246 lines
14 KiB
Plaintext
246 lines
14 KiB
Plaintext
void main()
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{
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//■自殺を誘発するクスリは?
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//*Sub_Tips_016
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//gosub *tip_s
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EnableJumpingOfReturnIcon();
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FadeOutBGM( 0, 1000, FALSE );
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FadeOutBGM( 1, 1000, FALSE );
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FadeOutBGM( 2, 1000, TRUE );
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DisableWindow();
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DrawScene("black", 1000 );
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PlayBGM( 1, "msys12", 56, 0 );
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ModSetLayerFilter(2, 256, "none");
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ModDrawCharacter(2, 11, "sprite/oisi1_1_", "0", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 0, FALSE );
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DrawScene("background/ke_ky1", 400 );
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//「単刀直入に...自殺させる薬ってないんですか?@
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ClearMessage();
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700018", 256, TRUE);
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OutputLine(NULL, "「単刀直入に…自殺させる薬ってないんですか?」",
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NULL, "\"Let's cut to the chase... is there a drug that causes someone to kill themselves?\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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//「直接的にはない。¥
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f5e6d3>鑑識</color>", NULL, "<color=#f5e6d3>Forensic Investigator</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 0, "ps3/s20/00/443200020", 256, TRUE);
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OutputLine(NULL, "「直接的にはない。」",
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NULL, "\"Not directly, no.\"", Line_Normal);
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ClearMessage();
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//「遠回しですねぇ@...では間接的にはあるってことですか?@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700019", 256, TRUE);
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OutputLine(NULL, "「遠回しですねぇ。",
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NULL, "\"That's quite a roundabout response.", Line_Continue);
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Wait ( 1800 );
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OutputLine(NULL, "…では間接的にはあるってことですか?」",
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NULL, " You mean that there's one that does it indirectly?\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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//「自殺したくなる精神状態を誘発することはできる、!w1000っちゅうことだ。@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f5e6d3>鑑識</color>", NULL, "<color=#f5e6d3>Forensic Investigator</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 0, "ps3/s20/00/443200021", 256, TRUE);
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OutputLine(NULL, "「自殺したくなる精神状態を誘発することはできる、",
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NULL, "\"It's possible to induce a suicidal mental state,", Line_Continue);
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// (backup) SetValidityOfInput( FALSE );
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Wait( 1400 );
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// (backup) SetValidityOfInput( TRUE );
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OutputLine(NULL, "っちゅうことだ。」",
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NULL, " is what I mean.\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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DisableWindow();
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ModDrawCharacter(2, 11, "sprite/oisi1_2_", "0", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
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//「...難しい言い方になりましたねぇ@何ですかその、自殺したくなる精神状態ってのは。@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700020", 256, TRUE);
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OutputLine(NULL, "「…難しい言い方になりましたねぇ。",
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NULL, "\"...That's hard to say.", Line_Continue);
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Wait ( 1500 );
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OutputLine(NULL, "何ですかその、自殺したくなる精神状態ってのは。」",
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NULL, " What would 'a suicidal mental state' be?\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
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//VoiceMatching
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if(GetGlobalFlag(GCensor) >= 3){ModCallScriptSection("zonik_tips_16_vm0x_n01","dialog000");}
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if(GetGlobalFlag(GCensor) <= 2){ModCallScriptSection("zonik_tips_16_vm00_n01","dialog000");}
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//VoiceMatchingEnd
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if (GetGlobalFlag(GADVMode) == 0) { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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// 躁鬱(そううつ)病というのは鬱(うつ)病とは異なる@
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if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
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OutputLine(NULL, " 躁鬱(そううつ)病というのは鬱(うつ)病とは異なる。",
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NULL, "Clinical depression and bipolar disorder are different.", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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// 鬱病は鬱状態という非常にネガティブな精神状態のみを引き起こすが@躁鬱病は、このネガティブな鬱状態と交互に、非常にアクティブな躁状態を引き起こす¥
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if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
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OutputLine(NULL, " 鬱病は鬱状態という非常にネガティブな精神状態のみを引き起こすが、",
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NULL, "Clinical depression indicates a prolonged state of depression,", Line_WaitForInput);
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OutputLine(NULL, "躁鬱病は、このネガティブな鬱状態と交互に、非常にアクティブな躁状態を引き起こす。",
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NULL, " whereas bipolar disorder is characterized by a passive depressed state accompanied by a very active manic state.", Line_Normal);
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ClearMessage();
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DisableWindow();
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DrawScene("background/ke_ky1", 400 );
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//VoiceMatching
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if(GetGlobalFlag(GCensor) >= 3){ModCallScriptSection("zonik_tips_16_vm0x_n01","dialog001");}
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if(GetGlobalFlag(GCensor) <= 2){ModCallScriptSection("zonik_tips_16_vm00_n01","dialog001");}
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//VoiceMatchingEnd
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//「つまり、薬によらなくても異常な精神状態に陥る可能性があると。@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700028", 256, TRUE);
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OutputLine(NULL, "「つまり、薬によらなくても異常な精神状態に陥る可能性があると。」",
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NULL, "\"Basically, even without a drug, one can succumb to an irregular mental state.\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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//「仏は犯人に囲まれて命に危険が迫っとったんじゃろ@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f5e6d3>鑑識</color>", NULL, "<color=#f5e6d3>Forensic Investigator</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 0, "ps3/s20/00/443200038", 256, TRUE);
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OutputLine(NULL, "「仏は犯人に囲まれて命に危険が迫っとったんじゃろ?",
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NULL, "\"The deceased was surrounded after being chased, and his life was in danger, right?", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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// 極度の緊張が続いて、それに分泌異常が重なって、さらに打ち所が悪くて脳に障害が起こり自虐行動に走った...可能性もあるかもしれんの。¥
