User:Uss0504/NITW
ํ ๊ฒ: *
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๋ชจ๋ ๋์ฌ๋ AssetStudio๋ฅผ ํตํด ์ถ์ถ๋ ๋์ฌ๋ฅผ YarnEditor๋ฅผ ์ฌ์ฉํด ์ฐพ์๊ฒ๋๋ค.
๋งจ ์์ค์ '//'์ด ๋ถ์ ์ค์ ์ฃผ์ ์ฒ๋ฆฌ๋์ด์ ์ฌ์ฉ๋์ง ์์ต๋๋ค. ๋์ฌ์ ๋งฅ๋ฝ์ ์ํด ์ฃผ์์ฒ๋ฆฌ ๋์ง ์์ ๋ถ๋ถ๋ ๊ฐ์ด ์ธ์ฉํ ์ ์์ต๋๋ค. ๊ทธ๋ฆฌ๊ณ '[...]'๋ ์๋ต๋ ๋์ฌ์ ๋๋ค. ์ฌ์ฉ๋๋ ์คํฌ๋ฆฝํธ๋ค ์ผ๋ถ ํด์: [1] <pre> ํ๊ทธ์ ๊ฐ์ธ์ ธ ์๋๊ฑด [...]์ผ๋ก ์๋ต๋๊ฑธ ์ ์ธํ๋ฉด ์๋ณธ ๋์ฌ์ ๋๋ค.
๋์ฌ๊ฐ ์๋๊ฒ: ์๋ณด์ด๋ ์งํ?, ์นด๋ฉ๋ผ ๋ฐ ์งํ๋ค.
ํ์ ๋ฌธ์
์ฌ์ฉ๋์ง ์์ ๋์ฌ / Unused Text
Unused Text ์ด๋ด ์๋ , ๋ ์ด ๋ํ ์จ๊ฒจ์ผํด! |
์ฃผ์ / Comments
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์ฐธ๊ณ ? ๋ ธํธ? / Notes user:uss0504/NITW/Note, ์ค์ ๋ฌธ์๋ก ์ฎ๊ธธ๋ Notes:Night in the Woods (Windows) ์ด๋ฐ์์ผ๋ก ์ฎ๊ฒจ์ผ ํ ์ง๋.
Contents
- 1 ํ์ ๋ฌธ์
- 2 AstralAct3Day2.yarn.txt
- 3 BandPractice.yarn.txt
- 4 BeaApartment.yarn.txt
- 5 BeaIQGraveyard.yarn.txt
- 6 BeaIQOldSection.yarn.txt
- 7 BeaParty.yarn.txt
- 8 BeaTown.yarn.txt
- 9 Birdland.yarn.txt
- 10 Bridge.yarn.txt
- 11 BusStation.yarn.txt
- 12 ChurchHill.yarn.txt
- 13 ChurchSanctuary.yarn.txt
- 14 Continuity.yarn.txt
- 15 Diner.yarn.txt
- 16 DonutWolfExterior.yarn.txt
- 17 DonutWolfInterior.yarn.txt
- 18 DoucheBagGuitarCues.txt
- 19 FoodDonkeyInterior.yarn.txt
- 20 FortLucenneMall.yarn.txt
- 21 Germ.yarn.txt
- 22 GermHouse.yarn.txt
- 23 GermKitchen.yarn.txt
- 24 GreggAngusApartment.yarn.txt
- 25 GreggAngusParkingLot.yarn.txt
- 26 GreggFQ3Woods.yarn.txt
- 27 HamPanther.yarn.txt
- 28 Laptop.yarn.txt
- 29 Library.yarn.txt
- 30 Lori.yarn.txt
- 31 MaeHouse.yarn.txt
- 32 MaeHouseBasement.yarn.txt
- 33 MaeRoom.yarn.txt
- 34 MansionBack.yarn.txt
- 35 MansionExterior.yarn.txt
- 36 MansionInterior.yarn.txt
- 37 MansionMapRoom.yarn.txt
- 38 MineBottom1.yarn.txt
- 39 MineBottom2.yarn.txt
- 40 MineEntrance.yarn.txt
- 41 MineWellTunnel.yarn.txt
- 42 MineWoods.yarn.txt
- 43 MirandaBasement.yarn.txt
- 44 MirandaHouse.yarn.txt
- 45 MirandaYard.yarn.txt
- 46 Mom.yarn.txt
- 47 OlPickaxe.yarn.txt
- 48 Outskirts.yarn.txt
- 49 OverheadTracks.yarn.txt
- 50 PastorBruceCouncil.yarn.txt
- 51 PawsModeFlipTheSwitch.yarn.txt
- 52 PawsModeStealing.yarn.txt
- 53 Playground.yarn.txt
- 54 PossumJump.yarn.txt
- 55 Roadside.yarn.txt
- 56 RoadsideClearing.yarn.txt
- 57 TowneCentreEast.yarn.txt
- 58 Tracks.yarn.txt
