Fixing and edits : Day 3 (#124)

* Fixing and edits : Day 3

Day 3 : ON HOLD
-<< will say>> ''. FIXED
-<< use any means>> "" . FIXED
-<< permanent marker>> comma, sound timing. FIXED
-<< permanent>> a. FIXED
-<< kekeke>> Mion pose. FIXED
-<< I'm out>> timing shake. FIXED
-<< It's rare that>> comma. FIXED
-<< huh?>> timing. FIXED
-<< kyute>> ''. FIXED
-<< Mountain of treasure>> "" FIXED
-<< mayor struck a deal>> Mion pose. FIXED
-<< Tomitake said>> "". FIXED
-<< at home>> transition. FIXED
-<< to ask>> "". FIXED
-<< Lumber, timber>> shake and sound. FIXED
-<< That's enough>> Rena pose. FIXED
-<< doing it for you>> sound. FIXED
-<< need a break>> shake and slump sound FIXED
-<< quite a disturbing incident>> "". FIXED
-<< HINAMIZAWA INCIDENT>> negative effect and "". FIXED
-<< Tragic Nightmare>> "" all. FIXED
-<< butchered>> "". FIXED

-<< gomennasai>> Rena pose. "sprite/sunset/re1b_bikkuri_b1_" ------ ask on github NOT FIXED

* Update onik_003.txt

* Update onik_003.txt

* Update onik_003.txt
This commit is contained in:
Aurian
2018-04-05 20:39:35 +02:00
committed by Jáchym Toušek
parent e3a8e4fcc2
commit 7f3daf1d96

