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onikakushi/Update/zonik_003_vm00_n01.txt

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void main()
{
}
void dialog000()
{
//「ケンタくん人形ー?@ あ~そりゃあレナのツボだわなぁ!@
ClearMessage();
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 3, "s19/03/990300130", 256, TRUE);
OutputLine(NULL, "「ケンタくん人形ー?!",
NULL, "\"A Colonel Sanders!?", Line_WaitForInput);
ModPlayVoiceLS(3, 3, "s19/03/990300131", 256, TRUE);
OutputLine(NULL, " あ〜そりゃあレナのツボだわなぁ!」",
NULL, " Ah~ Of course that's right up her alley!\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「…レナが沙都子や梨花ちゃんをお持ち帰りしたくなるのは分かる@だが、ケンタくん人形だけは理解できないぞ! あんな眼鏡親父のどこがいいんだ!@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 1, "s19/01/hr_kei02890", 256, TRUE);
OutputLine(NULL, "「…レナが沙都子や梨花ちゃんをお持ち帰りしたくなるのは分かる。",
NULL, "\"...I understand her wanting to take home Satoko and Rika-chan.", Line_WaitForInput);
ModPlayVoiceLS(3, 1, "s19/01/hr_kei02900", 256, TRUE);
OutputLine(NULL, "だが、ケンタくん人形だけは理解できないぞ! あんな眼鏡親父のどこがいいんだ!」",
NULL, " But I can't understand the Colonel Sanders! What's so good about that four-eyed geezer!?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
void dialog001()
{
// きっと昨日持ち帰り損ねた、かぁいいケンタ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、かぁいいケンタ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 Sanders that she wasn't able to take home yesterday.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
void dialog002()
{
// ひょっとするとケンタくん人形の発掘に手間取っているのかもしれない@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ひょっとするとケンタくん人形の発掘に手間取っているのかもしれない。",
NULL, "The excavation of Colonel Sanders was probably taking her a while.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
void dialog003()
{
// ケンタくん人形は、かなりしっかり埋まってしまっているように見える@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ケンタくん人形は、かなりしっかり埋まってしまっているように見える。",
NULL, "It looked like Colonel Sanders was lodged in there pretty firmly.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
void dialog004()
{
//「ケンタくん人形がゴミ山に生き埋めになっているとの通報でしたが…?!¥
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 1, "s19/01/hr_kei04700", 256, TRUE);
OutputLine(NULL, "「ケンタくん人形がゴミ山に生き埋めになっているとの通報でしたが…?!」",
NULL, "\"But there was a report Colonel Sanders was buried alive in the trash pile...!\"", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(2, 2, "sprite/normal/re1a_komaru_a1_", "0", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
}
void dialog005()
{
//「ほれ、どいたどいた@で、どこだよケンタくんは。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 1, "s19/01/hr_kei04740", 256, TRUE);
OutputLine(NULL, "「ほれ、どいたどいた。",
NULL, "\"Okay, now move out of the way.", Line_WaitForInput);
ModPlayVoiceLS(3, 1, "s19/01/hr_kei04750", 256, TRUE);
OutputLine(NULL, "で、どこだよケンタくんは。」",
NULL, " So where is Colonel Sanders?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
void dialog006()
{
// 横たわるケンタくん人形を、複雑に絡み合った木材や建材がまるで牢屋のように閉じこめていた@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 横たわるケンタくん人形を、複雑に絡み合った木材や建材がまるで牢屋のように閉じこめていた。",
NULL, "The Colonel Sanders was sideways, surrounded by boards and other construction materials, like they were caging him inside.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
void dialog007()
{
//「……でも……ケンタくん人形…かぁいいんだもん……@お店のケンタくんには鎖がついてるけど……これならお持ち帰りできる!d200……はぅ……。¥
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 2, "s19/02/990200209", 256, TRUE);
OutputLine(NULL, "「……でも……ケンタくん人形…かぁいいんだもん……。",
NULL, "\"...But... Colonel Sanders... so kyute...", Line_WaitForInput);
ModPlayVoiceLS(3, 2, "s19/02/990200210", 256, TRUE);
OutputLine(NULL, "お店のケンタくんには鎖がついてるけど……これならお持ち帰りできる",
NULL, " There's a chain on the Colonel Sanders at the store... This one, though... I should be able to take this one home...", Line_Continue);
Wait( 200 );
OutputLine(NULL, "……はぅ……。」",
NULL, " Hao...\"", Line_Normal);
ClearMessage();