- 59 Tunnel.yarn.txt
- 60 TunnelBoatRide.yarn.txt
- 61 URev.yarn.txt
- 62 WellWoods.yarn.txt
AstralAct3Day2.yarn.txt
์ฒ์์๋ง ํจ๊ณผ๊ฐ ์ ์ฉ๋์ด์๊ณ ๋๋จธ์ง ํจ๊ณผ๊ฐ ์ ์ฉ๋์ด ์์ง ์์ ์ฃผ์์ด ์๋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 ์ฐ์ต์ด ๋๋ ์ดํ์ ์ ์ ํ๊ฐ ํ๋ ๋ถ๋ถ์ ๋ถ์ด์๋ ์ฃผ์๋ค. ์ดํ๋ก๋ ๊ณตํต์ ์ผ๋ก ์กด์ฌํ๊ณ , MaeRoom.yarn.txt ์์๋ ๋์ผํ๊ฒ ์กด์ฌํ๋ค.
<<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 ๋ฅผ ์ํ ์ฃผ์. Notes for Achievement.
// adjust these numbers later // also see these in Continuity.cs [...]
DomFriendGreggEnding
๋งจ ์์ค๋ง ์ ์ธํ๊ณค DomFriendBeaEnding์๋ ์กด์ฌํ๋ค.
//Gregg Domfriend //fade it on empty bad practice room// <<wait 3>> //from offscreen to the left// [...]
BeaApartment.yarn.txt
์๋ฉ ๋ถ๋ถ(A4D2)์ ์ฃผ์ ์กด์ฌ.
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
์ฐ๋ ์ด๋ชจํธ๋ฅผ ์ฌ์ฉํ๋ ค๋ ํ์ .
English Orginal(์์ด ์๋ฌธ) | Korean User Translation(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
[...] 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 ์ง๋๊ฐ๋ ๊ฑธ ๊ฑ๊ฐ ๋ด๋ฒ๋ ธ์ด #line:a802fe //if we have a mae cry emote use it here// Mae: ์๋ง ๊ฑ ์....์์์ฑ์..... #line:1c781c [...] |
BeaIQOldSection.yarn.txt
InitLevel
์ฃผ์ ์ฒ๋ฆฌ๋ ๋ถ๋ถ.
[...] <<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 youโre 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
์ํฉ์ ์ค๋ช ํ๋ ์ฃผ์์ด ๋ง๋ค.
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(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
[...] 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: ๋ํ์ ๋ฐ๋ณด ๊ฐ์ ๋ฐ๋ ๋ง์ผ. #line:cc277b //remember on blocking to do yelling text effects for this// Bea: ์ธ์์ ๋ ๊ฐ์ ๋จธ์ ๋ฆฌ ์๋ผ๋ ์ฒ์ ๋ณธ๋ค #line:220768 [...] Bea: ๊ทธ๋์ ์ ๋์์จ ๊ฑด๋ฐ? #line:194313 Mae: ๋... #line:e1dfb8 <<close>> //walk Mae over and sit next to Bea on bench// [...] <<if $did_bea_friendship_quest_1>> Mae: ์๋ง ํฌํธ ๋ฃจ์ ด ๋ฌผ๊ณ ๊ธฐ ๋ถ์๊ฐ ์ง๊ธ ์ํฉ์ ๋ดค์ผ๋ฉด ์ด๋ ๊ฒ ๋งํ์ ๊ฑธ #line:98c03c Bea: ๋ญ๋ผ๊ณ ? #line:79b026 //remember size and shake// Mae: ๋น์ํธ๋ฆฌ์ค ์ฐํ ๋ก #line:8d6b83 Mae: ์ฐ๋ฆฌ๋ ๊ฐ๋ ๊ธธ์ ๋ฒ๊ฑฐ๋ ์์ดํฌ๋ฅผ ๋จน์ด์ผ ํ๋๋๋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
Pawmode๋ก ๋ค์ด๊ฐ์ ์ง์ง ์๊ณ ๋์ฌ๋ก ํ๋ ค๊ณ ํ ํ์ ์ด ์์. ์ค์ ๋ก๋ Pawmode์ ๋ค์ด๊ฐ์ง ์์. [2]
Mae: Okay, just gotta grab it. #line:94d4e3 //<<set $soda to 1>> //Mae: Got it!