View File

@@ -52,7 +52,7 @@ void main()
NULL, "\"Probably better to hear it from Rena, don't you think?", Line_WaitForInput);
ModPlayVoiceLS(3, 3, "s19/03/990300133", 256, TRUE);
OutputLine(NULL, " どーせ「だってかぁいいんだもん☆」しか言わないだろうけどさ。」",
NULL, " She'll probably just say, \"because it's just so kyute☆\" though.\"", Line_Normal);
NULL, " She'll probably just say, 'because it's just so kyute☆' though.\"", Line_Normal);
ClearMessage();
@@ -505,7 +505,7 @@ void main()
// …沙都子が言うと、どんな手段を使ってもいい、と言ってるように聞こえる¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …沙都子が言うと、どんな手段を使ってもいい、と言ってるように聞こえる。",
NULL, "...The way Satoko said it, it sounded like she was saying, 'use any means necessary.'", Line_Normal);
NULL, "...The way Satoko said it, it sounded like she was saying, \"use any means necessary.\"", Line_Normal);
ClearMessage();
DisableWindow();
@@ -628,6 +628,7 @@ void main()
OutputLine(NULL, "ジジ抜きはどうッ?!」",
NULL, "Like Old Bachelor!?\"", Line_Continue);
Wait( 200 );
PlaySE( 4, "wa_007", 128, 64 );
ShakeScreenSx( 1, 2, );
OutputLineAll(NULL, "", Line_Normal);
@@ -668,21 +669,21 @@ void main()
//「わ、!w400わ、!w400…油性じゃないよね 油性じゃないよね…
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 2, "s19/02/990200176", 256, TRUE);
OutputLine(NULL, "「わ、",
NULL, "\"Whoa,", Line_ContinueAfterTyping);
SetValidityOfInput( FALSE );
Wait( 400 );
Wait( 100 );
SetValidityOfInput( TRUE );
OutputLine(NULL, "わ、",
NULL, " whoa,", Line_ContinueAfterTyping);
NULL, " whoa", Line_ContinueAfterTyping);
SetValidityOfInput( FALSE );
Wait( 400 );
Wait( 100 );
SetValidityOfInput( TRUE );
ModPlayVoiceLS(3, 2, "s19/02/990200176", 256, TRUE);
OutputLine(NULL, "…油性じゃないよね?",
NULL, " ...It won't be a permanent marker, right?", Line_WaitForInput);
ModPlayVoiceLS(3, 2, "s19/02/990200177", 256, TRUE);
@@ -971,7 +972,7 @@ void main()
DisableWindow();
DrawSceneWithMask("white", "right", 0, 0, 300 );
DrawSceneWithMask("background/gk3", "right", 0, 0, 300 );
ModDrawCharacter(2, 3, "sprite/normal/me1a_akuwarai_a1_", "2", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 400, TRUE );
ModDrawCharacter(2, 3, "sprite/normal/me1b_huteki_a1_", "2", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 400, TRUE );
//「くっくっく@ 圭ちゃんの手札を右から言うぜ@ 3、!d400、!d400、!d400、!d400
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
@@ -981,6 +982,7 @@ void main()
ModPlayVoiceLS(3, 3, "s19/03/990300160", 256, TRUE);
OutputLine(NULL, " 圭ちゃんの手札を右から言うぜ?",
NULL, " How about I tell you your hand starting from the right?", Line_WaitForInput);
ModDrawCharacter(2, 3, "sprite/normal/me1b_tokui_a1_", "2", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 400, TRUE );
ModPlayVoiceLS(3, 3, "s19/03/990300161", 256, TRUE);
OutputLine(NULL, " 3、",
NULL, " Three,", Line_Continue);
@@ -1111,15 +1113,15 @@ void main()
OutputLine(NULL, "……あがり!」",
NULL, " ...I'm out!\"", Line_Continue);
Wait( 2000 );
PlaySE( 4, "wa_006", 128, 64 );
ShakeScreenSx( 0, 3, );
ShakeScreenSx( 1, 3, );
OutputLineAll(NULL, "", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「おわぁあぁああぁあぁああぁああ!!@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 1, "s19/01/hr_kei03160", 256, TRUE);
@@ -1528,7 +1530,7 @@ void main()
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 2, "s19/02/990200183", 256, TRUE);
OutputLine(NULL, "「…わ、",
NULL, "\"...Whoa,", Line_Continue);
NULL, "\"...Whoa", Line_Continue);
// (backup) SetValidityOfInput( FALSE );
Wait( 400 );
@@ -2068,7 +2070,7 @@ void main()
NULL, "\"??", Line_Continue);
// (backup) SetValidityOfInput( FALSE );
Wait( 500 );
Wait( 50 );
// (backup) SetValidityOfInput( TRUE );
OutputLine(NULL, " え?",
@@ -2854,7 +2856,7 @@ void main()
// きっと昨日持ち帰り損ねた、かぁいいランディーくん人形を掘り出しに行くのだろう@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " きっと昨日持ち帰り損ねた、かぁいいランディーくん人形を掘り出しに行くのだろう。",
NULL, "Probably so she could dig out that kyute Colonel Randy that she wasn't able to take home yesterday.", GetGlobalFlag(GLinemodeSp));
NULL, "Probably so she could dig out that 'kyute' Colonel Randy that she wasn't able to take home yesterday.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
