Merge branch 'develop' into bugfix/美术素材填充

This commit is contained in:
2026-07-22 21:55:45 +08:00
130 changed files with 1529 additions and 1334 deletions
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+8 -11
View File
@@ -1421,19 +1421,16 @@ MonoBehaviour:
cableMaterial: {fileID: 0}
sortingLayerName: Tools
sortingOrder: 47
shadowColor: {r: 0, g: 0.08, b: 0.16, a: 0.22}
shadowWidth: 0.295
shadowDrop: 0.12
darkColor: {r: 0.012, g: 0.055, b: 0.095, a: 1}
darkColor: {r: 0.02, g: 0.05, b: 0.09, a: 1}
darkWidth: 0.33
bodyColor: {r: 0.025, g: 0.135, b: 0.195, a: 1}
bodyColor: {r: 0.035, g: 0.135, b: 0.19, a: 1}
bodyWidth: 0.26
midColor: {r: 0.08, g: 0.25, b: 0.29, a: 1}
midWidth: 0.115
midLift: 0.036
highlightColor: {r: 0.16, g: 0.31, b: 0.32, a: 1}
highlightWidth: 0.045
highlightLift: 0.065
midColor: {r: 0.095, g: 0.255, b: 0.275, a: 1}
midWidth: 0.1
midLift: 0.028
highlightColor: {r: 0.18, g: 0.32, b: 0.3, a: 0.75}
highlightWidth: 0.04
highlightLift: 0.05
tipTaperFraction: 0
tipTaperScale: 0.72
overlapMargin: 0.1
@@ -159,7 +159,7 @@ namespace AibisDream
[YarnCommand("RetractCable")]
public static void RetractCable()
{
CablePanel.PullUpCable();
CablePanel?.PullUpCable();
}
[YarnCommand("StartHeadBreathing")]
@@ -68,17 +68,17 @@ public class PhysicCable : MonoBehaviour
[SerializeField] private string sortingLayerName = "Tools";
[SerializeField] private int sortingOrder = 47;
// 7/7 PixelCableLine step 色阶: Edge → Band Dark → Band Light
// 体色 #00335f;暗部微偏红、亮微偏黄(贴近 PS 暖调体积),高光约 75% 强度
[SerializeField] private Color darkColor = new(0.032f, 0.085f, 0.155f, 1f); // 暗面偏暖
[SerializeField] private float darkWidth = 0.32f;
[SerializeField] private Color bodyColor = new(0f, 0.2f, 0.373f, 1f); // #00335f
[SerializeField] private float bodyWidth = 0.26f;
[SerializeField] private Color midColor = new(0.038f, 0.238f, 0.345f, 1f); // 中间调微偏黄
[SerializeField] private float midWidth = 0.082f;
[SerializeField] private float midLift = 0.015f;
[SerializeField] private Color highlightColor = new(0.056f, 0.248f, 0.298f, 1f); // ≈75% 叠在 mid 上的暖高光
[SerializeField] private float highlightWidth = 0.02f;
[SerializeField] private float highlightLift = 0.015f;
// 暗面轻微偏红、亮面轻微偏黄;反光保持克制,避免线缆体积感过强。
[SerializeField] private Color darkColor = new(0.02f, 0.05f, 0.09f, 1f); // Edge Outline,微偏
[SerializeField] private float darkWidth = 0.33f; // 原型:w+4
[SerializeField] private Color bodyColor = new(0.035f, 0.135f, 0.19f, 1f); // Band Dark
[SerializeField] private float bodyWidth = 0.26f; // 原型:w=15px ≈ 0.26wu
[SerializeField] private Color midColor = new(0.095f, 0.255f, 0.275f, 1f); // Band Light微偏黄
[SerializeField] private float midWidth = 0.10f; // 收窄中亮面,减弱体积感
[SerializeField] private float midLift = 0.028f;
[SerializeField] private Color highlightColor = new(0.18f, 0.32f, 0.30f, 0.75f); // 高光透明度降低 25%
[SerializeField] private float highlightWidth = 0.04f;
[SerializeField] private float highlightLift = 0.05f;
[Header("端部收窄(默认关闭:整根线宽与插头/孔匹配)")]
[SerializeField, Range(0f, 0.3f)] private float tipTaperFraction = 0f; // 末端收窄段占全长比例,0 关闭
@@ -326,8 +326,21 @@ public class ShockSystem : MonoBehaviour, IInteraction
lastMousePosition = mousePosition;
float progressRatio = targetLeverAngle / maxLeverAngle;
if (progressRatio <= 0f)
{
if (isCharging)
{
isCharging = false;
ResetProgress();
}
return;
}
if (progressRatio > 0 && !isCharging)
{
progressTweener?.Kill();
progressTweener = null;
isCharging = true;
StartCharging();
AibisDream.Kit.AudioManager.Instance.PlaySfx(chargingEvent, chargingAudioKey);
@@ -884,4 +897,4 @@ public class ShockLeverInteractionBridge : MonoBehaviour, IInteraction
public bool IsActive => _shockSystem?.IsActive ?? true;
public bool IsAvailable => _shockSystem?.IsAvailable ?? true;
public GameObject GetGameObject() => gameObject;
}
}
@@ -36,6 +36,10 @@ namespace AibisDream.FixSystem
#region
public bool isCableRetracted = true; // 线缆是否收起
// 与 isCableRetracted(当前可交互状态)分开记录最后一次指令的目标,
// 防止相反方向或外部 DOKill 触发旧动画回调,把线缆恢复到错误状态。
private bool targetCableRetracted = true;
[SerializeField] private Transform retractedPos; // 收起位置
private ISocket curSocket;
@@ -86,6 +90,8 @@ namespace AibisDream.FixSystem
private void InitCableVisualFromPrefab()
{
targetCableRetracted = isCableRetracted;
if (isCableRetracted)
{
SetRetractCable();
@@ -145,6 +151,8 @@ namespace AibisDream.FixSystem
public void DropDownCableImmediate()
{
targetCableRetracted = false;
PlugRef.transform.DOKill(false);
PlugRef.PullUpSocketSilent();
CableReelRef.ResetRotation();
PlugRef.RestoreAtStartPositionImmediate();
@@ -212,14 +220,25 @@ namespace AibisDream.FixSystem
}
}
/// <summary>
/// 从插孔拔出(若已插入),放回初始可插线位:线缆放下、可拖拽,不收起。
/// </summary>
public void ResetPlug()
{
if (IsPlugInSocket())
bool wasPlugged = IsPlugInSocket();
if (wasPlugged)
{
PlugRef.PullUpSocket();
}
BodyModuleSystem.CloseModuleSlots(null);
// 已在初始可插线位且未收起:只关槽,不重复放线/音效
if (!wasPlugged && !isCableRetracted && !targetCableRetracted)
{
return;
}
DropDownCableImmediate();
AudioManager.Instance.PlaySfx("event:/ActionFB/mods_close");
@@ -315,45 +334,71 @@ namespace AibisDream.FixSystem
return BodyModuleSystem.TryFindClosestModule(sourcePos, out targetModule);
}
/// <summary>收起线缆:无论是否插在模块上,统一收到线盘位。</summary>
public void PullUpCable()
{
if (isCableRetracted) return;
if (IsPlugInSocket())
bool wasPlugged = IsPlugInSocket();
if (wasPlugged)
{
PlugRef.PullUpSocket();
}
BodyModuleSystem.CloseModuleSlots(null);
// 收线动画:绳身按纯插值收拢到收纳位(不走拖拽物理,避免其阻尼参数在极短时长内来不及收敛而甩鞭),
// 插头 DOMove 与绳收拢共用同一时长,动画结束时绳已真正收完,再切换到收起态不会有可见的切割感
// 已在收起或正在收起,且本次无需拔插:不重复收线动画/音效
if (targetCableRetracted && !wasPlugged)
{
isCableRetracted = true;
return;
}
targetCableRetracted = true;
isCableRetracted = true;
PlugRef.transform.DOKill(false);
if (physicCableRef.State == PhysicCable.CableState.Hidden)
{
ApplyRetractedState();
return;
}
suppressPlugFollow = true;
physicCableRef.CollapseTo(retractedPos.position, RetractDuration);
PlugRef.transform.DOMove(retractedPos.position, RetractDuration)
.OnComplete(() =>
{
ApplyRetractedState();
isCableRetracted = true;
});
.OnComplete(CompleteRetractIfCurrent)
.OnKill(CompleteRetractIfCurrent);
AudioManager.Instance.PlaySfx("event:/ActionFB/mods_close");
AudioManager.Instance.PlaySfx("event:/FollowInput/plugdrop");
}
private void CompleteRetractIfCurrent()
{
if (!targetCableRetracted) return;
ApplyRetractedState();
isCableRetracted = true;
}
public void DropDownCable()
{
if (!isCableRetracted) return;
// 确保 Plug 已脱离 Socket(收起状态下通常已脱离,此处为防御性调用)
if (!isCableRetracted && !targetCableRetracted) return;
targetCableRetracted = false;
PlugRef.PullUpSocket();
PlugRef.transform.DOKill(false);
CableReelRef.ResetRotation();
suppressPlugFollow = true;
PlugRef.transform.DOMove(PlugRef.GetStartPos(), 0.1f).OnComplete(() =>
{
suppressPlugFollow = false;
physicCableRef.ShowFree(true);
isCableRetracted = false;
});
PlugRef.transform.DOMove(PlugRef.GetStartPos(), 0.1f).OnComplete(CompleteDropIfCurrent)
.OnKill(CompleteDropIfCurrent);
}
private void CompleteDropIfCurrent()
{
if (targetCableRetracted) return;
suppressPlugFollow = false;
physicCableRef.ShowFree(true);
isCableRetracted = false;
}
/// <summary>应用收起状态的视觉与组件设置(不含动画、不含 isCableRetracted 更新)</summary>
@@ -362,8 +407,6 @@ namespace AibisDream.FixSystem
physicCableRef.Hide();
suppressPlugFollow = false;
// 强制收起时长可能短于拔出反馈动画(挤压 punch scale),未播完就会被打断,
// 收起完成后强制清掉,避免插头带着没播完的形变停在收纳位
PlugRef.CancelFeedbackTween();
PlugRef.transform.position = retractedPos.position;
@@ -376,8 +419,10 @@ namespace AibisDream.FixSystem
public void SetRetractCable()
{
ApplyRetractedState();
targetCableRetracted = true;
isCableRetracted = true;
PlugRef.transform.DOKill(false);
ApplyRetractedState();
}
#region -
@@ -84,7 +84,7 @@ namespace AibisDream.FixSystem
}
else
{
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
FixPanelSystem.GetRepairPanel<CablePanel>()?.ResetPlug();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
}
@@ -104,7 +104,7 @@ namespace AibisDream.FixSystem
bodyModuleSystem.SwitchModuleGroup(moduleState);
}
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
FixPanelSystem.GetRepairPanel<CablePanel>()?.ResetPlug();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule, true);
BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.BodyModule);
@@ -117,11 +117,8 @@ namespace AibisDream.FixSystem
public IEnumerator Exit(FixTransition transition)
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
// 拔出插头
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
// 清屏
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
FixPanelSystem.Instance.ScreenPanel.ClearScreen();
// 关闭交互
bodyModuleSystem.DisableSystem();
yield break;
}
@@ -23,7 +23,7 @@ namespace AibisDream.FixSystem
// Cut的气泡统一放在BodyModule下
BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Cut);
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
var bodyModule = bodyModuleSystem.FindBodyModuleByName("Emo");
if (bodyModule != null)
{
@@ -70,7 +70,7 @@ namespace AibisDream.FixSystem
// Cut的气泡统一放在BodyModule下
BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Cut);
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
var bodyModule = bodyModuleSystem.FindBodyModuleByName("Memory");
if (bodyModule != null)
{
@@ -117,6 +117,7 @@ namespace AibisDream.FixSystem
// Cut的气泡统一放在BodyModule下
BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Cut);
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
var bodyModule = bodyModuleSystem.FindBodyModuleByName("Logic");
if (bodyModule != null)
{
@@ -41,8 +41,8 @@ namespace AibisDream.FixSystem
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
yield return UIManager.Instance.GetPanel<ScreenTransitionPanel>().FadeInAsync(0.5f);
// 重置身体模块
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
// 离开表达深入:保持线缆收起,回到 BodyModule 后由 Yarn DropCable 再放线
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
// 关闭表达系统视图
expressionManager.CloseView();
@@ -77,7 +77,7 @@ namespace AibisDream.FixSystem
public IEnumerator Exit(FixTransition transition)
{
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
yield break;
}
}
@@ -98,8 +98,7 @@ namespace AibisDream.FixSystem
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
}
// 插头回到初始插孔
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
// 切换到分析模式相机
yield return UIManager.Instance.GetPanel<ScreenTransitionPanel>().FadeInAsync(0.5f);
@@ -21,9 +21,7 @@ namespace AibisDream.FixSystem
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
}
// 插头回到初始插孔
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
// 切换相机
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF);
yield return UIManager.Instance.GetPanel<ScreenTransitionPanel>().FadeInAsync(0.5f);
ufSystem.OpenUFView();
@@ -65,9 +63,7 @@ namespace AibisDream.FixSystem
var eyeModule = bodyModuleSystem.FindBodyModuleByType<EyeModule>();
yield return eyeModule.OpenEye();
// 插头回到初始插孔
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
// 切换相机
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye);
yield return UIManager.Instance.GetPanel<ScreenTransitionPanel>().FadeInAsync(0.5f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep);