ChurchHill.yarn.txt
InitLevel
์์ฐ์ด๋ ๋ณ์์ ์ฃผ์์ฒ๋ฆฌ๋ ๋ถ๋ถ.
<<set $taxi_stop to 2>>
์์ฐ์ด์ง๋ง ๊พธ์คํ ๋์ค๋ $taxi_stop ๋ณ์. ํ์ ๊ธฐ๋ฅ์ด ์์๋ ํ์ ์ด ๋กฑ๊ธฐ์คํธ ๋์ดํธ์ ์กด์ฌํ๋ค.
[...] <<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
๋ฏธ์ฌ์ฉ ๋ณ์๋ค์ด ๋ง๊ธด ํ๋ฐ... ์ผ๋จ ์๋ต ํ๊ณ ์ฃผ์๋ถ๋ถ๋ง ์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 ์ฒ๋ฆฌ๋ ๋ถ๋ถ.
//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(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
[...] 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. Orโฆ poor Gregg???// //<<setCameraMode Stationary>> [...] |
[...] Mae: ๋ ํ์ฅ์ค ๊ฐ๋ค ์์ผ๊ฒ ์ด. #line:8039c5 Gregg: ...์... #line:e245b3 <<close>> //Mae walks over to the bathroom. Camera stays on Gregg as she walks away. Poor Gregg. Orโฆ poor Gregg???// //<<setCameraMode Stationary>> [...] |
DoucheBagGuitarCues.txt
๋ฌด์จ ๋ด์ฉ???
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 ์ด๋ ์ฐ์ด์ง ์๋ ๋ณ์๋ฅผ ์ค์ ํ๋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 ๋ ๋ณ์๋ฅผ ์ค์ ํ๋ค. (๋ชจ๋ ์คํฌ๋ฆฝํธ ์์์ ์ฐ์ด์ง ์์)
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 ์ด๋ ์์ฐ์ด๋ ๋ณ์๋ฅผ ์ค์ ํ๋ค.
[...] Germ: It was like... #line:5e3c2a Germ: a poem. #line:ee3ac3 <<set $like_a_poem to 1>>
GermEnterParkingLot_A2D3
ํจ๊ณผ๊ณผ ๊ตฌํ์ด ์๋ ์ฃผ์๋ง ์๋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>> //Weโll 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! Itโs fine! #line:a6e01d Mae: oh for real? #line:67e353 //<<trigger Germ Blink>> <<toggleBlinks Germ 1>> <<flip Germ -1>> <<cameraFollowPlayer 2>>
Germ_A3D4_00
์ถ์ : ์ด ์คํฌ๋ฆฝํธ ์ดํ์ GermEnterOutskirts_A3D4๋ฅผ ๋ค์ ๋ถ๋ฌ์์ผํด์ ์ฃผ์ ์ฒ๋ฆฌ๋๊ฑธ๋ก ์ถ์ ๋๋ค.
[...] //<<set $germ_done to 1>>
GermHouse.yarn.txt
HomeQuestIntro
์คํฌ๋ฆฝํธ ๋ค์ f๊ฐ ์๋ ์คํ๊ฐ ์กด์ฌํ๋ค.
[...] //<<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 ์คํฌ๋ฆฝํธ์ ์๋ถ๋ถ์ < ์ ๋นผ๊ณ ์ ์ ์คํ๊ฐ ์กด์ฌํ๋ค. (๊ฒ์ ๋ด์์ ์ถ๋ ฅ๋์ง ์์.)
