From f45f4802b51ca5013fc8dd3bb0f1a2f84ba53a7b Mon Sep 17 00:00:00 2001 From: Kiruku Date: Thu, 21 May 2015 16:50:09 -0400 Subject: [PATCH] Fixed extra underscore in sound effects --- Update/onik_001.txt | 34 +++++++++--------- Update/onik_002.txt | 10 +++--- Update/onik_003.txt | 68 +++++++++++++++++------------------ Update/onik_004.txt | 14 ++++---- Update/onik_005.txt | 46 ++++++++++++------------ Update/onik_015.txt | 80 +++++++++++++++++++++--------------------- Update/onik_015_02.txt | 40 ++++++++++----------- Update/onik_015_03.txt | 12 +++---- Update/onik_op.txt | 60 +++++++++++++++---------------- 9 files changed, 182 insertions(+), 182 deletions(-) diff --git a/Update/onik_001.txt b/Update/onik_001.txt index de5b73c..df47744 100644 --- a/Update/onik_001.txt +++ b/Update/onik_001.txt @@ -1561,7 +1561,7 @@ void main() ClearMessage(); DisableWindow(); DrawSceneWithMask( "black", "right", 0, 0, 300 ); - PlaySE( 4, "wa__020", 128, 64 ); + PlaySE( 4, "wa_020", 128, 64 ); DrawSceneWithMask( "white", "left", 0, 0, 200 ); DrawScene( "black", 1000 ); @@ -1573,7 +1573,7 @@ void main() OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__029", 128, 64 ); + PlaySE( 4, "wa_029", 128, 64 ); // やられた!...と思ったときにはもう遅い@ OutputLine(NULL, " やられた!…と思ったときにはもう遅い!", @@ -1593,7 +1593,7 @@ void main() OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__002", 128, 64 ); + PlaySE( 4, "wa_002", 128, 64 ); ShakeScreen( 1, 50, 20, 3, 0 ); // 魅音の鋭い声に、俺は反射的に身をひねって床に倒れこんだ¥ @@ -2135,7 +2135,7 @@ void main() NULL, "I'll be sure to bring you care packages when they put you away!", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__001", 128, 64 ); + PlaySE( 4, "wa_001", 128, 64 ); DisableWindow(); DrawBustshotWithFiltering( 2, "me_se_de_a1", "m1", 1, 0, 0, FALSE, 0, 0, 0, 0, 0, 10, 300, TRUE ); @@ -2414,7 +2414,7 @@ void main() OutputLine(NULL, " レナの頭から", NULL, "A puff of smoke shaped like a halo...", Line_ContinueAfterTyping); - PlaySE( 4, "wa__016", 128, 64 ); + PlaySE( 4, "wa_016", 128, 64 ); //ポン、と音がして丸い輪っかの煙が上がっていく¥ OutputLine(NULL, "ポン、と音がして丸い輪っかの煙が上がっていく。", @@ -2557,7 +2557,7 @@ void main() DisableWindow(); DrawSceneWithMask( "bg_108", "m1", 0, 0, 300 ); - PlaySE( 4, "wa__001", 128, 64 ); + PlaySE( 4, "wa_001", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 3000 ); SetValidityOfInput( TRUE ); @@ -3435,29 +3435,29 @@ void main() ClearMessage(); DisableWindow(); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); DrawScene( "black", 100 ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); DrawBustshot( 5, "01_a", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE ); DrawScene( "black", 100 ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); DrawBustshot( 5, "01_b1", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); DrawBustshot( 5, "01_b2", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); DrawBustshot( 5, "01_b3", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); DrawBustshot( 5, "01_b4", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); DrawBustshot( 5, "01_b", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE ); @@ -3539,7 +3539,7 @@ void main() OutputLine(NULL, " そこまで言い、俺も魅音も同時にガクッと頭を垂れる。", NULL, "With that, Mion and I both slumped our heads back to the floor in unison.", Line_ContinueAfterTyping); - PlaySE( 4, "wa__002", 128, 64 ); + PlaySE( 4, "wa_002", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -3595,7 +3595,7 @@ void main() FadeOutBGM( 1, 1000, TRUE ); FadeOutBGM( 2, 1000, TRUE ); DisableWindow(); - PlaySE( 4, "wa__001", 128, 64 ); + PlaySE( 4, "wa_001", 128, 64 ); DrawSceneWithMask( "black", "left", 0, 0, 3000 ); SetValidityOfInput( FALSE ); @@ -4159,10 +4159,10 @@ void main() DisableWindow(); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); DrawScene( "black", 100 ); DrawBustshot( 5, "Furiker_b", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 5, TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); DrawScene( "black", 100 ); diff --git a/Update/onik_002.txt b/Update/onik_002.txt index 9686d1b..c53ed26 100644 --- a/Update/onik_002.txt +++ b/Update/onik_002.txt @@ -1282,7 +1282,7 @@ void main() PlaySE(3, "S19/04/990400038", 256, 64); OutputLine(NULL, "「そのハンバーグは渡しませんわぁぁあ!!」", NULL, "\"I will not allow you to have this hamburger!!