from the top door of an operating room with a cat on the table.
#A spotlight goes on the table.
#There's a cat butler that acts as the assistant. He doesn't have to change direction.
#Talk to BUTLER:
message_140:
text: \n<管家>喵乌最近非常、非常不听话。
message_150:
text: \n<管家>正在等待什么事情的发生吗?
message_151:
text: \n<管家>出去的道路……
message_152:
text: \n<管家>总是存在的……\|只不过……
#Examine Table:
message_141:
text: 喵乌盯着你看。\!她不知道正在发生什么。
message_142:
text: 你想切开喵乌吗?
#[YES]
message_143:
text: 喵乌盯着你看。\!她好奇地歪着头。
#Do you want to cut open MEWO?
#[YES]
message_144:
text: 喵乌盯着你看。\!她的双眼睁大了。\!她现在想离开这里。
#Do you want to cut open MEWO?
#[YES]
message_145:
text: 喵乌盯着你看。\!她挣扎着想挣脱。
#Do you want to cut open MEWO?
#[YES]
message_146:
text: 喵乌盯着你看。\!她的双眼充满了绝望。
#Do you want to cut open MEWO?
#[YES]
message_147:
text: 喵乌盯着你看。\!她试图喊叫,但是没有声音。
#Do you want to cut open MEWO?
#[YES]
message_148:
text: 喵乌盯着你看。\!她不知道正在发生什么。
#Do you want to cut open MEWO?
#[YES]
#*When MEWO is cut open, it makes a violin SFX.*
message_149:
text: 你切开了喵乌。
#--------------------------------------------------------------------------------------------
#Required Room 5: Forest of Stumps
#BGM: bs_glade.ogg
#As the Player walks more to the right, the dialogue will pop up more often and become more intense, switching to the dialogue with more words.
#Dialogue:
message_170:
text: 骗子。
#Dialogue:
message_171:
text: 骗子。骗子。骗子。
#Dialogue:
message_172:
text: 骗子。骗子。骗子。骗子。骗子。骗子。骗子。骗子。骗子。骗子。骗子。骗子。
#There should be Something enemies in this map as well.
#In battle, they will also say: Liar. Liar. Liar.
#When you enter a battle with Something, it does not change the BGM.
#When Player reaches the end of the stump path, something is hovering over one of the stumps. It will say:
message_173:
text: \n<某个东西>\n[8]……\|我爱你……
#Then it will start following you and every 6 seconds it will repeat the message. It will disappear if you leave the map.
message_174:
text: 你想要跳下去吗?
#--------------------------------------------------------------------------------------------
#Required Room 6: Temple
#BGM: bs_orchard.ogg
#It's snowing on this map.
#There are few lil basil's on the path.
#There's a flower crown. Flavor text:
message_189:
text: 你想捡起\c[3]花冠\c[0]吗?
message_190:
text: 一个\c[4]花冠\c[0]。\!冰天雪地将它保存得很好。
message_191:
text: 你获得了\c[4]花冠\c[0]。
#There's an abandoned church on top of the hill.
#The back parallax should be either basil_something (maybe remina).
#Enter the abandoned church to find Basil.
#--------------------------------------------------------------------------------------------
#TRUE ROUTE - THE FIRST BASIL DEATH:
#BGM: bs_temple.ogg
#BASIL without flower crown is hanging where the crucifix is in the empty church.
#There is a staircase leading up to him.
#Camera pans to BASIL.
message_192:
text: \basOMORI……\|你来了……
#Camera pans to OMORI, giving PLAYER control.
#Talk to BASIL
message_194:
text: \bas\n[8]……\|为什么最后会变成这样?
#*Something sucks in BASIL a little*
#Talk to BASIL
message_195:
text: \bas\n[8]……
#*Something sucks in BASIL a little*
#Talk to BASIL
message_196:
text: \bas\n[8]……\|\n[8]……
#*Something sucks in BASIL a little*
#Talk to BASIL
message_197:
text: \basOMORI……\|OMORI……\|OMORI……
#*Something completely sucks in BASIL*
#Examine BASIL's something:
message_198:
text: 你想要跟随贝瑟尔吗?