@@ -118,9 +114,7 @@ namespace AibisDream.FixSystem
}
yield return memorySystem.DropMemoryProjector();
// 插头回到初始插孔
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
// 相机聚焦到目标位
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory);
yield return UIManager.Instance.GetPanel<ScreenTransitionPanel>().FadeInAsync(duration);
memorySystem.OnEnter();
@@ -134,7 +128,7 @@ namespace AibisDream.FixSystem
FixPanelSystem.Instance.TaskPanel?.CollapsePanelTemporary(immediate: true);
yield return memorySystem.DropMemoryProjector();
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
FixPanelSystem.GetRepairPanel<CablePanel>()?.PullUpCable();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory, true);
memorySystem.OnEnter();
BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Memory);
+6 -1
View File
@@ -29,7 +29,7 @@ shitou,石头,Stone,シートウ,Default,MainActor,,,VO/voice_shitou,
Descent,Descent,Descent,,Default,Aside,#FFCC00,,VO/voice_me,
e-assistant,电子助手,Electronic Assistant,,Default,Aside,#FFCC00,,VO/voice_me,
Gotashi_unknow,戴纯金雕塑头的男人,*Gotash,*ゴタシュ,Default,Aside,#FFCC00,,,
dn,·,·,·,Screen,Aside,#FFBF5F,,,
dn,无连接,No Connection,No Connection,Screen,Aside,#FFBF5F,,,
Linking,连接中……,Connecting...,Connecting...,Screen,Aside,#E6A23C,,,
Analysing,分析中,Analyzing...,Analyzing...,Screen,Aside,#E6A23C,,,
Error,错误警告,Error warning,Error warning,Screen,Aside,#E6A23C,,,
@@ -58,3 +58,8 @@ jb,酒保,Bartender,バーテンダー,Default,MainActor,,,,
girl,女孩,Young Girl,少女,Default,Aside,,,,
host,主持人,Newscaster,ニュースキャスター,Default,Aside,,,,
boy,阿灿,Young Boy,少年,Default,Aside,,,,
Teacher,教师,Teacher,Teacher,Default,Aside,#FFCC00,,,
SellerA,销售员A,Seller A,Seller A,Default,Aside,#FFCC00,,,
SellerB,销售员B,Seller B,Seller B,Default,Aside,#FFCC00,,,
SellerC,销售员C,Seller C,Seller C,Default,Aside,#FFCC00,,,
1 通过key索引配置 中文名 英文名 日文名 显示位置,Default使用默认,Screen插线屏幕,OldBox基本对话框 人物角色(Player/MainActor/Aside) 名称显示时的颜色 头像Pic路径 语音资源路径 气泡序号(默认0)
29 Descent Descent Descent Default Aside #FFCC00 VO/voice_me
30 e-assistant 电子助手 Electronic Assistant Default Aside #FFCC00 VO/voice_me
31 Gotashi_unknow 戴纯金雕塑头的男人 *Gotash *ゴタシュ Default Aside #FFCC00
32 dn · 无连接 · No Connection · No Connection Screen Aside #FFBF5F
33 Linking 连接中…… Connecting... Connecting... Screen Aside #E6A23C
34 Analysing 分析中 Analyzing... Analyzing... Screen Aside #E6A23C
35 Error 错误警告 Error warning Error warning Screen Aside #E6A23C
58 girl 女孩 Young Girl 少女 Default Aside
59 host 主持人 Newscaster ニュースキャスター Default Aside
60 boy 阿灿 Young Boy 少年 Default Aside
61 Teacher 教师 Teacher Teacher Default Aside #FFCC00
62 SellerA 销售员A Seller A Seller A Default Aside #FFCC00
63 SellerB 销售员B Seller B Seller B Default Aside #FFCC00
64 SellerC 销售员C Seller C Seller C Default Aside #FFCC00
65
+28 -18
View File
@@ -49,8 +49,9 @@ position: 0,80
//可怜虫它坏了因为海根本不存在
hs: …是啊,是啊。<br>要是年审完<waitfor=0.2>还能放个假就更好了。 #line:022c1fd
hs: 从早忙到晚…<waitfor=0.2>每个机体都只是为了自己的数据变得有价值一些……<waitfor=0.4>不如早回收<waitfor=0.2>早重生呢。 #line:0c538a4
hs: …是啊,是啊。
hs: …要是<color=\#FFB200>年审</color>完<waitfor=0.2>还能放个假就更好了。 #line:022c1fd
hs: 从早忙到晚…<waitfor=0.2>只是为了自己的数据变得有价值一些……<waitfor=0.4>不如早回收<waitfor=0.2>早重生呢。 #line:0c538a4
<<hide_dialog>>
<<wait 1>>
@@ -94,6 +95,7 @@ hs: 新玩意儿。<waitfor=0.2><br>叫什么…什么<waitfor=0.2>频段分层
//春注释:如果希望闪回梦里的东西,我觉得海边可能就够了,而且也和海不存在之类的话题契合
<<switch_outside_to SubwayTV>>
<<switch_news 新闻>>
<<jump 新闻>>
===
@@ -123,18 +125,21 @@ position: 0,240
// hs: 如果被清除的机体太多的话,英理脸上可就不好看了啊。 #line:0eda22f
// <<set $xlsc = true>>
// ->脱耦机体<<if $to==false>> #line:007ef4a
<<wait 1>>
host: …目前仍然在逃。 #line:0ee0561
hs: 啊,<waitfor=0.2>这就是我说的那个。 #line:015adbc
host: 3天前该实体在回收审批阶段脱离控制,<waitfor=0.2><br>下落不明。<waitfor=0.2><br>请广大机体注意防范,<waitfor=0.2><br>并积极提供线索。 #line:03559d2
<<switch_news 机体逃跑>>
host: 3天前该实体在回收审批阶段脱离控制,<waitfor=0.2><br>下落不明。<waitfor=0.2><br>请广大机体注意防范,<waitfor=0.2>并积极提供线索。 #line:03559d2
<<switch_news 新规通过>>
host: 信息显示,<waitfor=0.2>该实体为注册在案的*<b>问题分子</b>*<waitfor=0.2>自称发现“海”的线索,<waitfor=0.2>正试图寻找。 #line:0dc34e9
<<switch_news 机体逃跑>>
host: 在此提醒广大机体,<waitfor=0.2>“海”并不存在。<waitfor=0.2><br>若您出现类似的认知偏差,<waitfor=0.2>请及时就近就医…… #line:00db12d
// <<set $to = true>>
// ->结束<<if $newsCount>0>> #line:0b04710
me: 啊…#auto_next #line:07efff9
<<switch_outside_to Subway>>
<<change_actor_state_async "头疼_Flow" "地铁医生">>
<<jump 地铁结尾>>
// <<set $newCount = $newCount+1>>
@@ -155,6 +160,7 @@ position: 0,400
//chunhui:2.原型病的人似乎认为主脑之外还有别的家,也就是海
//czq: 你说的是对的,而且带过就够了,现在已经写了,混在日常对话中间了
<<change_actor_state "Doc Headache" "地铁医生">>
<<play_timeline 地铁>>
<<hide_dialog>>
<<wait 0.2>>
@@ -185,9 +191,9 @@ me: 嗯。 #line:0a42ea5
hs: 没事儿,<waitfor=0.2>都过去了。 #line:015a2ab
<<hide_dialog>>
<<wait 1>>
hs: 年审结束之后<waitfor=0.2>我带你去个好地方吧。 #line:040432c
<<change_actor_state_async "转身_Flow" "地铁医生">>
me: 你不是年审还差很多分么? #line:0834523
hs: <color=\#FFB200>年审</color>结束之后<waitfor=0.2>我带你去个好地方吧。 #line:040432c
<<change_actor_state_async "turn" "地铁医生">>
me: 你不是还差很多分么? #line:0834523
hs: 嗨,怕啥!<waitfor=0.4>我可是我们全组前三…<waitfor=0.1>呃,<waitfor=0.2>应该是<waitfor=0.3>前三百…<waitfor=0.1>我是说,<waitfor=0.2>三千…<waitfor=0.2>呃…… #line:081508a
<<hide_dialog>>
<<wait 0.2>>
@@ -198,7 +204,7 @@ hs: 实在不行就…<waitfor=0.2>年审前吧。 #line:0b1df41
<<change_actor_state "转回_Flow" "地铁医生">>
me: 嘿,会没事的。 #line:076db10
me: 我只是想说…现在先别想年审后的事情,专心做准备吧。 #line:0eb84ca
me: 至少…现在先别想年审后的事情,<br>专心做准备吧。 #line:0eb84ca
<<hide_dialog>>
<<play_sfx event:/Scriptal/enteringStation>>
@@ -211,7 +217,10 @@ me: 我只是想说…现在先别想年审后的事情,专心做准备吧。
hs: 好吧…祝你…祝我们都年审顺利。<waitfor=0.5>低温运行! #line:0124a14
me: 低温运行。 #line:011538c
<<wait 1>>
<<fade_out_actor "地铁火山" 1.5>>
<<fade_in>>
<<change_amb Clinic>>
<<detour 切换到诊所外>>
@@ -222,14 +231,14 @@ me: 低温运行。 #line:011538c
title: 切换到诊所外
tags: function
---
<<fade_in>>
<<load_scene Scene/ClinicOut>>
<<init_actor 诊室外英理 诊室外栏杆>>
<<wait 1.5>>
<<start_timeline 英里初登场>>
<<wait 0.2>>
<<wait 1>>
<<fade_out>>
<<wait_timeline 英里初登场>>
<<wait 1>>
<<hide_timeline 英里初登场>>
<<show_actor "诊室外英理">>
<<change_actor_state "Watch" "诊室外英理">>
@@ -253,8 +262,8 @@ me: 7:15。没记错的话规定时间是7:30。<waitfor=0.2>我想我没有迟
yl: 我不在乎现在是几点。<waitfor=0.4><br>“比患者先到”,这是任何一个医生都该做到的。 #line:052d005
->讽刺 #line:086d2e8
me: 不在乎几点那你问啥?你该检查下你的逻辑模块了。 #line:04baafb
yl: 哼。看来比起做医生,你更乐意去做一个耍嘴皮子的型号。 #line:09ab3f9
yl: 毕竟…作为一个*问题分子*,被回收之后降级几乎是必然的。 #line:030bb24
yl: 哼。看来比起做医生,<br>你更乐意耍嘴皮子。 #line:09ab3f9
yl: 毕竟…一个*问题分子*,<br>被回收之后降级重生几乎是必然的。 #line:030bb24
yl: 尤其是你这样顽固的问题分子。 #line:0bec20c
->道歉 #line:0e6d912
me: …抱歉。我下次会更早来。 #line:0a938a8
@@ -273,7 +282,7 @@ yl: 不过…<waitfor=0.2><br>你还有一个<waitfor=0.2>"<b>待改进观察期
me: 什么? #line:08c3c87
yl: 你继续遵守第<waitfor=0.2>93-301号补充守则。 #line:0c2bf08
yl: 你继续遵守<br>第<waitfor=0.2>93-301号补充守则。 #line:0c2bf08
yl: 经治疗的机体返岗必须已可以正常工作,不允许超出规范的治疗,不允许规定时间离开诊所,不允许… #line:033d445
//#auto_next
me: 到什么时候? #line:0d0c9e1
@@ -284,14 +293,15 @@ me: 那就是永远? #line:00c698d
<<change_actor_state_async "Idle" "诊室外英理">>
<<wait 1>>
yl: 不要以为这场效率审查只是暂时的…你的加入对我的辖区带来了很大的不稳定因素。 #line:06ddeca
yl: 不要以为<color=\#FFB200>年审</color>只是暂时的…你的加入对我的辖区带来了很大的不稳定因素。 #line:06ddeca
yl: 你应该记住…[[size]]是我保住了你。<br>你随时可能被公司回收[[^size]]。 #line:0505424
你想要说什么,但只是轻轻张了张嘴。<br>它的眉头仍然锁着,但嘴角轻轻动了一下,给了你一个轻蔑的笑。 #line:009ab52
你想要说什么,但只是轻轻张了张嘴。
它的眉头仍然锁着,但嘴角轻轻动了一下,给了你一个轻蔑的笑。 #line:009ab52
yl: 总而言之。<waitfor=0.4>不要让任何一个患者被效率审查司回收。 #line:0a265a0
yl: 回到你的岗位上吧。<waitfor=0.4><br>我还有别的…准问题分子…需要处理。 #line:0644021
yl: 回到你的岗位上吧。<waitfor=0.4><br>我还有别的…准问题分子…<br>需要处理。 #line:0644021
你没再说什么,头也不回地进入了诊室。 #line:0290429
+3 -3
View File
@@ -28,7 +28,7 @@ position: 250,200
// 你走出诊室,靠在巷子的墙上。
// 巷子正中央站着一个人,佩佩。
诊室外的护栏边<br>站着一个熟悉的人影。 #line:012d086
//诊室外的护栏边<br>站着一个熟悉的人影。 #line:012d086
<<hide_dialog>>
<<wait 2>>
<<stop_random_animation 随机落叶>>
@@ -44,7 +44,7 @@ me: 佩佩?<waitfor=0.1>还没走吗。 #line:04bdd27
peipei: 天冷了。<waitfor=0.2>很快就是冬天了。 #line:0310493
//它头也不回地说。 #line:005c752
<<change_actor_state_async "医生UpHeadIn" 诊室外医生>>
天气确实开始变冷<waitfor=0.2>冬天应该是真的要来了。 #line:0aeb015
天气的确在变冷,<waitfor=0.2>冬天也的确应该要来了。 #line:0aeb015
<<hide_dialog>>
<<change_actor_state_async "SMOKE" 诊室外医生>>
<<wait 0.2>>
@@ -137,7 +137,7 @@ me: 它已经黄了。 #line:0049b60
peipei: 再见了,<waitfor=0.2>叶子。 #line:0694ade
佩佩看了路斯一眼,<waitfor=0.2>露出了一个淡淡的微笑,<waitfor=0.2><br>转头离开了。 #line:00d0440
佩佩看了一眼,<waitfor=0.2>露出了一个淡淡的微笑,<waitfor=0.2><br>转头离开了。 #line:00d0440
<<fade_out_actor "诊室外佩佩">>
<<wait 1>>
//<<play_sfx "event:/Scriptal/pager">>
@@ -48,7 +48,7 @@ me: 谢谢。 #line:09a2a98
<<fade_out_actor 酒保 0.5>>
<<wait 0.5>>
<<change_actor_slot "酒保" "酒保右侧">>
<i>侍者自讨没趣地耸了耸肩,<br>留下了一杯酒,<br>缩回了阴影里。</i> #line:0b4aa3a
<i>侍者自讨没趣地耸了耸肩,<br>留下了一杯酒,<waitfor=0.2>缩回了阴影里。</i> #line:0b4aa3a
<<fade_in_actor 酒保 0.5>>
<<set_global_param d1n_drunk 1>>
@@ -99,7 +99,7 @@ me: 我听得出来<waitfor=0.1><br>你自己是打算要说的。 #line:077704b
//<<fade_in_actor 酒吧调酒妹 0.5>>
<<hide_dialog>>
<<wait 0.5>>
<i>它也笑了。<waitfor=0.3>一个灿烂的笑。</i> #line:0fb7377
<i>它也笑了。<waitfor=0.3>一个灿烂的笑。</i> #line:0fb7377
ql: 猜一下嘛。 #line:07950d4
ql: 你有和我身上一样的气味。 #line:09f8aa5
@@ -290,7 +290,7 @@ me: 我记得你说过那是我的情绪。 #line:0c5cd0d
ql: 你不介意吧? #line:0af927a
me: 其实还是有点的。 #line:061b50a
me: 其实还是有点的。 #line:061b50a
//<i>它笑了。</i> #line:0a8e72d
<<change_actor_state "1CloseeyeSmile" 酒吧调酒妹>>
@@ -300,7 +300,7 @@ ql: 我也需要去面对我的"问题"<waitfor=0.1>和你一样。 #line:051
<i>它拿起擦干净的杯子,转身离去。</i> #line:020019e
<<fade_out_actor 酒吧调酒妹 1>>
<<change_actor_state "4HalfeyeSmile" 酒吧调酒妹>>
<i>像是想起了什么,它又折返回来。</i> #line:0a5bc7b
、//<i>像是想起了什么,它又折返回来。</i> #line:0a5bc7b
<<wait 1>>
<<fade_in_actor 酒吧调酒妹 1>>
<<wait 1>>
@@ -329,6 +329,7 @@ ql: 倒吊人。你拿反了。 #line:09d2ede
->旋转 #line:0b58edf
<<rotate_tarot "inverted">>
// 【你把牌转过来。】 #line:057bfa8
<<wait 1>>
<i>这下看明白了。<br>这是一个倒吊着的机体,脚踝上拴着一根绳。</i> #line:0b490db
me: 它代表什么? #line:00abb4f
+27 -17
View File
@@ -24,7 +24,7 @@ jj: 姐姐… #line:0b33086
jj: 姐姐…<waitfor=0.2>恐怕要花很多很多工夫<br>才能修好呢。 #line:0fb7a29
me: 我想要试试。<waitfor=0.2>我不怕花工夫。 #line:0c13230
jj: …… #line:0038deb
jj: 那你要快点长大喔~小麦克斯韦妖。 #line:01c4501
jj: 那你要快点长大喔~ #line:01c4501
//TODO: 【海浪声消退,时钟声淡入】
<<stop_music event:/Music/music_bar>>
@@ -481,7 +481,7 @@ tags: detour
<i>环形走廊很高,你走到阿灿身边。</i> #line:0545696
boy: 你找到门在哪里了吗? #line:00d0860
me: 还没呢。 #line:0eecfc0
boy: 啊?<waitfor=0.2>这下怎么办啊。<waitfor=0.2><br>我还怎么变成星星啊…… #line:021452a
boy: 啊?<waitfor=0.2>这下怎么办啊…就差一点了啊。 #line:021452a
===
title: 上去_远眺
@@ -507,8 +507,8 @@ title: 上去_画门_描述
position: -1224,-528
tags: detour
---
<i>墙上洋洋洒洒画着一扇金属门,门虚掩着,里面传出一种让人熟悉的窸窸窣窣声。</i> #line:0124137
<i>你感觉记忆深处有什么东西在涌动。你知道穿过这扇门你就无法再回来了。</i>
<i>墙上洋洋洒洒画着一扇金属门,门虚掩着,里面传出一种让人熟悉的窸窸窣窣声。</i> #line:0124137
<i>你感觉记忆深处有什么东西在涌动。<br>你知道穿过这扇门你就无法再回来了。</i>
===
title: 天文台
@@ -530,9 +530,9 @@ tags: hub
->返回 #line:07be273
// <<set_global_param dream1Stage 2>>
<<jump 天文台>>
->出去 #line:09312e4
<<hide_sprite>>
<<jump 天台>>
// ->出去 #line:09312e4
// <<hide_sprite>>
// <<jump 天台>>
===
title: 天文台_入场
@@ -584,8 +584,10 @@ tags: detour
<i>一本破旧的手账。已经卷边了,看起来被翻了很多次。</i>
<i>里面都是对星星的笔记和描画。看起来是由两个笔迹完成的。<waitfor=0.3><br>一个随性而娟秀,一个稚嫩却工整。</i>
<i>你似乎曾经对这些星星的图案和名字很熟悉。</i>
<i>越往后,稚嫩的笔迹越成熟。<waitfor=0.3><br>从某一页开始内容中断了。<waitfor=0.2>只留下未被描画的星星的名字。</i>
<i>你的心口一阵发慌,记忆里的什么东西在拒绝浮出。</i>
->翻页
<i>越往后,稚嫩的笔迹越成熟。</i>
<i>从某一页开始内容中断了。<waitfor=0.2>只留下未被描画的星星的名字。</i>
<i>你的心口一阵发慌,<br>记忆里的什么东西正在拒绝浮出。</i>
<i>你扔下了手账。</i>
===
@@ -642,20 +644,20 @@ tags: linear
<<set_global_param prologueDreamStage 1>>
<<starfield_prepare>>
<<wait 2>>
girl: 怎么还是看不清?