\"", Line_ContinueAfterTyping); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); ShakeScreen( 0, 100, 20, 4, 0, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -1509,7 +1509,7 @@ void main() OutputLine(NULL, " 意味不明な発声のあと、レナの頭から", NULL, "After Rena uttered an unintelligible noise...", Line_ContinueAfterTyping); - PlaySE( 4, "wa__029", 128, 64 ); + PlaySE( 4, "wa_029", 128, 64 ); //ぽん!と音がして煙の輪っかが登った@ OutputLine(NULL, "ぽん!と音がして煙の輪っかが登った。", @@ -1635,7 +1635,7 @@ void main() OutputLine(NULL, " ………レナお姉ちゃんのお弁当、", NULL, " ...So, Rena-oneechan's lunch?", Line_WaitForInput); - PlaySE( 4, "wa__029", 128, 64 ); + PlaySE( 4, "wa_029", 128, 64 ); //沙都子もおいしかったよ…。@ PlaySE(3, "S19/04/990400047", 256, 64); @@ -2071,7 +2071,7 @@ void main() PlayBGM( 1, "msys03", 128, 0 ); - PlaySE( 4, "wa__006", 128, 64 ); + PlaySE( 4, "wa_006", 128, 64 ); // ど/ ShakeScreen( 1, 50, 20, 2, 0, ); //しゃぁあぁッ!!@ @@ -2296,7 +2296,7 @@ void main() - PlaySE( 4, "wa__030", 128, 64 ); + PlaySE( 4, "wa_030", 128, 64 ); DisableWindow(); DrawBustshot( 3, "re_si_ka_b1", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 200, TRUE ); // ぷッ!!w1000 diff --git a/Update/onik_003.txt b/Update/onik_003.txt index 23fcf76..f2ecc32 100644 --- a/Update/onik_003.txt +++ b/Update/onik_003.txt @@ -153,7 +153,7 @@ void main() ClearMessage(); DisableWindow(); DrawSceneWithMask( "bg_109", "down", 0, 0, 1300 ); - PlaySE( 4, "wa__020", 128, 64 ); + PlaySE( 4, "wa_020", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1500 ); SetValidityOfInput( TRUE ); @@ -576,7 +576,7 @@ void main() OutputLine(NULL, "ジジ抜きはどうッ?!」", NULL, "Like Old Bachelor!?\"", Line_ContinueAfterTyping); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); ShakeScreenSx( 1, 2, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -865,7 +865,7 @@ void main() OutputLine(NULL, "ガン牌ジジ抜き!!", NULL, " then they were playing with the answer sheet in front of them!!", Line_ContinueAfterTyping); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); ShakeScreen( 1, 50, 20, 3, 0, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -963,7 +963,7 @@ void main() OutputLine(NULL, " あがりですのー!!」", NULL, " I am out!!\"", Line_WaitForInput); -// PlaySE( 4, "wa__007", 125, 0 ); +// PlaySE( 4, "wa_007", 125, 0 ); // ShakeScreen( 1, 50, 20, 3, 0, ); OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); @@ -1019,7 +1019,7 @@ void main() OutputLine(NULL, "……あがり!」", NULL, " ...I'm out!\"", Line_ContinueAfterTyping); - PlaySE( 4, "wa__006", 128, 64 ); + PlaySE( 4, "wa_006", 128, 64 ); ShakeScreenSx( 0, 3, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -1302,7 +1302,7 @@ void main() - PlaySE( 4, "wa__010", 128, 64 ); + PlaySE( 4, "wa_010", 128, 64 ); // 俺はその一瞬の表情を見逃さないッ!¥ OutputLine(NULL, " 俺はその一瞬の表情を見逃さないッ!!", NULL, "I won't let that momentary lapse slip by me!!", Line_Normal); @@ -1326,7 +1326,7 @@ void main() OutputLine(NULL, " スペードの7…!!!", NULL, " Seven of Spades...!!!", Line_ContinueAfterTyping); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); ShakeScreen( 1, 50, 20, 3, 0, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -1449,7 +1449,7 @@ void main() OutputLine(NULL, "俺が…新しく!!", NULL, " a new one on it!!", Line_ContinueAfterTyping); - PlaySE( 4, "wa__010", 128, 64 ); + PlaySE( 4, "wa_010", 128, 64 ); // ShakeScreen( 1, 50, 20, 3, 0, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -1660,7 +1660,7 @@ void main() OutputLine(NULL, " 乗ってやる!!!!」", NULL, " You've got it!!!!\"", Line_ContinueAfterTyping); -// PlaySE( 4, "wa__007", 128, 64 ); +// PlaySE( 4, "wa_007", 128, 64 ); // ShakeScreen( 1, 50, 20, 3, 0, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -2021,7 +2021,7 @@ void main() OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); -// PlaySE( 4, "wa__007", 128, 64 ); +// PlaySE( 4, "wa_007", 128, 64 ); // ShakeScreen( 1, 50, 20, 3, 0, ); // みんなが一斉に場に捨てられたカードを凝視する@ @@ -2078,11 +2078,11 @@ void main() DisableWindow(); DrawScene( "black", 400 ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); Wait( 200 ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); Wait( 200 ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); Wait( 200 ); //「ジョーカーは!s200……!sd「左手」だぁあぁああああぁああッッ!!!!!!」