515 lines
15 KiB
YAML
515 lines
15 KiB
YAML
# =========================================================================================
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# Cutscene: Basil's Room
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# =========================================================================================
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#Trigger: Enter BASIL's Room.
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#BASIL is staring out the window.
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#BASIL turns to \n[8].
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message_0:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: Ah...\! \n[8]...\! It's just you...\bas
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message_1:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: I'm glad you came.\bas
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message_2:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: It's...\! It's so good to see you.\bas
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message_3:
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faceset: MainCharacter_Basil_Dark
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faceindex: 20
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text: Look around us.\! You can see it now, can't you?\bas
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message_4:
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faceset: MainCharacter_Basil_Dark
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faceindex: 20
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text: Something...\! behind you.\bas
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#Trigger: \n[8] uses any command input, but \n[8] sprite will back out towards the door.
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#\n[8] turns around and examines door.
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#Slide: SOMETHING at the Door
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#Something pushes \n[8] into the room and reveals itself.
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#BASIL's SOMETHING begins pulsing on the floor.
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#BASIL turns to window.
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message_5:
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faceset: MainCharacter_Basil_Dark
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faceindex: 20
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text: It came to you that day...\! The day MARI died.\bas
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message_6:
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faceset: MainCharacter_Basil_Dark
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faceindex: 19
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text: When MARI...\! When MARI fell...\bas
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message_7:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: You...\! You couldn't have done it.\bas
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message_8:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: It was something behind you... wasn't it?\bas
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#BASIL turns to \n[8].
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message_9:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: You're a good person, \n[8].\! I know you're a good person!\bas
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message_10:
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faceset: MainCharacter_Basil_Dark
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faceindex: 20
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text: A good person wouldn't do something like that...\bas
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#BASIL turns to window.
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message_11:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: After all this time...\! you've finally come back for me.\bas
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message_12:
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faceset: MainCharacter_Basil_Dark
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faceindex: 16
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text: But...\! tomorrow...\! you're going away.\bas
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message_13:
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faceset: MainCharacter_Basil_Dark
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faceindex: 25
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text: \Com[2]\{\fn<OMORI_GAME>\quake[1]H-HOW COULD YOU DO THAT!?!?\bas
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#BASIL turns to \n[8].
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message_14:
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faceset: MainCharacter_Basil_Dark
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faceindex: 24
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text: \Com[2]\fn<OMORI_GAME>That's mean, \n[8].\! \Com[2]That's so mean!\bas
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#BASIL's SOMETHING froms around him.
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message_15:
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faceset: MainCharacter_Basil_Dark
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faceindex: 21
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text: Ah...\! There's something all around us now.\bas
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message_16:
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faceset: MainCharacter_Basil_Dark
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faceindex: 20
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text: Can you see it, \n[8]?\!<br>There's no way out of this, is there?\bas
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#Trigger: \n[8] attempts to leave again by examining door.
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message_17:
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faceset: MainCharacter_Basil_Dark
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faceindex: 21
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text: Where are you going!?\! <br>\Com[2]Stop trying to leave me!\bas
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message_18:
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faceset: MainCharacter_Basil_Dark
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faceindex: 25
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text: \fn<OMORI_GAME>\Com[2]S-Stop it! \Com[2]Stop it! \Com[2]Stop it! \Com[2]Stop it! \Com[2]Stop it! \Com[2]Stop it! \Com[2]Stop it!\bas
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message_19:
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faceset: MainCharacter_Basil_Dark
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faceindex: 24
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text: \fn<OMORI_GAME>I don't... want to be...\! alone...\! not again.\! <br>You... can't... leave me... again...\bas
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#BASIL turns to window.
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message_20:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: \basNo...\! You wouldn't leave me.\! That's not like you, \n[8]!
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#BASIL turns to \n[8].
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message_21:
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faceset: MainCharacter_Basil_Dark
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faceindex: 19
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text: \basIt's something behind you again, isn't it?
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message_22:
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faceset: MainCharacter_Basil_Dark
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faceindex: 21
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text: \basAh! There it is now!\! Do you see it?
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message_23:
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faceset: MainCharacter_Basil_Dark
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faceindex: 25
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text: \bas\fn<OMORI_GAME>\Com[2]Stay away!\! \Com[2]Stay away from \n[8]!
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message_24:
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faceset: MainCharacter_Basil_Dark
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faceindex: 16
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text: \bas...
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message_25:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: I'll protect you no matter what, \n[8].<br>You can count on me!\bas
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message_26:
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faceset: MainCharacter_Basil_Dark
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faceindex: 19
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text: When something killed MARI...\!<br>When something ruined all my photos...\!\bas
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message_27:
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faceset: MainCharacter_Basil_Dark
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faceindex: 20
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text: I didn't say anything...\!<br>I didn't want people to think it was you, \n[8].\bas
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message_28:
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faceset: MainCharacter_Basil_Dark
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faceindex: 25
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text: \n[8]...\! \n[8] wouldn't... do something like that.\bas
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#BASIL cries.
