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User:Uss0504/NITW

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Night in the Woods (Windows)


Hmmm...
ํ•  ๊ฒƒ:
* Longest Night์— ํฌํ•จ๋˜์–ด ์žˆ๋Š” ์ถœ์‹œ ์ด์ „ ๋ฒ„์ „ ๋Œ€์‚ฌ๋“ค ๋‚จ๊ฒจ๋‘๊ธฐ. (User:Uss0504/NITW/LN)
  • ํ•˜์œ„ ๋ฌธ์„œ ๋‚˜๋ˆ„๊ธฐ
  • ์ง€๊ธˆ ์ž‘์„ฑ๋˜์–ด์žˆ๋Š” ๋ฌธ์„œ์—์„œ ์†Œ๊ฐœํ•˜์ง€ ๋ชปํ•œ ์Šคํ”„๋ผ์ดํŠธ๋“ค ์˜ฌ๋ฆฌ๊ธฐ. ์˜ˆ์‹œ1, ์ถ”๊ฐ€์˜ˆ์ •
    • ๊ทœ์น™์— ๋งž๊ฒŒ ํŒŒ์ผ ์ด๋ฆ„ ๋ฐ”๊พธ๊ธฐ. (๋ชจ๋ฅด๊ณ  ์•ˆ๋ฐ”๊พธ๊ณ  ์˜ฌ๋ฆฐ ์ด๋ฏธ์ง€๊ฐ€ ์žˆ๋‹ค...)
  • ์‚ฌ์ „ ํ˜•์‹์— ๋งž๊ฒŒ ์„ค๋ช…, ์Œ์Šด์ฒด ์ œ๊ฑฐ.
  • ์ด ๋ฌธ์„œ์— ๋‚จ๊ฒจ ๋‘˜๊ฒƒ: ์•ˆ์“ฐ์ธ ์ด๋ฏธ์ง€, ์Œ์•…, ๊ธฐํƒ€ ์—์…‹(๋ฆฌ์†Œ์Šค)๋“ฑ.

๋ชจ๋“  ๋Œ€์‚ฌ๋Š” AssetStudio๋ฅผ ํ†ตํ•ด ์ถ”์ถœ๋œ ๋Œ€์‚ฌ๋ฅผ YarnEditor๋ฅผ ์‚ฌ์šฉํ•ด ์ฐพ์€๊ฒ๋‹ˆ๋‹ค.

๋งจ ์•ž์ค„์— '//'์ด ๋ถ™์€ ์ค„์€ ์ฃผ์„ ์ฒ˜๋ฆฌ๋˜์–ด์„œ ์‚ฌ์šฉ๋˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค. ๋Œ€์‚ฌ์˜ ๋งฅ๋ฝ์„ ์œ„ํ•ด ์ฃผ์„์ฒ˜๋ฆฌ ๋˜์ง€ ์•Š์€ ๋ถ€๋ถ„๋„ ๊ฐ™์ด ์ธ์šฉํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  '[...]'๋Š” ์ƒ๋žต๋œ ๋Œ€์‚ฌ์ž…๋‹ˆ๋‹ค. ์‚ฌ์šฉ๋˜๋Š” ์Šคํฌ๋ฆฝํŠธ๋“ค ์ผ๋ถ€ ํ•ด์„: [1] <pre> ํƒœ๊ทธ์— ๊ฐ์‹ธ์ ธ ์žˆ๋Š”๊ฑด [...]์œผ๋กœ ์ƒ๋žต๋œ๊ฑธ ์ œ์™ธํ•˜๋ฉด ์›๋ณธ ๋Œ€์‚ฌ์ž…๋‹ˆ๋‹ค.

๋Œ€์‚ฌ๊ฐ€ ์•„๋‹Œ๊ฒƒ: ์•ˆ๋ณด์ด๋Š” ์ง€ํ˜•?, ์นด๋ฉ”๋ผ ๋ฐ– ์ง€ํ˜•๋“ค.

ํ•˜์œ„ ๋ฌธ์„œ

์‚ฌ์šฉ๋˜์ง€ ์•Š์€ ๋Œ€์‚ฌ / Unused Text

NITW Buttons talk 00000.png
Unused Text
์ด๋ด ์•Œ๋ ‰, ๋„ˆ ์ด ๋Œ€ํ™” ์ˆจ๊ฒจ์•ผํ•ด!

user:uss0504/NITW/Unused Text

์ฃผ์„ / Comments

Blank.png
Comments

user:uss0504/NITW/Comments

์ฐธ๊ณ ? ๋…ธํŠธ? / Notes user:uss0504/NITW/Note, ์‹ค์ œ ๋ฌธ์„œ๋กœ ์˜ฎ๊ธธ๋• Notes:Night in the Woods (Windows) ์ด๋Ÿฐ์‹์œผ๋กœ ์˜ฎ๊ฒจ์•ผ ํ• ์ง€๋„.


Contents

AstralAct3Day2.yarn.txt

์ฒ˜์Œ์—๋งŒ ํšจ๊ณผ๊ฐ€ ์ ์šฉ๋˜์–ด์žˆ๊ณ  ๋‚˜๋จธ์ง„ ํšจ๊ณผ๊ฐ€ ์ ์šฉ๋˜์–ด ์žˆ์ง€ ์•Š์€ ์ฃผ์„์ด ์žˆ๋‹ค.

[...]
CatGod: and i am showing you now #line:e8cb49
<<close>>
<<playMusic unknowable 6>>
//flash to horrifying things//
<<trigger AstralAct3Day2 BeyondThings>> 
<<wait 9>>
<<fadeOutMusic 3>>
<<wait 3>>
<<playMusic cat_god 10>>
Mae: aaagh #line:f27b40
Mae: oh god. oh god. #line:bb6ef4
[...]
Mae: so... does anything mean anything? #line:63ec68
CatGod: this is not a question worth answering #line:f0c28d
-> what about my home? What about my friends? #line:d12326
	CatGod: soon they are dying #line:211db5
	CatGod: soon they are rotting #line:83e7b0
-> what about trees in the fall? What about the leaves? #line:77a1a2
	CatGod: bare existence, meaning nothing #line:543324
CatGod: you are atoms #line:6c5437
//begin blurry fade to black//
CatGod: and your atoms are not caring if you are existing #line:3add4e
CatGod: your atoms are monstrous existence #line:fe9968
Mae: then why am I here goddammit? Why was i chosen to see all of this? #line:fce248
Mae: where is this going? #line:99265f
CatGod: little creature, you are not chosen #line:551cbe
CatGod: there is no one to choose you #line:33f5a3
CatGod: this is going nowhere #line:034f0c
CatGod: we are not meeting again #line:a547d5
//fully black now//
CatGod: and the universe is forgetting you #line:02c14c
CatGod: and I am remembering you #line:6decf6
[...]
CatGod: goodbye, little creature #line:e97d11
<<close>>
<<fadeOutMusic 5>>
<<fadeOut 5 wait>>
<<wait 5>>
<<endDay>>

BandPractice.yarn.txt

๋ฐด๋“œ ์—ฐ์Šต์ด ๋๋‚œ ์ดํ›„์— ์ ์ˆ˜ ํ‰๊ฐ€ ํ•˜๋Š” ๋ถ€๋ถ„์— ๋ถ™์–ด์žˆ๋Š” ์ฃผ์„๋“ค. ์ดํ›„๋กœ๋„ ๊ณตํ†ต์ ์œผ๋กœ ์กด์žฌํ•˜๊ณ , MaeRoom.yarn.txt ์—์„œ๋„ ๋™์ผํ•˜๊ฒŒ ์กด์žฌํ•œ๋‹ค.

<<if $band_practice_0_right is 100>>
    // player played the song perfectly!
[...]
<<elseif $band_practice_0_right > 90>>
    // player did pretty alright!!
[...]
<<elseif $band_practice_0_played < 50>>
    // player played less than 50% of the notes registered
[...]
<<elseif $band_practice_0_right < 20>>
    // player probably mashed random buttons for the whole song
[...]
<<elseif $band_practice_0_right < 50>>
    // pretty baaaad
[...]
<<else>>
    // a catch-all for doing pretty meh
[...]

EndBandPractice_A3D1

๋„์ „๊ณผ์ œ๋ฅผ ์œ„ํ•œ ์ฃผ์„. Notes for Achievement.

// adjust these numbers later
// also see these in Continuity.cs
[...]

DomFriendGreggEnding

๋งจ ์œ—์ค„๋งŒ ์ œ์™ธํ•˜๊ณค DomFriendBeaEnding์—๋„ ์กด์žฌํ•œ๋‹ค.

//Gregg Domfriend
//fade it on empty bad practice room//
<<wait 3>>
//from offscreen to the left//
[...]

BeaApartment.yarn.txt

์—”๋”ฉ ๋ถ€๋ถ„(A4D2)์— ์ฃผ์„ ์กด์žฌ.

DomFriendVignette

//fade in on bea, sitting in her living room doing bills as her dad is asleep on the couch. Mae chat continues in black box somewhere//
[...]

SubFriendVignette

<<fadeIn 1 wait>>
//fade in on bea, sitting in her living room doing bills as her dad is asleep on the couch.//
[...]
//fade out. Fade in on germ in a parking lot. This will need to be a new scene//
[...]

BeaIQGraveyard.yarn.txt

HillTop

์šฐ๋Š” ์ด๋ชจํŠธ๋ฅผ ์‚ฌ์šฉํ•˜๋ ค๋˜ ํ”์ .

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
Mae: he looked at me as i went past and #line:a802fe
//if we have a mae cry emote use it here//
Mae: I THINK HE KNEEEW-EW-EW... #line:1c781c
[...]
[...]
Mae: ๋‚ด๊ฐ€ ์ง€๋‚˜๊ฐ€๋Š” ๊ฑธ ๊ฑ”๊ฐ€ ๋ด๋ฒ„๋ ธ์–ด #line:a802fe
//if we have a mae cry emote use it here//
Mae: ์•„๋งˆ ๊ฑ˜ ์•Œ....์•Œ์•„์ฑ˜์„..... #line:1c781c
[...]

BeaIQOldSection.yarn.txt

InitLevel

์ฃผ์„ ์ฒ˜๋ฆฌ๋œ ๋ถ€๋ถ„.

[...]
<<if $did_bea_coffin>>
    <<warp Mae MaeInPit>>
    <<warp Bea BeaInPit>>
    <<flip Mae -1>>
    <<cameraLookAt CameraEnd>>
    //<<hide Collision:Ground>>
<<else>>
    //<<hide Collision:Ground2>>
<<endif>>
<<setSpriteLayer Bea CharacterFG>>

InSinkhole

//<<hide Collision:Ground>>
//<<show Collision:Ground2>>

BeaParty.yarn.txt

Dialogue1

<<cameraFollowPlayer 2>>
//<<walk Jackie Jackie2 wait>>
//<<flip Jackie -1>>
<<walk Bea BeaDance>>

AfterFirstDance

//they walk away. And youโ€™re free to walk around or dance until you go talk to Bea again.
//How do we want to continue dancing?
//Is it like an interact spot?
//Otherwise you can wander and look at stuff

BeaTown.yarn.txt

์ƒํ™ฉ์„ ์„ค๋ช…ํ•˜๋Š” ์ฃผ์„์ด ๋งŽ๋‹ค.

TriggerJackie

//autotriggers when you get within range//
[...]
//you can now freerun and jump and stuff!//

NeedToJumpOnCar

//there is a guy and a girl standing in front of the car you need to jump on//
[...]
//she walks away to the right and down to the party//
[...]
//CarDude walks to the right and down to the party//

TriggerBeaEnd

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
Mae: college is stupid anyway #line:cc277b
//remember on blocking to do yelling text effects for this//
Bea: OH MY GOD YOU COMPLETE ASSHOLE #line:220768
[...]
Bea: so why did you leave? #line:194313
Mae: i... #line:e1dfb8
<<close>>
//walk Mae over and sit next to Bea on bench//
[...]
<<if $did_bea_friendship_quest_1>>
    Mae: you know what the Fort Lucenne fish fountain would say #line:98c03c
    Bea: what? #line:79b026
    //remember size and shake//
    Mae: BEATRICE SANTELLO #line:8d6b83
    Mae: WE SHOULD GET BURGERS AND SHAKES ON THE WAY HOME #line:7ca391
[...]
[...]
Mae: ๋Œ€ํ•™์€ ๋ฐ”๋ณด ๊ฐ™์€ ๋ฐ๋ž€ ๋ง์•ผ. #line:cc277b
//remember on blocking to do yelling text effects for this//
Bea: ์„ธ์ƒ์— ๋„ˆ ๊ฐ™์€ ๋จธ์ €๋ฆฌ ์ƒˆ๋ผ๋Š” ์ฒ˜์Œ ๋ณธ๋‹ค #line:220768
[...]
Bea: ๊ทธ๋ž˜์„œ ์™œ ๋Œ์•„์˜จ ๊ฑด๋ฐ? #line:194313
Mae: ๋‚œ... #line:e1dfb8
<<close>>
//walk Mae over and sit next to Bea on bench//
[...]
<<if $did_bea_friendship_quest_1>>
    Mae: ์•„๋งˆ ํฌํŠธ ๋ฃจ์…ด ๋ฌผ๊ณ ๊ธฐ ๋ถ„์ˆ˜๊ฐ€ ์ง€๊ธˆ ์ƒํ™ฉ์„ ๋ดค์œผ๋ฉด ์ด๋ ‡๊ฒŒ ๋งํ–ˆ์„ ๊ฑธ #line:98c03c
    Bea: ๋ญ๋ผ๊ณ ? #line:79b026
    //remember size and shake//
    Mae: ๋น„์•„ํŠธ๋ฆฌ์Šค ์‚ฐํ…”๋กœ #line:8d6b83
    Mae: ์šฐ๋ฆฌ๋Š” ๊ฐ€๋Š” ๊ธธ์— ๋ฒ„๊ฑฐ๋ž‘ ์‰์ดํฌ๋ฅผ ๋จน์–ด์•ผ ํ•˜๋Š๋‹ˆ๋ผ #line:7ca391
[...]