/ @@ -2103,7 +2103,7 @@ void main() DisableWindow(); DrawScene( "white", 10 ); DrawBustshot( 5, "Furiker_b", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 50, TRUE ); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); ShakeScreen( 1, 50, 20, 3, 0, ); DrawScene( "bg_108", 200 ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -2170,7 +2170,7 @@ void main() SetSpeedOfMessage( FALSE, 0, ); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); ShakeScreen( 1, 50, 20, 3, 0, ); OutputLine(NULL, "逆転勝利だッッ!!!!!!!", NULL, " comeback victory!!!!!!!", Line_WaitForInput); @@ -2592,7 +2592,7 @@ void main() FadeOutBGM( 0, 1000, TRUE ); DisableWindow(); PlayBGM( 1, "msys05", 128, 0 ); - PlaySE( 4, "wa__001", 128, 64 ); + PlaySE( 4, "wa_001", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 3000 ); SetValidityOfInput( TRUE ); @@ -3590,17 +3590,17 @@ void main() - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); Wait( 600 ); // 廃材を抜いたり/ OutputLine(NULL, " 廃材を抜いたり", NULL, "Pulling out scraps,", Line_ContinueAfterTyping); - PlaySE( 4, "wa__019", 128, 64 ); + PlaySE( 4, "wa_019", 128, 64 ); Wait( 600 ); //折ったり/ OutputLine(NULL, "折ったり", NULL, " bending them,", Line_ContinueAfterTyping); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); //投げ飛ばしたり@ OutputLine(NULL, "投げ飛ばしたり。", NULL, " tossing them aside.", Line_WaitForInput); @@ -3616,17 +3616,17 @@ void main() DisableWindow(); FadeBustshotWithFiltering( 2, "down", 1, FALSE, 0, 0, 1300, TRUE ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 400 ); - PlaySE( 4, "wa__002", 128, 64 ); + PlaySE( 4, "wa_002", 128, 64 ); Wait( 400 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 400 ); - PlaySE( 4, "wa__003", 128, 64 ); + PlaySE( 4, "wa_003", 128, 64 ); Wait( 400 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 400 ); - PlaySE( 4, "wa__004", 128, 64 ); + PlaySE( 4, "wa_004", 128, 64 ); Wait( 200 ); // 黄昏時の空の中、次々と綺麗な放物線を描いて飛んで行@ OutputLine(NULL, " 黄昏時の空の中、次々と綺麗な放物線を描いて飛んで行く", @@ -3893,7 +3893,7 @@ void main() OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__021", 128, 64 ); + PlaySE( 4, "wa_021", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 400 ); SetValidityOfInput( TRUE ); @@ -3902,7 +3902,7 @@ void main() OutputLine(NULL, " ない。", NULL, "Not here.", Line_WaitForInput); - PlaySE( 4, "wa__021", 128, 64 ); + PlaySE( 4, "wa_021", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 400 ); SetValidityOfInput( TRUE ); @@ -3912,7 +3912,7 @@ void main() NULL, " Next one.", Line_WaitForInput); - PlaySE( 4, "wa__021", 128, 64 ); + PlaySE( 4, "wa_021", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 400 ); SetValidityOfInput( TRUE ); @@ -3920,7 +3920,7 @@ void main() OutputLine(NULL, "ない。", NULL, " Not here.", Line_WaitForInput); - PlaySE( 4, "wa__021", 128, 64 ); + PlaySE( 4, "wa_021", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 400 ); SetValidityOfInput( TRUE ); @@ -4023,7 +4023,7 @@ void main() FadeOutBGM( 1, 1000, TRUE ); - PlaySE( 4, "wa__022", 128, 64 ); + PlaySE( 4, "wa_022", 128, 64 ); //"雛見沢ダム・作業員リンチ死! バラバラ殺人!!"!w5000@ 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); @@ -4127,7 +4127,7 @@ void main() OutputLine(NULL, " …俺はためらいもなく次のページを開いた。", NULL, "...I turned the page without pausing.", Line_WaitForInput); - PlaySE( 4, "wa__021", 128, 64 ); + PlaySE( 4, "wa_021", 128, 64 ); OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); // ……そこには…¥ @@ -4146,7 +4146,7 @@ void main() - PlaySE( 4, "wa__027", 128, 64 ); + PlaySE( 4, "wa_027", 128, 64 ); OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); //"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@ @@ -4225,7 +4225,7 @@ void main() ClearMessage(); DisableWindow(); - PlaySE( 4, "wa__027", 128, 64 ); + PlaySE( 4, "wa_027", 128, 64 ); DrawScene( "04_c", 200 ); //nega 0 @@ -4240,7 +4240,7 @@ void main() OutputLine(NULL, "「わああぁあぁあぁあぁあッ!!!」", NULL, "\"AhhHhhhHhHhhh!!!\"", Line_ContinueAfterTyping); - PlaySE( 4, "wa__003", 128, 64 ); + PlaySE( 4, "wa_003", 128, 64 ); OutputLineAll(NULL, "", Line_WaitForInput); DisableWindow(); diff --git a/Update/onik_004.txt b/Update/onik_004.txt index 96503bc..0212c34 100644 --- a/Update/onik_004.txt +++ b/Update/onik_004.txt @@ -294,7 +294,7 @@ OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__010", 128, 64 ); + PlaySE( 4, "wa_010", 128, 64 ); //「…上等だぜ。