#[YES/NO]
#[YES]
#OMORI is sucked into BASIL's Something and is teleported to the dark Lamp Room.
#BGM: event_bad_morning.ogg
#Shadow BASIL is staring outside the window.
#Camera pans to message Basil
message_199:
faceset: MainCharacter_Basil
faceindex: 10
text: \bas有某个东西在外面。\|<br>它在呼唤我……\|也在呼唤你。
#PLAYER regains control.
#Talk to BASIL
#BASIL turns to face PLAYER*
message_200:
faceset: MainCharacter_Basil
faceindex: 10
text: \bas我们一起去吧。
#BGM fades out.
#BASIL opens the door.
#As he opens the door, fear border surrounds the screen.
#Black arms grab BASIL as he tries to escape.
message_201:
text: \bas\com[2]\{\{\quake[1]OMORI救命
#He runs back and tries to claw his way out, but is unsuccessful and leaves scratch marks on the floor.
#He is dragged out by the black hands.
#The door shuts, then everything disappears.
#PLAYER is in a completely black space that loops with nothing around.
#BGS: boss_something_heartbeat.ogg
#PLAYER must stab himself. (Heartbeat BGS stops)
#--------------------------------------------------------------------------------------------
#Note: After this point, once BASIL joins your party, STAB option should be blacked out.
#--------------------------------------------------------------------------------------------
#TRUE ROUTE - WATERMELON BASIL DEATH:
#BGM: bs_bloom.ogg
#PLAYER ends up in Black Space Entrance.
#He must go through another door, which will be a watermelon patch.
#This map has a fixed camera (like the gate)
#When entering proximity of BASIL without flower crown:
message_220:
text: \basOMORI……你回来找我了
message_221:
text: \bas那是我的\c[4]花冠\c[0]吗?\!你找到了它,我好开心啊。
message_222:
text: 你把贝瑟尔的\c[4]花冠\c[0]还给了他。
message_223:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas我们离开这里吧……\!我会跟着你的!
message_224:
text: 贝瑟尔加入了你的小队。
message_225:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas在这里种西瓜也挺有趣的啦不过我真的好想念家里种的花……\!<br>它们还好吗?\!<br>我不在的时候,你有帮忙照料它们吗?哈哈……
message_226:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas嗯西瓜确实很好吃
message_227:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas我们以前去海滩的时候就经常切西瓜来吃\!<br>凯脸上沾满西瓜籽的那副光景都浮现在我眼前了呢,哈哈……
message_228:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas和朋友们一起过暑假真的很开心呢。
#The scenery slowly disappears and the map turns into the empty map with just watermelons.
#One of the watermelons will break BASIL. While this happens, BGM immediately stops.
#After this, a RED HAND will appear on the map.
#After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping until you use STAB.
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
#--------------------------------------------------------------------------------------------
#TRUE ROUTE - SPIDER BASIL DEATH:
#BGM: bs_5ths.ogg
message_250:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas噢你来了真是太好了OMORI。\!<br>我还以为我永远都被困在这里了。
message_251:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas呼……\!我现在感觉好多了。
message_252:
faceset: MainCharacter_Basil
faceindex: 0
text: \bas真不敢相信你来救我了。\!我好想念你呀!
message_253:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas现在你来了我终于可以回家啦。\!<br>带路吧OMORI
#*Walk a bit
message_254:
faceset: MainCharacter_Basil
faceindex: 6
text: \bas你知道吗……\!我觉得蜘蛛其实被误解得很严重……\!<br>虽然他们看上去很吓人,其实他们并不会主动攻击人类。
message_255:
faceset: MainCharacter_Basil
faceindex: 1
text: 更何况,它们还是我做园艺时的最佳帮手呢!\!<br>蜘蛛会吃掉很多伤害植物的害虫,这一切都是大自然的平衡哦!