Germ: Glad you liked Sloppy Joeโs. #line:b767bc Mae: Who doesnโt? #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 Greggโs. //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 maeโs dialogue again. She is no longer being electrocuted.//
InitLevel_A3D1
๊ฐ์ ์ฃผ์์ด InitLevel_A3D4, PostIQConvo์๋ ์๋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 canโt 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, hereโs 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 theyโd be playing some sort of two-player Tony Hawk thing or something but how do we want to show โold gameโ audibly w/o it being like 8-bit? [...] <<else>> //if Gregg is domfriend, hereโs 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 ์์ ์์ ์์ง์ผ๋ ์ฅ๊ฑฐ์ค๋ฅผ ๊ปด์๊ฑฐ๋ ๋น๋น๋ ์ ๋๋ฉ์ด์ ์ด ํ์ํ ๊ฑฐ ๊ฐ๋ค๋ ์ฃผ์.
English Orginal(์์ด ์๋ฌธ) | Korean User Translation(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
[...] Angus: someoneโs 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: ๋๊ตฐ๊ฐ๋ ๋ ๋๋ด์ค์ผ์ง! #line:2be864 Gregg: ์ผ. ๋ด๊ฐ *๋* ๋๋ด์ผ ํด. #line:f7e69f Angus: ์ด๊ฑฐ. ์ง๊ธ ํ๊ณ ์๋ ๊ฑฐ? #line:06e972 Angus: ์ด๊ฒ ๋ ๋์์ค. #line:1c3ab1 Gregg: ์๊ฒ ์ด. ๊ทธ๊ฑฐ ์ข๋ค. #line:e48a40 //need some sort of animation of Gregg hugging or smooching Angus here// Gregg: ์ฐ๋ฆฐ ํค์ณ๋๊ฐ๊ฑฐ์ผ. #line:0c751c Angus: ์ฐ๋ฆฐ ํค์ณ๋๊ฐ๊ฑฐ์ผ. #line:a69785 Gregg: ์ฌ๋ํด. #line:900428 Angus: ๋๋ ์ฌ๋ํด. #line:401c6a [...] |
Bea_A4D1
์๋ชป ์ ํ ์ฝ๋๊ฐ์ ์ฃผ์ ์ฒ๋ฆฌ๋ ๋ถ๋ถ.
//<<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 whoโs 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! Momโs 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, Germโs 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 weโll set up when blocking happens// [...] <<lookForward Gregg>> //Gregg runs to the right// <<run Gregg GreggOffRight1>> [...] <<close>> //Wait til heโs offscreen to trigger movement for Mae again. You can freerun around now until you go talk to Gregg. Greggโll 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, someoneโs 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>> [...] //thereโs gonna be a camera panning over joke here// Mae: So like... whatโs 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
์์ ์กฐํฉ์ ์ ๋ฆฌํด๋๋ ๊ธ. ๋์ฌ๋ก ์ถ๋ ฅ๋์ง ์์ง๋ง ์ฒ์๋ถ๋ถ๋ง ์ฃผ์ ์ฒ๋ฆฌ๋์ด์๋ค.
//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: iโm asking Angus if that could happen #line:f6edbc [...]
Library.yarn.txt
PoetSociety
์ฒ์์ ๋ฉ์ด๊ฐ ์นด์ดํฐ์ ์๋๊ฒ ๋ง๊ณ ๋ ๊ตฌํ๋ ํจ๊ณผ๊ฐ ์๋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: Itโs 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 ๋์ฌ๋ค์์ TV์ผ ์์๊ณผ ๋์ ์๋ ค์ฃผ๋ ์ฃผ์์ด ์๋ค. ์์:
<<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: โA 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
4๋ฒ์งธ ๋ฒ ์ด์ค ์ฐ์ต๊ณก์ด ์กด์ฌํ์ ๊ฐ๋ฅ์ฑ์ด ์๋ ์ฃผ์?