鬼ごっこ@乗ってやらぁあぁああぁ!!!@ PlaySE(4, "S19/01/HR_KEI05560", 256, 64); OutputLine(NULL, "「…上等だぜ。鬼ごっこ、", @@ -2008,7 +2008,7 @@ OutputLine(NULL, "滑って転倒。", NULL, " slipping as I landed.", Line_ContinueAfterTyping); - PlaySE( 4, "wa__002", 128, 64 ); + PlaySE( 4, "wa_002", 128, 64 ); ShakeScreen( 1, 50, 20, 5, 0, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -2640,7 +2640,7 @@ NULL, "The second my sense of reason chimed in, the beast inside me died instantly.", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__001", 128, 64 ); + PlaySE( 4, "wa_001", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1500 ); SetValidityOfInput( TRUE ); @@ -2826,7 +2826,7 @@ FadeOutBGM( 2, 1000, TRUE ); //setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479 DisableWindow(); - PlaySE( 4, "wa__001", 128, 64 ); + PlaySE( 4, "wa_001", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 2000 ); SetValidityOfInput( TRUE ); @@ -3333,14 +3333,14 @@ DisableWindow(); DrawScene( "black", 1000 ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 500 ); SetValidityOfInput( TRUE ); DrawScene( "white", 400 ); DrawScene( "bg_023", 400 ); - PlaySE( 4, "wa__019", 128, 64 ); + PlaySE( 4, "wa_019", 128, 64 ); // カツーーンと、木こりのようないい音が沢に響き渡った¥ OutputLine(NULL, " カツーーンと、木こりのようないい音が沢に響き渡った。", NULL, "A solid 'thwack' rang through out Hinamizawa, as if the job was being done by a lumberjack.", Line_Normal); @@ -3726,7 +3726,7 @@ DisableWindow(); DrawScene( "black", 400 ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 500 ); SetValidityOfInput( TRUE ); diff --git a/Update/onik_005.txt b/Update/onik_005.txt index 059f32f..9889f05 100644 --- a/Update/onik_005.txt +++ b/Update/onik_005.txt @@ -256,7 +256,7 @@ //時間経過 DisableWindow(); DrawSceneWithMask( "black", "up", 0, 0, 3000 ); - PlaySE( 4, "wa__020", 128, 64 ); + PlaySE( 4, "wa_020", 128, 64 ); DrawSceneWithMask( "bg_108", "left", 0, 0, 200 ); PlayBGM( 1, "msys02", 128, 0 ); DrawBustshotWithFiltering( 2, "ri_se_de_a1", "right", 1, 0, 0, FALSE, 0, 0, 0, 0, 0, 10, 1300, TRUE ); @@ -551,7 +551,7 @@ PlaySE(3, "S19/03/990300270", 256, 64); OutputLine(NULL, " 綿流祭四凶爆闘!!」", NULL, " The Watanagashi Four-Demon Fire Fight!\"", Line_ContinueAfterTyping); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); ShakeScreen( 0, 50, 20, 3, 0, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -1313,7 +1313,7 @@ SetValidityOfInput( FALSE ); Wait( 500 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__010", 128, 64 ); + PlaySE( 4, "wa_010", 128, 64 ); //…俺は違う@ OutputLine(NULL, "…俺は違う!", @@ -1524,7 +1524,7 @@ DisableWindow(); FadeAllBustshots( 400, TRUE ); - PlaySE( 4, "wa__029", 128, 64 ); + PlaySE( 4, "wa_029", 128, 64 ); //"校長先生の頭をなでる" ClearMessage(); OutputLine(NULL, "“校長先生の頭をなでる”", @@ -1682,7 +1682,7 @@ // ど/ OutputLine(NULL, " ど", NULL, "Ker", Line_ContinueAfterTyping); - PlaySE( 4, "wa__006", 128, 64 ); + PlaySE( 4, "wa_006", 128, 64 ); ShakeScreen( 1, 50, 20, 5, 0, ); //っがぁあぁあぁんッ!!@ 教室を揺るがす轟音!@ OutputLine(NULL, "っがぁあぁあぁんッ!!!", @@ -1704,11 +1704,11 @@ - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); Wait( 200 ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); Wait( 200 ); - PlaySE( 4, "wa__006", 128, 64 ); + PlaySE( 4, "wa_006", 128, 64 ); Wait( 1000 ); // ずどがががッ!!!/ @@ -1716,14 +1716,14 @@ NULL, "Boof pow whap!!", Line_ContinueAfterTyping); OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__011", 128, 64 ); + PlaySE( 4, "wa_011", 128, 64 ); Wait( 200 ); // きゅぴーん! OutputLine(NULL, " きゅぴーん!", NULL, "Zazhing!", Line_ContinueAfterTyping); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); // ばっかぁあぁあぁんッ!!@ OutputLine(NULL, " ばっかぁあぁあぁんッ!!!", @@ -1806,7 +1806,7 @@ SetSpeedOfMessage( FALSE, 0, ); //!sd? - PlaySE( 4, "wa__002", 128, 64 ); + PlaySE( 4, "wa_002", 128, 64 ); // そう言って倒れこむ魅音¥ OutputLine(NULL, " そう言って倒れこむ魅音。", NULL, "Mion said before collapsing.", Line_Normal); @@ -2008,7 +2008,7 @@ DisableWindow(); DrawScene( "black", 400 ); - PlaySE( 4, "wa__029", 128, 64 ); + PlaySE( 4, "wa_029", 128, 64 ); //"メイドさん口調でしゃべる" ClearMessage(); OutputLine(NULL, "“メイドさん口調でしゃべる”", @@ -2218,7 +2218,7 @@ DisableWindow(); DrawScene( "black", 400 ); - PlaySE( 4, "wa__029", 128, 64 ); + PlaySE( 4, "wa_029", 128, 64 ); //"上下1枚ずつ脱衣。" OutputLine(NULL, "“上下1枚ずつ脱衣。”", NULL, "\"Remove one piece of clothing from the top and bottom halves of your body.