Birdland.yarn.txt

InteractPosters

//this interaction is enabled only after talking to them after their quest is completed//
[...]

Bridge.yarn.txt

Rabies

// note there is a matching extraZoom in the waitForRabies code
<<extraZoom 0 3>>

BusStation.yarn.txt

VendingMachine

Pawmode๋กœ ๋“ค์–ด๊ฐ€์„œ ์ง‘์ง€ ์•Š๊ณ  ๋Œ€์‚ฌ๋กœ ํ•˜๋ ค๊ณ  ํ•œ ํ”์ ์ด ์žˆ์Œ. ์‹ค์ œ๋กœ๋„ Pawmode์— ๋“ค์–ด๊ฐ€์ง„ ์•Š์Œ. [2]

    Mae: Okay, just gotta grab it. #line:94d4e3
	//<<set $soda to 1>>
	//Mae: Got it!

ChurchHill.yarn.txt

InitLevel

์•ˆ์“ฐ์ด๋Š” ๋ณ€์ˆ˜์™€ ์ฃผ์„์ฒ˜๋ฆฌ๋œ ๋ถ€๋ถ„.

<<set $taxi_stop to 2>>

์•ˆ์“ฐ์ด์ง€๋งŒ ๊พธ์ค€ํžˆ ๋‚˜์˜ค๋Š” $taxi_stop ๋ณ€์ˆ˜. ํƒ์‹œ ๊ธฐ๋Šฅ์ด ์žˆ์—ˆ๋˜ ํ”์ ์ด ๋กฑ๊ธฐ์ŠคํŠธ ๋‚˜์ดํŠธ์— ์กด์žฌํ•œ๋‹ค.

[...]
<<if $act is 2 and $day is 4>>
    // show wyrd teens
<<elseif $act is 4 and $day is 3 and $found_pentagrams >= 3>>
    // show wyrd teens
<<else>>
    <<hide Britt>>
    <<hide Pam>>
    <<hide Karla>>
<<endif>>
[...]
<<elseif $act is 3 and $day is 2>>
    <<show Jen>>
//<<elseif $act is 2 and $day is 4 and $did_gregg_friendship_quest_3>>
//    <<show Jen>>

ChurchSanctuary.yarn.txt

EnterLevel_A4D1

[...]
<<trigger ChurchAnimate Morph>>

// fade out characters //
[...]
//<<fadeOutMusic 7>>
<<fadeOutAmbientSFX _AmbientSFX:amb_deathprairie_church 7>>
//<<playAmbientSFX _AmbientSFX:amb_hospital 7>>
[...]
Janitor: Janitor! #line:d253a0
<<close>>
<<walk Janitor JanitorOffRight wait>>
//mae opens her eyes//
[...]
Mae: everything #line:4c22a3
<<close>>
//<<fadeOutAmbientSFX _AmbientSFX:amb_hospital 1>>

===

Continuity.yarn.txt

EndDay

๋ฏธ์‚ฌ์šฉ ๋ณ€์ˆ˜๋“ค์ด ๋งŽ๊ธด ํ•œ๋ฐ... ์ผ๋‹จ ์ƒ๋žต ํ•˜๊ณ  ์ฃผ์„๋ถ€๋ถ„๋งŒ ์˜ฎ๊ฒจ๋‘ .

<<if $mallard_rats > 0>>
    <<if $act is 4 and $day is 1>>
        // do nothing
    <<elseif $act is 4 and $day is 2>>
        // do nothing
    <<else>>
        <<set $rat_spread_days += 1>>
    <<endif>>
<<endif>>
[...]
//<<if $cook > 0>>
//    <<set $cook_sequence += 1>>
//    <<set $cook to 0>>
//    <<set $cook_done to 0>>
//<<endif>>
[...]

Diner.yarn.txt

AfterFoodFlicker

[...]
Gregg: That's where I got my tattoo! #line:3f300e
Mae: What? #line:65e821
Gregg: Yeah! #line:0a2cfd
//emoticon of sheep tattoo//
Gregg:{emote=sheep_tattoo} #line:abf3c7
[...]
Mae: You're moving to Bright Harbor. #line:c70ff4
Gregg: Yeah! #line:b6e67e
Mae: Oh. #line:760f7a
// We need a variable to say I know about Bright Harbor and the tattoo so we don't repeat this later.
// ^ we can use $did_gregg_friendship_quest_1 to check this
[...]

DonutWolfExterior.yarn.txt

InitLevel_A3D3

์ฃผ์„ ์ฒ˜๋ฆฌ๋œ ๋ถ€๋ถ„.

//Mae and Gregg and sitting basically where they were in the demo,
//with Angus on the far side of Gregg//
<<sit Gregg>>
<<sit Angus>>
<<hide GardenGnome>>

DonutWolfInterior.yarn.txt

InitLevel

[...]
<<if $bathroom_mirror is 0>>
    //characters start offscreen to the left and start walking in to some locators by the door//
    <<hide Collision:Left>>
[...]

FQ4Intro

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
Mae: I have to go to the bathroom. #line:8039c5
Gregg: ...ok... #line:e245b3
<<close>>
//Mae walks over to the bathroom. Camera stays on Gregg as she walks away. Poor Gregg. Orโ€ฆ poor Gregg???//
//<<setCameraMode Stationary>>
[...]
[...]
Mae: ๋‚œ ํ™”์žฅ์‹ค ๊ฐ”๋‹ค ์™€์•ผ๊ฒ ์–ด. #line:8039c5
Gregg: ...์‘... #line:e245b3
<<close>>
//Mae walks over to the bathroom. Camera stays on Gregg as she walks away. Poor Gregg. Orโ€ฆ poor Gregg???//
//<<setCameraMode Stationary>>
[...]

DoucheBagGuitarCues.txt

๋ฌด์Šจ ๋‚ด์šฉ???

0 int state 1

242 int state 2 //4:02
263 int state 3 //4:23
290 int state 2 //4:50
294 int state 3 //4:54
307 int state 2 //5:07
309 int state 3 //5:09

315 int state 1 //5:15

505 int state 2 //8:25
526 int state 3 //8:46
553 int state 2 //9:13
557 int state 3 //9:17

566 int state 0 //9:26

FoodDonkeyInterior.yarn.txt

InitLevel

$arcade_machine_1_done ์ด๋ž€ ์“ฐ์ด์ง€ ์•Š๋Š” ๋ณ€์ˆ˜๋ฅผ ์„ค์ •ํ•œ๋‹ค.

[...]
<<set $arcade_machine_1_done to 1>>
<<set $arcade_machine_2_done to 1>>
<<set $arcade_machine_3_done to 1>>

EnterLevel

$wont_open_food_donkey_basement_door_1 ๋ž€ ๋ณ€์ˆ˜๋ฅผ ์„ค์ •ํ•œ๋‹ค. (๋ชจ๋“  ์Šคํฌ๋ฆฝํŠธ ์•ˆ์—์„œ ์“ฐ์ด์ง€ ์•Š์Œ)

FortLucenneMall.yarn.txt

EnterLevel

<<if $fort_lucenne_mall is 0>>
    // intro
[...]
<<elseif $fort_lucenne_mall is 1>>
    // after the not topic, first time
[...]
<<elseif $fort_lucenne_mall is 3>>
    // they're eating in the cafeteria
[...]
<<elseif $fort_lucenne_mall is 6>>
    // walking out of the not topic for the last time
[...]

WalkOutConversation

[...]
<<if $demo2>>
    <<scene ShowJournalDoodles>>

FountainDone

[...]
// feedback noise, crackly, echoey, overblown V/O and a bit of screenshake when she talks?
<<playOneShot event:/fort_lucenne_mall/microphone_feedback>>
[...]

Germ.yarn.txt

Germ_A2D1_01

$like_a_poem ์ด๋ž€ ์•ˆ์“ฐ์ด๋Š” ๋ณ€์ˆ˜๋ฅผ ์„ค์ •ํ•œ๋‹ค.

[...]
Germ: It was like... #line:5e3c2a
Germ: a poem. #line:ee3ac3
<<set $like_a_poem to 1>>

GermEnterParkingLot_A2D3

ํšจ๊ณผ๊ณผ ๊ตฌํ˜„์ด ์•ˆ๋œ ์ฃผ์„๋งŒ ์žˆ๋‹ค.

[...]
Germ: ok we're done! #line:c46ef3
Mae: what? #line:115b36
Germ: let's go! #line:9fac1b
//germ starts walking away//
Mae: hey! #line:3d54f5
<<irisOut 1 wait>>
<<scene Outskirts>>

GermEnterBridge_A3D2

[...]
        <<waitForMove Germ>>
        //they walk out onto the bridge and Germ jumps up onto the railing.
        <<playOneShot event:/mae/footsteps/metal/footstep_metal_jump Germ>>
        <<jumpThroughUp Germ>>
        <<wait 2>>
        //Weโ€™ll need a Germ balancing idle here//
        <<lookAt Mae Germ>>
        Mae: So what are we doing here? #line:dd7b49
[...]
        Germ: ok #line:237a34
        <<lookForward Germ>>
        Germ: bye #line:67f48e
        <<close>>
        <<wait 1>>
        //Germ jumps off the bridge//
        <<jumpThrough Germ>>
[...]
        Germ: JUMP! Itโ€™s fine! #line:a6e01d
        Mae: oh for real? #line:67e353
        //<<trigger Germ Blink>>
        <<toggleBlinks Germ 1>>
        <<flip Germ -1>>
        <<cameraFollowPlayer 2>>

Germ_A3D4_00

์ถ”์ •: ์ด ์Šคํฌ๋ฆฝํŠธ ์ดํ›„์— GermEnterOutskirts_A3D4๋ฅผ ๋‹ค์‹œ ๋ถˆ๋Ÿฌ์™€์•ผํ•ด์„œ ์ฃผ์„ ์ฒ˜๋ฆฌ๋œ๊ฑธ๋กœ ์ถ”์ •๋œ๋‹ค.

[...]
//<<set $germ_done to 1>>

GermHouse.yarn.txt

HomeQuestIntro

์Šคํฌ๋ฆฝํŠธ ๋’ค์— f๊ฐ€ ์žˆ๋Š” ์˜คํƒ€๊ฐ€ ์กด์žฌํ•œ๋‹ค.

[...]
//<<walk Mae Mae1>>
//<<walk Germ Germ1>>f

//<<waitForMove Mae>>

//Germ: Dialogue 1.
//Mae: Dialogue 1.
//<<close>>
[...]

HomeQuestTrampoline

[...]
<<runAndJumpOffPorchToTrampoline Germ>>
<<cameraLookAt CameraTrampoline 2>>
<<wait 3>>
// Germ runs and jumps off the porch onto the trampoline.
[...]

TrampolineTalk

[...]
<<setCanInteract Germ 1>>
// this next command prevents Germ from making Mae walk and pause
<<setUsePlayerInteractStates Germ 0>>
<<alwaysRequireButtonToAdvance 0>>
//<<cameraFollowPlayer 1>>

Dinner

[...]
// force Germ to blink to clear his eyes
//<<trigger Germ Blink>>
<<toggleBlinks Germ 1>>
[...]

๊ทธ๋ฆฌ๊ณ  wait ์Šคํฌ๋ฆฝํŠธ์˜ ์•ž๋ถ€๋ถ„์— < ์„ ๋นผ๊ณ  ์ ์€ ์˜คํƒ€๊ฐ€ ์กด์žฌํ•œ๋‹ค. (๊ฒŒ์ž„ ๋‚ด์—์„œ ์ถœ๋ ฅ๋˜์ง„ ์•Š์Œ.)

Germ: Glad you liked Sloppy Joeโ€™s. #line:b767bc
Mae: Who doesnโ€™t? #line:4af7d2
<<close>>
<wait 3>> #line:42b866
Germ: What were you going to say before dinner? #line:82f4e2


[...]
<<close>>
//Mae kinda slumps to the side and leans her head on Germ and closes her eyes//
<<close>>
<<wait 2>>
Mae: Thanks for dinner. #line:e82e68
[...]

GermKitchen.yarn.txt

HomeQuest

//germ and mae walk in. GermMom is in the FG//
[...]

GreggAngusApartment.yarn.txt

FQ2_5

<<setAnimInt Mae layShocked 1>>
//mae is laying on the floor getting electrocuted.
//Her dialogue autoplays and you just advance Greggโ€™s.
//Robot is waggling around. Gregg is whooping and hollering and dancing.
[...]
<<show Angus>>
<<tell _AmbientSFX:door Play>>
<<wait 2>>
Angus: What the- #line:d6ba27
<<close>>
<<extraZoom 0 2>>
<<cameraLookAt GreggFQ2EndCam2 3>>
<<wait 2>>
//pan over and Angus is standing there with the door open//
[...]
<<close>>
//you control maeโ€™s dialogue again. She is no longer being electrocuted.//

InitLevel_A3D1

๊ฐ™์€ ์ฃผ์„์ด InitLevel_A3D4, PostIQConvo์—๋„ ์žˆ๋‹ค.

//left to right on the couch, seated: angus, gregg, bea. mae on the floor in floor sit pose//
[...]

InitLevel_A3D3

<<hide Bea>>
<<hide Germ>>
//Gregg and Mae are in the living room.
<<warp Mae MaeRobotBody>>
<<warp Gregg GreggRobotBody>>
//The robot is on the couch(?).
//Angus is in the kitchen but we canโ€™t see him yet.
<<warp Angus AngusKitchen>>
<<cameraLookAt CouchCamera>>

GreggFQ4Intro

[...]
//camera pulls out to see Angus is standing like 6 feet away//
<<extraZoom 0 2>>
[...]
//angus walks across the screen and off the left//
<<walk Angus AngusOffLeft>>
[...]

