303 lines
9.4 KiB
YAML
303 lines
9.4 KiB
YAML
# =========================================================================================
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# Cutscene: Basil is Missing!
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# =========================================================================================
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#Trigger: Enter Neighbor's Room.
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message_0:
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faceset: MainCharacters_DreamWorld
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faceindex: 19
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text: OMORI! This is where you've been!\kel
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message_1:
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faceset: MainCharacters_DreamWorld
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faceindex: 40
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text: Have you seen BASIL?<br>\!We can't seem to find him anywhere.\her
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message_2:
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faceset: MainCharacters_DreamWorld
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faceindex: 40
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text: BASIL...\! It's like he just vanished into thin air.\!<br>We can't find him anywhere...\! I even asked MARI, but she doesn't know anything about it either.\her
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message_3:
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faceset: MainCharacters_DreamWorld
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faceindex: 4
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text: We were thinking of going back to BASIL's house to see if we missed anything.\! Can you lead the way, OMORI?\aub
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# =========================================================================================
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# Cutscene: The First Blackletter
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# =========================================================================================
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#Trigger: Enter Stump Entrance.
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#Stump Entrance is glitchy.
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#HERO is surprised
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#message_24:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 46
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# text: \fn<OMORI_GAME>\quake[1]W-Whoa, anyone else feel that?\quake[0]\her
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#AUBREY looks at HERO
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#message_25:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 7
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# text: \fn<OMORI_GAME>\quake[1]Yeah, everything feels fuzzy all of a sudden...\quake[0]\aub
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#message_26:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 31
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# text: \fn<OMORI_GAME>\quake[1]Sure... feels...\! strange...\! around... here...\quake[0]\kel
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# =========================================================================================
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# Cutscene: The First Blackletter continued
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# =========================================================================================
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#Trigger: Pick up Blackletter.
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#Blackletter disappears.
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#KEL looks around.
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# message_37:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 19
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# text: Whoa!! Everything's back to normal again!\kel
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# message_38:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 40
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# text: So many weird things happening lately...\!<br>We should stay close to each other in case anything happens.\her
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#AUBREY looks into the distance
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# message_39:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 5
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# text: Sigh...\! I really hope BASIL is safe...\aub
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# =========================================================================================
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# Cutscene: FUZZY Feeling
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# =========================================================================================
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#Trigger: Enter BASIL's house
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#Screen glitches
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# message_50:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 28
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# text: \fn<OMORI_GAME>\quake[1]Oof...\! There's that fuzzy feeling again...\quake[0]\kel
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# message_51:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 48
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# text: \fn<OMORI_GAME>\quake[1]Just hold on a bit longer...<br>We should...\! get used to it eventually...\her\quake[0]
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# message_52:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 4
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# text: \fn<OMORI_GAME>\quake[1]Look!\! That's the door that appeared right after BASIL vanished...\aub\quake[0]
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# message_53:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 4
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# text: \fn<OMORI_GAME>\quake[1]Try opening the door, OMORI!\aub\quake[0]
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#Screen still glitching
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#fade to Black
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#knock SFX
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#Lock TAG option
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#return
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# message_54:
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# text: The door won't budge.
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# =========================================================================================
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# Cutscene: HANGMAN
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# =========================================================================================
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#Trigger: Examine door.
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#Party is surrounding the door.
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# message_70:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 27
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# text: \fn<OMORI_GAME>Darn...\! I guess it's locked.\kel
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# message_71:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 4
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# text: \fn<OMORI_GAME>Where do you think it goes to?\!<br>Do you think BASIL is in there?\aub
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# message_72:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 40
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# text: \fn<OMORI_GAME>Possibly...\! Although, I have a feeling that wherever it leads to will be dangerous...\her
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# message_73:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 5
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# text: \fn<OMORI_GAME>But BASIL is our friend! We have to do something...\aub
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# message_107:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 30
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# text: \fn<OMORI_GAME>Move over, OMORI! I'm goin' in!\kel
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# message_74:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 30
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# text: \fn<OMORI_GAME>\quake[1]\{\Com[2]BASIL!!\! I'm coming to save you!!\}\kel
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#KEL smashes into door and glitches out.
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# message_108:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 46
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# text: \fn<OMORI_GAME>\{\Com[2]Whoa, KEL!\! Are you okay!?\}\her
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# message_75:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 10
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# text: \fn<OMORI_GAME>\{\Com[2]What are you doing, you dummy!?\}\aub
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# message_76:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 33
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# text: \fn<OMORI_GAME>\quake[1]I don't know! I'm not equipped to handle difficult situations!\kel
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#An envelope is slipped under the door.
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# message_77:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 31
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# text: \fn<OMORI_GAME>\Com[2]\{\quake[1]Ahhhhhhh!!\! What was that!?\kel\quake[0]\}
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# =========================================================================================
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# Cutscene: HANGMAN 2
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# =========================================================================================
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#OMORI pick up envelope. (TAG IS LOCKED)
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#Glitching stops.
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#Tutorial Box.
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#Black overlay on screen.
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#Show Map Screen.
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#message_78:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 39
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# text: Hmmm... It looks like a map of the forest...\!<br>but some parts of it are blacked out...\her
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#message_79:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 19
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# text: What's that on the back?\kel
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#Black overlay on screen.
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#Show Checklist Screen.
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#message_91:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 29
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# text: H... A... N... G... M... A... N...?\kel
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#message_92:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 39
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# text: Oh hey, I know this game!<br>We've probably even played it once or twice before...\her
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#message_93:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 36
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# text: In HANGMAN, you choose different letters to complete a message.\her
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#message_94:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 39
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# 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
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#message_95:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 36
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# text: To win, you just have to guess the correct letters to complete the message...\her
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#message_113:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 42
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# text: But if you choose too many wrong letters and the hangman drawing is completed...\! you lose the game.\her
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#AUBREY looks at HERO.
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#message_96:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 24
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# text: Wow...\! That doesn't sound fun at all...\!<br>Why is there even a game like that?\kel
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#Wait
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#Letter “A” appears in blanks.
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#message_97:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 39
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# text: Hey, look!\! That big letter “A” we found earlier is filling in some of the blanks!\her
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#message_98:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 43
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# text: If we're able to complete this message... I'm sure we'll be able to open the door and save BASIL!\her
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#message_99:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 10
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# text: There must be more MISSING LETTERS around the forest!<br>We should hurry and go look for them.\aub
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#message_100:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 5
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# text: I'm...\! I'm worried about BASIL... \!<br>He doesn't...\! do well on his own...\aub
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#message_101:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 30
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# 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
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#message_102:
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# faceset: MainCharacters_DreamWorld
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# faceindex: 4
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# text: Yeah, I guess you're right.<br>We just need to believe in him...\aub
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# =========================================================================================
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# Cutscene: HANGMAN NEW
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# =========================================================================================
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#Upon examining the door, PLAYER moves back. An envelope slips through the bottom of the door.
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message_114:
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text: There is an envelope on the floor.\! Pick it up?
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#Screen fade black.
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#Opening envelope SFX
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#Wait 60 frames
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message_103:
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text: You now have the \c[4]LETTER CHECKLIST\c[0] and \c[4]MAP\c[0].
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message_104:
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text: Press \DII[pageup] to view.
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#Player presses Q and CHECKLIST pops up.
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message_105:
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text: Press \DII[pagedown] to view the \c[4]MAP\c[0].
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#Players presses W and MAP pops up.
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#Screen goes black.
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#Wait.
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#Screen return to overworld.
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