\"", Line_Normal); @@ -2496,7 +2496,7 @@ OutputLineAll(NULL, "\n\n\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__010", 128, 64 ); + PlaySE( 4, "wa_010", 128, 64 ); //「ぉ……俺は勝ぁああぁあぁあつッッ!!!!@ PlaySE(3, "S19/01/HR_KEI07570", 256, 64); OutputLine(NULL, "「ぉ……俺は勝ぁああぁあぁあつッッ!!!!」", @@ -2509,7 +2509,7 @@ ClearMessage(); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); //setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479 DisableWindow(); DrawScene( "white", 50 ); @@ -3054,7 +3054,7 @@ OutputLine(NULL, "「有りだったよな。", NULL, "\"That was good.", Line_WaitForInput); - PlaySE( 4, "wa__007", 128, 64 ); + PlaySE( 4, "wa_007", 128, 64 ); //……革命返しだぁああぁあぁああッ!!!!!@ PlaySE(3, "S19/01/HR_KEI07790", 256, 64); OutputLine(NULL, "……革命返しだぁああぁあぁああッ!!!!!」", @@ -3232,7 +3232,7 @@ OutputLine(NULL, " 梨花ちゃんが涙目で泣き真似をした時、レナの両耳から", NULL, "As Rika-chan mimicked a cat, teary-eyed, rings of smoke", Line_ContinueAfterTyping); - PlaySE( 4, "wa__016", 128, 64 ); + PlaySE( 4, "wa_016", 128, 64 ); //ぽん!と音がして輪っか状の煙があがる@ OutputLine(NULL, "ぽん!と音がして輪っか状の煙があがる。", @@ -3495,7 +3495,7 @@ DisableWindow(); DrawScene( "black", 200 ); - PlaySE( 4, "wa__029", 128, 64 ); + PlaySE( 4, "wa_029", 128, 64 ); //"今まで出た罰ゲーム全部" OutputLine(NULL, "“今まで出た罰ゲーム全部”", @@ -3882,7 +3882,7 @@ SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__020", 128, 64 ); + PlaySE( 4, "wa_020", 128, 64 ); DrawSceneWithMask( "bg_211", "right", 0, 0, 200 ); //「ぅ押忍ッ!! 失礼します!!@ @@ -4021,11 +4021,11 @@ - PlaySE( 4, "wa__010", 128, 64 ); + PlaySE( 4, "wa_010", 128, 64 ); Wait( 200 ); - PlaySE( 4, "wa__010", 128, 64 ); + PlaySE( 4, "wa_010", 128, 64 ); Wait( 200 ); - PlaySE( 4, "wa__010", 128, 64 ); + PlaySE( 4, "wa_010", 128, 64 ); Wait( 200 ); // きゅぴーんという音が3回した。3ゲージ技かッ?¥ @@ -4059,7 +4059,7 @@ // ご/ OutputLine(NULL, " ご", NULL, "Bo", Line_ContinueAfterTyping); - PlaySE( 4, "wa__006", 128, 64 ); + PlaySE( 4, "wa_006", 128, 64 ); ShakeScreen( 1, 50, 20, 7, 0, ); //おぉおぉおおおぉおん……ッ!!/ diff --git a/Update/onik_015.txt b/Update/onik_015.txt index 60b7189..5f09ec4 100644 --- a/Update/onik_015.txt +++ b/Update/onik_015.txt @@ -458,11 +458,11 @@ //setwindow 31,16,22,16,26,26,0,2,20,1,1,#999999,0,0,639,479 DrawSceneWithMask( "bg_028", "left", 0, 0, 1300 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -526,7 +526,7 @@ NULL, "Now that I knew about it, I couldn't even dream of Rena as a cute, ideal girl.", Line_Normal); ClearMessage(); DisableWindow(); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -552,7 +552,7 @@ NULL, "I had already sensed her approach, so I wasn't that surprised.", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -578,7 +578,7 @@ - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -599,7 +599,7 @@ - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -621,7 +621,7 @@ - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -674,7 +674,7 @@ NULL, " That's a very unsportsmanlike reply.\"", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -697,16 +697,16 @@ DisableWindow(); DrawBustshot( 2, "me_se_de_a1", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -1627,7 +1627,7 @@ NULL, "Mion stood there with a dumbstruck look on her face.", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__001", 128, 64 ); + PlaySE( 4, "wa_001", 128, 64 ); // その時、向こうから校長先生の振る振鈴の音が聞こえてくる@ OutputLine(NULL, " その時、向こうから校長先生の振る振鈴の音が聞こえてくる。", @@ -1944,7 +1944,7 @@ SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__001", 128, 64 ); + PlaySE( 4, "wa_001", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 2000 ); SetValidityOfInput( TRUE ); @@ -1965,7 +1965,7 @@ NULL, "I stuffed the contents of my desk into my bag, wrapped my hand around Satoshi's now-familiar bat, and began heading towards the entrance.", Line_Normal); ClearMessage(); DisableWindow(); - PlaySE( 4, "wa__020", 128, 64 ); + PlaySE( 4, "wa_020", 128, 64 ); DrawSceneWithMask( "bg_019", "left", 0, 0, 200 ); //setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479 SetValidityOfInput( FALSE ); @@ -2127,7 +2127,7 @@ NULL, "At that moment... The shrills of the higurashi ceased all at once.", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__026", 128, 64 ); + PlaySE( 4, "wa_026", 128, 64 ); // まるで...