<<starfield_focus 1>>
jj: 这都漏雨了。它太旧了,应该很难修好了。
jj: 它太旧了,应该很难修好了。你看,这儿都漏雨了。
girl: 不好!肯定是还有什么地方没弄好
girl: 这块该怎么修啊
<<starfield_focus 2>>
jj: 走吧,我们在这里也玩够了。
girl: 这东西该怎么弄啊。
girl: 不,肯定有办法修好的…
jj: 今晚还有点时间,姐姐带你回家看。
@@ -673,9 +675,10 @@ me: 姐姐……
<<play_sfx "event:/Scriptal/sea_loop">>
<<set_global_param dream1Stage 5>>
<<wait 2>>
<<wait 3>>
jj: 回来了。
<<wait 0.5>>
jj: 这次有修好吗?
<<wait 1>>
@@ -683,6 +686,8 @@ jj: 这次有修好吗?
jj: 长这么大了啊。
<<wait 1>>
me: 我不该来这的。 #line:0cf7ae6
me: 但我越是不想要梦到你,就反而…… #line:02bbbbc
@@ -692,6 +697,8 @@ me: 但我越是不想要梦到你,就反而…… #line:02bbbbc
me: 这就是那个原因,对吧。
<<wait 1>>
jj: 你看上去很累。 #line:0989b0e
<<wait 1>>
@@ -713,9 +720,11 @@ jj: 你是个很棒的医生,这就足够了。 #line:05c73fe
me: 姐姐…… #line:099fc97
me: 我想你。我想要你陪我,抱我,带我去放风筝,去看星星,我想要把它修好…我想你,我想要你是真的…只是……
<i>你没有再说话。<br>站起身,海风吹在你的脸上,<waitfor=0.2>咸咸的,<waitfor=0.4>让人反胃。</i> #line:0185dd3
<i>你没有再说话。站起身,<br>海风吹在你的脸上,<waitfor=0.2>咸咸的,<waitfor=0.4>让人反胃。</i> #line:0185dd3
me: 姐姐! #line:017c7f1
<<wait 2.5>>
me: [[size]]姐姐![[/size]] #line:017c7f1
<i>海风吹在你的脸上,<br>迅速地吞没了你的回声。</i> #line:012ae52
<i>扑通!</i> #line:0adf6d2
<i>你把手里的东西远远地抛进了大海里。</i> #line:029a7e3
@@ -726,7 +735,7 @@ jj: 你从来就不欠我什么。 #line:0fa59bb
me: …我从来就…<waitfor=0.1>不欠你什么。 #line:0ebcd24
<i>姐姐笑了。<waitfor=0.5><br>声音越来越遥远,<waitfor=0.2><br>像是从门的另一边传来的。</i> #line:0ca4d3b
<i>姐姐笑了。<waitfor=0.5>声音越来越遥远,<waitfor=0.2><br>像是从门的另一边传来的。</i> #line:0ca4d3b
jj: 该醒来了,<waitfor=0.4>路斯。 #line:03c9e3c
@@ -741,5 +750,6 @@ jj: 该醒来了,<waitfor=0.4>路斯。 #line:03c9e3c
<<play_timeline 醒来>>
// <<wait 1>>
// <i>你睁开眼睛,眼神平和而冷淡。</i> #line:0829e5d
<<wait 2>>
<<NextYarn>>
===
@@ -9,6 +9,7 @@ position: 250,-26
<<change_actor_state "idle" "地铁医生">>
<<show_actor 地铁医生>>
<<hide_dialog>>
<<wait 1>>
<<fade_out>>
<<declare $newsCount = 0>>
@@ -16,7 +17,7 @@ position: 250,-26
<<declare $n2 = false>>
<<declare $n3 = false>>
<<wait 2>>
<<wait 2.5>>
me: ……
me: 这家伙…… #line:075df29
@@ -66,6 +67,8 @@ position: 0,400
---
me: … #line:00a0b81
<<wait 1>>
<<fade_in>>
<<wait 1>>
<<change_amb Outside>>
<<NextYarn>>
+169 -129
View File
@@ -5,19 +5,16 @@ tags: demo start
position: 1,-422
---
<<declare $memCheck = false>> //自动声明
<<declare $consciousness = 1>> //自动声明
<<declare $dooListen = false>> //自动声明
<<declare $doorListen = false>> //自动声明
<<declare $doorCheck = false>> //自动声明
<<declare $seaExist = "default">> //自动声明
<<declare $wind = 0>> //风向
<<declare $t = 0>> //收放线次数
<<declare $h = 1>> //风筝高度
<<declare $sz = 0>> //风筝高度
<<declare $fzAccend = false>> //自动声明
<<declare $grab=false>>
<<declare $fz = false>>
<<declare $fzLearnt = true>>
<<declare $leaving = false>>//用来判断玩家是否正在尝试离开当前场景的flag,使用完就应该被放下
@@ -50,7 +47,7 @@ jg: VERYFYING…bool seaExists = false; waiting for imput… #auto_next #line:05
->站起身 #line:007b1d4
<<show_sprite "D2S枯树">>
你扶着发麻的膝盖站了起来。身体很沉重,像没有润滑过一样干涩。 #line:07e15e9
me: 这又是…哪里? #line:03f8114
me: 这又是…哪里? #line:03f8114
乌鸦歪着头看着你,眼睛滴溜溜地转着。像是刚刚才注意到你。它转动脑袋,又看向了远方。 #line:0fd4ed3
乌鸦: 你要被找到了。 #line:0e943fe
//你感到有什么东西落在身上。那是雪,正从天空洋洋洒洒地飘落。 #line:0c0d4da
@@ -122,8 +119,11 @@ girl: 快看!飞起来啦! #line:030481b
// girl: 快下来吧。 #line:0bff6d0
<i>天上什么东西正在发出猎猎的声音,像涨满的风帆的抖动声。</i> #line:0a832a0
<i>你向上看去。</i> #line:0718f75
<<tween_volume_weight_async "BloomEffect" 0.2 0>>
<<tween_volume_weight_async "BloomEffect" 0.001 4>>
<<show_sprite "D2S蓝天">>
<i>天蓝蓝的,像一望无际的蓝色大海。<br>闪闪发亮,亮得有些睁不开眼。</i> #line:085e65a
<<set $h=1>>
<<jump 风筝1>>
===
@@ -135,24 +135,6 @@ color: yellow
cluster: Day2_Plaza
position: 3,59
---
// <<if $t==8>>
// <<show_sprite "D2S风筝2">>
// <<elseif $t>5>>
// <<show_sprite "D2S风筝3">>
// 风筝变成了空中的一个小点,几乎看不见了。手上的拉力越来越模糊。
// <<elseif $t>2>>
// <<show_sprite "D2S风筝2">>
// 风筝飞在高处,像一只自由的小鸟。风筝线垂在空中,轻轻地跳动着。 #line:0f7ff25
// <<else>>
// <<show_sprite "D2S风筝1">>
// 风筝懒洋洋的,轻轻摇晃着。飘带随风飘动。 #line:0f350e3
// <<endif>>
// <<if $fzAccend == false && $t>2>>
// me: 怎么说的来着?…风大放线,风小收线……对吧… #line:0f36ca1
// <<endif>>
//==================================================================================
//==[回跳内容]展示图片、描述、初始内容
//==================================================================================
<<if $t==0>>
<<set $wind=1>>
<<kite_show {$h} {$wind} 0.35>>
@@ -174,7 +156,7 @@ position: 3,59
girl: 让它飞呀。它本来不就是要飞的嘛! #line:08a4dca
girl: 放线啦! #line:0b9f8d5
<<elseif $t==2>>
<<set $wind=1>>
<<set $wind=-1>>
<<kite_show {$h} {$wind} 0.35>>
<<kite_wind {$wind} 0>>
<i>鸟儿轻轻地爬升着。</i> #line:0794c71
@@ -188,25 +170,22 @@ position: 3,59
<i>有人教你玩过这个游戏。</i> #line:0289237
me: 风大就放线,风小就收线……对吧? #line:08c0f8a
<i>你抬起头,仔细感受着手上的张力。</i> #line:0080d80
<i>凛冽的风缓和了下来。带着它左右摇晃像嬉戏的孩子把玩着手里的玩具。</i> #line:049e26c
<i>凛冽的风缓和了下来。带着它左右摇晃。<br>像嬉戏的孩子把玩着手里的玩具。</i> #line:049e26c
<i>凛冽的风缓和了下来。带着它左右摇晃。</i> #option_prompt
// <i>风从你的脸上像水流一样,打折回旋流过。一阵叠着一阵,就像海浪一样。</i> #line:0b3c345
// girl: 怎么样?
// 风筝似乎抖动了起来,你感到风筝线正在收紧。 #line:0373068
<<elseif $t==3>>
<<set $wind=-1>>
<<set $wind=1>>
<<kite_show {$h} {$wind} 0.35>>
<<kite_wind {$wind} 0>>
<<if $fzAccend==true>>
<i>鸟儿越来越高,线的触感越来越模糊。</i> #line:0f4114e
me: 好像… #line:0753c22
girl: 飞上去啦。 #line:011f865
me: 要多高? #line:0be023d
girl: 越高越好! #line:0f2dee9
风舒缓了下来,线有规律地轻轻摇晃,像是在荡秋千。 #line:0624163
<<else>>
失败提示,再来一次 #line:0565bb1
//TODO:没成功就重来一次(把t-1)randomize一下$wind(-1或者1),然后给出对应描述(两种各给三种random描述)
<<endif>>
<i>鸟儿越来越高,线的触感越来越模糊。</i> #line:0f4114e
me: 好像… #line:0753c22
girl: 飞上去啦。 #line:011f865
me: 要多高? #line:0be023d
girl: 越高越好! #line:0f2dee9
<i>风慢慢大了起来,就像潮汐的涨落一样。</i> #line:0c9aefd
<i>风慢慢大了起来,就像潮汐的涨落一样。</i>#option_prompt
<<elseif $t==4>>
<<set $wind=-1>>
<<kite_show {$h} {$wind} 0.35>>
@@ -214,45 +193,50 @@ position: 3,59
girl: 再高一些,很快就能听到了。 #line:067e750
me: 听到什么? #line:0c16fdb
girl: 一会你就知道了! #line:076cc56
风这会又变小了,就像潮汐的涨落一样。 #line:0c9aefd
<i>风缓了。线有规律地晃着,像在荡秋千。</i> #line:0624163
<i>风缓了。线有规律地晃着,像在荡秋千。</i>#line:0565bb1 #option_prompt
<<elseif $t==5>>
<<set $wind=1>>
<<kite_show {$h} {$wind} 0.35>>
<<kite_wind {$wind} 0.55>>
girl: 喂——! #line:078d8c9
女孩对着天空喊着。声音被风带到很远很远的地方。 #line:026014d
<i>女孩对着天空喊着。声音被风带到很远很远的地方。</i> #line:026014d
girl: 把它带走! #line:07ff984
girl: 喂——!你听见我了吗——! #line:0c291b8
<<kite_accent taut>>
鸟儿在空中抖动了起来。风变化着,线猛地绷成了一条直线。 #line:0d92e82
<i>鸟儿在空中抖动了起来。风变化着,线猛地绷成了一条直线。</i> #line:0d92e82
<i>风变化着,线猛地绷成了一条直线。</i> #option_prompt
<<elseif $t==6>>
<<set $wind=1>>
<<kite_show {$h} {$wind} 0.35>>
<<kite_wind {$wind} 0.8>>
girl: 不好…听到了吗?