English Orginal(์์ด ์๋ฌธ) | Korean User Translation(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
[...] //-> Bass Practice 4 <<if $actday > 0400>> // <<runBandPractice 6>> <<endif>> |
[...] //-> ๋ฒ ์ด์ค ์ฐ์ต 4 <<if $actday > 0400>> // <<runBandPractice 6>> <<endif>> |
EndBassPractice
BandPractice.yarn.txt ์์๋ ๋์จ ์ ์์ ๋ฐ๋ฅธ ์ฃผ์๊ณผ ๊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: Iโm getting used to it. #line:edd97a <<endif>>
MansionInterior.yarn.txt
BasementIntro
English Orginal(์์ด ์๋ฌธ) | Korean User Translation(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
//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 didnโt 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 weโre 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: ๋งํ #line:d3990d Gregg: ๋ถ์์ด! #line:9def13 Mae: ๊ด์ฐฎ๋? #line:322f34 Gregg: ๊ทธ๋ฐ๋ฏ. #line:7cffe7 Gregg: ๋ฐฉ๊ธ ์์ฒญ ์ํํ์ง! #line:6ec1b5 Mae: ๋ถ์์ด๋ค์ด ๊ทธ๋ ๊ฒ ๊ณต๊ฒฉํ๋ ์ค ๋ชฐ๋์ด! #line:6466db Mae: ์ค๋ค์ ๋ญ๊ฐ ๋ฌธ์ ๋? #line:708cb5 //Gregg: ๋ ok? //Mae: ์์ ๊ฑฐ์์ ๋จ์ด์ง๋ฉด์ ๋ฌด๋ฆ ๋ค์ณค์ด bike. //Mae: ์ฌ๊ธฐ์ ๊ณ๋จ ์ค๋ฅด๋๊ฑฐ ์ฐธ ์ ๋๊ฒ ๋ค here... //Gregg: ์ข์ 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 donโt know that yet, so itโs this distant muffled indistinct voice/thump that is spooky. Not like a scream or anything, just like a WMMWAAHMMWWAAAMUHHMUHH voice and then a BUMP. Shouldnโt come off as robotic until weโre in the same room as it, which will be in the Map Room// <<wait 2>> Mae: ... #line:7564b0 Gregg: What #line:778d4a [...]
OfficeForLockpick
ํจ๊ณผ๊ฐ ์ ์ฉ๋์ง ์์ ์ฃผ์.
[...] //muffled soft noise below// Gregg: Ok well #line:9f6617 Mae: Yeah, letโs 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 THEREโS A FIRE ESCAPE! #line:1fb0e5 Gregg: window doesnโt 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 ๋ด์ฉ์ด ์ฃผ์์ฒ๋ฆฌ๋์ด์์.
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 canโt double back past the screen as you go? The gang reaches the door(?) thatโs down at the end// Angus: Door. #line:c16e81 [...]
AfterBossConvo
//fade in as theyโre 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 thereโs 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(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
//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! Theyโre right there! #line:d553d0 [...] HeadMiner: You donโt 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: iโve seen this #line:e664cc Mae: or Iโveโฆ Iโve felt itโฆ #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: Iโฆ I... #line:3941cf Miner1: Throw it down, son. #line:b6cf35 Miner1: Donโt make this our time. #line:e45a89 Bea: Greggโฆ #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: youโre monsters #line:be5aab