自分たちを恐ろしい目に会わせた当の本人の登場に、一斉に縮こまるかのように...@ OutputLine(NULL, " まるで…自分たちを恐ろしい目に会わせた当の本人の登場に、一斉に縮こまるかのように…。", @@ -2324,7 +2324,7 @@ OutputLine(NULL, " ……そして、その右腕には……", NULL, "...And in her right hand...", Line_ContinueAfterTyping); - PlaySE( 4, "wa__027", 128, 64 ); + PlaySE( 4, "wa_027", 128, 64 ); //斧。!w2000 OutputLine(NULL, "斧。", @@ -3427,7 +3427,7 @@ OutputLine(NULL, " あろうことか、膝が笑うようにかくんと抜け、その場に崩れるように転んでしまう…!", NULL, "Of all the things that could have happened, my knees buckled underneath me and I crumbled towards the ground...!", Line_ContinueAfterTyping); - PlaySE( 4, "wa__003", 128, 64 ); + PlaySE( 4, "wa_003", 128, 64 ); ShakeScreenSx( 1, 2, ); OutputLineAll(NULL, "", Line_WaitForInput); @@ -4112,7 +4112,7 @@ NULL, "\"On an undisclosed date.", Line_WaitForInput); - PlaySE( 4, "wa__023", 128, 64 ); + PlaySE( 4, "wa_023", 128, 64 ); //...竜宮レナは親しい男子生徒3人と一緒にプール倉庫の辺りで話をしていました。@ PlaySE(3, "S01/11/120700446", 256, 64); @@ -4230,17 +4230,17 @@ - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 200 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); ShakeScreenSx( 1, 0, ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 200 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); ShakeScreenSx( 0, 0, ); // そして金属バットを手に、仲間たちを次々に殴り倒した@ @@ -4252,13 +4252,13 @@ SetValidityOfWindowDisablingWhenGraphicsControl( FALSE ); FadeBustshotWithFiltering( 2, "right", 1, FALSE, 0, 0, 300, TRUE ); FadeFilm( 0, TRUE ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 200 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); ShakeScreen( 1, 50, 20, 3, 0, ); - PlaySE( 4, "wa__030", 128, 64 ); + PlaySE( 4, "wa_030", 128, 64 ); //setwindow 8,16,23,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479 DrawSceneWithMask( "ryuuketu1", "aa", 0, 0, 300 ); SetValidityOfInput( FALSE ); @@ -4278,27 +4278,27 @@ OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 200 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__009", 128, 64 ); + PlaySE( 4, "wa_009", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 200 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__009", 128, 64 ); + PlaySE( 4, "wa_009", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 200 ); SetValidityOfInput( TRUE ); - PlaySE( 4, "wa__009", 128, 64 ); + PlaySE( 4, "wa_009", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); SetValidityOfInput( TRUE ); @@ -4816,7 +4816,7 @@ DisableWindow(); DrawSceneWithMask( "black", "down", 0, 0, 1300 ); FadeOutBGM( 1, 1000, TRUE ); - PlaySE( 4, "wa__025", 128, 64 ); + PlaySE( 4, "wa_025", 128, 64 ); //「.........オヤシロさまですッ!!!!!@ PlaySE(3, "S01/02/120200432", 256, 64); @@ -5305,7 +5305,7 @@ NULL, "But... more importantly, I had... just realized something else...", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__026", 128, 64 ); + PlaySE( 4, "wa_026", 128, 64 ); // それは...レナもまた、「オヤシロさまの祟り」と「金属バット」という奇妙な共通点を持っていたことだ@ OutputLine(NULL, " それは…レナもまた、「オヤシロさまの祟り」と「金属バット」という奇妙な共通点を持っていたことだ。", @@ -5697,7 +5697,7 @@ OutputLine(NULL, " 自分でも信じられないくらいの素早さで跳ぶように起き上がり、レナを両手で弾き飛ばす!", NULL, "I sprang to my feet so fast even I couldn't believe it, and pushed Rena away with both hands!", Line_ContinueAfterTyping); - PlaySE( 4, "wa__004", 128, 64 ); + PlaySE( 4, "wa_004", 128, 64 ); DisableWindow(); DrawScene( "black", 50 ); @@ -5930,7 +5930,7 @@ NULL, "But... At this time of day, two adults wandering around without a purpose. It was enough to raise questions.", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__022", 128, 64 ); + PlaySE( 4, "wa_022", 128, 64 ); // ......それよりも......目だった@ OutputLine(NULL, " ……それよりも……目だった。", @@ -6148,7 +6148,7 @@ //nega 0 //print 1 - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); // 右、!w1000左!!!