message_256:
faceset: MainCharacter_Basil
faceindex: 0
text: 我记得前一阵子……\!<br>你跟我说过,就在你准备跳进秘密基地的那个湖里时,<br>一只大蜘蛛竟然落在了你的肩膀上!
message_257:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas我知道你看到蜘蛛肯定会很害怕但我敢说蜘蛛看到你比你还害怕一百倍呢\!无意冒犯,无意冒犯……哈哈……
#*Walk more
message_258:
faceset: MainCharacter_Basil
faceindex: 3
text: \bas怎么突然多了好多蜘蛛……\!<br>感觉它们在我身上爬来爬去的。\!<br>嗯,也许它们只是在打招呼?
message_259:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas嗨蜘蛛们是我贝瑟尔我是你们的朋友
#*Walk more
message_260:
faceset: MainCharacter_Basil
faceindex: 3
text: \bas\com[2]呃!它们在咬我!
message_261:
faceset: MainCharacter_Basil
faceindex: 4
text: \bas啊……可能我吓到它们了。
message_262:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas乖哦乖哦。没事的\!我不是来伤害你们的!
#*Walk more
message_263:
faceset: MainCharacter_Basil
faceindex: 3
text: \bas越来越多蜘蛛了……我摆脱不掉它们了
#BASIL looks around.
message_264:
faceset: MainCharacter_Basil
faceindex: 4
text: \bas呃……
#BASIL sprite goes into fetal position.
message_265:
faceset: MainCharacter_Basil
faceindex: 4
text: \basOMORI……
#OMORI steps back.
message_266:
faceset: MainCharacter_Basil
faceindex: 5
text: \basOMORI……\|求求你……\|救救我……
#BASIL is eaten.
#After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping until you use STAB.
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
message_267:
text: 一只死掉的蜘蛛。\!它因悲伤而离世。
message_268:
text: 蜘蛛宝宝们为母亲的死亡感到悲痛万分。
message_269:
faceset: MainCharacter_Basil
faceindex: 3
text: \bas唔……\!OMORI你是不是忘记了谁呀
#--------------------------------------------------------------------------------------------
#TRUE ROUTE - ELEVATOR BASIL DEATH:
#BGM: bs_nawa.ogg
message_290:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas啊……OMORI真的是你吗<br>\!你怎么找到我的?
message_291:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas凯、奥布里还有英雄也来了吗\!<br>我一直挂念着你们大家!
message_292:
faceset: MainCharacter_Basil
faceindex: 0
text: \bas这个树屋还在真是太好了。\!当时为了搭建它,大家努力了好久呢。
message_293:
faceset: MainCharacter_Basil
faceindex: 6
text: \bas……\!诶?\!<br>等等,我在说什么?
message_294:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas我们回家吧OMORI。
#*On the way down from the top point of the construction, an elevator comes up.
message_295:
faceset: MainCharacter_Basil
faceindex: 0
text: \bas电梯\!会是通向哪里的呢?\!也许,它能直接带我们回家也说不定!
#*Go into elevator.
#*Rest is same as before. End up in same map you came from.
#After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping at 50% or so until you use STAB.
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
message_296:
text: 一张不是很舒服的床。\!你想要上床睡觉吗?
#--------------------------------------------------------------------------------------------
#TRUE ROUTE - RAFT BASIL DEATH:
#BGM: bs_jungle_cruise.ogg
message_320:
text: \basOMORI……\!喂……\!OMORI\!我在这里!