PostIQConvo

[...]
Gregg: alright. #line:fdc513
Gregg: let's hunt some ghost. #line:d0979e
<<set $night to 1>>
//<<set $walking_up_to_the_woods to 1>>
<<fadeOut 1 wait>>
<<scene MineWoods left>>

SetupDomFriendCouchGroup

<<if $dom_friend_bea>>
    //if Bea is domfriend, hereโ€™s the layout- Bea is sitting on the couch, on the right. Gregg is sitting on the ground in front of the couch to the left, germ on the right. Those two are playing videogames. Angus is in the kitchen, cooking. We just watch this for a few seconds. What era of games is it? Feel like theyโ€™d be playing some sort of two-player Tony Hawk thing or something but how do we want to show โ€œold gameโ€ audibly w/o it being like 8-bit?
[...]
<<else>>
    //if Gregg is domfriend, hereโ€™s the layout- Gregg is standing in front of the couch, to the left. Bea is sitting on the couch, on the right. Germ is sitting in from of the couch on the right. Angus is in the kitchen, cooking. We just watch this for a few seconds. Video game noises.
[...]

Angus_A4D1

๊ทธ๋ ‰์‹œ์ ์—์„œ ์›€์ง์ผ๋•Œ ์—ฅ๊ฑฐ์Šค๋ฅผ ๊ปด์•‰๊ฑฐ๋‚˜ ๋น„๋น„๋Š” ์• ๋‹ˆ๋ฉ”์ด์…˜์ด ํ•„์š”ํ•  ๊ฑฐ ๊ฐ™๋‹ค๋Š” ์ฃผ์„.

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
        Angus: someoneโ€™s gotta take care of you! #line:2be864
        Gregg: Dude. Let me take care of *you*. #line:f7e69f
        Angus: This. This stuff I'm doing? #line:06e972
        Angus: this helps me. #line:1c3ab1
        Gregg: ok. that's cool. #line:e48a40
        //need some sort of animation of Gregg hugging or smooching Angus here//
        Gregg: We are gonna make it through this. #line:0c751c
        Angus: We are gonna make it through this. #line:a69785
        Gregg: love you. #line:900428
        Angus: love you. #line:401c6a
[...]
[...]
        Angus: ๋ˆ„๊ตฐ๊ฐ€๋Š” ๋„ ๋Œ๋ด์ค˜์•ผ์ง€! #line:2be864
        Gregg: ์•ผ. ๋‚ด๊ฐ€ *๋„* ๋Œ๋ด์•ผ ํ•ด. #line:f7e69f
        Angus: ์ด๊ฑฐ. ์ง€๊ธˆ ํ•˜๊ณ  ์žˆ๋Š” ๊ฑฐ? #line:06e972
        Angus: ์ด๊ฒŒ ๋‚  ๋„์™€์ค˜. #line:1c3ab1
        Gregg: ์•Œ๊ฒ ์–ด. ๊ทธ๊ฑฐ ์ข‹๋„ค. #line:e48a40
        //need some sort of animation of Gregg hugging or smooching Angus here//
        Gregg: ์šฐ๋ฆฐ ํ—ค์ณ๋‚˜๊ฐˆ๊ฑฐ์•ผ. #line:0c751c
        Angus: ์šฐ๋ฆฐ ํ—ค์ณ๋‚˜๊ฐˆ๊ฑฐ์•ผ. #line:a69785
        Gregg: ์‚ฌ๋ž‘ํ•ด. #line:900428
        Angus: ๋‚˜๋„ ์‚ฌ๋ž‘ํ•ด. #line:401c6a
[...]

Bea_A4D1

์ž˜๋ชป ์ ํžŒ ์ฝ”๋“œ๊ฐ™์€ ์ฃผ์„ ์ฒ˜๋ฆฌ๋œ ๋ถ€๋ถ„.

//<<else>>
//    <<set $bea += 1>>
//    <<set $bea_done to 1>>

MaeComesBack

// mae laying on couch
[...]
//Germ still playing games. Bea and Angus talking to the right of the couch.//
[...]
//Gregg is standing to the left of the couch//
[...]
//Bea walks in from kitchen//
[...]
//Bea and Gregg are standing to the right of the couch. Angus is on the left//
[...]
//<<cameraLookAt CouchCamera>>

<<setAnimInt GreggAngusApartment blackOut 1>>

<<fadeIn 1 wait>>
//on black screen//
Mae: Hello? #line:21e92a
Bea: Look whoโ€™s awake! #line:ab3780
//buzzer rings//
<<tell _AmbientSFX:intercom_buzz_short Play>>
[...]

AfterPizza

//Mae is talking to her mom on an actual land line in the kitchen! A LAND LINE! Momโ€™s responses come from receiver and hang out on a node opposite Mae?
[...]
<<set $gregg_angus_phone_off_hook to 0>>
//music does a thing during this pause here? Like an ambient sting or... something? Like foreboding? So players can think maybe her saying she loves her mom is like her last words to her?//
//Mae can deathwalk around the apartment.
//Angus is in the kitchen eating a brownie.
<<warp Angus AngusKitchen>>
//Gregg is on the couch watching
<<sit Gregg SitOnCouch2>>
//Germ, who is still sitting there playing the game.
//Bea is looking at her phone by their computer in the bedroom.
<<warp Bea BeaBedroom>>
<<flip Bea -1>>
<<playIdleAnimationPlayer>>
<<warp Mae MaeKitchenLandline>>
<<fadeIn 1 wait>>
// need to prevent access to the door here! somehow... maybe the door should always be off?
<<unfreezePlayer>>
<<cameraFollowPlayer 1>>

GermLeaves

<<if $did_germ_friendship_quest_1 and $did_germ_friendship_quest_2>>
    //walk mae and germ over by door//
    <<close>>
    <<walk Germ GermByDoorWithMae wait>>
    <<if $dom_friend_bea is 0>>
        // only flip if gregg is dom friend
        <<flip Mae -1>>
[...]
<<else>>
[...]
    Germ: See ya! #line:3c11cb
    Mae: Bye, Germ #line:08d0d1
    //Mae: What a weird guy.
    //Gregg: Aw, Germโ€™s alright.

GreggAngusParkingLot.yarn.txt

GreggFQ2Intro

[...]
//walking across to the car, which is on the right//
[...]
//they stop in front of the car//
[...]

CarDamage05

Gregg: GHOST TIGER VAMPIRES RISE FROM THE MOON!!! #line:81de1b
//Mae: What?
//Gregg: I dunno! I go where the moment takes me!

AfterDisconnect

Mae: =_= #line:e71cee
//mae is on the ground, gregg is standing on top of the car//
[...]

GreggFQ3Woods.yarn.txt

InitLevel

<<if $gregg_fq3_woods is 1>>
    // after knife fight
[...]
<<elseif $gregg_fq3_woods is 2>>
    // done shooting
[...]

EnterLevel

<<if $gregg_fq3_woods is 0>>
    <<wait .1>>
    <<walk Mae Mae1>>
    <<walk Gregg Gregg1>>
    //enter from offscreen to the left and walk to locators weโ€™ll set up when blocking happens//
[...]
    <<lookForward Gregg>>
    //Gregg runs to the right//
    <<run Gregg GreggOffRight1>>
[...]
    <<close>>
    //Wait til heโ€™s offscreen to trigger movement for Mae again. You can freerun around now until you go talk to Gregg. Greggโ€™ll be doing some amusing animation until you do.//
    <<waitForMove Gregg>>
[...]
<<elseif $gregg_fq3_woods is 1>>
    // after knife fight
[...]

BreakLogConversation

[...]
Mae: With the knives? #line:0c7c19
Gregg: NO! :| #line:26230c
//gregg runs into place and starts jumping//
Mae: This is probably gonna kill us! #line:88c814
Gregg: Naw, dude. #line:7fb343
Mae: Good point. #line:49c8cf
//you can now jump, and then the log breaks, wooo//
<<tell GreggLogBreakBrain Run>>

BreakLog

[...]
Gregg: Dude, someoneโ€™s gonna die or get born because we broke that log. #line:9ffda4
Mae: crap, man. #line:9d801c
Gregg: yeah. #line:950395
<<close>>
// gregg jumps up
<<setAnimInt Gregg layingSide 0>>
[...]

Gregg2

[...]
<<walk Mae MaeOnLogKnifeFight wait>>
//mae walks to middle of log//
Mae: come get cut, Greggor. #line:6e31ad
<<close>>
//gregg walks to middle of log//
<<walk Gregg GreggOnLogKnifeFight wait>>
Gregg: Say goodbye to your fingers. :) #line:c369e9
[[KnifeFight]]

Gregg3

//find Gregg and chat then shoot that beast!//
//when you enter, gregg is set to Gregg_bod_crossbow_down//
[...]
    //play Gregg_bod_crossbow_down2up//
    //hold on Gregg_bod_crossbow_up//
    <<setAnimInt Gregg crossbow 2>>
[...]
//thereโ€™s gonna be a camera panning over joke here//
Mae: So like... whatโ€™s going on there? #line:e11e25
Gregg: The Forest God. #line:6e81f4

Gregg4

//aperture in//
Mae: So, #line:92766e
<<close>>
//broken tv nearby pops on for a second. Loud static echoes through the woods//
<<playOneShot event:/gregg_woods/tv_on AmbientSFX:tv>>
<<tell AmbientSFX:tv Play1>>
[...]
//gregg sits//
<<lookRight Gregg>>

HamPanther.yarn.txt

FoodChart

์Œ์‹ ์กฐํ•ฉ์„ ์ •๋ฆฌํ•ด๋‘๋Š” ๊ธ€. ๋Œ€์‚ฌ๋กœ ์ถœ๋ ฅ๋˜์ง„ ์•Š์ง€๋งŒ ์ฒ˜์Œ๋ถ€๋ถ„๋งŒ ์ฃผ์„ ์ฒ˜๋ฆฌ๋˜์–ด์žˆ๋‹ค.

//question: Syntax looks inconsistent for these options.//
// Should there be a colon after $grocery_cooler and $grocery_meat?//
$grocery_canned_goods: #line:76a00b
1 - Succotash #line:3751d9
2 - Green Beans #line:796c2e
3 - Cream of Chicken Soup #line:85d290

$grocery_box: #line:e1f87d
1 - Mac nโ€™ Cheese #line:f257b6
2 - Scalloped Potatoes #line:1d1e3a
3 - Mashed Potatoes #line:2dc6b6
4 - Rice #line:121815

$grocery_cooler #line:d3048c
1 - Biscuits #line:42defe
2 - Creamed Spinach #line:9c49f3

$grocery_meat #line:3c4582
1 - Ground Beef #line:cb319e
2 - Chicken #line:4362e8
3 - Fish #line:fa8f97
4 - Pork Chops #line:566a8e

EndGroceries

<<if $grocery_meat is 1 and $grocery_bakey_shakey is 0 and $grocery_box is 1 and $grocery_canned_goods is 1>>
    //Ground Beef (no bakey shakey) + Mac nโ€™ Cheese + Succotash = GOOD
    <<set $grocery_quality to 1>>
<<elseif $grocery_meat is 4 and $grocery_bakey_shakey is 1 and $grocery_box is 2 and $grocery_canned_goods is 2>>
    //Pork Chops (with Bakey Shakey) + Scalloped Potatoes + Green Beans = GOOD
    <<set $grocery_quality to 1>>
<<elseif $grocery_meat is 2 and $grocery_bakey_shakey is 0 and $grocery_canned_goods is 3 and $grocery_cooler is 1>>
    //Chicken (nobakey shakey) + Cream of Chicken Soup + Biscuits = GOOD
    <<set $grocery_quality to 1>>
<<elseif $grocery_meat is 3 and $grocery_bakey_shakey is 0 and $grocery_box is 1 and $grocery_cooler is 2>>
    //Fish (no bakey shakey) + Mac nโ€™ Cheese + Creamed Spinach
    <<set $grocery_quality to 1>>
<<elseif $grocery_meat is 3 and $grocery_bakey_shakey is 1>>
    //Fish (bakey shakey)
    <<set $grocery_quality to -1>>
<<elseif $grocery_meat is 1 and $grocery_bakey_shakey is 2>>
    //Beef  (bakey shakey)
    <<set $grocery_quality to -1>>
<<elseif $grocery_meat is 1 and $grocery_box != 1>>
    //Beef + anything other than Mac nโ€™ Cheese
    <<set $grocery_quality to -1>>
<<elseif $grocery_meat is 3 and $grocery_canned_goods is 3>>
    //Fish + Cream of Chicken
    <<set $grocery_quality to -1>>
<<elseif $grocery_meat is 2 and $grocery_bakey_shakey is 1 and $grocery_canned_goods is 3>>
    //Chicken (bakey shakey) + Cream of Chicken Soup
    <<set $grocery_quality to -1>>
<<elseif $grocery_meat is 4 and $grocery_canned_goods is 3>>
    //Pork Chops + Cream of Chicken Soup
    <<set $grocery_quality to -1>>
<<elseif $grocery_meat is 1 and $grocery_canned_goods is 3>>
    //Beef + Cream of Chicken Soup
    <<set $grocery_quality to -1>>
<<endif>>
[...]

Laptop.yarn.txt

AngusLaptop_A1D2

[...]
<<if $demontower_plays > 0>>
    // if player has played demontower already
[...]
<<else>>
    // if player hasn't played demontower yet
[...]

GreggLaptop_A3D2

[...]
	GreggLaptop: it was a janitor and not a ghost. #line:f8d052
	Mae: I *felt* it dude. #line:b3c2cd
	//No more owl
	//GreggLaptop: well I felt getting attacked by an owl
	//GreggLaptop: maybe the owl was stalking us inside there
	GreggLaptop: iโ€™m asking Angus if that could happen #line:f6edbc
[...]