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f5e6d3>鑑識</color>", NULL, "<color=#f5e6d3>Forensic Investigator</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 0, "ps3/s20/00/443200039", 256, TRUE);
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OutputLine(NULL, " 極度の緊張が続いて、それに分泌異常が重なって、さらに打ち所が悪くて脳に障害が起こり自虐行動に走った…可能性もあるかもしれんの。」",
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NULL, "All that stress could have messed with his brain chemistry, he could have hit his head, and those factors combined might have caused him to mutilate himself. It's a possibility.\"", Line_Normal);
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ClearMessage();
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//「...............もうちょっと省略して言ってくれませんかねぇ...。¥
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700029", 256, TRUE);
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OutputLine(NULL, "「……………もうちょっと省略して言ってくれませんかねぇ…。」",
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NULL, "\"...Could you explain it to me in simpler terms...?\"", Line_Normal);
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ClearMessage();
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//VoiceMatching
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if(GetGlobalFlag(GCensor) >= 3){ModCallScriptSection("zonik_tips_16_vm0x_n01","dialog002");}
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if(GetGlobalFlag(GCensor) <= 2){ModCallScriptSection("zonik_tips_16_vm00_n01","dialog002");}
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//VoiceMatchingEnd
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//「なっはっはっはっはっはっは!!@ じゃあホシには殺意はなかったってことですかねぇ@ちょいと小銭を巻き上げようと殴ったら、たまたま殴り所が悪かったと!¥
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700030", 256, TRUE);
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OutputLine(NULL, "「なっはっはっはっはっはっは!!!",
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NULL, "\"Nahahahahahahah!!!", Line_Continue);
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Wait ( 2000 );
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OutputLine(NULL, " じゃあホシには殺意はなかったってことですかねぇ。",
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NULL, " Guess this means the assailants didn't have any intent to kill.", Line_WaitForInput);
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700031", 256, TRUE);
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OutputLine(NULL, "ちょいと小銭を巻き上げようと殴ったら、たまたま殴り所が悪かったと!」",
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NULL, " They smacked him hoping to nick some change, and just happened to hit a bad place!\"", Line_Normal);
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ClearMessage();
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// でっぷりした中年が二人してげらげらと下品に笑い合う¥
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if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
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OutputLine(NULL, " でっぷりした中年が二人してげらげらと下品に笑い合う。",
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NULL, "The two plump men laughed hoarsely.", Line_Normal);
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ClearMessage();
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//「.........なんてわけはありませんねぇ。@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700032", 256, TRUE);
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OutputLine(NULL, "「………なんてわけはありませんねぇ。」",
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NULL, "\"...But of course, it's not like that.\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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//「こほん@...いかにも。¥
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f5e6d3>鑑識</color>", NULL, "<color=#f5e6d3>Forensic Investigator</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 0, "ps3/s20/00/443200041", 256, TRUE);
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OutputLine(NULL, "「こほん。",
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NULL, "\"Ahem.", Line_Continue);
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Wait ( 1000 );
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OutputLine(NULL, "…いかにも。」",
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NULL, " Undoubtedly...\"", Line_Normal);
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ClearMessage();
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//「薬物の常用にせよ、精神的なものにせよ、仏の身元がカギを握っとるぞい@そっちはどうなっとるんじゃ?@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f5e6d3>鑑識</color>", NULL, "<color=#f5e6d3>Forensic Investigator</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 0, "ps3/s20/00/443200042", 256, TRUE);
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OutputLine(NULL, "「薬物の常用にせよ、精神的なものにせよ、仏の身元がカギを握っとるぞい。",
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NULL, "\"Whether it was habitual drug use, or something mental, the deceased's background holds the key.", Line_Continue);
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Wait ( 4600 );
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OutputLine(NULL, "そっちはどうなっとるんじゃ?」",
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NULL, " How's your investigation going?\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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//「ありゃぁこんな時間@ そろそろ戻らないと熊ちゃん、怒っちゃいますねぇ。@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700033", 256, TRUE);
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OutputLine(NULL, "「ありゃぁこんな時間!",
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NULL, "\"Oh my goodness, look at the time!", Line_Continue);
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OutputLine(NULL, " そろそろ戻らないと熊ちゃん、怒っちゃいますねぇ。」",
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NULL, " I need to get back soon or Kuma-chan will get angry with me.\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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//「おう@ 頑張れよ@ いいお年をの!@
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f5e6d3>鑑識</color>", NULL, "<color=#f5e6d3>Forensic Investigator</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 0, "ps3/s20/00/443200043", 256, TRUE);
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OutputLine(NULL, "「おう!",
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NULL, "\"Yeah!", Line_Continue);
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OutputLine(NULL, " 頑張れよ!",
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NULL, " Good luck!", Line_WaitForInput);
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ModPlayVoiceLS(3, 0, "ps3/s20/00/443200044", 256, TRUE);
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OutputLine(NULL, " いいお年をの!」",
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NULL, " Best wishes!\"", GetGlobalFlag(GLinemodeSp));
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if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
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//「いいお年を!¥
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if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
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ModPlayVoiceLS(3, 11, "ps3/s20/11/440700034", 256, TRUE);
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OutputLine(NULL, "「いいお年を!」",
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NULL, "\"Best wishes!\"", Line_Normal);
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ClearMessage();
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SetValidityOfInput( FALSE );
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Wait( 1000 );
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SetValidityOfInput( TRUE );
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DisableWindow();
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DrawScene("black", 1000 );
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FadeOutBGM( 0, 1000, FALSE );
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FadeOutBGM( 1, 1000, FALSE );
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FadeOutBGM( 2, 1000, TRUE );
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//gosub *tip_e
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//return
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}
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