/ OutputLine(NULL, " 右、", NULL, "Right,", Line_ContinueAfterTyping); @@ -6159,7 +6159,7 @@ OutputLine(NULL, "左!!!", NULL, " left!!!", Line_ContinueAfterTyping); - PlaySE( 4, "wa__008", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); SetValidityOfInput( FALSE ); Wait( 1000 ); @@ -6220,7 +6220,7 @@ DisableWindow(); FadeBustshot( 5, FALSE, 0, 0, 0, 0, 50, TRUE ); - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); ShakeScreen( 0, 50, 20, 2, 0, ); @@ -6368,14 +6368,14 @@ ClearMessage(); DisableWindow(); FadeBustshot( 5, FALSE, 0, 0, 0, 0, 50, TRUE ); - PlaySE( 4, "wa__006", 128, 64 ); + PlaySE( 4, "wa_006", 128, 64 ); ChangeScene( "black", 7, 200, ); Wait( 500 ); ChangeScene( "bg_003", 7, 200 ); ShakeScreenSx( 1, 2, ); DrawBustshot( 5, "black", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE ); - PlaySE( 4, "wa__004", 128, 64 ); + PlaySE( 4, "wa_004", 128, 64 ); // 世界がでんぐり返り、自分の体がまるで木の葉ように...軽々と吹っ飛んでいくのがわかった@ OutputLine(NULL, " 世界がでんぐり返り、自分の体がまるで木の葉ように…軽々と吹っ飛んでいくのがわかった。", NULL, "The world flipped upside-down... I understood that I was being tossed around like a rag doll.", Line_WaitForInput); diff --git a/Update/onik_015_02.txt b/Update/onik_015_02.txt index 3f32c59..13fe6e1 100644 --- a/Update/onik_015_02.txt +++ b/Update/onik_015_02.txt @@ -480,7 +480,7 @@ ClearMessage(); DisableWindow(); - PlaySE( 4, "wa__028", 128, 64 ); + PlaySE( 4, "wa_028", 128, 64 ); DrawSceneWithMask( "bg_022", "right", 0, 0, 300 ); // 玄関の前にさしかかったとき、ピンポーンというチャイムの音がなった¥ @@ -2257,7 +2257,7 @@ OutputLine(NULL, "………………", NULL, " ...", Line_ContinueAfterTyping); - PlaySE( 4, "wa__027", 128, 64 ); + PlaySE( 4, "wa_027", 128, 64 ); //俺、!sd」!w4000@ OutputLine(NULL, "俺、」", @@ -2506,10 +2506,10 @@ NULL, "But right before that happened... I fought back.", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); DrawScene( "white", 100 ); - PlaySE( 4, "wa__002", 128, 64 ); + PlaySE( 4, "wa_002", 128, 64 ); Wait( 500 ); // 羽交い絞めにするレナを全身をひねって投げ飛ばした@ @@ -2519,8 +2519,8 @@ - PlaySE( 4, "wa__008", 128, 64 ); - PlaySE( 4, "wa__003", 128, 64 ); + PlaySE( 4, "wa_008", 128, 64 ); + PlaySE( 4, "wa_003", 128, 64 ); Wait( 500 ); // そのままさらに回転し、踵で思い切り魅音の腹部を蹴り抜いた@...柔らかかった@ @@ -2540,7 +2540,7 @@ - PlaySE( 4, "wa__005", 128, 64 ); + PlaySE( 4, "wa_005", 128, 64 ); // 二人が共に体勢を崩し、一瞬の隙が生じたことをその時の俺は見逃さない@ OutputLine(NULL, " 二人が共に体勢を崩し、一瞬の隙が生じたことをその時の俺は見逃さない。", @@ -2603,9 +2603,9 @@ ClearMessage(); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); // 画面が真っ暗になって見えなくなっただけで......俺の中のビデオテープには間違いなく録画されている@ OutputLine(NULL, " 画面が真っ暗になって見えなくなっただけで……俺の中のビデオテープには間違いなく録画されている。", @@ -2614,9 +2614,9 @@ - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); // テレビを切っただけで......ビデオの再生はまだ続いている@ OutputLine(NULL, " テレビを切っただけで……ビデオの再生はまだ続いている。", @@ -2626,9 +2626,9 @@ - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); // 俺の中のビデオが......カラカラと...再生を続けている@ OutputLine(NULL, " 俺の中のビデオが……カラカラと…再生を続けている。", @@ -2638,9 +2638,9 @@ - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); // 真っ暗になったブラウン管の向こうで.........恐ろしい映像を流し続けている...¥ OutputLine(NULL, " 真っ暗になったブラウン管の向こうで………恐ろしい映像を流し続けている…。", @@ -3001,7 +3001,7 @@ //nega 1 //print 1 - PlaySE( 4, "wa__027", 128, 64 ); + PlaySE( 4, "wa_027", 128, 64 ); // ......白い......ワゴン車ッ!!!!!!w3000 OutputLine(NULL, " ……白い……ワゴン車ッ!!!!!", @@ -3453,7 +3453,7 @@ NULL, " Firmly!!", Line_Normal); ClearMessage(); - PlaySE( 4, "wa__028", 128, 64 ); + PlaySE( 4, "wa_028", 128, 64 ); // ピンポーン.........¥ OutputLine(NULL, " ピンポーン………。", @@ -3947,7 +3947,7 @@ FadeOutBGM( 2, 1000, TRUE ); DisableWindow(); FadeBustshot( 5, FALSE, 0, 0, 0, 0, 1000, TRUE ); - PlaySE( 4, "wa__028", 128, 64 ); + PlaySE( 4, "wa_028", 128, 64 ); // 再びチャイムが鳴り響く¥ OutputLine(NULL, " 再びチャイムが鳴り響く。", @@ -4051,7 +4051,7 @@ ClearMessage(); DisableWindow(); FadeOutBGM( 2, 1000, TRUE ); - PlaySE( 4, "wa__028", 128, 64 ); + PlaySE( 4, "wa_028", 128, 64 ); DrawSceneWithMask( "bg_022", "right", 0, 0, 300 ); // 玄関へ走り、靴を鷲づかみにした時、急かすように再びチャイムが鳴った@ @@ -4096,7 +4096,7 @@ DrawSceneWithMask( "white", "m1", 0, 0, 1300 ); DrawScene( "bg_119", 400 ); - PlaySE( 4, "wa__027", 128, 64 ); + PlaySE( 4, "wa_027", 128, 64 ); //「いたぞ!! 裏口だ!!