Mae: none of this #line:1cd4c8 Mae: none of this is happening #line:305a0c //at this point we start maeโs 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 wonโt be justโฆ #line:cc5272 //would be good to cut the track here to something clearer for the duration of maeโs 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: iโm 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 canโt move you guys #line:596538 Angus: Iโll 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 ์๋ค! ์ ๋๋ค์ด์ผ! #line:d553d0 [...] HeadMiner: ๋ ์ด๊ฒ ๋ญ์ง๋ ์ ๋ชจ๋ฅด๋ ๊ฒ ๊ฐ๊ตฌ๋, ๊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: ์ธ์์ #line:420f34 <<cameraLookAt BossCamCenterLow 8>> <<close>> <<wait 1>> <<allSpeechBubblesToY 5>> <<extraZoom -5 8>> Mae: ๋ณธ ์ ์์ด #line:e664cc Mae: ์๋๋ฉด... ์๋๋ฉด ๋๋ ์ ์๋ ๊ฑด๊ฐ... #line:2318c1 [...] HeadMiner: ๊ทธ๋งํผ์ ์ ๊ฒฝ์ ์ด๋ ๊ฒ ๋๊ธฐ ์ ์ ์จ์คฌ์ผ๋ฉด ์ด๋ ์๊น ์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: ์ด๋ค ์๋ผ์ผ!!! D: #line:8d54ee Bea: ๊ทธ๋ - #line:023c70 Gregg: ์ผ์ด์๋ ๋ด ์น๊ตฌ์๋ค๊ณ !!!! D: #line:6414f9 <<setAnimInt Miner1 raiseRifle 1>> //miner1 raises rifle// Miner1: ์์. ๋น์ฅ ์ ๋ด๋ ค๋์ผ๋ฉด ์๋ค. #line:19cd99 Gregg: :) #line:501dbe Gregg: ํค ํค #line:0dfe95 Gregg: ๋ด๊ฐ ๋จผ์ ์๋ฉด ์ด๋ป๊ฒ ํ ๊ฑด๋ฐ? #line:f963cd Gregg: ๋์์ ํ์ด์ด ๋ฐํ๋ค๊ณ ์๊ฐํด ๋ด. #line:419d8a Gregg: *๋นต์ผ* #line:b00fc9 Gregg: *๋น ์์์์์ผ์์์* #line:8a2f14 <<setAnimInt Miner2 raiseRifle 1>> //Miner2 raises rifle// Gregg: :| #line:653af9 Angus: ์ฌ๊ธฐ๊น์ง ์ด์ ๊ฐ์ง๊ณ ์๋ค๊ณ ? #line:8ce7d3 Miner2: ํ๋ฐค์ค์ ๊น์ ์ฒ ์์ ๋ค์ด์ค๋ฉด ์ํํ๋๊น. ๊ธฐ๋ณธ ์์์ด์ง. #line:167341 Gregg: ๋... ๋... #line:3941cf Miner1: ๊ทธ๊ฑฐ ๋จ๊ถ๋ผ, ๊ผฌ๋ง์ผ. #line:b6cf35 Miner1: ๊ดํ ์ผ ์น๋ฅด์ง ๋ง์. #line:e45a89 Bea: ๊ทธ๋ ... #line:1a4834 <<wait 2>> Gregg: ๋งํ . #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: ๊ดด๋ฌผ๋ค #line:be5aab Mae: ์๋ฌด๊ฒ๋ #line:1cd4c8 Mae: ์ด ๋ชจ๋ ๊ฒ ์ง์ง๊ฐ ์๋์ผ. #line:305a0c //at this point we start maeโs 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: ์ฐ๋ฆฐ ๊ดด๋ฌผ์ด ์๋์ผ. #line:617f7a [...] HeadMiner: ์ด๊ณณ์ด ๊ทธ์ ... #line:cc5272 //would be good to cut the track here to something clearer for the duration of maeโs speech here //and then go back to previous ambience// <<close>> <<wait 1>> <<allSpeechBubblesToX 0>> <<allSpeechBubblesToY 0>> <<fadeOutMusic 1>> Mae: ๋ชจ์๋ค์ด ์๋๋ ๋๋ก. #line:6e258c <<wait 6>> Mae: ๋ ์ด ์๋์์ ์ฃฝ์ ๊ฑฐ์ผ. #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: ์ ์ฐ๋ฆฌํํ ์ ๋ถ ์๊ธฐํด์ฃผ๋ ๊ฑฐ์ง? #line:5e4284 [...] Mae: ๋... ๋ ์์ง์ด์ง ๋ชปํ๊ฒ ์ด ์๋ค์ #line:596538 Angus: ์ ์ด์ค๊ฒ #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. Itโs mostly blackness and she just floats there so this isnโt 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(์ ์ ํ๊ตญ์ด ํจ์น) |