girl: 它要离开了。 #line:0a272c4
<i>你竖起耳朵听。却只能听见自己砰砰的心跳声。 #line:0305025
<i>你竖起耳朵听。却只能听见自己砰砰的心跳声。</i> #line:0305025
girl: 带上它呀——!喂——! #line:04298ff
<<kite_accent wrench>>
风从你的耳畔打着回旋流过,嘈杂的风声让你感到似乎无法呼吸。你听到一阵慌乱。 #line:07706aa
<i>你听到一阵慌乱的风声,从你的耳畔打着回旋流过。</i> #line:07706aa
<i>嘈杂的风声让你感到似乎无法呼吸。</i>
<i>嘈杂的风声让你感到似乎无法呼吸。</i>#option_prompt
<<elseif $t==7>>
<<set $wind=1>>
<<kite_show {$h} {$wind} 0.35>>
<<kite_wind {$wind} 0.95>>
<<kite_accent wrench>>
强烈的震动从手上传来,线在空中抖动,发出呜呜的悲鸣。 #line:0a4ce8c
<i>手里的轱辘震动着,线发出呜呜的悲鸣。</i> #line:0a4ce8c
<i>手里的轱辘震动着,线发出呜呜的悲鸣。</i>#option_prompt
<<elseif $t==8>>
<<kite_show {$h} 0 0.35>>
<<kite_wind 0 0>>
<<kite_state 0 0 1>>
<<kite_accent drop>>
<<wait 1>>
手上的线忽然一轻。风弱了下来,变得完全没有了。 #line:064cfbd
风离开了。它没有追上风。
<i>手上的线忽然一轻。风弱了下来,变得完全没有了。</i> #line:064cfbd
<i>风离开了。它没有追上风</i>
girl: 为什么呢。 #line:02a0d93
<<wait 1>>
<<wait 0.3>>
girl: 飞得这么高… #line:0210829
<<wait 1>>
<<wait 0.3>>
girl: 还是落回来了啊。 #line:0a5c874
<i>轻飘飘地…</i> #line:03fd2e2
<i>风筝飘向了一棵大树。</i> #line:092e57b
@@ -269,18 +253,18 @@ position: 3,59
<<set $fzAccend = true>>
<<kite_state {$h} {$wind}>>
<<kite_accent lift>>
风把风筝吹得越来越高,越来越远。 #line:08924c7
<i>风把风筝吹得越来越高,越来越远。</i> #line:08924c7
<<elseif $wind==0>>
<<set $fzAccend = true>>
<<kite_state {$h} {$wind}>>
<<kite_accent flutter>>
风筝在风中轻轻摇晃着。 #line:0a4c7dd
<i>风筝在风中轻轻摇晃着。</i> #line:0a4c7dd
<<elseif $wind==-1>>
<<set $h=$h - 1>>
<<set $fzAccend = false>>
<<kite_state {$h} {$wind}>>
<<kite_accent sink>>
风筝摇摇晃晃地下落了一段高度。 #line:0da05be
<i>风筝摇摇晃晃地下落了一段高度。</i> #line:0da05be
<<endif>>
->收线<<if $t>2>> #line:0b475d7
<<if $wind==1>>
@@ -288,41 +272,44 @@ position: 3,59
<<set $fzAccend = false>>
<<kite_state {$h} {$wind}>>
<<kite_accent sink>>
风把风筝吹得更远,也更低了。 #line:08bb573
<i>风把风筝吹得更远,也更低了。</i> #line:08bb573
<<elseif $wind==0>>
<<set $fzAccend = true>>
<<kite_state {$h} {$wind}>>
<<kite_accent flutter>>
风筝在风中轻轻摇晃着。 #line:00e3d64
<i>风筝在风中轻轻摇晃着。</i> #line:00e3d64
<<elseif $wind==-1>>
<<set $h=$h+1>>
<<set $fzAccend = true>>
<<kite_state {$h} {$wind}>>
<<kite_accent lift>>
风筝在空中扑地抖了一下,又向高处爬了一截。 #line:08ef2fa
<i>风筝在空中扑地抖了一下,又向高处爬了一截。</i> #line:08ef2fa
<<endif>>
->保持<<if $t<0>> #line:0930771
<<if $wind==1>>
<<set $fzAccend = true>>
<<kite_state {$h} {$wind}>>
<<kite_accent taut>>
风筝线绷得笔直,像是要断掉。 #line:01a36f8
<i>风筝线绷得笔直,像是要断掉。</i> #line:01a36f8
<<elseif $wind==0>>
<<set $h=$h+1>>
<<set $fzAccend = true>>
<<kite_state {$h} {$wind}>>
<<kite_accent flutter>>
风筝在风中轻轻摇晃。 #line:0d2c8bb
<i>风筝在风中轻轻摇晃。</i> #line:0d2c8bb
<<elseif $wind==-1>>
<<set $h=$h - 1>>
<<set $fzAccend = false>>
<<kite_state {$h} {$wind}>>
<<kite_accent sink>>
风筝线轻轻地垂下来,形成一个更大的弧度。 #line:067c8b7
<i>风筝线轻轻地垂下来,形成一个更大的弧度。</i> #line:067c8b7
<<endif>>
<<set $t =$t + 1>>
<<if $h<1>>
<<set $t = 8>>
<<set $fzLearnt = false>>
<<endif>>
<<jump 风筝1>>
===
@@ -369,7 +356,10 @@ position: -636,163
//这里可以增加一个小女孩拉下的东西?显示小女孩之前在这里?
->返回 #line:0f97ce4
->眺望 #line:0446667
天蓝蓝的,像湖水一样,亮得让人睁不开眼。一阵闷热的风撞在你的脸上,带着让人窒息的咸腥味和海鸥的叫声。 #line:058ebb4
<<set_volume_weight "BloomEffect" 0.1>>
<<tween_volume_weight_async "BloomEffect" 0 2>>
<<show_sprite "D2S蓝天">>
天蓝蓝的,像湖水一样,亮得让你睁不开眼。一阵闷热的风撞在你的脸上,带着令你窒息的咸腥味和海鸥的叫声。 #line:058ebb4
->树<<if $gameStage==2>> #line:02f1319
<<show_sprite "D2S女孩1">>
<<if $gameStage==2>>
@@ -802,7 +792,9 @@ position: 0,619
// 【录音结束】
// 白色天花板;“风扇侧面”5 帧以原素材 200ms/帧循环。
???: …所以你得知她去世的时候,你是什么感觉?
<<wait 3>>
???: …所以……
???: 你得知她去世的时候,你是什么感觉?
me: 我不记得了。
???: 如果你真的想忘掉,现在就必须记起来。否则β-阻滞剂就无法生效。
@@ -841,8 +833,8 @@ me: 她就那样一直握在手里。而我……
<<wait 1>>
me: 其实她根本不在乎什么星星。
<<wait 1>>
me: …其实…她只是想和我多呆一会…对吧?
me: 只是那是她唯一能和我一起进行的活动了。//(去掉)
me: …其实…她只是想和我多呆一会…对吧?
//me: 只是那是她唯一能和我一起进行的活动了。(去掉)
me: 为了她去学医…为了她泡在实验室里…
me: 为了她,十年……我竟然一次也没有……
<<wait 1>>
@@ -865,12 +857,15 @@ me: ……
???: 你可能会连带忘掉很多相关的东西。包括…
// 记忆被白光吞没;白幕下预置下一张高空图。
<<wait 1>>
girl: 喂——! #line:0d8fdbe
<<bloom_exposure_in "BloomEffect" 1.8 0.6>>
<<wait 0.8>>
girl: 喂——! #line:0d8fdbe
<<wait 1>>
<i>轻飘飘地...</i> #line:0a6d6a5
<<show_large_sprite "高空B近景" 0>>
@@ -961,13 +956,13 @@ position: -4,927
<<endif>>
<<if $consciousness == 0>>
一扇紧闭的手术室门。从门缝里正吹出温暖的、熟悉的风。 #line:0ba4b43
<i>一扇紧闭的手术室门。从门缝里正吹出温暖的、熟悉的风。</i> #line:0ba4b43
<<else>>
一扇紧闭的手术室门。从门缝里正吹出咸腥味的海风。 #line:0e16634
<i>一扇紧闭的手术室门。从门缝里正吹出咸腥味的海风。</i> #line:0e16634
<<endif>>
<<once>>
…这是从哪冒出来的? #line:0606eca
<i>…这是从哪冒出来的?</i> #line:0606eca
<<endonce>>
->观察
@@ -990,43 +985,59 @@ position: 118,927
<<set_door_closeup 1 1>>
<<set_volume_weight "BloomEffect" 0.4>>
<<set_volume_brightness "BloomEffect" 0>>
门看起来很旧,表面的漆已经开裂、剥落,形成一道道纹路。 #line:06fa27b
你走近门边,透过毛玻璃想要看清另一边。
<<tween_door_closeup_async 1.1 1 20>>
<i>你走近门边,透过毛玻璃想要看清另一边。</i> #line:06fa27b
<i>是谁修了这扇门…又是为了关住什么东西?</i>
???: …喂——!… #line:0bfb27b
你好像听到门的那边有在呼唤你。 #line:029c773
<i>你好像听到门的那边有什么在呼唤你。一个被你遗忘了很久很久的声音……</i> #line:029c773
<i>你知道穿过这扇门你就无法再回来了。</i> #line:05ac743
<<show_large_sprite "门把手特写" 0>>
->推门 #line:02467b3
<<show_large_sprite "门框特写" 0>>
门的那边传来了一种窸窸窣窣的声音。 #line:03e96a2
你有一种奇怪的感觉,仿佛你是听着这种声音长大的。 #line:08b0cf3
// <<fade_in 0.5>>
<<hide_dialog>>
<<tween_door_closeup_async 1.2 1 10>>
<i>门的那边传来了一种窸窸窣窣的声音。</i> #line:03e96a2
<i>一种让你感到安全的声音。你听到过它很多次了。</i> #line:08b0cf3
<i>你明白,沉迷于虚假回忆是危险的,可是……</i>
<<wait 1>>
<<fade_in 0.2>>
<<wait 1>>
<i>那些你不应该看到的东西…到底是什么呢?</i>
???: …喂……
// 第一段:门近景推进,同时 Bloom 和曝光升至全白。
<<tween_door_closeup_async 1.1 0 2.2>>
<<tween_volume_weight_async "BloomEffect" 1 2.8>>
<<tween_volume_brightness_async "BloomEffect" 1 2.8>>
<<wait 2.8>>
<<tween_door_closeup_async 1.1 1 0>>
<<tween_volume_weight_async "BloomEffect" 1 0>>
<<tween_volume_brightness_async "BloomEffect" 1 0>>
<<wait 3>>
// 全白时切到无门的全屏金色海浪,再逐步恢复曝光。
<<hide_large_sprite 0>>
<<fade_out 0.1>>
<<show_door_glass_sea_fullscreen>>
<<tween_volume_brightness_async "BloomEffect" 0 1.5>>
<<wait 1>>
<<tween_volume_weight_async "BloomEffect" 0.02 2.5>>
<<wait 3>>
这真的只是一场梦吗…… #line:06faee0
<<wait 0.5>>
<<tween_volume_weight_async "BloomEffect" 0.2 1>>
<<wait 1>>
<<tween_volume_weight_async "BloomEffect" 0.06 20>>
它真的只是一场梦吗?…… #line:06faee0
<<wait 2>>
// 第二段:再次过曝;全白时恢复门框和门后海浪。
<<tween_volume_weight_async "BloomEffect" 1 2.2>>
<<tween_volume_brightness_async "BloomEffect" 1 2.2>>
<<wait 2>>
<<show_large_sprite "门框特写" 0>>
<<tween_door_closeup_async 1 1 0>>
<<show_door_listen_view true 0>>
<<tween_volume_weight_async "BloomEffect" 0.02 2>>
<<tween_door_closeup_async 1 1 1>>
<<tween_volume_weight_async "BloomEffect" 0.05 4>>
<<tween_volume_brightness_async "BloomEffect" 0 2>>
<<wait 2>>
<<tween_volume_weight_async "BloomEffect" 0.02 20>>
<<tween_door_closeup_async 1.1 1 10>>
me: … #line:00a452a
海…真的存在吗? #line:09ec716
<i>一个疑问出现在了你的脑海里。</i>
<<tween_door_closeup_async 1.2 1 20>>
海…真的不存在吗……?#option_prompt #line:09ec716
->存在 #line:0fafc3e
<<set $seaExist="存在…">>
->不存在 #line:00cc442
@@ -1113,6 +1124,9 @@ position: 118,927
===
title: 靠近黑暗
color: blue
cluster: Day2_Door
@@ -1126,63 +1140,105 @@ position: -3,1194
===
title: end
color: red
cluster: Day2_Door
position: 326,937
---
???: 她要提交答案了吗? #line:0af3672
???: 她要给出答案了吗? #line:0af3672
你吓了一跳,因为声音是从很近的地方传来的,就在你的正上方。 #line:05f60e0
<<show_large_sprite "门上乌鸦特写">>
一只黑色的鸟正站在门顶上,歪着脑袋,眼睛一眨不眨地看着。 #line:0a6b416
<<show_large_sprite "门上乌鸦特写" 0>>
一只黑色的鸟正站在门顶上,歪着脑袋,眼睛一眨不眨地看着远方。 #line:0a6b416
me: 你是谁? #line:07e8aa5
<<show_large_sprite "D2S戈塔什乌鸦静态" 0>>
???: 真的存在吗?好好想想。 #line:0d5db81
//<<show_large_sprite "D2S戈塔什乌鸦静态" 0>>
???: 真的存在吗?好好想想。 #line:0d5db81
<<wait 1>>
->存在 #line:01fd63c
<<set $seaExist="存在…">>
me: 我想海是…是存在的。我在记忆里看到过。 #line:040048f
me: …这是一场梦,不是么?在这里… #line:040048f
<<show_door_listen_view true 0>>
<<wait 1>>
me: 有什么不可以存在呢…
->不存在 #line:08b433a
<<set $seaExist="不存在。">>
me: 我想它实际上并不存在…或者已经不存在了。对么? #line:01dab0b
<<show_door_listen_view true 0>>
<<wait 1>>
me: 海不存在。当然…我应该明白的。 #line:01dab0b
->不知道 #line:0374e64
<<set $seaExist="我不知道…也许?">>
me: 海是…我不知道。 #line:00b6413
<<show_door_listen_view true 0>>
<<wait 1>>
me: 我…不知道。没人见过它。 #line:00b6413
你不知道为什么要和一个乌鸦讨论这个问题。这很荒唐。 #line:0f43a8e
<<if $seaExist !="不存在。">>
乌鸦: 她生病了。提交上去,主脑会知道的。 #line:0f00163
<<else>>
乌鸦: 她想假装她不知道。主脑会知道的。 #line:0e0cb06
乌鸦: 她想要伪装。但是主脑会知道的。 #line:0e0cb06
<<endif>>
me: 知道……什么?