#BASIL comes out from the stump.
message_321:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas嗒——哒\!是不是吓了一跳?\!<br>我来到这里后就一直躲在这个树桩里。
message_322:
faceset: MainCharacter_Basil
faceindex: 6
text: \bas虽然我对战斗没有多少信心不过只是求生的话我还是很擅长的。
message_323:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas总之……我就知道你会来救我的OMORI\!而且我相信,既然你来了,我们一定可以逃出这个地方。
message_324:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas虽然这个地方可能有点危险不过……我相信你。
#*walk a bit before getting on raft*
message_325:
faceset: MainCharacter_Basil
faceindex: 4
text: \bas话、话说OMORI……\!你今天好像有点冷淡。\!<br>是我做错了什么吗?
#While walking, OMORI finds a raft.
message_326:
text: 你想要乘坐木筏吗?
#[YES/NO]
#[YES]
#Raft scene (same as before)
#After screen turns black, PLAYER gets off raft at the same place he got on.
#You can take the raft again with basil's body still on it, but nothing happens.
#Heartbeat no longer plays.
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
#--------------------------------------------------------------------------------------------
#TRUE ROUTE - FRIENDS BASIL DEATH:
#BGM: bs_friend1.ogg
message_350:
faceset: MainCharacter_Basil
faceindex: 1
text: \basOMORI你来啦
message_351:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas啊……松了一大口气。
message_352:
faceset: MainCharacter_Basil
faceindex: 6
text: \bas我一直试着想出去可是……我却一直在迷路。
message_353:
faceset: MainCharacter_Basil
faceindex: 4
text: \bas抱歉……\!每次你都要这么来救我,你一定也累了。\!也许我应该更加努力才对。
message_354:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas总之既然你来了一切都会没事的。\!<br>我们回家吧!
#*Walk a bit
message_355:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas这段时间里我一直都在翻阅\c[4]相册\c[0]。毕竟只有它陪伴着我。
message_356:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas我感觉害怕的时候呀我就会翻看我们那些快乐的回忆。\!多亏了这样,我才能坚持下去!
message_357:
faceset: MainCharacter_Basil
faceindex: 0
text: \bas虽然我感觉有些照片好像不见了不过应该只是错觉吧……
message_358:
faceset: MainCharacter_Basil
faceindex: 1
text: 总之,奥布里、凯还有英雄他们还好吗?\!希望你们没有太担心我。\!<br>我已经等不及再见到大家啦!
#*HERO comes
message_359:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas英雄\!是你吗?
message_360:
faceset: MainCharacter_Basil
faceindex: 1
text: \basOMORI是英雄\!<br>你怎么不告诉我大家都来了!
message_361:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas快我们追上他
#Beat-Up Scene (Same as before)
message_362:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas凯\!奥布里!\!见到你们大家真是太好了!
message_363:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas大家的近况如何\!有没有想我呀,嘿嘿……
message_364:
faceset: MainCharacter_Basil
faceindex: 3
text: \bas等、等等……\!你们……\!你们在做什么?
message_365:
faceset: MainCharacter_Basil
faceindex: 3
text: \basOMORI——
#After beating up BASIL, you can still talk to the party members:
message_366:
faceset: MainCharacters_DreamWorld
faceindex: 13
text: \aub嗨 OMORI我们正盼着你快点来呢。\!<br>想和我们一起打牌吗?\! <br>我们正好快要打完这一局了呢!
message_367:
faceset: MainCharacters_DreamWorld
faceindex: 50
text: \her\n[3]和\n[2]最近又经常在吵架了……\!<br>一般人会觉得怄气那么久也该累了吧,可谁让他们两个总有花不完的力气呢。
message_368:
faceset: MainCharacters_DreamWorld
faceindex: 34
text: \kel\SINV[1]哎~~~~呀……\sinv[0]\!<br>奥布里总是想要怎么样就能怎么样……
#Heartbeat no longer plays.
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
#--------------------------------------------------------------------------------------------
#TRUE ROUTE - RED SPACE:
#BGM: bs_listening.ogg
#When you STAB or use RED HAND, you enter a map with the hands parallax.
#At the end of the map is BASIL, who is being held by the RED HANDS.
