Fixed underscore in sound effects
This commit is contained in:
@@ -142,7 +142,7 @@ void main()
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OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
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PlaySE( 4, "wa__024", 128, 64 );
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PlaySE( 4, "wa_024", 128, 64 );
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// 玄関の扉を、俺にぴったりくっついて入ってきたヤツがいるからだ¥
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OutputLine(NULL, " 玄関の扉を、俺にぴったりくっついて入ってきたヤツがいるからだ。",
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@@ -485,7 +485,7 @@ void main()
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SetSpeedOfMessage( FALSE, 0, );
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ClearMessage();
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PlaySE( 4, "wa__015", 128, 64 );
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PlaySE( 4, "wa_015", 128, 64 );
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// 気合一閃@
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OutputLine(NULL, " 気合一閃。",
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NULL, "I brandished my will to fight.", Line_WaitForInput);
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@@ -499,7 +499,7 @@ void main()
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ClearMessage();
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PlayBGM( 1, "msys08", 128, 0 );
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PlaySE( 4, "wa__005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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ShakeScreenSx( 0, 0, );
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// バットは右の壁に激突し、凄まじい反発力で先端を跳ね返した@
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@@ -514,7 +514,7 @@ void main()
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NULL, "...Very calmly, I transferred the force of the rebound into a sweep to the left.", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__018", 128, 64 );
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PlaySE( 4, "wa_018", 128, 64 );
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ShakeScreenSx( 1, 0, );
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// 靴箱の扉をぶち割った@
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@@ -567,7 +567,7 @@ void main()
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ClearMessage();
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa__018", 128, 64 );
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PlaySE( 4, "wa_018", 128, 64 );
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ShakeScreenSx( 1, 0, );
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// バッカーーーーーンッ!!!¥
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@@ -2544,7 +2544,7 @@ void main()
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NULL, "I had never felt as much resentment towards my father's artistic temperament and the fact that he had this house built in such a remote location as I did right now...", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__028", 128, 64 );
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PlaySE( 4, "wa_028", 128, 64 );
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// ......はたして明日の朝、...俺はまだここにいるのだろうか......@
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OutputLine(NULL, " ……はたして明日の朝、…俺はまだここにいるのだろうか……。",
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NULL, "...I wondered if I would still be here by tomorrow morning...", Line_WaitForInput);
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@@ -2561,7 +2561,7 @@ void main()
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NULL, " Because I had no idea when the next chance would come.", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__028", 128, 64 );
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PlaySE( 4, "wa_028", 128, 64 );
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//「あの、...大石さん、聞きたいことがあるんです@......隠さないで下さいね。@
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PlaySE(3, "S01/01/120100518", 256, 64);
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@@ -2616,7 +2616,7 @@ void main()
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FadeOutBGM( 1, 1000, TRUE );
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PlaySE( 4, "wa__028", 128, 64 );
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PlaySE( 4, "wa_028", 128, 64 );
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SetValidityOfInput( FALSE );
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Wait( 1000 );
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SetValidityOfInput( TRUE );
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@@ -2666,7 +2666,7 @@ void main()
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NULL, "I need to answer the door.", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__028", 128, 64 );
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PlaySE( 4, "wa_028", 128, 64 );
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//「......もしもし? 前原さん?@
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PlaySE(3, "S01/11/120700376", 256, 64);
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@@ -2719,7 +2719,7 @@ void main()
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NULL, "\"...It's fine. I don't mind.\"", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__028", 128, 64 );
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PlaySE( 4, "wa_028", 128, 64 );
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// 受話器を布団の上に投げ出し、玄関へ走っていく@
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OutputLine(NULL, " 受話器を布団の上に投げ出し、玄関へ走っていく。",
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@@ -2756,7 +2756,7 @@ void main()
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ClearMessage();
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DisableWindow();
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DrawSceneWithMask( "black", "left", 0, 0, 1300 );
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PlaySE( 4, "wa__028", 128, 64 );
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PlaySE( 4, "wa_028", 128, 64 );
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DrawSceneWithMask( "bg_022", "left", 0, 0, 1300 );
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// まさか具合が悪くて早寝したのを起こせとは普通言うまい@
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@@ -4110,7 +4110,7 @@ void main()
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa__022", 128, 64 );
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PlaySE( 4, "wa_022", 128, 64 );
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//「...豚骨ショウガ味。¥
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PlaySE(3, "S01/02/120200304", 256, 64);
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@@ -4255,7 +4255,7 @@ void main()
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PlaySE( 4, "wa__026", 128, 64 );
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PlaySE( 4, "wa_026", 128, 64 );
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//「......圭一くんの後ろ、ずっとくっついてたから。@
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PlaySE(3, "S01/02/120200310", 256, 64);
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@@ -4519,7 +4519,7 @@ void main()
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NULL, "No smoldering—it just exploded.", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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PlayBGM( 1, "msys08", 128, 0 );
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ShakeScreen( 0, 50, 20, 3, 0, );
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@@ -4571,7 +4571,7 @@ void main()
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NULL, "I could feel a tiny, disturbing bit of resistance keeping the door from closing.", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__025", 128, 64 );
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PlaySE( 4, "wa_025", 128, 64 );
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// それは...レナの指だった@
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OutputLine(NULL, " それは…レナの指だった。",
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@@ -5909,7 +5909,7 @@ void main()
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa__032", 128, 64 );
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PlaySE( 4, "wa_032", 128, 64 );
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PlayBGM( 2, "lsys23", 128, 0 );
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// その時、遠雷と共に突然強い雨が降り出した@
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