@ PlaySE(3, "S01/00/inu02001", 256, 64); diff --git a/Update/onik_015_03.txt b/Update/onik_015_03.txt index 4f320a3..ed1545c 100644 --- a/Update/onik_015_03.txt +++ b/Update/onik_015_03.txt @@ -164,7 +164,7 @@ DisableWindow(); FadeOutBGM( 1, 1000, TRUE ); FadeOutBGM( 2, 1000, TRUE ); - PlaySE( 4, "wa__020", 128, 64 ); + PlaySE( 4, "wa_020", 128, 64 ); DrawSceneWithMask( "bg_192", "left", 0, 0, 200 ); // 大石の向かいの席の男が受話器を振っている@ @@ -338,7 +338,7 @@ NULL, "His voice was quivering and hoarse...", Line_WaitForInput); OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__023", 128, 64 ); + PlaySE( 4, "wa_023", 128, 64 ); // ……まさか、電話をかけながら、すでに何者かに囲まれている?!!w3000 OutputLine(NULL, " ……まさか、電話をかけながら、すでに何者かに囲まれている?!", @@ -2219,7 +2219,7 @@ S01/11/120700554", 256, 64); DisableWindow(); DrawScene( "white", 100 ); - PlaySE( 4, "wa__036", 128, 64 ); + PlaySE( 4, "wa_036", 128, 64 ); DrawScene( "End_1", 100 ); // DrawScene( "End_2", 200 ); DrawScene( "End_3", 4000 ); @@ -2256,15 +2256,15 @@ S01/11/120700554", 256, 64); //setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479 // DrawSceneWithMask( "s_jump_back", "4", 0, 0, 1000 ); - PlaySE( 4, "wa__041", 128, 64 ); + PlaySE( 4, "wa_041", 128, 64 ); DrawSceneWithMask( "Ex_otsu", "5", 0, 0, 1000 ); Wait( 10000 ); // DrawSceneWithMask( "s_jump_back", "4", 0, 0, 1000 ); -// PlaySE( 4, "wa__041", 128, 64 ); +// PlaySE( 4, "wa_041", 128, 64 ); // DrawSceneWithMask( "Ex_Tips", "5", 0, 0, 1000 ); // Wait( 10000 ); // DrawSceneWithMask( "s_jump_back", "4", 0, 0, 1000 ); -// PlaySE( 4, "wa__041", 128, 64 ); +// PlaySE( 4, "wa_041", 128, 64 ); // DrawSceneWithMask( "Ex_jump", "5", 0, 0, 1000 ); // Wait( 10000 ); diff --git a/Update/onik_op.txt b/Update/onik_op.txt index dc8b524..7ed1585 100644 --- a/Update/onik_op.txt +++ b/Update/onik_op.txt @@ -15,26 +15,26 @@ DrawScene( "si_onikakusi", 1000 ); Wait( 15000 ); DrawScene( "black", 3000 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 1000 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); DrawScene( "tyuui", 100 ); DrawScene( "black", 4000 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 1000 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); DrawScene( "tyuui2", 100 ); DrawScene( "black", 4000 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 1000 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); Wait( 350 ); DrawScene( "black", 50 ); - PlaySE( 4, "wa__030", 128, 64 ); + PlaySE( 4, "wa_030", 128, 64 ); Wait( 3000 ); PlayBGM( 2, "lsys11", 128, 0 ); @@ -69,9 +69,9 @@ Wait( 2000 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); @@ -82,9 +82,9 @@ Wait( 2000 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); @@ -96,9 +96,9 @@ Wait( 2000 ); ClearMessage(); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); //locate 0,3 SetDrawingPointOfMessage( 0, 3 ); @@ -116,9 +116,9 @@ OutputLine(NULL, "信じたいのは、認めたくないだけだからだ。", NULL, "I only wanted to trust her because I refused to accept the truth.", Line_ContinueAfterTyping); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); @@ -132,9 +132,9 @@ OutputLine(NULL, "そんな涙声が…もうたまらなく馬鹿馬鹿しくて…。", NULL, "in such a silly... sobbing voice...", Line_ContinueAfterTyping); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); @@ -535,9 +535,9 @@ //locate 0,4 SetDrawingPointOfMessage( 0, 4 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); // 親切が、うれしかった。!w2000 OutputLine(NULL, "親切が、うれしかった。", @@ -550,9 +550,9 @@ OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); // 愛らしい笑顔がうれしかった。!w2000 OutputLine(NULL, "愛らしい笑顔がうれしかった。", @@ -565,9 +565,9 @@ OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); // 頭を撫でるのが、好きだった。!w2000 OutputLine(NULL, "頭を撫でるのが、好きだった。", @@ -580,9 +580,9 @@ OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); // そんな君がはにかむのが、好きだった。!w2000 OutputLine(NULL, "そんな君がはにかむのが、好きだった。", @@ -592,11 +592,11 @@ Wait( 2000 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); Wait( 300 ); - PlaySE( 4, "wa__030", 128, 64 ); + PlaySE( 4, "wa_030", 128, 64 ); ClearMessage(); @@ -690,7 +690,7 @@ Wait( 3000 ); - PlaySE( 4, "wa__015", 128, 64 ); + PlaySE( 4, "wa_015", 128, 64 ); Wait( 800 ); ClearMessage(); @@ -699,7 +699,7 @@ //bg $862,0 //setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479 - PlaySE( 4, "wa__017", 128, 64 ); + PlaySE( 4, "wa_017", 128, 64 ); DrawBG( "aka1", 25, TRUE ); DrawBustshot( 5, "logo", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 0, TRUE );