// このケンタくんを諦めさせれば、レナは多分、お店の店頭の人形の強奪を計画するだろう…@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " このケンタくんを諦めさせれば、レナは多分、お店の店頭の人形の強奪を計画するだろう…。",
NULL, "If Rena gave up on this Colonel Sanders, she'll probably start devising a plan to steal the one in front of the store...", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
void dialog008()
{
// ケンタくん人形は見えているのに!@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ケンタくん人形は見えているのに!!",
NULL, "Even though I could see Colonel Sanders right there!!", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n\n", Line_ContinueAfterTyping); }
}
void dialog009()
{
// …斧で@…つるはしで@…斧、で¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …斧で。",
NULL, "...With axes.", Line_WaitForInput);
OutputLine(NULL, "…つるはしで。",
NULL, " ...With pickaxes.", Line_WaitForInput);
OutputLine(NULL, "…斧、で。",
NULL, " ...With... an axe.", Line_Normal);
ClearMessage();
DisableWindow();
PlaySE( 4, "wa_027", 128, 64 );
//draw big CG
SetValidityOfInterface(FALSE);
SetValidityOfSaving(FALSE);
DrawBustshot(1, "scene/004b", 0, -230, -480, FALSE, 0, 0, 0, 0, 0, 0, 0, 1, 200, TRUE );
ShakeScreen( 1, 50, 20, 3, 5);
//nega 0
FadeFilm( 0, TRUE );
DisableWindow();
DrawScene("black", 200 );
FadeOutBGM( 1, 1000, TRUE );
//「わああぁあぁあぁあぁあッ!!!」/
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 1, "s19/01/hr_kei05020", 256, TRUE);
OutputLine(NULL, "「わああぁあぁあぁあぁあッ!!!」",
NULL, "\"AhhHhhhHhHhhh!!!\"", Line_ContinueAfterTyping);
WaitToFinishVoicePlaying(3);
DisableWindow();
//adjust character size and reset big CG layer and add shaking
DrawScene("background/mo_g1_01", 300 );
PlaySE( 4, "wa_003", 128, 64 );
StartShakingOfAllObjects( 1, 50, 10, 4, 20, TRUE);
ModDrawCharacter(2, 2, "sprite/sunset/re1b_bikkuri_b1_", "2", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 300, TRUE );
DrawBustshot( 1, "", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 1, 0, TRUE );
SetValidityOfInterface(TRUE);
SetValidityOfSaving(TRUE);
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「きゃッ!、ごご、ごめんなさい…!!@ 驚いたかな?!驚いたかな?!@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 2, "s19/02/990200220", 256, TRUE);
OutputLine(NULL, "「きゃッ!、ごご、ごめんなさい…!!!",
NULL, "\"Eek! S-S-Sorry...!!!", Line_WaitForInput);
ModPlayVoiceLS(3, 2, "s19/02/990200221", 256, TRUE);
OutputLine(NULL, " 驚いたかな?!驚いたかな?!」",
NULL, " Did I startle you!? Did I startle you!?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// レナもまた、俺の声に驚き、その手の斧をどさりと草むらに落とした¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " レナもまた、俺の声に驚き、その手の斧をどさりと草むらに落とした。",
NULL, "Rena dropped the axe she was holding onto the grass after being startled by my voice.", Line_Normal);
ClearMessage();
PlayBGM( 1, "msys11", 128, 0 );
DisableWindow();
ModDrawCharacter(2, 2, "sprite/sunset/re1a_komaru_a2_", "0", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
//「圭一くんね、さっきほら、斧とかがあると便利だって言ったじゃない?@ そ、それでねレナ、物置からちゃんと斧、持ってきたんだよ…!!@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 2, "s19/02/990200222", 256, TRUE);
OutputLine(NULL, "「圭一くんね、さっきほら、斧とかがあると便利だって言ったじゃない?!",
NULL, "\"Keiichi-kun, you see, earlier, yeah, you said it would help if you had an axe or something, didn't you!?", Line_WaitForInput);
ModPlayVoiceLS(3, 2, "s19/02/990200223", 256, TRUE);
OutputLine(NULL, " そ、それでねレナ、物置からちゃんと斧、持ってきたんだよ…!!」",
NULL, " S-So then I... brought an axe for you... from the shed...!!\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
}
void dialog010()
{
//「最後の梁はその斧じゃないと壊せそうにない@せっかく持ってきてくれたんだし。…明日借りるよ。!d500な
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(3, 1, "s19/01/hr_kei05040", 256, TRUE);
OutputLine(NULL, "「最後の梁はその斧じゃないと壊せそうにない。",
NULL, "\"Doesn't look like we can break that last beam without that axe.", Line_WaitForInput);
ModPlayVoiceLS(3, 1, "s19/01/hr_kei05050", 256, TRUE);
OutputLine(NULL, "せっかく持ってきてくれたんだし。…明日借りるよ。",
NULL, " You brought it after all... I'll have to borrow it tomorrow.", Line_Continue);
}