@@ -2883,7 +2885,7 @@ void main()
// 宝の山、例のダム工事現場のことだ@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 宝の山、例のダム工事現場のことだ。",
NULL, "'Mountain of treasure,' meaning that dam construction site from before.", GetGlobalFlag(GLinemodeSp));
NULL, "\"Mountain of treasure,\" meaning that dam construction site from before.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
@@ -2988,6 +2990,10 @@ void main()
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
ModDrawCharacter(2, 3, "sprite/normal/me1a_wink_a1_", "1", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
//「村長や村の有力者たちがね、方々に陳情した@ 東京にも行ったし、いろんな政治家に根回しもした@……そうしてる内に計画は撤回されたんだよ@/
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 3, "s19/03/990300211", 256, TRUE);
@@ -2999,9 +3005,7 @@ void main()
ModPlayVoiceLS(3, 3, "s19/03/990300213", 256, TRUE);
OutputLine(NULL, "……そうしてる内に計画は撤回されたんだよ。",
NULL, " And as a result, the development plan was retracted.", Line_WaitForInput);
DisableWindow();
ModDrawCharacter(2, 3, "sprite/normal/me1a_wink_a1_", "1", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
//私たちの完全勝利だった@ あっはははは!@
ModPlayVoiceLS(3, 3, "s19/03/990300214", 256, TRUE);
@@ -3066,7 +3070,7 @@ void main()
// 富竹さんは「事件」と言い「腕が一本見つからない」と言っていた@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 富竹さんは「事件」と言い「腕が一本見つからない」と言っていた。",
NULL, "Tomitake-san said, 'one arm wasn't found' in the 'incident.'", GetGlobalFlag(GLinemodeSp));
NULL, "Tomitake-san said, \"one arm wasn't found\" in the 'incident.'", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
@@ -3144,7 +3148,22 @@ void main()
//■自宅
DisableWindow();
SetValidityOfInput( FALSE );
DrawBustshotWithFiltering(6, "cinema", "x", 1, 0, 0, FALSE, 0, 0, 0, 0, 0, 25, 1300, TRUE );
DrawBustshot(7, "title02", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 26, 3000, TRUE );
Wait( 2000 );
DrawBustshot(5, "black", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 3000, TRUE );
Wait( 1000 );
FadeBustshotWithFiltering( 7, "x", 1, FALSE, 0, 0, 1000, TRUE );
Wait( 1000 );
SetValidityOfInput( TRUE );
DrawScene("background/ma_s1", 1000 );
PlayBGM( 1, "msys01", 128, 0 );
// 自宅に着き、見事にお袋と鉢合わせして、俺は改めて恥をかくことになったのだった…¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 自宅に着き、見事にお袋と鉢合わせして、俺は改めて恥をかくことになったのだった…。",
@@ -3152,18 +3171,6 @@ void main()
ClearMessage();
//■自宅
DisableWindow();
DrawScene("black", 1000 );
FadeOutBGM( 1, 1000, TRUE );
SetValidityOfInput( FALSE );
Wait( 1000 );
SetValidityOfInput( TRUE );
DrawScene("background/ma_s1", 1000 );
PlayBGM( 1, "msys01", 128, 0 );
// 帰宅早々、家は神経質なムードでぴりぴりしていた@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 帰宅早々、家は神経質なムードでぴりぴりしていた。",
@@ -3487,7 +3494,7 @@ void main()
// …本当に雛見沢でバラバラ殺人なんかあったんですか?、って@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …本当に雛見沢でバラバラ殺人なんかあったんですか?、って。",
NULL, "...To ask, 'Was there really a dismemberment here in Hinamizawa?'", GetGlobalFlag(GLinemodeSp));
NULL, "...To ask, \"Was there really a dismemberment here in Hinamizawa?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
@@ -3979,13 +3986,21 @@ void main()
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
PlaySE( 4, "wa_019", 128, 64 );
ShakeScreen( 1, 50, 20, 3, 0, );
Wait( 400 );
// 木材@角材@ベニヤ板@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 木材、",
NULL, "Lumber,", Line_WaitForInput);
NULL, "Lumber,", Line_ContinueAfterTyping);
PlaySE( 4, "wa_018", 128, 64 );
ShakeScreen( 1, 50, 20, 3, 0, );
Wait( 400 );
OutputLine(NULL, "角材、",
NULL, " timber,", Line_WaitForInput);
NULL, " timber,", Line_ContinueAfterTyping);
PlaySE( 4, "wa_003", 128, 64 );
ShakeScreen( 1, 50, 20, 3, 0, );
Wait( 200 );
OutputLine(NULL, "ベニヤ板。",
NULL, " plywood.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
@@ -4026,7 +4041,7 @@ void main()
DisableWindow();
ModDrawCharacterWithFiltering(2, 2, "sprite/normal/re1a_def_a1_", "0", "m1", 1, 0, 0, FALSE, 0, 0, 0, 0, 0, 10, 1300, TRUE );
ModDrawCharacterWithFiltering(2, 2, "sprite/normal/re1a_komaru_a1_", "0", "m1", 1, 0, 0, FALSE, 0, 0, 0, 0, 0, 10, 1300, TRUE );