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message_29:
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faceset: MainCharacter_Basil_Dark
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faceindex: 16
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text: \bas...
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message_30:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: \basDon't worry, \n[8]...\! I'll save you again.
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message_31:
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faceset: MainCharacter_Basil_Dark
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faceindex: 25
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text: \basSomething behind you...\! I'll get rid of it once and for all.
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#BASIL pulls PLAYER in.
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#Something follows.
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message_32:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: \n[8]...\! Don't be scared.\bas
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message_33:
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faceset: MainCharacter_Basil_Dark
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faceindex: 19
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text: I'm scared too, but...\! this is for the best.\bas
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# message_34:
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# faceset: MainCharacter_Basil_Dark
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# faceindex: 21
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# text: \fn<OMORI_GAME>Don't you worry, \n[8]... I'll save you...\bas
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message_35:
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faceset: MainCharacter_Basil_Dark
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faceindex: 17
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text: Everything is going to be okay...\bas
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message_36:
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faceset: MainCharacter_Basil_Dark
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faceindex: 24
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text: \fn<OMORI_GAME>Everything...\bas
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#BASIL something squishes you tighter sfx
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message_37:
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faceset: MainCharacter_Basil_Dark
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faceindex: 25
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text: \fn<OMORI_GAME>...is going to be... okay...\bas
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# =========================================================================================
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# Cutscene: Light
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# =========================================================================================
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#[Save for Map Completion]
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# =========================================================================================
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# Cutscene: Mari's Request
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# =========================================================================================
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#Talk to MARI at the Piano
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message_50:
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faceset: MainCharacter_Basil
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faceindex: 31
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text: \basHi, \n[8].
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message_51:
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faceset: MainCharacter_Basil
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faceindex: 30
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text: \basYou found your way back home.
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message_52:
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faceset: MainCharacter_Basil
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faceindex: 28
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text: \basI don't know if I've ever said this properly, but...\! I'm sorry for causing you so much trouble.
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message_53:
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faceset: MainCharacter_Basil
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faceindex: 17
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text: \basWhen I gave you my \c[4]PHOTO ALBUM\c[0]...\!<br>I really did want you to have it.
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message_54:
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faceset: MainCharacter_Basil
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faceindex: 16
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text: \basBut somehow...\! whenever I try to help...\!<br>I always end up burdening you instead.
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message_55:
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faceset: MainCharacter_Basil
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faceindex: 27
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text: \basEven back then...
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message_56:
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faceset: MainCharacter_Basil
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faceindex: 26
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text: \bas...
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message_57:
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faceset: MainCharacter_Basil
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faceindex: 16
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text: \basAll this pain we've been feeling...\! The guilt in our hearts...
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message_58:
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faceset: MainCharacter_Basil
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faceindex: 17
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text: \basEven if you try to bottle it all up...\! it all comes out somehow.
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message_59:
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faceset: MainCharacter_Basil
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faceindex: 28
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text: \basI want to say that everything will be okay.\!<br>That we have no choice, but to carry on.
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message_60:
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faceset: MainCharacter_Basil
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faceindex: 31
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text: \basBut...\! that's up to you.
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message_61:
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faceset: MainCharacter_Basil
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faceindex: 30
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text: \basAUBREY, KEL and HERO are good friends.\!<br>You have to trust that they'll forgive us.
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message_62:
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faceset: MainCharacter_Basil
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faceindex: 16
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text: \basIt's hard to truly believe that...\! but...
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message_63:
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faceset: MainCharacter_Basil
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faceindex: 30
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text: \basThe photos in our album...\! They're not just photos.\!<br>They're real memories.
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message_71:
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faceset: MainCharacter_Basil
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faceindex: 29
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text: \basOur memories!\! It's proof of our friendship!
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message_64:
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faceset: MainCharacter_Basil
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faceindex: 30
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text: \basHold those pictures close...\!<br>and remember what you want to protect.
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message_65:
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faceset: MainCharacter_Basil
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faceindex: 31
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text: \basHaha...\! I'm sorry...\! It looks like I'm burdening you again.
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message_67:
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faceset: MainCharacter_Basil
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faceindex: 28
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text: \basThe path to your future will open soon, but only you can decide what to do in the end.
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message_68:
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faceset: MainCharacter_Basil
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faceindex: 30
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text: \basIt's not much, but...\! I'll be cheering you on.
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#BASIL walks off to street to right.
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#PLAYER turns right.
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#BASIL runs back to PLAYER and hugs him.
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message_69:
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faceset: MainCharacter_Basil
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faceindex: 31
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text: \bas\n[8]...