Library.yarn.txt

PoetSociety

์ฒ˜์Œ์— ๋ฉ”์ด๊ฐ€ ์นด์šดํ„ฐ์— ์•‰๋Š”๊ฒƒ ๋ง๊ณ ๋Š” ๊ตฌํ˜„๋œ ํšจ๊ณผ๊ฐ€ ์—†๋‹ค.

MissQuelcy: Ahem! #line:fbd202
Mae: What is... #line:e9a2e1
//Librarian: Shhh!
[...]
->Yeah! #line:bdee13
    <<close>>
    //lights go down
    //Mae hops up on library counter//
    <<sit>>
[...]
    MissQuelcy: Next up, "Fisherman" Jones. #line:98a17c
    //fisherman stands up//
    MissQuelcy: Fisherman Jones has a poem for us- #line:553b08
[...]
    Fisherman: ... #line:166f1f
    //fisherman sits down//
    Fisherman: that's it. #line:c87f28
[...]
        MissQuelcy: Finally, a poem by Selma Ann Forrester! #line:60817a
        //selmers stands up//
        Mae: :) #line:1e7f61
[...]

Lori.yarn.txt

A2D1.0

[...]
Lori: Nevermind it's ok I'm sorry I'm sorry #line:216268
//lori goes into panic animation//
Mae: :( #line:e6e6fd
Mae: It's ok! Calm down! #line:543279
Lori: I'm sorry I get all weird sometimes I'm sorry #line:4d82ee
Lori: *huff* *huff* *huff*  #line:bb10ec
Mae: I'll forgive you if you stop apologizing! #line:12c6d4
Lori: *huff* *huff* #line:686605
Lori: ok. #line:2161b9
Mae: :| #line:c27e84
//pause as transition back to lori normal//
Mae: The tracks are cool. Haven't been out there in a while. #line:131803
[...]

A2D4.0

[...]
Lori: seeya! #line:071c02
Mae: later! #line:f9bcf2
//lori walks left offscreen//

A3D4.0

Mae: =_= #line:e46280
//trigger hud2 drunk cam//
Mae: hhmmm hmmmm hmmm #line:e568d5
Mae: hmmmm mmm mmmmm #line:316d60
Mae: -_- #line:6e0d60
Lori: Mae? you ok? #line:1a02da
Mae: mm mmmm mmmmm #line:db2073
Lori: MAE!!! #line:e83d07
//fade out//
Mae: o_o #line:9e909e

A4D3.0

        Lori: *huff huff* #line:52b74f
        Lori: Itโ€™s fine. #line:24e009
        //Lori goes into panic attack mode//
        Lori:{width=8} itsfineitsfineitsfineitsfine #line:dc9d3c
        Mae: hey hey ok. we can talk about it later. #line:54ee80
        Lori: *huff huff huff* #line:a44241

MaeHouse.yarn.txt

์ด ์™ธ

GarboAndMalloy ๋Œ€์‚ฌ๋“ค์—์„  TV์‡ผ ์‹œ์ž‘๊ณผ ๋์„ ์•Œ๋ ค์ฃผ๋Š” ์ฃผ์„์ด ์žˆ๋‹ค. ์˜ˆ์‹œ:

<<close>>
<<tell TVOverlay Show>>
<<wait 2>>
<<animate TV Logo>>
<<wait 5.5>>
//========================
<<animate TV GarboTalk>>
[...]
//========================
<<animate TV Static>>
<<wait 3>>
[[EndTV]]

GarboAndMalloy_A3D3

TV: would be #line:d502c0
//Malloy stares for 2 seconds
<<animate TV MalloyStare>>
<<wait 2>>
<<animate TV GarboTalk>>
TV: โ€œA WHOPPAH!โ€ #line:c6965d

MaeHouseBasement.yarn.txt

BossTooth

์ฃผ์„, ์ฃผ์„, ์ฃผ์„

<<if $safe_combination is 0>>
    <<if $tried_safe is 0>>
        // checking it out for the first time, no safe combo tho
        [...]
    <<else>>
        // repeated checking of the safe without the combo
        [...]
    <<endif>>
<<else>>
    // opening the safe with the combination
    [...]
    <<if $knows_tooth>>
        // if mae found out about the tooth from the microfiche already
        [...]
    <<else>>
        // if mae has no idea what the tooth is
        [...]
<<endif>>

MaeRoom.yarn.txt

Bass

4๋ฒˆ์งธ ๋ฒ ์ด์Šค ์—ฐ์Šต๊ณก์ด ์กด์žฌํ–ˆ์„ ๊ฐ€๋Šฅ์„ฑ์ด ์žˆ๋Š” ์ฃผ์„?

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
    //-> Bass Practice 4 <<if $actday > 0400>>
    //    <<runBandPractice 6>>
<<endif>>
[...]
    //->  ๋ฒ ์ด์Šค ์—ฐ์Šต 4 <<if $actday > 0400>>
    //    <<runBandPractice 6>>
<<endif>>

EndBassPractice

BandPractice.yarn.txt ์—์„œ๋„ ๋‚˜์˜จ ์ ์ˆ˜์— ๋”ฐ๋ฅธ ์ฃผ์„๊ณผ ๊ทธ ์™ธ์— ์ฃผ์„.

<<if $quit_bass_practice>>
<<else>>
    <<if $bass_practice_right is 100>>
        Mae: Um, that was pretty much perfect. #line:9ef632
    <<elseif $bass_practice_right > 90>>
        // player did pretty alright!!
        Mae: Not bad considering I don't know how to play this song! #line:eaa421
    <<elseif $bass_practice_right < 50>>
        // player played less than 50% of the notes registered
        Mae: I don't even know how to play this song. Why am I doing this. #line:2c6a9e
    <<elseif $bass_practice_right < 20>>
        // player probably mashed random buttons for the whole song
        Mae: Well... #line:6da361
        Mae: Yeah, that wasn't good. #line:38d6d1
    <<elseif $bass_practice_right < 50>>
        // pretty baaaad
        Mae: Ouch. #line:bfac2b
    <<else>>
        // a catch-all for doing pretty meh
        Mae: I literally do not know this song. #line:9b88f4
    <<endif>>
    
    // unlock doodles if player did well enough
    <<if $bass_practice_right > 90>>
        <<if $bass_practice_song_index is 3>>
            <<unlockDoodle SpaceDragon>>
        <<elseif $bass_practice_song_index is 4>>
            <<unlockDoodle Cycles>>
        <<elseif $bass_practice_song_index is 5>>
            <<unlockDoodle CharityBearity>>
        <<endif>>
    <<endif>>
    
    <<if $bass_practice_song_index is 0>>
        // die anywhere else
    <<elseif $bass_practice_song_index is 1>>
        // weird autumn
    <<elseif $bass_practice_song_index is 2>>
        // pumpkin head guy
    <<elseif $bass_practice_song_index is 3>>
        // Space Dragon
    <<elseif $bass_practice_song_index is 4>>
        // Cycles
    <<elseif $bass_practice_song_index is 5>>
        // Tick Tock
    <<endif>>
<<endif>>

MansionBack.yarn.txt

FindGregg

[...]
Mae: So how are we doing this? #line:31aa02
Gregg: You are going to hold the flashlight... #line:2c711a
//hands mae flashlight <- how do we want to do this?//
<<fadeOutInternal .5 wait>>
<<warp Mae MaeWithFlashlight>>
<<flip Mae -1>>
<<fadeInInternal .5 wait>>
[...]

MansionExterior.yarn.txt

Intro

<<if $did_germ_friendship_quest_2>> //or $did_gregg_friendship_quest_3>>
	Mae: Iโ€™m getting used to it. #line:edd97a
<<endif>>

MansionInterior.yarn.txt

BasementIntro

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
//Mae and Gregg are laying on the floor, having fallen down the stairs//
Gregg: FRIGGINโ€™ #line:d3990d
Gregg: OWL! #line:9def13
Mae: Are you ok? #line:322f34
Gregg: I think so. #line:7cffe7
Gregg: That was dangerous! #line:6ec1b5
Mae: I didnโ€™t know owls attacked like that! #line:6466db
Mae: What was his effing deal? #line:708cb5
//Gregg: You ok?
//Mae: Hurt my knee falling off the bike.
//Mae: reeeeally looking forward to all the stairs weโ€™re gonna have to climb in here...
//Gregg: Alright well.
//both get up//
[...]
//Mae and Gregg are laying on the floor, having fallen down the stairs//
Gregg: ๋งํ•  #line:d3990d
Gregg: ๋ถ€์—‰์ด! #line:9def13
Mae: ๊ดœ์ฐฎ๋ƒ? #line:322f34
Gregg: ๊ทธ๋Ÿฐ๋“ฏ. #line:7cffe7
Gregg: ๋ฐฉ๊ธˆ ์—„์ฒญ ์œ„ํ—˜ํ–ˆ์ง€! #line:6ec1b5
Mae: ๋ถ€์—‰์ด๋“ค์ด ๊ทธ๋ ‡๊ฒŒ ๊ณต๊ฒฉํ•˜๋Š” ์ค„ ๋ชฐ๋ž์–ด! #line:6466db
Mae: ์Ÿค๋“ค์€ ๋ญ๊ฐ€ ๋ฌธ์ œ๋ž˜? #line:708cb5
//Gregg: ๋„ˆ ok?
//Mae: ์ž์ „๊ฑฐ์—์„œ ๋–จ์–ด์ง€๋ฉด์„œ ๋ฌด๋ฆŽ ๋‹ค์ณค์–ด bike.
//Mae: ์—ฌ๊ธฐ์„œ ๊ณ„๋‹จ ์˜ค๋ฅด๋Š”๊ฑฐ ์ฐธ ์‹ ๋‚˜๊ฒ ๋‹ค here...
//Gregg: ์ข‹์•„ well.
//both get up//
[...]

SecondFloor

๊ฝค๋‚˜ ๊ธด ์ฃผ์„.

<<fadeOutMusic 2>>
Mae: Dude, r- #line:7c461c
<<wait 1>>
<<playOneShot event:/mansion/muffled_thump CreepyNoise1>>
//interrupted by distant creepy noise (does it close the text window when it happens?). This noise is the animatronic guy upstairs (RUNNING GREGG THEME!) but we donโ€™t know that yet, so itโ€™s this distant muffled indistinct voice/thump that is spooky. Not like a scream or anything, just like a WMMWAAHMMWWAAAMUHHMUHH voice and then a BUMP. Shouldnโ€™t come off as robotic until weโ€™re in the same room as it, which will be in the Map Room//
<<wait 2>>
Mae: ... #line:7564b0
Gregg: What #line:778d4a
[...]

OfficeForLockpick

ํšจ๊ณผ๊ฐ€ ์ ์šฉ๋˜์ง€ ์•Š์€ ์ฃผ์„.

[...]
//muffled soft noise below//
Gregg: Ok well #line:9f6617
Mae: Yeah, letโ€™s find a paperclip. #line:968a74

Locked01

[...]
    Gregg: There I got it! #line:214592
    <<close>>
    <<tell SceneLink6 Open>>
    <<wait 1>>
    Mae: GO!!! #line:27ccca
    //they get in and they zoom down to the basement//

Basement

[...]
Gregg: so the question I have is #line:7e8ca5
//camera pans over to other elevator//
<<lookLeft Mae>>
<<cameraLookAt CameraOtherElevator 2>>
Gregg: where does that one go? #line:547430
<<close>>
<<wait 2>>
<<lookRight Mae>>
Mae: ok #line:4331b0
Gregg: crimes? #line:dcc9ff
Mae: crimes. #line:4e9c8b
<<lookNearest Mae>>
<<cameraFollowPlayer 1>>
// delete SceneLink for elevator
<<destroy SceneLink7>>

Attic

[...]
<<createLocatorAt Gregg GreggReturn>>
<<stopFollowing Gregg>>
//Gregg runs to the left, waits for a sec and then runs back to you//
<<run Gregg OffLeft wait>>
<<playAmbientSFX _AmbientSFX:attic_window_locked>>
<<wait 1>>
<<run Gregg GreggRunBack wait>>
Gregg: I FOUND A WINDOW! #line:2770e9
Gregg: I THINK THEREโ€™S A FIRE ESCAPE! #line:1fb0e5
Gregg: window doesnโ€™t open, though... #line:db6d8d
//you are free to run into the weird room//
<<generateFollowPoints Mae Gregg>>
<<follow Gregg Mae>>

WeirdArt

[...]
Mae: how do I know this? #line:647a5a
<<close>>
// elevator sound! it's going down
<<playAmbientSFX _AmbientSFX:elevator_run_other>>
<<fadeOutAmbientSFX _AmbientSFX:elevator_run_other 10>>
<<lookLeft Gregg>>
<<wait 3>>
Gregg: Shit, dude!  #line:02f868
Gregg: The elevator! #line:604e73
Mae: Why do I know this painting? #line:111239
<<close>>
<<flip Gregg -1>>
<<run Gregg OffLeft>>
<<wait 1>>
Gregg: DUDE! COME ON!!! #line:ed9f3b
<<close>>
<<wait 2>>
// window breaking sound
<<playAmbientSFX _AmbientSFX:window_smash>>
<<wait 3>>
[...]

MansionMapRoom.yarn.txt

ExitLevel

๋ชจ๋“  ๋‚ด์šฉ์ด ์ฃผ์„์ฒ˜๋ฆฌ๋˜์–ด์žˆ์Œ.

title: ExitLevel
tags: 
colorID: 4
position: -819,631
---
//<<set $map_switch_0_done to 0>>
//<<set $map_switch_1_done to 0>>
//<<set $map_switch_2_done to 0>>
//<<set $map_switch_3_done to 0>>
//<<set $map_switch_4_done to 0>>
//<<set $map_switches to 0>>

MineBottom1.yarn.txt

Intro

Gregg: well, here we are #line:58ec90
<<close>>
//mae walks out and doubles over//
Mae: *cough cough* #line:aabefb
[...]