//「もういいよ圭一くん…@ すごい汗だよ@……そんな…無理しなくても…いいよ…。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
@@ -4056,7 +4071,9 @@ void main()
DisableWindow();
PlaySE( 4, "wa_016", 128, 64 );
ModDrawCharacter(2, 2, "sprite/normal/re1a_bikkuri_a1_", "2", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
Wait( 100 );
// レナが言葉をどもらせるとゆでダコみたいに真っ赤になった@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
@@ -4083,7 +4100,9 @@ void main()
DisableWindow();
DrawSceneWithMask("black", "down", 0, 0, 3000 );
DrawSceneWithMask("background/mo_g2_01", "down", 0, 0, 300 );
PlaySE( 4, "wa_003", 128, 64 );
DrawSceneWithMask("background/mo_g2_01", "down", 0, 0, 50 );
ShakeScreen( 1, 50, 20, 3, 0, );
//「さすがに…休憩……@ こいつは…手ごわいぜ…!!@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
@@ -4219,9 +4238,9 @@ void main()
//(……嫌な事件だったね@…腕が一本、まだ見つかってないんだろ?@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "(……嫌な事件だったね。",
NULL, "(...It was quite a disturbing incident.", Line_WaitForInput);
NULL, "\"...It was quite a disturbing incident.", Line_WaitForInput);
OutputLine(NULL, "…腕が一本、まだ見つかってないんだろ?)",
NULL, " ...They still haven't found one of the arms.)", GetGlobalFlag(GLinemodeSp));
NULL, " ...They still haven't found one of the arms.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
@@ -4413,20 +4432,21 @@ void main()
FadeOutBGM( 1, 1000, TRUE );
PlaySE( 4, "wa_022", 128, 64 );
Negative( 50 , TRUE );
//"雛見沢ダム・作業員リンチ死! バラバラ殺人!!"!w5000@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "“雛見沢ダム・作業員リンチ死! バラバラ殺人!!”",
NULL, "'HINAMIZAWA DAM WORKER LYNCHING! MURDER BY DISMEMBERMENT!!'", Line_ContinueAfterTyping);
NULL, "\"HINAMIZAWA DAM WORKER LYNCHING! MURDER BY DISMEMBERMENT!!\"", Line_ContinueAfterTyping);
SetValidityOfInput( FALSE );
Wait( 5000 );
SetValidityOfInput( TRUE );
OutputLineAll(NULL, "", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
FadeFilm( 0 , TRUE );
// …あった¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …あった!",
@@ -4485,7 +4505,7 @@ void main()
//"雛見沢ダムで悪夢の惨劇! リンチ・バラバラ殺人!"@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "“雛見沢ダムで悪夢の惨劇! リンチ・バラバラ殺人!”",
NULL, "'A Tragic Nightmare at the Hinamizawa Construction Site! Lynching and Murder/Dismemberment!'", GetGlobalFlag(GLinemodeSp));
NULL, "\"A Tragic Nightmare at the Hinamizawa Construction Site! Lynching and Murder/Dismemberment!\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
@@ -4493,7 +4513,7 @@ void main()
//"被害者は現場監督。日頃から粗暴な振る舞いで加害者たちを…"@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "“被害者は現場監督。日頃から粗暴な振る舞いで加害者たちを…“",
NULL, "The victim was the site foreman. He had assaulted his assailants daily with...'", GetGlobalFlag(GLinemodeSp));
NULL, "\"The victim was the site foreman. He had assaulted his assailants daily with...\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
@@ -4501,7 +4521,7 @@ void main()
//"日頃の鬱積が爆発? 現場監督は見るも無惨な……"@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "“日頃の鬱積が爆発? 現場監督は見るも無惨な……”",
NULL, "'An explosive backlash from his daily actions? It's a horrible image, to see the site foreman as...'", GetGlobalFlag(GLinemodeSp));
NULL, "\"An explosive backlash from his daily actions? It's a horrible image, to see the site foreman as...\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
@@ -4556,7 +4576,7 @@ void main()
//"犯人達は被害者を鉈やつるはしで滅多打ちにして惨殺し、"!w2500@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "“犯人達は被害者を鉈やつるはしで滅多打ちにして惨殺し、”",
NULL, "'The assailants butchered the victim's body with hatchets and pickaxes,", Line_ContinueAfterTyping);
NULL, "\"The assailants butchered the victim's body with hatchets and pickaxes,", Line_ContinueAfterTyping);
SetValidityOfInput( FALSE );
Wait( 2500 );
@@ -4569,7 +4589,7 @@ void main()
//"さらに斧で遺体を頭部・両腕・両足・胴体の6つに分割、"!w2500@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "“さらに斧で遺体を頭部・両腕・両足・胴体の6つに分割、”",
NULL, "then used an axe to split the cadaver into six pieces: the head, arms, legs, and torso.'", Line_ContinueAfterTyping);
NULL, "then used an axe to split the cadaver into six pieces: the head, arms, legs, and torso.\"", Line_ContinueAfterTyping);
SetValidityOfInput( FALSE );
Wait( 2500 );