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[...] //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! THISโLL 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. heโs 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]์๋ผ ์๋ผ ์๋ผ ์๋ผ[/shake] #line:9e0696 Miner1:{locator=Miner1LookawayBubble}๊ฝ ๋ถ๋ค๊ณ ์์ด #line:b8a8d3 Miner3:{locator=Miner3LookawayBubble}[shake=.07]์๋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]์ผ์์์์์์์์์์์์์์ !!!![/shake] #line:c22c4e Miner1:{locator=Miner1LookawayBubble}๊ฝ ๋ถ์ก์! ์ด๋ ๊ฒ ํด์ผ ๋ ์ฝ๊ฒ- #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}์ข์. ์ด์ ๋น ์ก๋ค. #line:74490a <<setAnimInt Miner3 state 2>> // camera goes back // <<playOneShot event:/minewoods/miner_struggle Miner3>> <<cameraLookAt MinerSceneCamera 2>> <<wait 2>> Miner1: ๋ฃจ๋ธ #line:39d045 [...] Mae:{locator=MaeOffscreenBubble}*ํ* #line:8c24d6 <<playOneShot event:/minewoods/mae_discovered Mae>> Miner2: ๋ญ์ผ? #line:68f5ab Mae:{locator=MaeOffscreenBubble}[shake=.05]์ .[/shake] #line:702cff Miner1: ๋ฉ์ด? ๋ฉ์ด ๋ณด๋ก์ฐ์คํค? #line:6351a7 Angus:{locator=MaeOffscreenBubble}[shake=.05]๋๋ง์ณ!!!!!![/shake] #line:098a5d //wipe to run scene// <<cameraFollowPlayer 3>> <<fadeOut 1 wait>> <<scene MineWoodsRunAway>> |
EideApproach
๋ฒ๊ทธ๋ฅผ ํผํ๊ธฐ ์ํด ์ฝ๋๋ฅผ ๋ฃ์๋ค๋ ์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
์ฃผ์๋ง ์๋ ๋์ฌ
// miranda_basement: 0 = first in // miranda_basement: 1 = bea has gone behind furnace // miranda_basement: 2 = "Fixed" the furnace
EnterLevel
์๋ ๋์ฌ์ธ Dialogue3๋ฅผ ๋ถ๋ฌ๋ธ๋ค.
[...] <<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 wonโt 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(์ ์ ํ๊ตญ์ด ํจ์น) |
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[...] Mae: Thereโs a thing back here by the driveway! #line:127947 Bea: Yeah. Sheโs an old lady. #line:346a4e //look Bea right ?!?!} at other weird thing in yard// Bea: Sheโs got weird shit in her yard. #line:2cd3a0[...] |
[...] Mae: ์ ๊ธฐ ๋๋ก ์ชฝ์ ๋ญ๊ฐ ์์ด! #line:127947 Bea: ๊ทธ๋, ํ ๋จธ๋๋๊น, #line:346a4e //look Bea right ?!?!} at other weird thing in yard// Bea: ๋ง๋น์ ์ด์ํ ๊ฑฐ ํ๋์ฏค ๊ฐ์ง๊ณ ์์ด๋ ์ด์ํ์ง ์์์. #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: iโm off. #line:2715e5 [...]
OlPickaxe.yarn.txt
Bea_Act2
์ํ์ ๋ . EnterLevel_A2D4์ด ๋ฐ๋ก ์์ง๋ง A2D4_00์ด๋ ์๋ ๋์ฌ๋ฅผ ํธ์ถํ๋ค.
[...] <<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
A2D4์์ ๋ฌ๋ ค๋๊ฐ ์ดํ์ ์๋์ผ๋ก ์์๋๋ ๋์ฌ ์คํฌ๋ฆฝํธ.
//camera pulls back/pans up so you can see the miner with the kid draped over his //shoulder. thereโs 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!'์ด๋ ํ๊ทธ๊ฐ PastorA4D3๋ ๊ฐ์ด ๋ฌ๋ ค์๋ค.
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_theft๋ ์ฌ์ฉ๋๋ ๋ณ์ ์ด๋ค.