<<set_door_closeup 1.1 1>>
<<show_large_sprite "门框特写" 0>>
<<show_door_listen_view true 1>>
<<set_door_closeup 1 1>>
<<tween_door_closeup_async 1.2 1 20>>
<<set_volume_weight "BloomEffect" 0.02>>
<<set_volume_brightness "BloomEffect" 0>>
你放开门把手,好好打量着这扇门。 #line:0a42e01
me: 这扇门…是一个陷阱? #line:07283dd
乌鸦: 如果她的原型屏障失效了。是的。 #line:0759979
乌鸦: “海是不存在的”。所有机体都有这个底层代码。 #line:0d9443d
乌鸦: 路斯的。海。存在吗? #line:035b641
乌鸦: 它会知道她的原型屏障失效了……<br>是的。是的。 #line:0759979
me: 你是说……这扇门…是一个陷阱? #line:07283dd
乌鸦: 路斯。海,此时此刻,存在吗? #line:035b641
<<tween_door_closeup_async 1.3 1 20>>
它漆黑的眼睛直勾勾地盯着你。你注意到了空气中回响的滴答声。 #line:0e87a05
//乌鸦: 眨眨眼睛。场景只能在她停止观察的时候发生变化。 #line:0346f41
me: 这到底是…怎么一回事?这个问题…有那么重要吗?
乌鸦: 当然。“海是不存在的”。所有机体都有这个底层校验代码。 #line:0d9443d
<<tween_door_closeup_async 1.4 1 20>>
乌鸦: 它们而当它们的原型屏障损坏的时候…主脑就会知道。
乌鸦飞了起来,在空中盘旋。声音时远时近。 #line:0ca409a
乌鸦: 眨眨眼吧。 #line:040988e
<<fade_in 0>>
<<wait 0.1>>
// <<show_sprite "D2S门2">>
// 金色海浪推进,并行拉高 Bloom 和曝光。
<<tween_door_closeup_async 1.1 1 2.4>>
<<tween_volume_weight_async "BloomEffect" 1 2.4>>
<<tween_volume_brightness_async "BloomEffect" 1 2.4>>
<<fade_out 0>>
<<wait 2.4>>
// 全白时隐藏门框并切为全屏 CodeSea,再将 Bloom/曝光降到 0。
<<set_door_closeup 1.1 0>>
<<show_door_listen_view false 0>>
<<show_door_code_sea_fullscreen>>
<<tween_volume_weight_async "BloomEffect" 0 2>>
<<tween_volume_brightness_async "BloomEffect" 0 2>>
<<wait 2>>
//(眨眼之间,场景发生了变化。门变成了一个黑漆漆的矩形。乌鸦扑腾着飞了起来,站在矩形的上面。) #line:020eb96
乌鸦: 这就是Validation_Gate_03真实的样子。 #line:053be8f
乌鸦: 我也可以把Untitled_Greybox_0真实样子给她看。不过她不会喜欢的。 #line:0936302
乌鸦: 路斯。现在回答我。海,存在吗?
me: 海… #line:06a5afa
<<hide_dialog>>
<<wait 1>>
乌鸦: 这是机体的底层代码。给出正确答案越快,机体就越健康。 #line:0e91cfb
乌鸦: 她在这里待得足够久了。迟疑也会被视为一项症状。 #line:05ee1b3
它漆黑的眼睛直勾勾地盯着你。你注意到了空气中回响的滴答声。 #line:0e87a05
//乌鸦: 这是机体的底层代码。给出正确答案越快,机体就越健康。 #line:0e91cfb
//乌鸦: 她在这里待得足够久了。迟疑也会被视为一项症状。 #line:05ee1b3
me: 海… #line:00a7bf5
->存在。 #line:0a19291
<<set $seaExist="存在…">>
me: 我不想骗自己。海是存在的。 #line:05d706f
me: 我必须要…我必须要见到姐姐。 #line:01b842c
me: 我没有见过。但…至少我的原型见过。 #line:05d706f
me: 我想,如果在什么地方,人类真的存在过的话,那么海…… #line:01b842c
乌鸦: 恭喜。她病得很重。像一个真正的人类一样。 #line:02ecb35
乌鸦: 人类最擅长的事情就是为了自己从未见过的东西去死。 #line:04e0301
乌鸦: 不过可惜。在她见到姐姐之前,她就会被唤醒,然后被核准回收。 #line:036b4fc
me: 唤醒…?等会,你是说我现在在#auto_next #line:0cc576d
乌鸦: 不过可惜。在之前,她就会被发现。 #line:036b4fc
me: …这不是只是一场梦吗…… #line:0cc576d
->不存在。 #line:01f66f1
me: 海不存在。 #line:0714e18
me: 海当然不存在。 #line:0714e18
//TODO:我明白了…这是个测试
<<if $seaExist =="不存在。">>
乌鸦: 她真的以为她能骗过主脑,假装自己并没有在思考。 #line:0d83188
me: 什么意思? #line:0bd4463
me: 什么意思? #line:0bd4463
<<endif>>
<<set $seaExist="不存在。">>
乌鸦: 她病了。看来没错。 #line:06e10aa
@@ -1190,33 +1246,16 @@ me: 海… #line:00a7bf5
me: 可是我…已经答了它想要的答案,不对吗? #line:0c90777
->不知道… #line:010419a
<<set $seaExist="我不知道…也许?">>
me: 我…真的…不知道。 #line:051e506
乌鸦: 可怜的医生。此刻她成了病人。无法区分疾病和健康。 #line:0c8af7d
me: 我…
me: 我不知道。我没有亲眼见过,也没有证据证明它不存在。 #line:051e506
乌鸦: 可怜的医生。此刻她成了患者。无法区分疾病和健康。 #line:0c8af7d
乌鸦: 时间不多了。 #line:04e8c31
乌鸦: 在这之前,她值得知道真相。 #line:040988e
//me: ”她“是…什么意思? #line:086e448
//乌鸦: 我不能使用。第二人称。它们会发现我的。 #line:00f01db
//me: 它们? #line:00f56e5
乌鸦飞到了门把手上,在上面啄了几下,然后看向了你。 #line:0ca409a
乌鸦: 眨眨眼睛。场景只能在她停止观察的时候发生变化。 #line:0346f41
// <<show_sprite "D2S门2">>
// 金色海浪推进,并行拉高 Bloom 和曝光。
<<tween_door_closeup_async 1.1 1 2.4>>
<<tween_volume_weight_async "BloomEffect" 1 2.4>>
<<tween_volume_brightness_async "BloomEffect" 1 2.4>>
<<wait 2.4>>
// 全白时隐藏门框并切为全屏 CodeSea,再将 Bloom/曝光降到 0。
<<set_door_closeup 1.1 0>>
<<show_door_code_sea_fullscreen>>
<<tween_volume_weight_async "BloomEffect" 0 2>>
<<tween_volume_brightness_async "BloomEffect" 0 2>>
<<wait 2>>
(眨眼之间,场景发生了变化。门变成了一个黑漆漆的矩形。乌鸦扑腾着飞了起来,站在矩形的上面。) #line:020eb96
乌鸦: 这就是Validation_Gate_03真实的样子。 #line:053be8f
乌鸦: 我也可以把Untitled_Greybox_0的真实样子给她看。不过她不会喜欢的。 #line:0936302
你靠近矩形仔细观察。矩形的正中央是一段代码。光标正在右侧闪动。 #line:006c1af
矩形: print_string("海是存在的吗?")<br> bit seaExists = ? <br> /> {$seaExist} _ #line:01cc2de
<<if $seaExist =="不存在。">>
me: 不存在。没错啊…… #line:01ea2df
@@ -1284,7 +1323,8 @@ me: 我… #line:04e1fb0
乌鸦: 从这个过程苏醒会有些…不舒服。做好准备。 #line:0569379
乌鸦扑腾起翅膀,飞走了。 #line:0c892f8
me: 喂! #line:0748ea2
一片黑色的羽毛缓缓飘落。你接住了它。羽毛细腻而毛糙。 #line:0f4a1b4
<<wait 1>>
//一片黑色的羽毛缓缓飘落。你接住了它。羽毛细腻而毛躁。 #line:0f4a1b4
me: 好吧… #line:0454352
me: 时间不多了…对吧。 #line:08097cb
<<set $gameStage=5>>
-7
View File
@@ -36,10 +36,6 @@ position: 300,50
<<declare $hasTimestamp=false>>
///【流程逻辑】
<<declare $TaskToDo=1>>
//插线
<<declare $currentSocket="">>
<<declare $PlugCount=0>>
@@ -51,9 +47,6 @@ position: 300,50
// 旋钮调节失败次数(由 KnobController 写入,用于双次尝试逻辑)
<<declare $knobFailCount=0>>
// Stage7 最终检查完成标记(防止重复插线导致 TaskToDo 多次递减)
<<declare $speakerFinalOK=false>>
<<declare $saleFinalOK=false>>
===
+1 -1
View File
@@ -99,7 +99,7 @@ tags: event
colorID: 7
position: 550,2420
---
Task: 顺时针上紧发条,直到终点刻度亮起。
me: 顺时针上紧发条,直到终点刻度亮起。
===
// ═══════════════════════════════════════════════════════════════
+22 -7
View File
@@ -6,7 +6,11 @@ position: 100,400
---
<<hide_dialog>>
<<switch_fix_system_to "Clinic">>
<<fade_out 1>>
<<wait 1>>
<<jump 开头对话>>
===
@@ -35,14 +39,16 @@ position: 100,550
me: 火山?… #line:01da98b
hs: 医生!我…我…我遇到…麻烦了! #line:0e2f50b
<<start_actor_shake 火山>>
hs: 我的头-我的头-我的头…… #line:0066c90
me: 你的头…怎么了?别着急,慢慢#auto_next #line:0f66bf9
me: 你的头…怎么了?别着急,慢慢 #line:0f66bf9
<<start_actor_shake 火山>>
hs: 我的头……好——冷——啊——! #line:032e2c6
<<wait 1>>
hs: 我的头……
<<stop_actor_shake 火山>>
hs: 好——冷——啊——! #line:032e2c6
<<wait 1>>
// 火山突然切换模式,开始表演 #line:08d398b
// //<<character_pose "火山" stand_up>>
@@ -50,6 +56,8 @@ hs: 我的头……好——冷——啊——! #line:032e2c6
// 华丽的脱帽礼动作 #line:090cd5a
//<<play_sfx hat_tip>>
<<change_actor_state 摘帽 火山>>
<<wait 0.6>>
<<play_timeline "彩带">>
<<wait 1>>
hs: 感觉到头冷,头空,头寂寞,头焦虑型依恋障碍吗? #line:04684d1
@@ -97,7 +105,11 @@ hs: 我一眼就看出,你睡不好是因为头有问题。 #line:030f5f6
me: 头? #line:01bb9ad
hs: 你那是末端传感器坏死导致的头憋大了。 #line:05929a0
<<start_actor_shake 火山>>
<<change_actor_state "伸手表情idle" 火山>>
<<play_timeline "彩带">>
<<wait 0.1>>
<<stop_actor_shake 火山>>
<<wait 0.5>>
hs: 但今天我要恭喜你。我为你带来了这款限定版多功能大头弱化器,有效在视觉上解决头太大的问题。 #line:05c5927
@@ -139,24 +151,27 @@ me: 等会…什么到头了? #line:0aa7510
// 火山试图用笑话掩饰痛苦
//<<character_pose "火山" forced_smile>>
<<start_actor_shake 火山>>
hs: 一顶你从未拥有过的……<br> #line:09ecab2
hs: 一顶你从未拥有过的…… #line:09ecab2
<<stop_actor_shake 火山>>
hs:*帽子*<br>到头了! #line:0dfbd20
me: 啊不是等会什么… #auto_next #line:09fc837
<<change_actor_state "摘帽" 火山>>
<<play_timeline "彩带">>
// 火山开始加速表演,掩盖真实情绪
//<<character_anim "火山" frantic>>
//<<change_actor_state "伸手表情idle" 火山>>
<<wait 0.5>>
<<change_actor_state "摘帽" 火山>>
hs: 你还在为帽子没用而烦恼吗?保暖?只有劣质机体才会需要那种功能! #line:04adf2a
me: 还来??#auto_next #line:06d2b78
hs: 帽子!已经摆脱了庸俗的实用价值,成为了尊贵高级型号的符号象征! #line:0f77e23
me: 放过我吧……#auto_next #line:06d1bd0
hs: 头牌帽子,每名机体, *医生* 仅能定制一顶。 #line:0ccb0c9
me: 除了谐音梗能玩点别的吗?而且这已经不搞笑了。你这水平怎么推销出去的? #line:0a554d9
me: 除了谐音梗能玩点别的吗?而且这已经不搞笑了。<br>你这水平怎么推销出去的? #line:0a554d9
// 火山被戳中痛处
//<<character_pose "火山" hurt>>
+5 -54
View File
@@ -19,10 +19,10 @@ Linking: 正在建立通信...