Door

// walk through mine 2. Bad atmosphere getting slowly worse! You canโ€™t double back past the screen as you go? The gang reaches the door(?) thatโ€™s down at the end//
Angus: Door. #line:c16e81
[...]

AfterBossConvo

//fade in as theyโ€™re walking up to the elevator//
<<walk Bea BeaBeforeElevator>>
<<walk Gregg GreggBeforeElevator>>
<<walk Angus AngusBeforeElevator>>
[...]

GetInElevator

[...]
<<tell MineElevator MoveUp>>
//they get in the elevator. As they go up thereโ€™s a big BUMP//
<<cameraLookAt CameraElevatorShaft 15>>
[...]

MineBottom2.yarn.txt

Intro

//in church room//
Gregg: aaaaaaaaaw geez #line:bf07af
[...]

BossConversation

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
//walk mae into next room and stop//
<<set $boss_convo to 1>>
<<fadeOutInternal 1 wait>>
[...]
//next wait is just for dialogue as the animations happen//

//playMineBottom2.lightsTurnOn//
<<trigger MineBottom2 LightsTurnOn>>
<<playOneShot event:/finale/lantern_light HeadMiner>>
//holdonMineBottom2.lightsOn//
<<wait 8>> 
Eide: there they are! Theyโ€™re right there! #line:d553d0
[...]
HeadMiner: You donโ€™t know what this is, do you? #line:475c24
<<playMusic boss_conversation 6>>
Mae: What? #line:2dc609
//miner lights another lantern and we can see the hole now. Camera backs up a bit to show more blackness around.
//Camera does some light blur/swimmy stuff for a second.//
Mae: oh god #line:420f34
<<cameraLookAt BossCamCenterLow 8>>
<<close>>
<<wait 1>>
<<allSpeechBubblesToY 5>>
<<extraZoom -5 8>>
Mae: iโ€™ve seen this #line:e664cc
Mae: or Iโ€™veโ€ฆ Iโ€™ve felt itโ€ฆ #line:2318c1
[...]
HeadMiner: maybe they shoulda cared more about him before it came to this. #line:a6aecf
<<fadeOutMusic 1>>
//play Gregg_bod_Crossbow_down2up and hold on Gregg_bod_crossbow_up//
<<setAnimInt Gregg crossbow 2>>
<<wait 1>>
Gregg: :| #line:f270c4
Gregg: WHICH ONE OF YOU DID IT!!! D: #line:8d54ee
Bea: Gregg- #line:023c70
Gregg: HE WAS MY FRIEND!!!! D: #line:6414f9
<<setAnimInt Miner1 raiseRifle 1>>
//miner1 raises rifle//
Miner1: Alright now. Throw it down right now or I will shoot. #line:19cd99
Gregg: :) #line:501dbe
Gregg: heh heh  #line:0dfe95
Gregg: What if I get you first? #line:f963cd
Gregg: bolt stickin' right outta your eye #line:419d8a
Gregg: *bang* #line:b00fc9
Gregg: *baaaaaaaaang* #line:8a2f14
<<setAnimInt Miner2 raiseRifle 1>>
//Miner2 raises rifle//
Gregg: :| #line:653af9
Angus: You brought guns down here? #line:8ce7d3
Miner2: Dangerous this far out in the woods at night. Basic safety. #line:167341
Gregg: Iโ€ฆ I... #line:3941cf
Miner1: Throw it down, son. #line:b6cf35
Miner1: Donโ€™t make this our time. #line:e45a89
Bea: Greggโ€ฆ #line:1a4834
<<wait 2>>
Gregg: Dangit. #line:ac6de6
//play Gregg_bod_Crossbow_drop//
<<setAnimInt Gregg crossbow 1>>
<<trigger Gregg DropCrossbow>>
<<wait .5>>
<<setAnimInt Gregg crossbow 0>>
<<wait 2>>
<<playMusic boss_conversation 6>>
Mae: youโ€™re monsters #line:be5aab
Mae: none of this #line:1cd4c8
Mae: none of this is happening #line:305a0c
//at this point we start maeโ€™s cosmic tumble animation which is just some camera effects and some sprite overlays.
//We prob wanna wait a few seconds for it to get going before we continue the convo//
<<tell AmbientSFX:amb_cosmic_freakout Play3>>
<<setAnimInt CosmicShit state 1>>
<<extraZoom 0 20>>
<<wait 3>>
HeadMiner: we are not monsters #line:617f7a
[...]
HeadMiner: where it wonโ€™t be justโ€ฆ #line:cc5272
//would be good to cut the track here to something clearer for the duration of maeโ€™s speech here
//and then go back to previous ambience//
<<close>>
<<wait 1>>
<<allSpeechBubblesToX 0>>
<<allSpeechBubblesToY 0>>
<<fadeOutMusic 1>>
Mae: shapes. #line:6e258c
<<wait 6>>
Mae: iโ€™m going to die down here #line:c51e57
<<wait 2>>
<<tell AmbientSFX:amb_cosmic_freakout FadeOut3>>
<<setAnimInt CosmicShit state 0>>
<<wait 3>>
//cosmos stuff fades out, back to cave stuff//
Mae: why are you telling us all this? #line:5e4284
[...]
Mae: I... I canโ€™t move you guys #line:596538
Angus: Iโ€™ll carry you. #line:1401c8
//<<close>>
//angus walks up and throws mae on his back, piggy-back style//
//<<walk Angus AngusPickUpMae wait>>
//Angus: you good?
//Mae: yeah.
//<<walk Angus WalkOutRight>>
//<<walk Gregg WalkOutRight>>
//<<walk Bea WalkOutRight>>
//<<wait 1>>
<<fadeOut 1 wait>>
<<wait 1>>
<<scene MineBottom1>>
//walk mae into next room and stop//
<<set $boss_convo to 1>>
<<fadeOutInternal 1 wait>>
[...]
//next wait is just for dialogue as the animations happen//

//playMineBottom2.lightsTurnOn//
<<trigger MineBottom2 LightsTurnOn>>
<<playOneShot event:/finale/lantern_light HeadMiner>>
//holdonMineBottom2.lightsOn//
<<wait 8>> 
Eide: ์ €๊ธฐ ์žˆ๋‹ค! ์ € ๋†ˆ๋“ค์ด์•ผ! #line:d553d0
[...]
HeadMiner: ๋„Œ ์ด๊ฒŒ ๋ญ”์ง€๋„ ์ž˜ ๋ชจ๋ฅด๋Š” ๊ฒƒ ๊ฐ™๊ตฌ๋‚˜, ๊ทธ๋ ‡์ง€? #line:475c24
<<playMusic boss_conversation 6>>
Mae: ๋ญ? #line:2dc609
//miner lights another lantern and we can see the hole now. Camera backs up a bit to show more blackness around.
//Camera does some light blur/swimmy stuff for a second.//
Mae: ์„ธ์ƒ์— #line:420f34
<<cameraLookAt BossCamCenterLow 8>>
<<close>>
<<wait 1>>
<<allSpeechBubblesToY 5>>
<<extraZoom -5 8>>
Mae: ๋ณธ ์  ์žˆ์–ด #line:e664cc
Mae: ์•„๋‹ˆ๋ฉด... ์•„๋‹ˆ๋ฉด ๋Š๋‚€ ์  ์žˆ๋Š” ๊ฑด๊ฐ€... #line:2318c1
[...]
HeadMiner: ๊ทธ๋งŒํผ์˜ ์‹ ๊ฒฝ์„ ์ด๋ ‡๊ฒŒ ๋˜๊ธฐ ์ „์— ์จ์คฌ์œผ๋ฉด ์–ด๋• ์„๊นŒ ์‹ถ๊ตฐ. #line:a6aecf
<<fadeOutMusic 1>>
//play Gregg_bod_Crossbow_down2up and hold on Gregg_bod_crossbow_up//
<<setAnimInt Gregg crossbow 2>>
<<wait 1>>
Gregg: :| #line:f270c4
Gregg: ์–ด๋–ค ์ƒˆ๋ผ์•ผ!!! D: #line:8d54ee
Bea: ๊ทธ๋ ‰- #line:023c70
Gregg: ์ผ€์ด์‹œ๋Š” ๋‚ด ์นœ๊ตฌ์˜€๋‹ค๊ณ !!!! D: #line:6414f9
<<setAnimInt Miner1 raiseRifle 1>>
//miner1 raises rifle//
Miner1: ์ž์ž. ๋‹น์žฅ ์•ˆ ๋‚ด๋ ค๋†“์œผ๋ฉด ์œ๋‹ค. #line:19cd99
Gregg: :) #line:501dbe
Gregg: ํ—ค ํ—ค #line:0dfe95
Gregg: ๋‚ด๊ฐ€ ๋จผ์ € ์˜๋ฉด ์–ด๋–ป๊ฒŒ ํ•  ๊ฑด๋ฐ? #line:f963cd
Gregg: ๋ˆˆ์•Œ์— ํ™”์‚ด์ด ๋ฐ•ํžŒ๋‹ค๊ณ  ์ƒ๊ฐํ•ด ๋ด. #line:419d8a
Gregg: *๋นต์•ผ* #line:b00fc9
Gregg: *๋น ์•„์•„์•„์•™์•ผ์•„์•„์•„* #line:8a2f14
<<setAnimInt Miner2 raiseRifle 1>>
//Miner2 raises rifle//
Gregg: :| #line:653af9
Angus: ์—ฌ๊ธฐ๊นŒ์ง€ ์ด์„ ๊ฐ€์ง€๊ณ  ์™”๋‹ค๊ณ ? #line:8ce7d3
Miner2: ํ•œ๋ฐค์ค‘์— ๊นŠ์€ ์ˆฒ ์†์— ๋“ค์–ด์˜ค๋ฉด ์œ„ํ—˜ํ•˜๋‹ˆ๊นŒ. ๊ธฐ๋ณธ ์ƒ์‹์ด์ง€. #line:167341
Gregg: ๋‚œ... ๋‚œ... #line:3941cf
Miner1: ๊ทธ๊ฑฐ ๋–จ๊ถˆ๋ผ, ๊ผฌ๋งˆ์•ผ. #line:b6cf35
Miner1: ๊ดœํžˆ ์ผ ์น˜๋ฅด์ง€ ๋ง์ž. #line:e45a89
Bea: ๊ทธ๋ ‰... #line:1a4834
<<wait 2>>
Gregg: ๋งํ• . #line:ac6de6
//play Gregg_bod_Crossbow_drop//
<<setAnimInt Gregg crossbow 1>>
<<trigger Gregg DropCrossbow>>
<<wait .5>>
<<setAnimInt Gregg crossbow 0>>
<<wait 2>>
<<playMusic boss_conversation 6>>
Mae: ๊ดด๋ฌผ๋“ค #line:be5aab
Mae: ์•„๋ฌด๊ฒƒ๋„ #line:1cd4c8
Mae: ์ด ๋ชจ๋“  ๊ฒŒ ์ง„์งœ๊ฐ€ ์•„๋‹ˆ์•ผ. #line:305a0c
//at this point we start maeโ€™s cosmic tumble animation which is just some camera effects and some sprite overlays.
//We prob wanna wait a few seconds for it to get going before we continue the convo//
<<tell AmbientSFX:amb_cosmic_freakout Play3>>
<<setAnimInt CosmicShit state 1>>
<<extraZoom 0 20>>
<<wait 3>>
HeadMiner: ์šฐ๋ฆฐ ๊ดด๋ฌผ์ด ์•„๋‹ˆ์•ผ. #line:617f7a
[...]
HeadMiner: ์ด๊ณณ์ด ๊ทธ์ €... #line:cc5272
//would be good to cut the track here to something clearer for the duration of maeโ€™s speech here
//and then go back to previous ambience//
<<close>>
<<wait 1>>
<<allSpeechBubblesToX 0>>
<<allSpeechBubblesToY 0>>
<<fadeOutMusic 1>>
Mae: ๋ชจ์–‘๋“ค์ด ์•„๋‹ˆ๋˜ ๋•Œ๋กœ. #line:6e258c
<<wait 6>>
Mae: ๋‚œ ์ด ์•„๋ž˜์—์„œ ์ฃฝ์„ ๊ฑฐ์•ผ. #line:c51e57
<<wait 2>>
<<tell AmbientSFX:amb_cosmic_freakout FadeOut3>>
<<setAnimInt CosmicShit state 0>>
<<wait 3>>
//cosmos stuff fades out, back to cave stuff//
Mae: ์™œ ์šฐ๋ฆฌํ•œํ…Œ ์ „๋ถ€ ์–˜๊ธฐํ•ด์ฃผ๋Š” ๊ฑฐ์ง€? #line:5e4284
[...]
Mae: ๋‚˜... ๋‚˜ ์›€์ง์ด์งˆ ๋ชปํ•˜๊ฒ ์–ด ์–˜๋“ค์•„ #line:596538
Angus: ์—…์–ด์ค„๊ฒŒ #line:1401c8
//<<close>>
//angus walks up and throws mae on his back, piggy-back style//
//<<walk Angus AngusPickUpMae wait>>
//Angus: ๋‚ด๊ฐ€ good?
//Mae: yeah.
//<<walk Angus WalkOutRight>>
//<<walk Gregg WalkOutRight>>
//<<walk Bea WalkOutRight>>
//<<wait 1>>
<<fadeOut 1 wait>>
<<wait 1>>
<<scene MineBottom1>>

MineEntrance.yarn.txt

InitLevel

[...]
<<if $mine_boards>>
    <<warp Mae MaeMineBoards>>
    // warp other characters too
[...]