#There are drag marks on the floor (same one as from the lamp room).
message_391:
text: \bas我……\|我很抱歉……\|你会原谅我吗?\|我最好的朋友……
message_392:
text: \bas好疼啊求求你了……\|<br>让它们放开我吧。
#RED HANDS pull BASIL up.
message_393:
text: \bas\com[2]等、等等!你要干什么?!
message_394:
text: \bas快让它们停下来
#*BASIL struggles.
message_395:
text: \bas\fn<OMORI_GAME>求求你了,快让它们停下来!
message_396:
text: \bas\fn<OMORI_GAME>\{\com[2]\quake[1]求你了!!!
#OMORI stabs BASIL (no PLAYER control)
#BASIL falls to the floor. (Maybe BGM doesn't stop)
#*OMORI steps over BASIL and walks up the staircase.
#*The RED hands form the way up and OMORI takes his throne.
#--------------------------------------------------------------------------------------------
#NEUTRAL ROUTE - THE FIRST BASIL + SOMETHING CHASE:
#After grabbing Basil, it will say:
message_410:
text: 贝瑟尔加入了小队。
#(During this time, switch the church map to an alternate longer map)
#The camera pans up back to the Something shape.
#Something shows its eyes and mouth and begins to chase OMORI and BASIL.
#Start playing BGM: bs_loop5.ogg
#At the bottom of the map is Player's Something, which blocks your way no matter where you go (like SNALEY). So you have no choice but to run into him.
#PLAYER (not OMORI) is in a room with just SOMETHING in the spotlight.
#PLAYER walks up to SOMETHING and examines it to start the fight.
#During the Something fight, Player's skills are taken away one by one. Player is defeated by Something and is taken to the game over screen.
#When on the game over screen, select “Retry” to come back as OMORI instead of PLAYER.
#OMORI fights SOMETHING and defeats it.
#Note: OMORI should learn a special skill that utilizes RED HANDS
#When Something is defeated, OMORI wakes up.
message_411:
text: \basOMORIOMORI\!快醒醒!
message_412:
text: \bas天花板那里有光照进来\|<br>你觉得会不会是出去的路呢?
#RED HANDS come closer.
message_413:
faceset: MainCharacter_Basil
faceindex: 6
text: \bas……\!OMORI
message_414:
text: \bas……\|OMORI……\|你好重喔……
message_415:
text: \bas来……\|我拉你上来……
message_416:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas呼……太好了你醒啦。
message_417:
faceset: MainCharacter_Basil
faceindex: 2
text: \bas你没受伤吧\!我刚才试图把你拉到楼梯顶端的白光那里……
message_418:
faceset: MainCharacter_Basil
faceindex: 1
text: \bas那束温暖的光让我特别安心……\!<br>我们一起上去吧!
#OMORI wakes up and looks up.
#The RED HANDS form a staircase.
#The staircase goes into a white light, then PLAYER and BASIL come out through a few different maps with different parallaxes (music changes every time), then lastly a space parallax. Should feel very magical.
#At the end of the RED HANDS staircase in the space parallax map is NEIGHBOR'S BEDROOM map.
#--------------------------------------------------------------------------------------------
#SLEEPYTIME:
#Map: Neighbor's Bedroom
#Activation: Exit Black Space after saving Basil
#BGM: playing_forever.ogg
#In this map, there are 6 beds.
#MARI, HERO, KEL, and AUBREY are already sleeping in theirs.
#You look at the RED HANDS. The RED HANDS will leave, so there will no longer be a staircase down.
#BASIL will look at you and then walk to his bed and go to sleep.
#When you go to sleep, you wake up in FA.