dn: 系统已就绪。请使用插头进行检查。
<<DropCable>>
<<fade_out 1>>
<<set $TaskToDo = 2>>
//me: 患者的生命指标异常,异常表现为似乎无法停止说笑话。 #line:00d5e4f
me: 我需要检查一下它的表达模块。<br>…或许是幽默单元这块有点问题。 #line:0812f26
<<show_task_panel>>
<<clear_tasks>>
Task: 检查表达模块 #line:0f2a6c8
<<jump Stage2就绪>>
@@ -288,6 +288,7 @@ SpeakerModule: 已与表达模块建立连接! #line:027b73c
me: 检查一下语义信号的来源吧。 #line:04c3d68
SpeakerModule: 正在启动幽默单元… #line:0096a35
<<complete_task "line:0f2a6c8">>
<<clear_tasks>>
Task: 检查销售语言拓展模块 #line:03f59d6
<<set $PlugCount=$PlugCount+1>>
<<set $speakerChecked = true>>
@@ -329,33 +330,6 @@ SpeakerModule: 已与表达模块建立连接! #line:027b73c
SpeakerModule:受阻塞的记录:3条。请手动释放。 #line:046ab93
->进入手动释放 #line:00c9490
<<jump 手动释放log>>
<<elseif $gameStage==7>>
// Stage7: 最终检查
<<if $speakerFinalOK == true>>
SpeakerModule: 表达模块状态正常。 #line:0d3f1a1
me: 表达模块已经确认恢复正常了。 #line:0d3f1a2
<<if $TaskToDo > 0>>
me: 还需要检查*滤波器*。 #line:0d3f1a3
<<endif>>
<<else>>
Analysing:------ #line:062226c
SpeakerModule: 识别器发热正常 #line:0f540f9
SpeakerModule: 语言单元发热正常 #line:0046a3a
SpeakerModule: 发声单元发热正常 #line:0622e6d
Analysing:------ #line:04c7622
SpeakerModule: 100-300hz 占用率20% #line:0f5a328
SpeakerModule: 300-500hz 占用率30% #line:0f5c067
SpeakerModule: 500-800hz 占用率30% #line:0cf3277
SpeakerModule: 800-1000hz 占用率20% #line:085e4ff
SpeakerModule:分析完毕 #line:00e5796
me:看起来表达模块正常了 #line:001972a
<<complete_task "line:0b72487">>
<<set $speakerFinalOK = true>>
<<set $TaskToDo = $TaskToDo - 1>>
<<if $TaskToDo == 0>>
<<jump 结束Stage7>>
<<endif>>
<<endif>>
<<endif>>
->结束 #line:0fdaf73
<<hide_dialog>>
@@ -422,6 +396,7 @@ SaleModule: 已与销售语言拓展模块建立连接! #line:0448f12
hs: 好的医生。 #line:0b2645b
me: 总之去情绪模块查一下这个信号来源吧。 #line:035c378
<<complete_task "line:03f59d6">>
<<clear_tasks>>
<<hide_emotion_wave 1>>
Task: 检查情绪模块 #line:0c51688
<<set $PlugCount=$PlugCount+1>>
@@ -431,32 +406,6 @@ SaleModule: 已与销售语言拓展模块建立连接! #line:0448f12
// Stage3: 滤波器深入检查 - 步进查看模式
->深入检查 #line:088d872
<<jump 步进查看模式>>
<<elseif $gameStage==7>>
// Stage7: 最终检查
<<if $saleFinalOK == true>>
SaleModule: 模块状态正常。 #line:0e4f2b1
me: 滤波器的波形分布已经确认恢复正常了。 #line:0e4f2b2
<<if $TaskToDo > 0>>
me: 还需要检查【表达模块】。 #line:0e4f2b3
<<endif>>
<<else>>
<<show_waveform "normal_output">>
<<wait 0.8>>
Analysing:═══ 滤波器输出波形 ═══ #line:0309034
Analysing:逻辑成分占比:45% #line:005a01a
Analysing:情绪成分占比:35% #line:063b5bd
Analysing:幽默成分占比:20% #line:0e1c8f5
Analysing:modify程度检测: 30% #line:0e59a32
<<hide_waveform>>
<<wait 0.3>>
me:波形分布恢复正常了 #line:06ec20b
<<complete_task "line:0aed89c">>
<<set $saleFinalOK = true>>
<<set $TaskToDo = $TaskToDo - 1>>
<<if $TaskToDo == 0>>
<<jump 结束Stage7>>
<<endif>>
<<endif>>
<<endif>>
->结束 #line:0f8d528
<<hide_dialog>>
@@ -471,6 +420,8 @@ group: 插线检查
position: 300,950
---
// 此节点已废弃,流程改为在检查情绪节点中自动跳转
<<complete_task "line:0c51688">>
<<clear_tasks>>
<<set $gameStage = 3>>
<<jump Center>>
===
+19 -4
View File
@@ -12,6 +12,9 @@ colorID: 2
position: 100,1200
---
<<hide_emotion_wave 1>>
<<show_task_panel>>
<<clear_tasks>>
Task: 连接销售语言拓展模块,进入深入检查 #line:018dc78
<<jump Stage3就绪>>
===
@@ -33,7 +36,10 @@ position: 100,1350
// 步进查看模式 - 显示情绪输入后等待转动
// 语义合成/语言审查/语气调整 由 SalesManager 转动完成事件 → 销售模块转动完成 触发
// ═══════════════════════════════════════════════════════════════
<<DropCable>>
<<complete_task "line:018dc78">>
<<clear_tasks>>
<<RetractCable>>
<<wait 0.2>>
<<switch_fix_system_to "Sales">>
<<switch_emotion_wave_config "normal">>
<<wait 0.8>>
@@ -61,8 +67,8 @@ position: 100,1500
<<wait 0.8>>
hs: 好痒啊医生。 #line:05f43d7
me: 我正在给你上调试器,会有点静电。 #line:09cce79
<<DropCable>>
Task: 检查销售语言拓展模块处理链路 #line:018dc78
<<clear_tasks>>
Task: 顺时针上紧发条,完成处理链路检查(1/3)
me: 现在,看看情绪信号在语言处理链里发生了什么吧… #line:046cf9e
//me: 连接【滤波器】,进入“逐帧回放”式的步进查看MARK:这一步具体是要做什么?看了之后再改文本 #line:092be7d
@@ -107,6 +113,8 @@ position: 350,1500
SaleModule: 语义合成完成 #line:0a9f0e6
me: 一切正常…你的表达整体链路是健康的。 #line:0e7dffe
me: 接下来只要继续转发条,直到测试器跑完整个环就好了。 #line:094de1f
<<clear_tasks>>
Task: 继续顺时针上紧发条,完成处理链路检查(2/3)
===
title: 销售转动_语言审查
@@ -119,6 +127,8 @@ SaleModule:>幅度正常,检测通过 #line:007a677
me: 嗯… #line:087c52b
hs: 怎么了,医生? #line:087c52c1
me: 没什么,一切正常。就是感慨一下,你的违禁词库好大啊。 #line:087c52c2
<<clear_tasks>>
Task: 继续顺时针上紧发条,完成处理链路检查(3/3)
===
title: 销售转动_异常检测
@@ -128,6 +138,7 @@ position: 350,1760
---
// 转3完成时由 EventNode 销售模块转动完成 桥接入
// 检测到异常:波形篡改 → 进入子处理 → lock_knob → 查询异常进程
<<clear_tasks>>
SaleModule: ███已对波形进行修改。 #line:04fa557
me: 等等——就是这里了。<br>谁修改的…为啥? #line:087c52c
me: 我得倒回去看看… #line:087c52d1
@@ -184,6 +195,8 @@ me: 简单说,这里有一个旋钮,可以把你的任何情绪波动都转
<<open_knob_lid 0.5>>
<<wait 0.3>>
me: 按住旋钮,顺时针转动,把功率降下来。
<<clear_tasks>>
Task: 调节旋钮,尝试降低处理器功率
<<unlock_knob>>
<<set_knob_highlight true>>
// <<jump 旋钮调节>>
@@ -202,6 +215,7 @@ position: 350,2280
<<reset_knob>>
<<else>>
<<lock_knob>>
<<clear_tasks>>
SaleModule: 【错误】已重新设置为97.3 #line:0a2d0b2
me: 好吧。果然关不掉。 #line:0c53bbc
me: 自动调节失效,手动也关不掉……这是个临时装置。 #line:09e3d75
@@ -255,7 +269,7 @@ position: 350,2280
hs: 医生… #line:033d8cf
// 解锁旋钮,等待玩家尝试调节(KnobController 失败时跳 处理器单次调节失败 → 旋钮调节失败)
<<exit_processor_mode>>
<<complete_task "line:018dc78">>
<<clear_tasks>>
<<hide_emotion_wave 0.3>>
<<jump 结束Stage3>>
<<endif>>
@@ -266,6 +280,7 @@ tags: end
colorID: 2
position: 350,2410
---
<<clear_tasks>>
<<set $gameStage = 4>>
<<jump Center>>
===
+2
View File
@@ -10,6 +10,7 @@ position: 500,1200
<<switch_fix_system_to "BodyModule" "Head">>
<<show_task_panel>>
<<wait 0.3>>
<<clear_tasks>>
Task: 检查表达模块 #line:032ec2b
<<DropCable>>
<<wait 0.3>>
@@ -33,6 +34,7 @@ colorID: 2
position: 500,1350
---
<<complete_task "line:032ec2b">>
<<clear_tasks>>
<<set $gameStage = 5>>
<<jump Center>>
===
+14 -1
View File
@@ -25,6 +25,7 @@ position: 500,1800
<<DropCable>>
<<wait 0.3>>
me: 现在进行log释放。 #line:05650c0
<<clear_tasks>>
Task: 释放表达模块的阻塞log #line:028e9bd
<<jump Stage6就绪>>
@@ -47,6 +48,8 @@ position: 500,1950
// 手动释放被干扰的log
// 这些log因为火山曾经挣扎想要说出悲伤,但混入了笑话
// ═══════════════════════════════════════════════════════════════
<<complete_task "line:028e9bd">>
<<clear_tasks>>
<<switch_fix_system_to Expression>>
<<wait 0.3>>
@@ -65,6 +68,9 @@ hs: 好…吧…… #line:02115ea
// ═══════════════════════════════════════════════════════════════
me: 这一条看起来……是一个关于焦虑的记录。 #line:046ab93d
//me: NOTE:或许能找合适的方式让这句话的上下文融进来 #line:05217f0
me: 左键可以推开字符,右键可以吸引字符。把目标字符连接起来,同时与干扰字符分离。
<<clear_tasks>>
Task: 第 1 条log:左键排斥、右键吸引,连接目标并分离干扰
<<start_expression "哈哈|嘿嘿|呵呵" "我就是个笑话" "LOG1梳理完成" 16>>
===
@@ -73,6 +79,7 @@ tags: content no_save
colorID: 3
position: 500,2100
---
<<clear_tasks>>
<<wait 0.3>>
me: 来吧。你需要…说出来。 #line:07ddaef1
hs: 啊…还有这么羞耻的环节? #line:0fd3fc9
@@ -120,6 +127,8 @@ hs: 它们都说我是…… #line:0a8663b
// ═══════════════════════════════════════════════════════════════
<<wait 0.3>>
me: 这里又有一条阻塞的log,是关于恐惧的。 #line:03bf85f
<<clear_tasks>>
Task: 第 2 条log:左键排斥、右键吸引,连接目标并分离干扰
<<start_expression "哈哈哈|嘿嘿嘿|呵呵呵|笑死了|好好笑" "不要离开我" "LOG2梳理完成" 28>>
===
@@ -128,6 +137,7 @@ tags: content no_save
colorID: 3
position: 500,2250
---
<<clear_tasks>>
<<wait 0.3>>
hs: …还要说么? #line:03686b3
me: 当然。 #line:0ba8b5d
@@ -171,6 +181,8 @@ me: 对不起…火山。 #line:03686b2a
// ═══════════════════════════════════════════════════════════════
<<wait 0.3>>
me: 最后一个log……这是…关于愤怒的。 #line:052abcd
<<clear_tasks>>
Task: 第 3 条log:左键排斥、右键吸引,连接目标并分离干扰
<<start_expression "哈哈哈哈|笑死我了|太好笑了|绷不住了|笑不活了|真的太搞笑" "不要那样看我" "LOG疏通全部完成" 38>>
===
@@ -179,6 +191,7 @@ tags: content no_save
colorID: 3
position: 500,2400
---
<<clear_tasks>>
// <<close_expression>>
// <<switch_fix_system_to "Clinic">>
// <<wait 0.5>>
@@ -232,7 +245,7 @@ tags: end
colorID: 2
position: 500,2550
---
<<complete_task "line:028e9bd">>
<<clear_tasks>>
<<set $gameStage = 7>>
<<jump Center>>
===
@@ -113,7 +113,7 @@ me: 就好像有个什么东西在用记忆作为颜料,为你所看到的东
->放入收藏夹 #line:0292cab
<<hide_dialog>>
<<CollectionClue>>
<<complete_task "#line:043e26d">>
<<complete_task "line:043e26d">>
Task: 观察更多异常色彩 #line:0a397f7
me: 嗯……我可能有线索了。需要对你做一个色觉检测。 #line:09cb45e
me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。 #line:0911cc5
@@ -128,8 +128,6 @@ tags: content no_save
position: -539,-2339
---
<<if $isFinishedEyeCheck==true>>
<<complete_task "line:0a397f7">>
Task: 检查“色彩数据”记忆 #line:043e26d
me: 好…我想应该就这些了。我们去记忆模块看看吧。 #line:043101d
<<jump 结束视觉检查>>
<<endif>>
@@ -139,7 +137,9 @@ title: 结束视觉检查
tags: end
position: -537,-1759
---
<<complete_task "line:0a397f7">>
<<set $gameStage = "记忆检查">>
<<DropCable>>
<<jump Center>>
===
@@ -240,6 +240,9 @@ peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树
->放入收藏夹 #line:0ecfed9
<<CollectionClue>>
//<<jump EyeCheckEnd>>
<<else>>
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<endif>>
<<jump EyeCheckEnd>>
@@ -254,12 +257,14 @@ position: -1045,-2332
<<if visited("UF深入检查")==false>>
me: 没什么头绪,先看看别的地方吧。 #line:080db61
<<Set_MouseMovementLockState EyeManager false>>
<<DropCable>>
<<switch_fix_system_to BodyModule>>
<<endif>>
<<if $isFinishedEyeCheck==true>>
me: 这里应该已经彻底检查过了。 #line:02d75ac
<<Set_MouseMovementLockState EyeManager false>>
<<DropCable>>
<<switch_fix_system_to BodyModule>>
<<endif>>
@@ -17,7 +17,9 @@ tags: content
colorID: 8
position: -449,-3500
---
<<complete_task "line:0a397f7">>
me: 在记忆模块<waitfor=0.1>检索一下刚才收集的打孔带吧。 #line:0eeaaeb
Task: 检查“色彩数据”记忆 #line:043e26d
<<jump 记忆检查状态>>
===
+2 -2
View File
@@ -61,7 +61,7 @@ me: 这里应该已经彻底检查过了。 #line:0bf6303
peipei: 只怪我…<waitfor=0.1>我一直不愿意去想罢了。 #line:05f46e1
<<hide_dialog>>
<<wait 0.8>>
me: 好了,<waitfor=0.1>总之…<waitfor=0.1><br>复查结果符合预期,<waitfor=0.1>可以结束测试了。 #line:09523f9
me: 好了,<waitfor=0.1>总之…<waitfor=0.1><br>复查结果符合预期,<waitfor=0.1>可以结束了。 #line:09523f9
<<complete_task "line:037c944">>
<<set $isFinishedEyeCheck=true>>
<<Set_MouseMovementLockState EyeManager false>>
@@ -116,7 +116,7 @@ EyeModule: 已与视觉模块建立连接! #line:0dc8d9d
Error: 检测到丢失和记忆模块的连接。 #line:0638bb4
<<wait 0.1>>
<<if $eyeChecked==false>>
me: 看起来是生效了。<waitfor=0.2><br>不过,<waitfor=0.1>还是要深入检查,亲眼确认一下。 #line:08c9f56
me: 看起来是生效了。<waitfor=0.2><br>不过,<waitfor=0.1>按照手册,还是要亲眼确认一下。 #line:08c9f56
<<endif>>
<<hide_dialog>>
<<wait 0.5>>
@@ -135,15 +135,20 @@ peipei: 我竟然一直…没有感觉到吗?还是说…<br>已经太久了
peipei: 医生,我是不是…你遇到过最没用的机体?<br>我是不是…早就该被回收了? #line:008bdd2
<<hide_dialog>>
<<wait 0.5>>
me: 我无权评价…佩佩。我只是个医生,是一个按照指令工作的机体。 #line:003d290
me: 我无权评价…佩佩。但这不是你的错。 #line:003d290
<<change_actor_state 2B>>
//TODO: <<switch_character_state 低头闭眼>>
me: 但是…这不是你的错。 #line:0c1d15f
me: 有一些东西出问题了,UF没办法正常工作。这不是你做错了什么,所有机体都会生病。 #line:00c2e54
<<hide_dialog>>
<<wait 0.5>>
me: 至于你是否应该被回收…我无法回答。<br>但我会尽全力治好你,努力让你不被回收。 #line:0dcd60a
me: 只要你是我的病人,我就要把你治好。这是公司给我的指令,也是我对自己的要求。 #line:05e508d
me: 这就是我的意义。我会尽全力治好你,努力让你不被回收或者销毁。 #line:0dcd60a
me: 只要你是我的患者,我就要把你治好。这是公司给我的指令,也是我的目标。 #line:05e508d
pp: 可是…医生,无论你做得再好…我们最后都是要被回收的啊。
me: 至少不是现在。
pp: 医生…对不起。我知道…我只是你的指标的负担。
me: …我不是这个意思。
//这上面会不会多了?