LookAtElevator

//when they reach the elevator//
[...]
<<walk Angus LeverAngus wait>>
<<fadeOut 0>>
<<tell MineEntranceLever SetUp>>
<<playOneShot event:/finale/pull_lever Angus>>
<<flip Angus -1>>
<<wait 3>>
<<fadeIn 1>>
//angus pulls lever. Elevator comes up//
<<tell MineElevator MoveUpToOriginalPosition>>
[...]
<<waitForMineElevatorUpToOriginalPosition>>
<<wait 1>>
//they all get into the elevator//
[...]
Bea: we have Possum Springs tourism pamphlets at the shop #line:4987c2
Bea: and i get bored. #line:d4ffa0
Mae: *THIS* is in the brochure? #line:7d8e5b
<<wait 1>>
//note to self- remember to set up this joke in the intro bus station//
//elevator descends//

Elevator

//all come out of the elevator//
<<walk Bea BeaOffElevator2>>
<<walk Gregg GreggOffElevator2>>
<<walk Angus AngusOffElevator2>>
[...]
<<fadeOut 1 wait>>
//angus lays mae on the ground//
<<angusDropMae>>

MineWellTunnel.yarn.txt

IbonFight

[...]
<<playAnimation Mae MaeFlailLeft1>>
<<playAmbientSFX AmbientSFX:amb_ibon_void_underwater 1>>
<<fadeIn 1 wait>>

//at a point about halfway in, mae plunges underwater and into this inky blackness. Itโ€™s mostly blackness and she just floats there so this isnโ€™t like super intensive or anything so I think we can do something simple here?//
<<wait 4>>
Mae: I know what you are now #line:f8bf61
[...]
Mae: if not, #line:9c91d6
//trigger ibon swarming animation that lasts like 2 seconds//
//abruptly cut to black//
<<stopAmbientSFX AmbientSFX:amb_ibon_void_underwater>>
<<fadeOut .0001 wait>>

//cut to everyone standing on the opposite bank
//and mae standing near them still in the water//
[...]
//others walk over to the bottom of the well//
<<walk Angus AngusBottom>>
<<walk Gregg GreggBottom>>
<<walk Bea BeaBottom>>
//as they go//

WellBottom

[...]
<<waitForMove Bea>>
//when you walk up to friends //
[...]

MineWoods.yarn.txt

MinerScene

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
//camera pulls up to obscure action below//

<<playOneShot event:/minewoods/miner_struggle Miner3>>
<<cameraLookAt LookAwayCamera 3>>
<<wait 1>>
<<setAnimInt Miner1 stoop 1>>
<<setAnimInt Miner2 stoop 1>>
<<wait 1>>
Miner3:{locator=Miner3LookawayBubble}[shake=.05]no no no no[/shake] #line:9e0696
Miner1:{locator=Miner1LookawayBubble}HOLD 'IM STILL #line:b8a8d3
Miner3:{locator=Miner3LookawayBubble}[shake=.07]NOOOO![/shake] #line:33f301
//horrible bone cracking noise//
<<setAnimInt Miner1 stoop 0>>
<<setAnimInt Miner2 stoop 0>>
<<wait 1>>
<<playOneShot event:/minewoods/miner_struggle Miner3>>
<<wait 1>>
Miner3:{locator=Miner3LookawayBubble, width=800}[shake=.1]AAAAAAAAAAAAAAAAAAAAAAAAAAAGGGHHH!!!![/shake] #line:c22c4e
Miner1:{locator=Miner1LookawayBubble}HOLD STILL! THISโ€™LL GO EASIER IF- #line:dddb46
//horrible bone cracking noise//
<<wait 1>>
<<warp Miner3 MinerGround2>>
<<playOneShot event:/minewoods/miner_struggle Miner3>>
<<wait 1>>
Miner3:{locator=Miner3LookawayBubble, width=800}[shake=.1]AAAAAAAAAAAAAAAAAAAAAGGGHHH!!![/shake] #line:a4fe53
Miner2:{locator=Miner2LookawayBubble}alright. heโ€™s free. #line:74490a
<<setAnimInt Miner3 state 2>>
// camera goes back //
<<playOneShot event:/minewoods/miner_struggle Miner3>>
<<cameraLookAt MinerSceneCamera 2>>
<<wait 2>>
Miner1: Lurv. #line:39d045
[...]
Mae:{locator=MaeOffscreenBubble}*gasp* #line:8c24d6
<<playOneShot event:/minewoods/mae_discovered Mae>>
Miner2: the hell? #line:68f5ab
Mae:{locator=MaeOffscreenBubble}[shake=.05]SHIT.[/shake] #line:702cff
Miner1: Mae? Mae Borowski? #line:6351a7
Angus:{locator=MaeOffscreenBubble}[shake=.05]RUN!!!!!![/shake] #line:098a5d
//wipe to run scene//
<<cameraFollowPlayer 3>>
<<fadeOut 1 wait>>
<<scene MineWoodsRunAway>>
[...]
//camera pulls up to obscure action below//

<<playOneShot event:/minewoods/miner_struggle Miner3>>
<<cameraLookAt LookAwayCamera 3>>
<<wait 1>>
<<setAnimInt Miner1 stoop 1>>
<<setAnimInt Miner2 stoop 1>>
<<wait 1>>
Miner3:{locator=Miner3LookawayBubble}[shake=.05]์•ˆ๋ผ ์•ˆ๋ผ ์•ˆ๋ผ ์•ˆ๋ผ[/shake] #line:9e0696
Miner1:{locator=Miner1LookawayBubble}๊ฝ‰ ๋ถ™๋“ค๊ณ  ์žˆ์–ด #line:b8a8d3
Miner3:{locator=Miner3LookawayBubble}[shake=.07]์•ˆ๋ผ์• ์• ![/shake] #line:33f301
//horrible bone cracking noise//
<<setAnimInt Miner1 stoop 0>>
<<setAnimInt Miner2 stoop 0>>
<<wait 1>>
<<playOneShot event:/minewoods/miner_struggle Miner3>>
<<wait 1>>
Miner3:{locator=Miner3LookawayBubble, width=800}[shake=.1]์œผ์•„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•…!!!![/shake] #line:c22c4e
Miner1:{locator=Miner1LookawayBubble}๊ฝ‰ ๋ถ™์žก์•„! ์ด๋ ‡๊ฒŒ ํ•ด์•ผ ๋” ์‰ฝ๊ฒŒ- #line:dddb46
//horrible bone cracking noise//
<<wait 1>>
<<warp Miner3 MinerGround2>>
<<playOneShot event:/minewoods/miner_struggle Miner3>>
<<wait 1>>
Miner3:{locator=Miner3LookawayBubble, width=800}[shake=.1]๋„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•„์•…!!![/shake] #line:a4fe53
Miner2:{locator=Miner2LookawayBubble}์ข‹์•„. ์ด์ œ ๋น ์กŒ๋„ค. #line:74490a
<<setAnimInt Miner3 state 2>>
// camera goes back //
<<playOneShot event:/minewoods/miner_struggle Miner3>>
<<cameraLookAt MinerSceneCamera 2>>
<<wait 2>>
Miner1: ๋ฃจ๋ธŒ #line:39d045
[...]
Mae:{locator=MaeOffscreenBubble}*ํ—‰* #line:8c24d6
<<playOneShot event:/minewoods/mae_discovered Mae>>
Miner2: ๋ญ์•ผ? #line:68f5ab
Mae:{locator=MaeOffscreenBubble}[shake=.05]์….[/shake] #line:702cff
Miner1: ๋ฉ”์ด? ๋ฉ”์ด ๋ณด๋กœ์šฐ์Šคํ‚ค? #line:6351a7
Angus:{locator=MaeOffscreenBubble}[shake=.05]๋„๋ง์ณ!!!!!![/shake] #line:098a5d
//wipe to run scene//
<<cameraFollowPlayer 3>>
<<fadeOut 1 wait>>
<<scene MineWoodsRunAway>>

EideApproach

๋ฒ„๊ทธ๋ฅผ ํ”ผํ•˜๊ธฐ ์œ„ํ•ด ์ฝ”๋“œ๋ฅผ ๋„ฃ์—ˆ๋‹ค๋Š” ์ฃผ์„.

[...]
//gregg is using Gregg_walk_crossbow, when he stops play Gregg_bod_Crossbow_Down2Up and hold on Gregg_bod_Crossbow_up//
<<setAnimInt Gregg crossbow 2>>
[...]
//play Gregg_bod_Crossbow_Up2Down and hold on Gregg_bod_crossbow_down//
<<setAnimInt Gregg crossbow 1>>
[...]
<<if $dom_friend_bea>>
	Bea: You ok? #line:6aebb8
    // WARNING: These waits are essential to avoid a bug in Yarn Spinner
	->where did... #line:d8af59
        <<wait .5>>
	->what are... #line:416878
        <<wait .5>>
	//bea walks up to mae//
[...]
<<else>>
	Gregg: You ok dude? #line:b1781c
    // WARNING: These waits are essential to avoid a bug in Yarn Spinner
	->where did... #line:ad8524
        <<wait .5>>
	->what are... #line:ac38d2
        <<wait .5>>
	//gregg walks up to mae using Gregg_walk_crossbow ending in Gregg_bod_crossbow_down//
[...]

ByMineEntrance

[...]
<<fadeIn 1 wait>>
//set gregg to Gregg_bod_crossbow_down//
[...]
//play gregg_bod_crossbow_down2up and hold on Gregg_bod_crossbow_up//
<<setAnimInt Gregg crossbow 2>>
Gregg: *bang bang* #line:801296
//<<playerCanMoveRight 1>>
<<fadeOut 1 wait>>
<<scene MineEntrance>>

MirandaBasement.yarn.txt

Notes

์ฃผ์„๋งŒ ์žˆ๋Š” ๋Œ€์‚ฌ

// miranda_basement: 0 = first in
// miranda_basement: 1 = bea has gone behind furnace
// miranda_basement: 2 = "Fixed" the furnace

EnterLevel

์—†๋Š” ๋Œ€์‚ฌ์ธ Dialogue3๋ฅผ ๋ถˆ๋Ÿฌ๋‚ธ๋‹ค.

[...]
<<elseif $miranda_basement is 3>>
    <<warp Bea Bea4>>
    <<warp Mae Mae4>>
    <<playerFace -1>>
    <<setCanInteract Bea 0>>
    <<flip Bea -1>>
    [[Dialogue3]]
<<endif>>

MirandaHouse.yarn.txt

Dialogue1

[...]
Miranda: Well, I wonโ€™t talk your ears off about it. #line:c88107
//walk bea and mae to fridge//
<<walk Miranda Miranda2>>
[...]

MirandaYard.yarn.txt

Dialogue1

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
Mae: Thereโ€™s a thing back here by the driveway! #line:127947
Bea: Yeah. Sheโ€™s an old lady. #line:346a4e
//look Bea right ?!?!} at other weird thing in yard//
Bea: Sheโ€™s got weird shit in her yard. #line:2cd3a0
[...]
[...]
Mae: ์ €๊ธฐ ๋„๋กœ ์ชฝ์— ๋ญ”๊ฐ€ ์žˆ์–ด! #line:127947
Bea: ๊ทธ๋ž˜, ํ• ๋จธ๋‹ˆ๋‹ˆ๊นŒ, #line:346a4e
//look Bea right ?!?!} at other weird thing in yard//
Bea: ๋งˆ๋‹น์— ์ด์ƒํ•œ ๊ฑฐ ํ•˜๋‚˜์ฏค ๊ฐ€์ง€๊ณ  ์žˆ์–ด๋„ ์ด์ƒํ•˜์ง€ ์•Š์ž–์•„. #line:2cd3a0
[...]

GotFireflies

[...]
<<cameraLookAt CameraDriftAway 10>>
//start drifting camera up into the skies
Mae: do you think you'd have the stomach for it? #line:67464f
[...]
<<walk Bea WalkOffLeft>>
//walk bea off to the left//
Bea: i'm leaving #line:3e6beb
[...]
<<walk Mae WalkOffLeft>>
//walk mae off to the left//
Mae: hey! wait up! #line:da951b
[...]

Mom.yarn.txt

MomHome_A2D1

//revisit this with new expressions and animations//
<<if $mom is 0>>
[...]
    Mom: See you later, sweetie! #line:ac284c
    Mae: o_o :| #line:7ba33d
    <<close>>
    //<<jump>>
    //<<if $eels is 1>>
    //    Mom: Eels, honey.
    //    Mae: Eels.
    //    Mom: Hey this is gonna be a running joke til the end of this game.
    //    Mae: Gotta remember to use it sparingly!
    //<<endif>>
    <<set $mom += 1>>
[...]
<<elseif $mom is 2>>
    Mom: Have a nice day, sweetie! #line:43547f
    <<set $mom_done to 1>>
//insert fish emoticon//
<<endif>>

MomHome_A2D2

[...]
    <<endif>>
    //after you jump down//
    Mom: well, stop by the church if you're in the area! #line:8b72a2
    Mae: will do mom #line:3a7571
    Mae: see ya! #line:5f9f09
[...]

MomHome_A2D4

//sad mom//
[...]

MomHome_A3D1_00

[...]
    Mae: I'm really sorry, mom. #line:6a3857
    Mae: about all of it. #line:375bad
    //mae jumps down//
    <<jump>>
    Mom: hey mae... you ok? #line:3c95dc
    Mae: i'm fine. Guess i'm stressed too. #line:1d6be5
[...]

MomHome_A3D2_00, MomHome_A3D2_01

// needs to be changed, A3D1 is the rainy day
[...]

MomHome_A4D3_00

[...]
Mae: well. #line:b8ea59
//jumps down//
<<jump>>
Mae: iโ€™m off. #line:2715e5
[...]

OlPickaxe.yarn.txt

Bea_Act2

์ˆ˜ํ™•์ œ๋‚ . EnterLevel_A2D4์ด ๋”ฐ๋กœ ์žˆ์ง€๋งŒ A2D4_00์ด๋ž€ ์—†๋Š” ๋Œ€์‚ฌ๋ฅผ ํ˜ธ์ถœํ•œ๋‹ค.

