OMORI_Android/www.eng/Languages/en/29_cutscenes_basilsplea.yaml
2024-01-15 18:44:53 +03:00

515 lines
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YAML

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