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>> //Itโs 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 thereโs 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 sheโs with them but theyโre together sheโs not between them itโs 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(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
[...] 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: Thatโs a Great NorโEaster King Crane! //Janitor: Must be late to the migratinโ. //Janitor: Haw! Wait til the fellers at Millerโs 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: ๋์ค์ ๋ ๋ด์. #line:cd3431 Janitor: ๋ด๊ฐ ๋ ๋จผ์ ๋ด๋ฒ๋ฆด ๊ฑฐ๋ค, ๋ฉ์ด. #line:356aeb Mae: ํ ํ #line:27078b Janitor: *ํ์ด์ด์ต* ํ ํ ํ! #line:e73167 //janitor walks offscreen to the left// <<close>> <<walk Janitor JanitorOffLeft wait>> Mae: ์ ๊น๋ง์! ์ ์ด๋ฆ์ ์ด๋ป๊ฒ ์์ จ์ด์? #line:0196c8 <<wait 2>> //giant astral-god-looking bird flys up and into the sky in the bg// //Mae: ์ ์ ๊น god //Mae: ์์ ์จ๊ฐ was- //Mae: ๋๋์ด ๋ญ๊ฐ ์ข ์ดํด๊ฐ ๋๋ค sense. //<<close>> //<<walk Janitor JanitorBackOn wait>> //janitor walks back onscreen interrupting// //Janitor: ์ฐ-์ JA-MOLEY //Janitor: ์ ํฐ ๊ฒ ๋ณด์ด๋ bird? //Janitor: ์ ๊ฒ ๋ฐ๋ก ํ์ผ ๋ถ๋ํ์ ์์ด๋๋ค Crane! //Janitor: ์๋ฌด๋๋ ๋ฆ์๋๋ฐ migratinโ. //Janitor: ํ! ์ ๋ฐ๋ฌ์ชฝ์ ์๋ ๋จธ์ค๋ง๋ค์ด ๋ค์๋๊น์ง ๊ธฐ๋ค๋ ค๋ด this! //Mae: ํํํ ha. //Mae: ์ธ์์๋. ์ด๊ฑฐ week. //<<walk Janitor JanitorOffLeft wait>> //Janitor: ๋ค๊ฐ ๋งํ์์ 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
๋ฐ๋ชจ2์์ ๋ชฐ๋ฆฌํ๊ณ ์์นํ ์ฌ๋์ด ์ด๋ป๊ฒ ๋์ค๋์ง ์ค์ ํ๋ ์คํฌ๋ฆฝํธ.
<<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>>
์ ์ ํฐ๋์ ๋ฑ์ฅํ์ง ์์ง๋ง ๊ด๋ จ๋ ์คํฌ๋ฆฝํธ๊ฐ ์๋ค.
<<if $act is 3 and $day is 2>> <<show Germ>> <<else>> <<hide Germ>> <<endif>>
๊ทธ๋ฆฌ๊ณ 10๋ ๊ผฌ๋ง๋ค์ด ๋์ค๋ ๋ ์ง๋ฅผ ์ ์ด๋๋ ์ฃผ์๋ค.
// 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>>
ํ ์์จ๋ ๋์๊ด์์ ์์ธํ๋ฅผ ์ฌ๋ '์' ์บ๋ฆญํฐ์ด๋ค.[3] ๊ทธ๋ ์ง๋ง Missํ๊ณ Ms๋ก ๋ถ๋ฅด๋ ์ฃผ์ด๊ฐ ์คํฌ๋ฆฝํธ ์์์๋ ๋ค๋ฅด๋ค. (MissQuelcy๊ฐ ํ์ฌ ๊ฒ์์์์ ์ด๋ฆ์ด๋ค.) ๊ทธ๋ฆฌ๊ณ ์ด์ธ์ ๋ฑ์ฅ์ธ๋ฌผ์ ์กฐ์ ํ๋ ์คํฌ๋ฆฝํธ๋ค.
<<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_A2D4๋ ์๋ ๋์ฌ์ด๋ค. InitLevel ์์ A2D4๋ 10๋๋ค์ด ๋์ค์ง ์๋๊ฒ์ผ๋ก ๋์ด์๋ค.
[...] // 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(์ ์ ํ๊ตญ์ด ํจ์น) |
---|---|
[...] 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: ๋ฉ๋ฒ ์ด๋ผ๋ ๊ณณ ์ถ์ ์ด๋ผ๋๋ฐ #line:7fe46c Mae: !!!! #line:da48dd //(eyes dilate, big frown) Mae: *๋ฉ๋ฒ ์ด*? \o/ #line:83c091 Mae: *๋ฉ๋ฒ ์ด* ์ถ์ ์ธ ์ฌ๋์ ์๋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>>