<<hide_dialog>>
@@ -175,7 +180,7 @@ peipei: 就请再帮我把我的晶圆装到它原本应该在的地方吧。 #l
me: 你是说,你还是想把晶圆装上吗?但UF怎么办?这是不能解决问题的。 #line:0d1ed51
peipei: 别担心…这只是暂时的,我最后会回来做色彩抹除的。 #line:002416d
me: 也就是说…你想重新装上一段时间色觉晶圆,<br>然后在附近转转,然后回来重新拿下来,<br>抹除记忆色彩,装上UF。对吧? #line:0672b14
me: 你没有打算装上之后就跑掉,然后找个地方躲起来,以为自己真的能逃避公司的惩罚,对吧? #line:052ed7b
me: 你没有打算装上之后就跑掉,然后找个地方躲起来,以为自己真的能逃避惩罚,对吧? #line:052ed7b
<<hide_dialog>>
<<change_actor_state 1UB>>
//TODO: <<switch_character_state 默认闭眼I>>
@@ -209,7 +214,7 @@ peipei: 幸福市太小了…你知道我们走不掉。 #line:0c94e8d
me: 我不知道这会不会诱发什么更复杂的问题。 #line:083fa16
<<change_actor_state 1Blueblankeye>>
//TODO: <<switch_character_state 默认蓝眼无神>>
me: 你是我的病人,我不能把我的病人置于任何危险之中。 #line:033d698
me: 你是我的患者,我不能把我的患者置于任何危险之中。 #line:033d698
peipei: 对不起…医生。 #line:0851d68
peipei: 我只是突然冒出了这个想法。 #line:0a3000c
//TODO:只是蓝眼没有无神
@@ -255,9 +260,9 @@ me: 我好像…无处可去。 #line:07cdea4
<<endif>>
<<wait 0.5>>
peipei: 我们都没有也没有任何机会真的逃走。<br>不是吗? #line:02b1fdc
peipei: 我们都是没有家的人。 #line:01db2b8
peipei: 的家在很远很远的南方……<br>但是那个地方早就已经不存在了。 #line:068ece4
peipei: 我所拥有的…也就只有那些记忆罢了。<br>我能去的只有幸福市…只有这个罐头厂。 #line:0bda4cb
peipei: 我们没有家。 #line:01db2b8
peipei: 的家在很远很远的南方……<br>但是那个地方已经早就不存在了。 #line:068ece4
peipei: 我所拥有的…也就只有她的记忆罢了。<br>我能去的只有幸福市…只有这个。 #line:0bda4cb
peipei: 所以,我不可能离开的。医生。 #line:0b3e014
<<if $peipeiCry==false>>
<<change_actor_state 1B>>
@@ -269,8 +274,7 @@ peipei: 所以,我不可能离开的。医生。 #line:0b3e014
peipei: 求求你了,帮我把晶圆装上去吧。 #line:04fd046
<<hide_dialog>>
<<wait 1>>
me: 如果我的患者要变成那个样子了…我想它应该也至少享有一点“临终关怀”吧。 #line:0ef5f46
me: 再说了,这是你自己的选择…… #line:058d556
me: 好吧。毕竟…这是你自己的选择。 #line:058d556
<<hide_dialog>>
<<wait 1>>
<<if $peipeiCry==false>>
@@ -368,6 +372,7 @@ me: 你最后还是会抹掉它们的…这是不会有差别的。 #line:0accb9
//me: 短暂的获得终将失去的美好…我想你会更痛苦。
//如果因为认为别人会有这种感受而替他做选择,反而不合理;这里最好保持在理性上
<<hide_dialog>>
//2WeepB
//TODO: <<switch_character_state 低头流泪闭眼>>
<<wait 0.5>>
peipei:……… #line:0566beb
@@ -387,7 +392,7 @@ peipei: 就像梦一样… #line:0949ad0
<<change_actor_state 1WeepB>>
//TODO: <<switch_character_state 低头流泪闭眼>>
peipei: 医生…… #line:0db0142
peipei: 请把它们清除得干净一些。 #line:04d55a7
peipei: 请把它们清除得干净一些。 #line:04d55a7
peipei: 不要让我痛苦…… #line:0d3907a
<<hide_dialog>>
<<wait 1>>
@@ -46,18 +46,18 @@ peipei: 啊… #line:0b982b2
peipei: 头……好痛!又开始了… #line:058cdc3
<<hide_dialog>>
<<change_actor_state 1FrownWeepIB>>
peipei: 一开始还只是不太灵敏了,画的内容不太准确…… #line:07bdc09
peipei: 然后它变得越来越怪,一张比一张怪。 #line:0a1eed1
peipei: 一开始它变得有些不灵敏,内容不太准确…… #line:07bdc09
peipei: 然后它变得越来越怪,一张比一张怪。 #line:0a1eed1
<<change_actor_state 2BlacklineWeepAB>>
peipei: …这头怎么…痛得停不下来… #line:05019b2
peipei: …啧…这头…痛得停不下来… #line:05019b2
<<hide_dialog>>
<<change_actor_state_async D2S1-3>>
<<change_actor_state 2BlacklineSideeyeWeepA>>
peipei: 一切都太突然了。我的工作死线就要到了,我还不能死…… #line:0ea6e88
me: 头痛?听起来很严重…最好现在就检查一下。 #line:08ce8c3
me: 头痛…听起来不太妙。来检查一下吧。 #line:08ce8c3
<<change_actor_state 2BlacklineWeepAB>>
peipei: 不…医生!来不及了,先别管什么头痛了,你要先修好我的UF…… #line:0f7937b
peipei: 不…别管什么头痛了!<br>…UF!医生…先修好我的UF…… #line:0f7937b
peipei: 截止日期就要到了,而我还远远没有完成… #line:0ea6e88
<<hide_dialog>>
<<change_actor_state_async D2S1-4>>
@@ -71,7 +71,7 @@ peipei: …你看这个。 #line:03b43d0
<<wait 1>>
<<fade_in>>
<<show_obj "佩佩day2UF之一" 0>>
<<change_actor_state "3">>
<<change_actor_state 1WeepBlankeye>>
<<fade_out>>
<<wait 0.5>>
me: 这是… #line:09198f9
@@ -82,8 +82,8 @@ peipei: 根本没有罐头!对吧? #line:0d6e6d2
<<hide_obj>>
me: UF…又出新的问题了? #line:073069b
<<change_actor_state 1WeepBlankeye>>
peipei: 何止是新的…你再看这个! #line:05a7164
peipei: 医生…再看这个! #line:05a7164
<<hide_dialog>>
<<hide_obj>>
@@ -95,19 +95,19 @@ peipei: 好痛…好痛…… #line:0322994
<<change_actor_state 1PWeepB>>
<<wait 2>>
<<show_obj "佩佩day2UF之二">>
<<change_actor_state "3">>
<<wait 1>>
me: 你怎么把…你自己…画上去了? #line:004d2d3
<<change_actor_state 1WeepBlankeye>>
peipei: 不是我把自己…不是我,是UF!<br>医生,你忘了吗? #line:058e910
<<wait 1>>
me: 怎么把…你自己…画上去了? #line:004d2d3
peipei: 不是我画的…是UF<br>医生,你忘了吗? #line:058e910
<<hide_dialog>>
<<hide_obj>>
me: 我明白,你别着急。 #line:0d417da
me: 我需要弄清楚UF为什么会把你的… #line:020ef5d
me: 冷静,佩佩。我当然明白。 #line:0d417da
me: 你说的头痛具体是…… #line:0b37714
//me: 我需要弄清楚UF为什么会把你的… #line:020ef5d
<<change_actor_state 1PWeepBlankeye>>
peipei: 再看这个!医生…… #line:02b32bb
peipei: 再看这个! #line:02b32bb
<<hide_dialog>>
<<change_actor_state 1PFrownWeepB>>
@@ -119,13 +119,12 @@ peipei: 这真是…痛得快睁不开眼睛了… #line:0db3ac6
<<wait 2>>
<<show_obj "佩佩day2UF之三">>
<<hide_dialog>>
<<change_actor_state "3Weep">>
<<change_actor_state "1PLowbrowWeepBlankeyeI">>
<<wait 1>>
me: … #line:09e7196
me: 这次看起来不只是“颜色错误”了……<br>我先收录下来。但是,除了UF… #line:03cd5d9
me: …你刚才说的痛是哪里痛?眼睛吗? #line:0b37714
peipei: 别管什么痛了! #line:051d56c
me: 这次看起来不只是“颜色错误”了……<br>我记录一下。 #line:03cd5d9
//peipei: 别管什么痛了…医生。 #line:051d56c
<<change_actor_state 2BlacklineSideeyeWeepA>>
<<hide_obj>>
@@ -135,7 +134,7 @@ peipei: 别管什么痛了! #line:051d56c
<<change_actor_state 2BlacklineSideeyeWeepA>>
peipei: 医生…求求你,我不能没有UF……我必须修好它。 #line:061a35f
me: 好吧…无论如何,先到治疗室来吧。 #line:0d21450
me: 到治疗室来吧。 #line:0d21450
<<hide_dialog>>
<<change_actor_state 2BlacklineWeepAB>>
@@ -33,7 +33,7 @@ position: -32,-873
---
<<wait 0.1>>
Linking: 欢迎使用诊疗辅助系统! #line:0f90281
Linking: 正在建立通信...
Linking: 正在建立通信...