[...]
<<elseif $day is 4>>
    <<if $bea is 0>>
        [[A2D4_00]]
    <<endif>>
<<endif>>

PlayScene1

[...]
<<cameraLookAt HarfestCamLow 6>>
//organ fanfare as camera descends from ceiling//
<<playOneShot event:/music/harfest_organ_00>>
<<wait 7>>
<<walk Dan DanCounter wait>>
<<walk Bill BillCounter wait>>
//will do actual stage blocking after dialogue is in//
<<wait 1>>
<<dilate Bea .75 10>>
[...]
//dan enters//
Dan: Brother John! #line:1e3a53
//bill enters//
Bill: Yes, Brother Steven! #line:a650e0
[...]
<<lookForward Mae>>
//witchy organ riff//
<<playOneShot event:/music/harfest_organ_01>>
[...]
//spooky organ end of act theme//
<<playOneShot event:/music/harfest_organ_02>>
[...]

PlayScene2

[...]
//OH NO! Organ theme//
<<cameraLookAt HarfestCamLow 6>>
[...]
//dan falls behind counter//
<<setAnimInt Dan die 1>>
[...]
//gregg falls behind counter//
<<setAnimInt Gregg die 1>>
[...]
//spooky organ end of act theme//
<<close>>
<<playOneShot event:/music/harfest_organ_04>>
[...]

PlayScene3

[...]
//THINGS ARE SPOOKY ORGAN RIFF//
<<cameraLookAt HarfestCamLow 8.5>>
<<playOneShot event:/music/harfest_organ_05>>
[...]
//bill and dan both say WOOOOOO!!!//
<<runNextLinesTogether 2>>
Bill:{locator=LeftSide} [wave]Wooooo!!![/wave] #line:ded394
Dan:{locator=LeftSide2} [wave]Wooooo!!![/wave] #line:640c1f
[...]
<<walk Janitor CounterOffLeft>>
<<wait 3>>
//walk janitor off//
//walk bill and dan off//
//spooky organ end of act theme//
<<cameraLookAt HarfestCamHigh 6>>
<<playOneShot event:/music/harfest_organ_06>>
[...]

PlayScene4

[...]
//organ fanfare as camera ascends toceiling//
<<playOneShot event:/music/harfest_organ_07>>
[...]

Outskirts.yarn.txt

TriggerLeftSide

A2D4์—์„œ ๋‹ฌ๋ ค๋‚˜๊ฐ„ ์ดํ›„์— ์ž๋™์œผ๋กœ ์‹œ์ž‘๋˜๋Š” ๋Œ€์‚ฌ ์Šคํฌ๋ฆฝํŠธ.

//camera pulls back/pans up so you can see the miner with the kid draped over his
//shoulder. thereโ€™s a solid few seconds of frozen poses here as the wind blows
//leaves around etc//
<<playMusic eide>>
<<cameraLookAt CameraLookAtEide 3>>
<<wait 10>>
//a flashing pops on behind Mae and the camera pulls back down to normal view,
//losing the guy on the hill//
<<cameraLookAt CameraBackToMaeAfterEideHill 3>>
//<<extraZoom 2 3>>
<<wait .5>>
[...]
Mae: he looked like a ghost! #line:6eb0b3
//molly shines a light up//
Molly: a ghost, huh? #line:77075e
Mae: Or something like that? #line:4727f4
//molly shines light back at mae//
Molly: Mae, you shouldn't be out here #line:b8a05e
[...]

TriggerMolly

A3D1

    -> What were YOU doing out here last night? #line:aa3974
        Molly: Vagrants. Reports of. #line:0009a7
        Molly: That's why #line:561fb3
        //(waves hand at council)
        Molly: all this. #line:930906

OverheadTracks.yarn.txt

Tracks1

[...]
//train noise in the distance to the right//
<<tell _AmbientSFX:train_whistle Play>>
[...]
//train flies past//
<<trigger OverheadTracks TrainPassBottom>>
<<wait 13>>
//after train passes//
<<setAnimInt Lori laying 1>>
[...]
//train flies past going other direction//
<<trigger OverheadTracks TrainPassBoth>>

Tracks2

[...]
<<playOneShot event:/lori_quest/legs_move Lori>>
<<wait 1>>
<<setAnimInt Mae laying 2>>
<<playOneShot event:/lori_quest/legs_move Mae>>
<<wait 1>>
//mae pulls her feet in as the train passes//
<<trigger OverheadTracks TrainPassBottom>>
[...]
//lori pulls her feet in as the train passes//
<<setAnimInt Lori laying 2>>

PastorBruceCouncil.yarn.txt

PastorA3D4

'question!'์ด๋ž€ ํƒœ๊ทธ๊ฐ€ PastorA4D3๋ž‘ ๊ฐ™์ด ๋‹ฌ๋ ค์žˆ๋‹ค.

title: PastorA3D4
tags: question!
colorID: 4
position: 97,552
---
//question: need a variable that lets mae apologize if you did the godcatconvo. here and a4d3. not sure how to set that up//

Pastor: Wonder where Bruce has got to? #line:af0368
[...]

BackgroundA2D2

[...]
//<<walk Council2 Council2Camp>>
//<<walk Council3 Council3Camp>>
//<<walk Council4 Council4Camp>>
//<<walk Molly MollyCamp>>
//<<walk Bruce BruceCamp>>
//<<walk Council1 Council1Camp wait>>
[...]

PawsModeFlipTheSwitch.yarn.txt

EnterLevel

//aperture in//
Mae: oh god #line:3b073f
[...]

PawsModeStealing.yarn.txt

$urev_theft๋Š” ์‚ฌ์šฉ๋˜๋Š” ๋ณ€์ˆ˜ ์ด๋‹ค.

Done

Mae: THIS BLOWS #line:b15b8d
Mae: I'M OUT #line:907ed9
// $urev_theft will be 0
<<irisOut 1 wait>>
<<scene URev>>

Complete

Mae: SWEEEEET. :) #line:91284e
// $urev_theft will be 1
<<fadeOut 1 wait>>
<<scene URev>>

Playground.yarn.txt

BoatBottom.3

[...]
Mae: This entire area is so full of romance. #line:75ec6c
// would be funny if two rats scurried out of the boat just then//

TowerTop

[...]
Mae: This is all getting jumbled. I should write it down. #line:078aae
<<close>>
//journal time!//
<<close>>
<<unlockDoodle Intro>>
<<unlockDoodle RipGranddad>>
<<openJournal>>
<<end>>

PossumJump.yarn.txt

Graves

[...]
<<close>>
//Angus walks up to the log and sits down. You can wander until you go and talk to him//
<<walkAndSit Angus AngusLog>>

CliffEdge

Angus: ok then. #line:b39b18
//aperture out//
<<close>>
<<wait 1>>
<<allSpeechBubblesToY 0>>
<<irisOut 1 wait>>
<<scene AngusConstellations>>

Enter01

[...]
<<allSpeechBubblesToY 0>>
//angus stands up and turns around//
<<walk Angus AngusTurnAround wait>>
[...]
Mae: but your asthma #line:93fde8
//angus does inhaler animation//
Angus: I got an inhaler. #line:c97d02
[...]
<<run Angus AngusOffRight>>
//Angus begins running to the right.//
// next plays as he runs until he gets offscreen
<<alwaysUseWaitTime 1>>
<<waitTime .5>>
Angus:{width=4}RAAAAAAAAAAAAAAAWR!!! #line:4c97be
//After half a second Mae starts running right behind him.
<<run Mae MaeOffRight>>
<<cameraLookAt CameraGraves 12>>
//The camera follows them until it stops on the graves.
<<wait 9>>
//They run offscreen.
<<wait 6>>
//Itโ€™s quiet.
<<wait 4>>
//After several seconds Eide across the screen through the trees
//and the screen cuts to black//
<<trigger EideRun Run>>
[...]

Roadside.yarn.txt

FQ400

[...]
<<cameraFollowPlayer 1>>
//now free to wander and stuff. Look around and then talk to Gregg and Angus,
// who are having some sort of auto-rolling argument or emoticon convo or something
<<runDialogue BackgroundDialogue ArgumentLoop>>

RoadsideClearing.yarn.txt

์ฃผ์„ ์ฃผ์„ ์ฃผ์„

InitLevel

//<<warp Angus AngusStart>>
//<<warp Mae MaeStart>>
//<<warp Gregg GreggStart>>

<<cameraLookAt CameraCenter>>

EnterLevel

//fade up. after several seconds you hear them coming from the right.
//They carry the robot into the center of the screen and set it down.
//Also thereโ€™s an old abandoned mill way in the bg . this is a note for me so i remember that.
<<fadeIn 1>>
<<wait 2.5>>

//<<tell AmbientSFX:RobotCarry Play1>>
//<<walk Angus AngusLog>>
//<<walk Mae MaeLog>>
//<<walk Gregg GreggLog>>
//<<waitForMove Angus>>
//<<waitForMove Gregg>>

//<<tell RobotBody StopCarrying>>
//<<lerp RobotBody RobotDropPosition .15>>
//<<tell AmbientSFX:RobotCarry FadeOut1>>
//<<playOneShot event:/roadside/robot_mascot_dump RobotBody>>

//<<wait 1>>

//<<resetRig Angus>>
//<<resetRig Gregg>>

//<<walk Angus AngusPose 1>>
//<<walk Mae MaePose 1>>
//<<walk Gregg GreggPose -1>>
//<<waitForMove Mae>>
[...]
<<close>>
//they start walking offscreen to the right.
<<walk Angus AngusNextToGregg>>
[...]
<<waitForMove Mae>>
//Mae follows. Get it like sheโ€™s with them but theyโ€™re together sheโ€™s not between them itโ€™s a metaphor.
//Camera slowly starts pulling back.
<<extraZoom -1 3>>
<<wait 3>>
//After several seconds we see the car in the distance go down the road to the left, back to Possum Springs.
<<wait 3>>
//After it does that, the robot pops on and wiggles around for a second or two before stopping.
<<tell RobotBody Activate>>
<<wait 6.5>>
//Fade to black//
<<fadeOut 1 wait>>
[...]

TowneCentreEast.yarn.txt

InitLevel

<<setCanInteract Donna 0>>

<<if $act is 0 and $day is 0>>
	<<show Donna>>
	<<show Gregg>>
    Gregg: =_= #line:2c6d68
	<<trigger Gregg Sit ShowGnome>>
	<<warp Gregg GreggRoof Sit>>
    <<setPlayerInteractLocator Gregg GreggRoofTalk>>
    <<setCanInteract Donna 1>>
    <<hide Lori>>
    <<hide TZEmployee1>>
    <<hide TZEmployee2>>
    <<show Bruce>>
<<else>>
    <<hide Gregg>>
    <<hide Bruce>>
<<endif>>
[...]
<<if $act is 2 and $day is 1 and $demo2>>
    //<<sit Bea>>
<<endif>>
[...]
<<set $taxi_stop to 1>>

<<if $demo2>>
    <<show Bea>>
<<else>>
    <<hide Bea>>
<<endif>>
[...]
<<hide Donna>>
<<hide TZEmployee2>>
<<hide TZEmployee1>>

<<if $act is 1 and $day is 1>>
    <<show Donna>>
    <<show TZEmployee2>>
<<elseif $act is 1 and $day is 2>>
    <<show TZEmployee2>>
<<elseif $act is 1 and $day is 3>>
    <<show Donna>>
    <<show TZEmployee1>>
    <<show TZEmployee2>>
<<elseif $act is 2 and $day is 1>>
    <<show Donna>>
    <<show TZEmployee2>>
<<elseif $act is 2 and $day is 2>>
    <<show TZEmployee1>>
<<elseif $act is 2 and $day is 3>>
    // no one outside
<<elseif $act is 2 and $day is 4>>
    <<show TZEmployee1>>
    <<show TZEmployee2>>
<<elseif $act is 3 and $day is 1>>
    <<show Donna>>
    <<show TZEmployee1>>
    <<show TZEmployee2>>
<<elseif $act is 3 and $day is 2>>
    <<show TZEmployee1>>
    <<show TZEmployee2>>
<<elseif $act is 3 and $day is 3>>
    <<show TZEmployee2>>
<<elseif $act is 3 and $day is 4>>
    // no one outside
<<elseif $act is 4 and $day is 3>>
    <<show Donna>>
    <<show TZEmployee1>>
    <<show TZEmployee2>>
<<endif>>

