Fixed underscore in sound effects

This commit is contained in:
Kiruku
2015-05-21 16:44:03 -04:00
parent 22019bee7f
commit 317405333f
6 changed files with 123 additions and 123 deletions

View File

@@ -497,7 +497,7 @@
ClearMessage();
DisableWindow();
DrawScene( "bg_049", 400 );
PlaySE( 4, "wa__025", 125, 64 );
PlaySE( 4, "wa_025", 125, 64 );
// 眼前に迫ったその巨体@……俺は「轢かれる」ッ?!?@
OutputLine(NULL, " 眼前に迫ったその巨体。",
@@ -574,7 +574,7 @@
NULL, "The side mirror struck my shoulder, sending me spinning off through the air like a top, locked in my contorted position...!!", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
// ドッパーン!!!/
OutputLine(NULL, " ドッパーン!!!",
@@ -700,7 +700,7 @@
FadeOutBGM( 1, 1000, TRUE );
FadeOutBGM( 2, 1000, TRUE );
PlaySE( 4, "wa__026", 125, 64 );
PlaySE( 4, "wa_026", 125, 64 );
// 轢き逃げとかそういうのじゃなくて!s100……!sd今の車、!w1000……俺をはねようとしてたんじゃないのか…¥
OutputLine(NULL, " 轢き逃げとかそういうのじゃなくて……",
@@ -1349,7 +1349,7 @@
NULL, "Amongst them I could make out Rika-chan and Satoko.", Line_Normal);
ClearMessage();
DisableWindow();
PlaySE( 4, "wa__020", 125, 64 );
PlaySE( 4, "wa_020", 125, 64 );
PlayBGM( 1, "msysSa", 128, 0 );
DrawBustshotWithFiltering( 1, "ri_se_de_a1", "left", 1, -160, 0, FALSE, 0, 0, 0, 0, 0, 0, 1300, TRUE );
@@ -1647,7 +1647,7 @@
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
Wait( 800 );
// …手ごたえは決して軽くない@
@@ -1683,11 +1683,11 @@
ClearMessage();
DisableWindow();
DrawBustshot( 5, "black", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 1000, TRUE );
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
Wait( 800 );
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
Wait( 800 );
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
Wait( 800 );
DrawBustshot( 1, "me_se_th_a1", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 0, FALSE );
DrawBustshot( 3, "re_se_bi_a1", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 0, FALSE );
@@ -1858,7 +1858,7 @@
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
//「………くそッ!!@ 何笑ってんだよ、俺ッ!!!@
@@ -1872,10 +1872,10 @@
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
Wait( 1000 );
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
// 何度も何度も地面を殴りつける@…その度にがつんがつんと伝わる振動が痛かった¥
@@ -1963,7 +1963,7 @@
OutputLine(NULL, "「…甘えるんじゃねえぇえぇええぇッ!!!!」",
NULL, "\"...Stop being so sooooooft!!!!\"", Line_ContinueAfterTyping);
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 0, );
OutputLineAll(NULL, "", Line_WaitForInput);
@@ -1984,7 +1984,7 @@
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
// 殴る@忘れろ@/
@@ -1993,7 +1993,7 @@
OutputLine(NULL, "忘れろ。",
NULL, " Forget.", Line_WaitForInput);
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
//殴る@甘えるな@/
@@ -2002,7 +2002,7 @@
OutputLine(NULL, "甘えるな。",
NULL, " Don't be soft.", Line_WaitForInput);
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
//殴る@敵を知れ@/
@@ -2012,7 +2012,7 @@
NULL, " Know your enemy.", Line_WaitForInput);
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
//殴る@殺されてたまるか@
@@ -2021,7 +2021,7 @@
OutputLine(NULL, "殺されてたまるか。",
NULL, " Like hell I'd let them kill me.", Line_WaitForInput);
PlaySE( 4, "wa__001", 125, 64 );
PlaySE( 4, "wa_001", 125, 64 );
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
@@ -2043,7 +2043,7 @@
//■下校へ
DisableWindow();
PlaySE( 4, "wa__001", 125, 64 );
PlaySE( 4, "wa_001", 125, 64 );
SetValidityOfInput( FALSE );
Wait( 1500 );
SetValidityOfInput( TRUE );
@@ -2279,7 +2279,7 @@
ClearMessage();
DisableWindow();
PlaySE( 4, "wa__020", 125, 64 );
PlaySE( 4, "wa_020", 125, 64 );
DrawSceneWithMask( "black", "right", 0, 0, 200 );
FadeOutBGM( 1, 1000, TRUE );
@@ -2742,7 +2742,7 @@
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
// 俺は道を開けるとバットを乱暴に振り、レナに前を歩くよう促した@
OutputLine(NULL, " 俺は道を開けるとバットを乱暴に振り、レナに前を歩くよう促した。",
@@ -2819,7 +2819,7 @@
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
// バットを振り、先を歩くよう改めて促す@
OutputLine(NULL, " バットを振り、先を歩くよう改めて促す。",
@@ -3304,7 +3304,7 @@
ClearMessage();
// FadeOutBGM( 2, 1000, TRUE );
PlaySE( 4, "wa__022", 125, 64 );
PlaySE( 4, "wa_022", 125, 64 );
//「な、なんでバットまで同じなのッ?!?!@
PlaySE(3, "S01/02/120200235", 256, 64);
@@ -3440,7 +3440,7 @@
NULL, "...Could it be...?", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__023", 125, 64 );
PlaySE( 4, "wa_023", 125, 64 );
//"北条悟史"!w2000
OutputLine(NULL, "“北条悟史”",
@@ -3853,7 +3853,7 @@
OutputLine(NULL, "「悟史くんはね、…",
NULL, "\"Satoshi-kun, you see...", Line_ContinueAfterTyping);
PlaySE( 4, "wa__023", 125, 64 );
PlaySE( 4, "wa_023", 125, 64 );
//"!s100転校!sd"しちゃったの。@