#*One day left... Slide shows*
message_420:
text: \aub\sinv[1]……\|我们去冒险吧OMORI……\|就……\|我们两个人哦……
message_421:
text: \sinv[1]呼噜……\|呼噜……\|呼噜……\|呼噜……\kel
message_422:
text: \kel\sinv[1]呼噜……\|哎呀OMORI……\|再让我睡五分钟嘛……
message_423:
text: \her\sinv[1]……\|谁想来个……\|大大的拥抱呀?
message_424:
text: \bas\sinv[1]……\|我们该休息了OMORI……\|我们的朋友们都在这里……
message_425:
text: \mar\sinv[1]……\|我永远都会保护你的……\|弟弟……
message_426:
text: 玛里的水果篮。\!永远装满了水果。
message_427:
text: 一台搅拌机。
message_428:
text: 给每个人的花。
message_429:
text: 一盆植物。
message_430:
text: 一台烤面包机。
message_431:
text: 几顶派对帽。
message_432:
text: 电视上放着一部电影。\!<br>四个女孩在音乐节上表演摇滚乐。
#------------------------------------------------------------------------------------------
#NEUTRAL ROUTE - DAYTIME HALLUCINATIONS
#*Player wakes up & plays cleaning mini-game sorting boxes with Something watching over him all day*
#There should be various spooks around the house that puts the player at unease.
#Something's appear in the “black area” around the interior maps.
#*After cleaning, player goes to sleep.
#*Omori saves Player animation plays.
#*Then slides: Welcome to White Space.
#*You have been here for as long as you can remember.
#*The laptop is still working like the first time you go there (before black letters)
#*You can enter through the white door and go to Neighbor's Room.
#--------------------------------------------------------------------------------------------
#BASIL'S MEMORIES:
#*After being caught by the spotlights, PLAYER has a falling animation before he arrives into Red Room.
#*Make it mandatory to have the photos sorted in the book during basil's memories. Sorting album pops up every time you get a photo.
#when you screw in the light bulb, have a slide of the lightbulb flickering, and then turning on (white_lightbulb[3x1].png)
# --------------------------------------------------------------------------------------------
#CROSSROADS:
#*Make sure you can access FA album with [Q] and BS album with [W]
#*Streetlights with memories should be timed so that they light up as PLAYER is running. PLAYER shouldn't have to walk back to “catch” the spotlight.
# --------------------------------------------------------------------------------------------
#message_500:
# text: \who\fn<OMORI_GAME>It's just not good enough.
# message_501:
# text: \who\fn<OMORI_GAME>She just needs some rest.
# message_502:
# text: \who\fn<OMORI_GAME>You shouldn't have looked.
# message_503:
# text: \who\fn<OMORI_GAME>She just needs some rest.
# message_504:
# text: \who\fn<OMORI_GAME>This isn't real.
# message_505:
# text: \who\fn<OMORI_GAME>Can you tell us the truth?
# message_506:
# text: \who\fn<OMORI_GAME>This isn't real.
# message_507:
# text: \who\fn<OMORI_GAME>This is the only way.
# --------------------------------------------------------------------------------------------
#BLANK FACES
message_500:
faceset: MainCharacter_Mari
faceindex: 35
text: \mar
message_501:
faceset: MainCharacter_Mari
faceindex: 34
text: \her
message_502:
faceset: MainCharacter_Mari
faceindex: 33
text: \kel
message_503:
faceset: MainCharacter_Mari
faceindex: 32
text: \aub
message_504:
faceset: MainCharacter_Mari
faceindex: 28
text: \bas
message_505:
faceset: MainCharacter_Mari
faceindex: 29
text: \bas
message_506:
faceset: MainCharacter_Mari
faceindex: 30
text: \mar
message_507:
faceset: MainCharacter_Mari
faceindex: 31
text: \mar
#----
message_665:
text: \who你想睡觉还是想醒着\!<br>只有两个选项。
message_666:
text: \who当然……\!也有别的选项……\|只不过……
#-----
message_667:
text: \who离我远点……\|我没有你这个儿子……
message_668:
text: \who为什么……\|为什么你还不倒下呢?
message_670:
text: 这里没有\c[4]灯泡\c[0]。