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message_70:
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faceset: MainCharacter_Basil
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faceindex: 31
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text: \basLet's make some new memories together, okay?
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#Talk to MARI at the Piano
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message_80:
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text: \n[8]...\! It's almost time.\mar
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message_81:
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text: You've been through a lot these past few days.\!<br>You must be tired...\mar
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message_82:
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text: We all make mistakes...\!<br>You've been running from this one for a long time now.\mar
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message_83:
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text: It's tough to own up to them sometimes,<br>but you'll forgive yourself, won't you?\mar
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#pause
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message_90:
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text: You can do this, \n[8].\!<br>You've worked really hard to get to this point...\!<br>There's only one thing left to do now. \mar
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message_91:
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text: Know that I'll always be watching over you, okay?\!<br>As long as you remember me, I'll be here...\mar
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# =========================================================================================
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# Cutscene: Basil's Hospital Room - UNUSED
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# =========================================================================================
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#Trigger: Enter proximity of SOMETHING.
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#message_110:
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# faceset: MainCharacters_Faraway
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# faceindex: 17
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# text: \Com[2]\n[8], you're awake!\!<br>A-Are you sure you should be moving like that?\kel
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#message_111:
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# faceset: MainCharacters_Faraway
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# faceindex: 31
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# text: Careful, \n[8]... You shouldn't be walking yet...<br>Your wound might reopen...\her
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#\n[8] falls to his knees.
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#Everyone runs to \n[8].
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#faceset: MainCharacters_Faraway
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# faceindex: 6
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# text: \Com[2]\n[8]! \n[8]!\! \Com[2]Are you okay?\!...\! \Com[2]Say something...\aub
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#message_113:
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# text: .............................................................................................\n<\n[8]>
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#message_114:
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# text: .............................................................................................\n<\n[8]>
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#message_115:
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# text: .............................................................................................\n<\n[8]>
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#message_116:
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# faceset: MainCharacter_Mari
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# faceindex: 21
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# text: .............................................................................................<br>\!I...\n<\n[8]>
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# =========================================================================================
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# Cutscene: Balcony End
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# =========================================================================================
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#before arriving at the Balcony (black screen)
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# =========================================================================================
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# Cutscene: Leave for the City
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# =========================================================================================
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#Trigger: Wake up in \n[8]'s House on 4th day.
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#through phone:
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message_140:
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text: Hi, dear! We're all packed and ready to go!\!<br>We'll be waiting outside in the car.<br>Just come out when you're ready!\n<MOM>
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#SOMETHING is following you.
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#Trigger: Exit \n[8]'s House.
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#There is a car waiting in front of \n[8]'s house.
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#Trigger: Examine Car.
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#Car leaves.
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# =========================================================================================
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# Cutscene: Not Your Problem
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# =========================================================================================
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message_150:
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text: Do you want to look in BASIL's room?
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message_161:
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faceset: MainCharacter_Basil_dark
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faceindex: 46
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text: Please... \n[8].\! You shouldn't be seeing this.\her
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message_163:
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faceset: MainCharacter_Basil_dark
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faceindex: 46
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text: You're supposed to be moving out today...\!<br>On your way to a fresh new start.\her
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message_164:
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faceset: MainCharacter_Basil_dark
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faceindex: 46
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text: We'll take care of everything here.\her
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message_165:
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faceset: MainCharacter_Basil_dark
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faceindex: 46
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text: Go on ahead...\!<br>\fn<OMORI_GAME>We'll be okay.\! I think...\her
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#2nd talk
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message_151:
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faceset: MainCharacter_Basil_dark
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faceindex: 46
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text: Go on ahead...\! We'll be okay.\! I think...\her
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#KEL does not turn to you
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message_166:
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faceset: MainCharacter_Basil_dark
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faceindex: 44
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text: Why, BASIL...?\! Why did you do it?\kel
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message_171:
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faceset: MainCharacter_Basil_dark
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faceindex: 45
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text: \n[8]...\! Why does this keep happening to us?\kel
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#AUBREY does not turn to you
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message_167:
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faceset: MainCharacter_Basil_dark
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faceindex: 47
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text: I'm so sorry, BASIL.\! Please forgive me...\aub
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message_168:
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text: You need to go to your new home.
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message_169:
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text: MOM's car is waiting for you.
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#POLLY does not turn to you
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message_190:
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text: \n<POLLY>Why...\! Why am I so useless?
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# =========================================================================================
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# Cutscene: In Front of Basil's Door
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# =========================================================================================
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message_170:
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text: Do you want to open BASIL's door?
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# =========================================================================================
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# Cutscene: In Front of Basil's Door
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# =========================================================================================
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message_180:
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text: It's a long way down...\| Do you want to jump?
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#YES/NO
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