Janitor_A4D3

Night in the Woods (Windows)#Unfinished Scripts

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
Mae: See ya around. #line:cd3431
Janitor: Not if I see you first, Mae. #line:356aeb
Mae: ha ha #line:27078b
Janitor: *wheeze* haw haw haw! #line:e73167
//janitor walks offscreen to the left//
<<close>>
<<walk Janitor JanitorOffLeft wait>>
Mae: wait! How do you know my name? #line:0196c8
<<wait 2>>
//giant astral-god-looking bird flys up and into the sky in the bg//
//Mae: oh my god
//Mae: he was-
//Mae: finally some part of this makes sense.
//<<close>>
//<<walk Janitor JanitorBackOn wait>>
//janitor walks back onscreen interrupting//
//Janitor: HO-LEE JA-MOLEY
//Janitor: you see that big bird?
//Janitor: Thatโ€™s a Great Norโ€™Easter King Crane!
//Janitor: Must be late to the migratinโ€™.
//Janitor: Haw! Wait til the fellers at Millerโ€™s hear about this!
//Mae: Ha ha ha ha.
//Mae: oh my god. This week.
//<<walk Janitor JanitorOffLeft wait>>
//Janitor: You said it.
<<hide Janitor>>
//janitor walks offscreen to the left//
<<set $janitor_done to 1>>
<<unlockDoodle Janitor1>>
[...]
Mae: ๋‚˜์ค‘์— ๋˜ ๋ด์š”. #line:cd3431
Janitor: ๋‚ด๊ฐ€ ๋„ˆ ๋จผ์ € ๋ด๋ฒ„๋ฆด ๊ฑฐ๋‹ค, ๋ฉ”์ด. #line:356aeb
Mae: ํ•˜ ํ•˜ #line:27078b
Janitor: *ํ์–ด์–ด์–ต* ํ—ˆ ํ—ˆ ํ—ˆ! #line:e73167
//janitor walks offscreen to the left//
<<close>>
<<walk Janitor JanitorOffLeft wait>>
Mae: ์ž ๊น๋งŒ์š”! ์ œ ์ด๋ฆ„์€ ์–ด๋–ป๊ฒŒ ์•„์…จ์–ด์š”? #line:0196c8
<<wait 2>>
//giant astral-god-looking bird flys up and into the sky in the bg//
//Mae: ์™€ ์ž ๊น god
//Mae: ์•„์ €์”จ๊ฐ€ was-
//Mae: ๋“œ๋””์–ด ๋ญ”๊ฐ€ ์ข€ ์ดํ•ด๊ฐ€ ๋˜๋„ค sense.
//<<close>>
//<<walk Janitor JanitorBackOn wait>>
//janitor walks back onscreen interrupting//
//Janitor: ์šฐ-์™€ JA-MOLEY
//Janitor: ์ € ํฐ ๊ฒŒ ๋ณด์ด๋‹ˆ bird?
//Janitor: ์ €๊ฒŒ ๋ฐ”๋กœ ํž˜์„ผ ๋ถ๋™ํ’์˜ ์™•์ด๋ž€๋‹ค Crane!
//Janitor: ์•„๋ฌด๋ž˜๋„ ๋Šฆ์—ˆ๋Š”๋ฐ migratinโ€™.
//Janitor: ํ•˜! ์ € ๋ฐ€๋Ÿฌ์ชฝ์— ์žˆ๋Š” ๋จธ์Šค๋งˆ๋“ค์ด ๋“ค์„๋•Œ๊นŒ์ง€ ๊ธฐ๋‹ค๋ ค๋ด this!
//Mae: ํ•˜ํ•˜ํ•˜ ha.
//Mae: ์„ธ์ƒ์—๋‚˜. ์ด๊ฑฐ week.
//<<walk Janitor JanitorOffLeft wait>>
//Janitor: ๋„ค๊ฐ€ ๋งํ–ˆ์ž–์•„ it.
<<hide Janitor>>
//janitor walks offscreen to the left//
<<set $janitor_done to 1>>
<<unlockDoodle Janitor1>>

Tracks.yarn.txt

Tracks2

<<if $tracks_2 is 0>>
[...]
<<else>>
    //Mae: whoa!
    //Mae: WHOA.
    //Mae: This looks tortured.
    //Lori: Aaah look at mine!!!
[...]

Tunnel.yarn.txt

InitLevel

๋ฐ๋ชจ2์—์„œ ๋ชฐ๋ฆฌํ•˜๊ณ  ์ž์น˜ํšŒ ์‚ฌ๋žŒ์ด ์–ด๋–ป๊ฒŒ ๋‚˜์˜ค๋Š”์ง€ ์„ค์ •ํ•˜๋Š” ์Šคํฌ๋ฆฝํŠธ.

<<if $act is 2 and $day is 1 and $tunnel_west_city_council_a2d1_done is 0>>
    <<setCanInteract Molly 0>>
    <<setCanInteract Council1 1>>
    <<show Council1>>
    <<if $demo2>>
        <<hide Council2>>
        <<hide Council3>>
        <<hide Council4>>
    <<else>>
        <<show Council2>>
        <<show Council3>>
        <<show Council4>>
    <<endif>>
<<else>>
    <<hide Council1>>
    <<hide Council2>>
    <<hide Council3>>
    <<hide Council4>>
<<endif>>

<<if $act is 2 and $day is 1 and $tunnel_west_city_council_a2d1_done is 0>>
    <<show Molly>>
<<else>>
    <<hide Molly>>
<<endif>>

์ ์€ ํ„ฐ๋„์— ๋“ฑ์žฅํ•˜์ง€ ์•Š์ง€๋งŒ ๊ด€๋ จ๋œ ์Šคํฌ๋ฆฝํŠธ๊ฐ€ ์žˆ๋‹ค.

<<if $act is 3 and $day is 2>>
    <<show Germ>>
<<else>>
    <<hide Germ>>
<<endif>>

๊ทธ๋ฆฌ๊ณ  10๋Œ€ ๊ผฌ๋งˆ๋“ค์ด ๋‚˜์˜ค๋Š” ๋‚ ์งœ๋ฅผ ์ ์–ด๋‘๋Š” ์ฃผ์„๋“ค.

// A1D1, A1D3, A2D2, A2D4, A3D1, A3D3, A4D3 //
<<if $act is 1 and $day is 1>>
    // show TunnelTeens
<<elseif $act is 1 and $day is 3>>
    // show TunnelTeens
<<elseif $act is 2 and $day is 2>>
    // show TunnelTeens
<<elseif $act is 3 and $day is 1>>
    // show TunnelTeens
<<elseif $act is 3 and $day is 3>>
    // show TunnelTeens
<<elseif $act is 4 and $day is 3>>
    // show TunnelTeens
<<else>>
    <<hide TunnelTeen1>>
    <<hide TunnelTeen2>>
    <<hide TunnelTeen3>>
    <<hide TunnelTeen4>>
<<endif>>

ํ€ ์‹œ์”จ๋Š” ๋„์„œ๊ด€์—์„œ ์‹œ์ธํšŒ๋ฅผ ์—ฌ๋Š” '์ƒˆ' ์บ๋ฆญํ„ฐ์ด๋‹ค.[3] ๊ทธ๋ ‡์ง€๋งŒ Missํ•˜๊ณ  Ms๋กœ ๋ถ€๋ฅด๋Š” ์ฃผ์–ด๊ฐ€ ์Šคํฌ๋ฆฝํŠธ ์•ˆ์—์„œ๋„ ๋‹ค๋ฅด๋‹ค. (MissQuelcy๊ฐ€ ํ˜„์žฌ ๊ฒŒ์ž„์•ˆ์—์„œ ์ด๋ฆ„์ด๋‹ค.) ๊ทธ๋ฆฌ๊ณ  ์ด์™ธ์— ๋“ฑ์žฅ์ธ๋ฌผ์„ ์กฐ์ •ํ•˜๋Š” ์Šคํฌ๋ฆฝํŠธ๋“ค.

<<hide MissQuelcy>>
<<hide Fisherman>>

<<if $act is 0>>
    <<show MsQuelcy>>
    <<set $cook_done to 1>>
<<endif>>

<<if $act is 1 and $day is 2>>
    <<show Fisherman>>
    <<setAnimInt Fisherman sitting 1>>
    //<<show Rosa>>
<<endif>>
[...]
<<if $rosa_sequence > 2>>
    <<hide Rosa>>
<<elseif $act is 1 and $day is 2>>
    <<show Rosa>>
<<elseif $act is 2 and $day is 1>>
    <<show Rosa>>
<<elseif $act is 2 and $day is 3>>
    <<show Rosa>>
<<elseif $act is 3 and $day is 1>>
    <<show Rosa>>
<<elseif $act is 4 and $day is 3>>
    <<show Rosa>>
<<else>>
    <<hide Rosa>>
<<endif>>


<<if $act is 2 and $day is 4>>
    // show PumpkinHeadGuy
<<else>>
    <<hide PumpkinHeadGuy>>
<<endif>>

<<if $act is 3 and $day is 2>>
    // show Salvi and his TunnelBoat
    <<sit Salvi>>
<<else>>
    <<tell TunnelBoat Hide>>
    <<hide Salvi>>
<<endif>>

PawsModeStealingPretzel

<<if $mallard_rats>>
    //interaction shoudl be deactivated if this variable is set
    //Mae: My precious rat babies have left the nest! no need for Momma to feed 'em anymore.
    //Mae: ...they grow up so fast...
[...]

TunnelTeens

<<set $tunnel_teens_done to 1>>
<<if $met_tunnel_teens is 0>>
    [[TunnelTeens_Intro]]
<<else>>
    // A1D1, A1D3, A2D2, A2D4, A3D1, A3D3, A4D3 //
    <<if $act is 1 and $day is 1>>
        [[TunnelTeens_A1D1]]
[...]

TunnelTeens_Intro

TunnelTeens_A2D4๋Š” ์—†๋Š” ๋Œ€์‚ฌ์ด๋‹ค. InitLevel ์—์„œ A2D4๋• 10๋Œ€๋“ค์ด ๋‚˜์˜ค์ง€ ์•Š๋Š”๊ฒƒ์œผ๋กœ ๋˜์–ด์žˆ๋‹ค.

[...]

// A1D1, A1D3, A2D2, A2D4, A3D1, A3D3, A4D3 //
<<if $act is 1 and $day is 1>>
    [[TunnelTeens_A1D1]]
<<elseif $act is 1 and $day is 3>>
    [[TunnelTeens_A1D3]]
<<elseif $act is 2 and $day is 2>>
    [[TunnelTeens_A2D2]]
<<elseif $act is 2 and $day is 4>>
    [[TunnelTeens_A2D4]]
<<elseif $act is 3 and $day is 1>>
    [[TunnelTeens_A3D1]]
<<elseif $act is 3 and $day is 3>>
    [[TunnelTeens_A3D3]]
<<elseif $act is 4 and $day is 3>>
    [[TunnelTeens_A4D3]]
<<endif>>

TunnelTeens_A3D3

English Orginal(์˜์–ด ์›๋ฌธ) Korean User Translation(์œ ์ € ํ•œ๊ตญ์–ด ํŒจ์น˜)
[...]
TunnelTeen3: some place called Mulvay #line:7fe46c
Mae: !!!! #line:da48dd
//(eyes dilate, big frown)
Mae: *Mulvay*? \o/ #line:83c091
Mae: You know someone from *Mulvay*? #line:9bf72b
[...]
[...]
TunnelTeen3: ๋ฉ€๋ฒ ์ด๋ผ๋Š” ๊ณณ ์ถœ์‹ ์ด๋ผ๋˜๋ฐ #line:7fe46c
Mae: !!!! #line:da48dd
//(eyes dilate, big frown)
Mae: *๋ฉ€๋ฒ ์ด*? \o/ #line:83c091
Mae: *๋ฉ€๋ฒ ์ด* ์ถœ์‹ ์ธ ์‚ฌ๋žŒ์„ ์•ˆ๋‹ค๊ณ ? #line:9bf72b
[...]

TunnelBoatRide.yarn.txt

AfterIsland3

[...]
<<if $tunnel_bats_1_percent > 75 and $tunnel_bats_2_percent > 75>>
	//(if scared away most of the bats both times)
	Salvi: well #line:976316
	Salvi: you got rid of most of the bats back there... #line:e3c7e6
[...]

URev.yarn.txt

ReturnGoods

Bea: We're leaving. #line:9fad59
Mae: Stay strong you beautiful dreamer. You have nothing to lose but your chains. #line:56fb71
//<<walk Bea Exit>>
<<walk Mae Exit>>
URevClerk: What? #line:2e7e2d
<<set $fort_lucenne_mall to 6>>
<<irisOut 1 wait>>
<<scene FortLucenneMall>>

WellWoods.yarn.txt

OutOfWell

<<fadeIn 1>>
<<hide Mae>>
<<wait 1>>
//animation of mae dragging herself out of the well//
<<trigger MaeClimboutWell Climbout>>
<<wait 9>>
<<show Mae>>
<<wait 2>>
Mae: this place. #line:f77b21
Mae: huh. #line:fa2d27
[...]
Mae: Got any rope or something? #line:4a7672
Germ: Yeah! #line:c70145
<<close>>
<<wait 2>>
Mae: caaaan you go get it? #line:7fbb5e
<<close>>
<<run Germ GermOff>>
<<wait 2>>
//friend bubbles come from the well//
BeaWell: Hey Mae! #line:81e448
[...]
<<close>>
<<fadeOut 1 wait>>

//everyone is laying on the ground, tired//
<<warp Angus AngusOnGround>>
<<warp Bea BeaOnGround>>
<<warp Gregg GreggOnGround>>
<<warp Germ GermOnGround>>
[...]
<<cameraLookAt CameraStartToLeave>>

<<warp Angus AngusStanding>>
<<warp Bea BeaStanding>>
<<warp Gregg GreggStanding>>
<<warp Germ GermStanding>>

<<lookAt Bea Germ>>
<<lookRight Gregg>>
<<lookRight Mae>>
<<wait 1>>
<<lookNearest Mae>>

//everyone is standing//
<<fadeIn 1 wait>>
Mae: oh uh. anyone else want to get far away from this well? #line:133c19
Bea: yuuuuuuuuuuuuuuup. #line:782ecf
[...]
<<cameraLookAt CameraLeave 8.5>>
//you can walk now and this convo happens while you do that.
<<walk Bea BeaWalk1>>
<<walk Gregg GreggWalk1>>
<<walk Angus AngusWalk1>>
<<walk Mae MaeWalk1>>
<<wait 1>>
<<lookNearest Mae>>
Bea: it strikes me that we just murdered all of those dudes down there #line:10b6e8
[...]
Gregg: what trolley thing? #line:0de596
<<lookRight Gregg>>
Bea: ok, i'll explain it if we keep walking. #line:3e8ba2
<<close>>

<<waitForMove Bea>>
<<waitForMove Gregg>>
<<waitForMove Angus>>
<<waitForMove Mae>>

//<<cameraLookAt CameraLeave 1>>

<<wait 1>>

<<walk Bea OffRight>>
<<walk Gregg OffRight>>
<<walk Angus OffRight>>
<<walk Mae OffRight>>

<<wait 3>>
//When you get to the right edge of the screen, you all stop and hang for a sec until the convo is done//

//they walk offscreen to the right//

<<set $night to 1>>
<<wait 3>>
<<fadeOut 1 wait>>
<<scene Laptop>>