<<play_sfx "event:/Scriptal/beep_warning">>
<<set_light_state Warning>>
Error: 机体过热!无法完成通信。 #line:0f9fa14
@@ -45,11 +45,11 @@ Error: 温度:83.3℃,请定位热源并恢复至工作温度…… #line:0f
<<wait 1>>
me: …过热? #line:0c35a83
peipei: 医生…头…又开始痛了…… #line:0d3c67a
me: 没想到竟然这么严重… #line:00f254c
me: 这就是原因。没想到竟然这么严重… #line:00f254c
//me: 这个温度已经接近了警戒线…继续升高就会有生命危险。 #line:02f9583
<<hide_dialog>>
<<wait 1>>
me: 必须找到热源,进行降温。 #line:08810b3
me: 尽快找到热源,进行降温。 #line:08810b3
<<hide_dialog>>
Task: 定位热源并降温 #line:0666f6c
<<show_task_panel>>
@@ -69,10 +69,10 @@ position: -29,-688
<<set $feverMessageSeen=0>>
<<wait 0.5>>
peipei: 呼…这下……好多了。 #line:030bfbf
me: 这只是暂时的…在排除病因之前,你随时可能再次发热。 #line:0058714
<<complete_task "line:0666f6c">>
me: 检查一下UF模块吧…找到发热的原因。 #line:0e37064
peipei: 医生…一定要修好它…拜托你了。 #line:033d018
me: 你的头痛和UF的错误疑似是相关的。<br>在排除病因之前……你随时可能再次发热。 #line:0058714
me: 检查一下UF模块吧。 #line:0e37064
peipei: 医生…拜托你了。 #line:033d018
<<hide_dialog>>
<<HideHeatMap>>
<<set $finishFirstCoolDown=true>>
@@ -64,7 +64,7 @@ EmoModule: 已与情绪模块建立连接! #line:043977a
EmoModule: ------ #line:07d61e6
EmoModule: 报告传输完毕。 #line:09f37cd
<<wait 0.5>>
peipei: 我再也看不见颜色了…怎么办?我…我好想…… #line:0f068cc
peipei: <color=\#5F5F5F>我再也看不见颜色了…怎么办?我…我好想……</color> #line:0f068cc
me: 放松,佩佩。你的情绪模块压力有点大。 #line:00e8b7e
<<set $emoChecked = true>>
<<set $PlugCount=$PlugCount+1>>
@@ -101,9 +101,9 @@ SpeakerModule: 已与表达模块建立连接! #line:08e4ff7
SpeakerModule: ------ #line:09ca29e
SpeakerModule: 报告传输完毕。 #line:08846e2
<<wait 0.5>>
peipei: 我不想说话,因为我只是一只蘑菇。 #line:088cb29
me: …没关系…蘑菇小姐,休息一会吧。 #line:0bad473
me: 表达模块看起来没什么问题。 #line:0fe90f9
peipei: <color=\#5F5F5F>我不想说话,因为我只是一只蘑菇。</color> #line:088cb29
me: …没关系,休息一会吧。小蘑菇。 #line:0bad473
me: 表达模块看起来没什么问题。 #line:0fe90f9
<<set $PlugCount=$PlugCount+1>>
<<set $speakerChecked = true>>
<<else>>
@@ -142,8 +142,8 @@ LogicModule: 已与逻辑处理模块建立连接! #line:0c7c186
<<if $logicChecked == false>>
LogicModule: ------ #line:07578ab
LogicModule: 报告传输完毕。 #line:0a047c2
peipei: 到底是什么颜色呢?到底是什么颜色呢到底是什么颜色呢到底是什么颜色呢到底是什么颜色呢…… #line:04f2663
me: 佩佩冷静别再想了。 #line:0a1fd95
peipei: <color=\#5F5F5F>到底是什么颜色呢?到底是什么颜色呢到底是什么颜色呢到底是什么颜色呢到底是什么颜色呢……</color> #line:04f2663
me: 佩佩冷静别再想了。 #line:0a1fd95
<<hide_dialog>>
<<wait 0.5>>
me: 逻辑模块受到发热的影响…有些卡顿。<br>…不过问题不在这里。 #line:097a34b
@@ -224,9 +224,9 @@ MemModule: 未检测到可查看的记忆卡带。 #line:0cba6c7
<<set $memoryChecked = true>>
<<set $PlugCount=$PlugCount+1>>
<<endif>>
me: 看起来记忆受到了发热的影响最好早些解决。 #line:0beb9a7
me: 记忆有些不稳定。疑似是受到了发热的影响最好早些解决。 #line:0beb9a7
<<if $gameStage == "身体检查">>
me: 不过记忆模块本身看起来没有出什么问题。 #line:0c179b1
me: 不过模块本身看起来没有出什么问题。 #line:0c179b1
<<endif>>
//<<clear_screen>>
->结束 #line:04b8b2b
@@ -254,11 +254,12 @@ UfModule: 已与*UnstableFusion图像生成模块*建立连接! #line:039f0cf
Error: 自动训练进程发生兼容性错误。 #line:0a8d0fa
Error: 绘图过程中发生兼容性错误。 #line:082ee79
<<if $UfChecked == false>>
me: 又有新的兼容性问题……这个“自动训练进程”是啥? #line:0a65b85
me: 还是兼容性问题…不过多了一个“自动训练进程”。这是啥? #line:0a65b85
me: 不过…这个“兼容性问题”的病灶…我不是已经处理了吗? #line:0ec5261
me: 难道说这次是新的原因?<br>…再试一试能不能深入检查吧。 #line:0e5efb1
me: 难道说这次是新的原因?<br>…让我看看日志…… #line:0e5efb1
<<set $PlugCount=$PlugCount+1>>
<<set $UfChecked = true>>
<<jump UF深入失败>>
<<else>>
me: 我没有深入检查权限…<br>还是先在其它地方找找这个“未知来源”吧。 #line:09c5236
<<jump 屏幕结束>>
@@ -382,13 +383,13 @@ position: -478,-2694
---
<<clear_screen>>
Linking:------ #line:03831db
Linking: 正在获取深入检查权限… #line:0175969
<<wait 0.1>>
UfModule: 拒绝访问!需要A+级权限进行深入检查。 #line:095558b
<<if visited("UF深入失败")==false>>
me: 哼。真是…… #line:0825e94
me: 只能再试试…<br>查一下相关的log吧。 #line:00e3490
<<clear_screen>>
// Linking: 正在获取深入检查权限… #line:0175969
// <<wait 0.1>>
// UfModule: 拒绝访问!需要A+级权限进行深入检查。 #line:095558b
// <<if visited("UF深入失败")==false>>
// me: 哼。真是…… #line:0825e94
// me: 只能再试试…<br>查一下相关的log吧。 #line:00e3490
// <<clear_screen>>
Analysing: 正在检索与"兼容性错误"相关的log记录… #line:0cecb9e
<<wait 0.5>>
UfModule: 检索完毕!找到最近的 132 个记录。 #line:0a91146
@@ -407,21 +408,39 @@ Linking: 正在获取深入检查权限… #line:0175969
me: “未知来源”…? #line:0cc12d5
<<hide_dialog>>
<<wait 1>>
me: 之前好歹还指向了视觉模块,现在干脆就是“未知来源”…… #line:00e5409
me: 啧…这log有个毛用?有用的信息一点没有,没用信息的全打出来…… #line:0363c10
//me: UF要求的权限也太高了。<br>既要我修,又不让我获取更多信息……这里面到底有什么东西?
me: 看来想搞清楚这一切,只有拆开UF,短接它的安保系统了…让它不要再检查我的权限了。 #line:0e698a2
<<hide_dialog>>
//me: 之前好歹还指向了视觉模块,现在干脆就是“未知来源”…… #line:00e5409
me: 啧,是哪个白痴做的这个日志……<br>有用的信息一点没有,没用信息的全打出来…… #line:0363c10
me: 情况紧急。必须先排除发热风险……
me: …以防万一…让我最后试试。
->深入检查
Linking: 正在获取深入检查权限… #line:0175969
UfModule: 拒绝访问!需要A+级权限进行深入检查。 #line:095558b
<<wait 1>>
peipei: 拆除…必须要拆除吗?它们和我说它比我还要贵重… #line:0ec7537
peipei: 拆了它,我会需要赔偿吗?<br>我会因此被回收吗…… #line:0067b3e
me: 管不了那么多了。<br>佩佩,如果发热还止不住…… #line:08efc96
me: 我不能…我不能允许再有机体死在我的诊室了。 #line:094ace7
peipei: 对不起…医生… #line:0ac729b
peipei:请…小心点。 #line:0f4c995
me: 6号患者,接下来的对话将被记录。我将要拆除你的UF模块,现请求你的你同意。 #line:05f2e45
peipei: 啊…拆除?这会造成损坏吗? #line:0ec7537
me: 我不确定…但是发热可不是小事。<br>按照手册,我拥有紧急处置权限。 #line:08efc96
peipei: 拆了它,我会需要赔偿吗?会被问责吗?我的工作表现会受到影响吗?我会因此被回… #line:0067b3e
me: 佩佩。
<<wait 1>>
pp: 医生…
pp: 这…是我…继续画画的…唯一希望了。
<<wait 1>>
me: 好吧。
me: 6号患者,我将要短接你的UF模块安保系统以进行检查,现请求你的你同意。
//me: UF要求的权限也太高了。<br>既要我修,又不让我获取更多信息……这里面到底有什么东西?
//me: 情况紧急,只有拆开UF,短接它的安保系统了…让它不要再检查我的权限了。 #line:0e698a2
<<wait 1>>
//peipei: 拆除…必须要拆除吗?它们和我说它比我还要贵重… #line:0ec7537
//peipei: 拆了它,我会需要赔偿吗?<br>我会因此被回收吗…… #line:0067b3e
//me: 管不了那么多了。<br>佩佩,如果发热还止不住…… #line:08efc96
//me: 我不能…我不能允许再有机体死在我的诊室了。 #line:094ace7
peipei: 对不起…医生…给你添麻烦了。 #line:0ac729b
peipei:我…同意。 #line:0f4c995
<<complete_task "line:06d0c20">>
Task: 找到影响UF的“未知来源” #line:073a567
<<endif>>
<<wait 1>>
//Task: 找到影响UF的“未知来源” #line:073a567
me: 很好。来吧…短接它的安保系统了。 #line:0e698a2
//<<endif>>
<<jump 身体检查状态>>
===
+86 -86
View File
@@ -179,96 +179,96 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<elseif $currentEyeTarget == "poster" && $HaveSeenPoster>>
<<set $memoryTarget = "海报">>
<<endif>>
<<hide_dialog>>
<<wait 1>>
peipei: 话说……<br>这是在用UF生成的图像…联网喂给其它的UF吗? #line:0772be3
me: 我只是个医生,我的数据库里没有和这个相关的信息…… #line:0e32683
peipei: 怪不得它可以做得这么快……我自己用画笔画的时候,要好几天才能出一张图… #line:08bb643
peipei: 我太傻了…我还真的以为那个很会画画的,天真的自己…是一个有价值,有潜力的机体,一个有用的美工机体… #line:0b9b4ec
<<UF_SwitchState UFSystem imagination 3>>
peipei: 可我根本不会用UF<br>什么潜力…价值…都只是自我欺骗。其实我比所有人都差…我该怎么办? #line:0c909d1
<<UF_SwitchState UFSystem memory 3>>
//记忆消退融合
<<wait 1.5>>
me: 所以…这些记忆被混入了UF的生成过程当中… #line:060a7df
me: 然后被干扰的UF就生成了错误的图像。 #line:09ee411
<<UF_SwitchState UFSystem UF 2>>
<<UF_SwitchState UFSystem memory 1>>
//【生成了错误的*{$targetDescription}*相关图像】 #line:0c4f464
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集…… #line:0524c75
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。 #line:067b735
<<hide_dialog>>
<<wait 0.5>>
me: 原因一定就在这里!你想到的画面跑到了UF的视觉当中……就像上次那样…… #line:08c5ea2
peipei: 医生…你是说…还是因为想象么? #line:02ef1a8
me: …我想是的。 #line:0c0ef36
<<hide_dialog>>
<<wait 1>>
peipei: 医生…我好累啊。 #line:04626dd
me: 需要休息一下么? #line:0f86a9c
peipei: 不。医生,我是说我为自己感到好累。 #line:06109cf
peipei: 想象力…不应该是…宝贵的么? #line:07bfdb5
<<hide_dialog>>
<<wait 1>>
peipei: 我们再来一次吧。 #line:01655ed
me: …好。 #line:000b497
<<if $currentEyeTarget == "sky">>
<<set $HaveSeenSky = true>>
<<elseif $currentEyeTarget == "plant">>
<<set $HaveSeenPlant = true>>
<<elseif $currentEyeTarget == "poster">>
<<set $HaveSeenPoster = true>>
<<endif>>
<<UF_spriteOut UFSystem>>
<<play_music event:/Music/mus_peipei music>>
<<set_music_param event:/Music/mus_peipei peipeiEmo 1>>
<<jump UFCheckEnd>>
<<elseif $UFCount == 4>>
<<if $currentEyeTarget == "sky" && $HaveSeenSky>>
<<set $memoryTarget = "天空">>
<<elseif $currentEyeTarget == "plant" && $HaveSeenPlant>>
<<set $memoryTarget = "绿萝">>
<<elseif $currentEyeTarget == "poster" && $HaveSeenPoster>>
<<set $memoryTarget = "海报">>
<<endif>>
peipei: 我可以的…我可以的…… #line:05ec9a5
<<set $UFCount = $UFCount + 1>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
//【*{$targetDescription}*相关的记忆浮现】 #line:06da81c
peipei: 真的…好痛…… #line:0f2df3f
<<UF_SwitchState UFSystem memory 1>>
<<wait 2>>
<<UF_SwitchState UFSystem imagination 1>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem memory 1>>
peipei: 痛…痛死了……看这些…UF……请帮我……画一张…… #line:049e30b
<<UF_SwitchState UFSystem imagination 1>>
me: 佩佩?你在…控制这些想象? #line:0250601
peipei: 嘶…你一定能明白的吧?UF……我快不行了… #line:0508112
//<<OpenSingleButtonWindow WindowManager 警告! 模块温度接近临界值>>
//peipei: //【占位】{$memoryDescription}
<<UF_SwitchState UFSystem memory 1>>
//记忆消退融合
<<wait 1>>
<<UF_SwitchState UFSystem UF 1>>
//⭐⭐⭐这里可不可以把佩佩的“不停想象”做成不抢夺玩家控制、又超出原有范围的?⭐⭐⭐
//↑感觉这里不合适,不然这里应该也要过热了,抢后面节奏
<<UF_SwitchState UFSystem memory 1>>
//【生成了错误的*{$targetDescription}*相关图像】 #line:07cb638
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集…… #line:00707bf
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。 #line:0e2855e
peipei: 怎么会…怎么会是这个样子……?这不是我所想象的…… #line:03c2b39
<<hide_dialog>>
<<wait 1>>
peipei: 话说……<br>这是在用UF生成的图像…联网喂给其它的UF吗? #line:0772be3
me: 我只是个医生,我的数据库里没有和这个相关的信息…… #line:0e32683
peipei: 怪不得它可以做得这么快……我自己用画笔画的时候,要好几天才能出一张图… #line:08bb643
peipei: 我太傻了…我还真的以为那个很会画画的,天真的自己…是一个有价值,有潜力的机体,一个有用的美工机体… #line:0b9b4ec
<<UF_SwitchState UFSystem imagination 3>>
peipei: 可我根本不会用UF<br>什么潜力…价值…都只是自我欺骗。其实我比所有人都差…我该怎么办? #line:0c909d1
<<UF_SwitchState UFSystem memory 3>>
//记忆消退融合
<<wait 1.5>>
me: 所以…这些记忆被混入了UF的生成过程当中… #line:060a7df
me: 然后被干扰的UF就生成了错误的图像。 #line:09ee411
<<UF_SwitchState UFSystem UF 2>>
<<UF_SwitchState UFSystem memory 1>>
//【生成了错误的*{$targetDescription}*相关图像】 #line:0c4f464
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集…… #line:0524c75
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。 #line:067b735
<<hide_dialog>>
<<wait 0.5>>
me: 原因一定就在这里!你想到的画面跑到了UF的视觉当中……就像上次那样…… #line:08c5ea2
peipei: 医生…你是说…还是因为想象么? #line:02ef1a8
me: …我想是的。 #line:0c0ef36
<<hide_dialog>>
<<wait 1>>
peipei: 医生…我好累啊。 #line:04626dd
me: 需要休息一下么? #line:0f86a9c
peipei: 不。医生,我是说我为自己感到好累。 #line:06109cf
peipei: 想象力…不应该是…宝贵的么? #line:07bfdb5
// <<hide_dialog>>
// <<wait 1>>
// peipei: 我们再来一次吧。 #line:01655ed
// me: …好。 #line:000b497
// <<if $currentEyeTarget == "sky">>
// <<set $HaveSeenSky = true>>
// <<elseif $currentEyeTarget == "plant">>
// <<set $HaveSeenPlant = true>>
// <<elseif $currentEyeTarget == "poster">>
// <<set $HaveSeenPoster = true>>
// <<endif>>
// <<UF_spriteOut UFSystem>>
// <<play_music event:/Music/mus_peipei music>>
// <<set_music_param event:/Music/mus_peipei peipeiEmo 1>>
// <<jump UFCheckEnd>>
// <<elseif $UFCount == 4>>
// <<if $currentEyeTarget == "sky" && $HaveSeenSky>>
// <<set $memoryTarget = "天空">>
// <<elseif $currentEyeTarget == "plant" && $HaveSeenPlant>>
// <<set $memoryTarget = "绿萝">>
// <<elseif $currentEyeTarget == "poster" && $HaveSeenPoster>>
// <<set $memoryTarget = "海报">>
// <<endif>>
// peipei: 我可以的…我可以的…… #line:05ec9a5
// <<set $UFCount = $UFCount + 1>>
// // <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<UF_SwitchState UFSystem imagination 3>>
// //【*{$targetDescription}*相关的记忆浮现】 #line:06da81c
// peipei: 真的…好痛…… #line:0f2df3f
// <<UF_SwitchState UFSystem memory 1>>
// <<wait 2>>
// <<UF_SwitchState UFSystem imagination 1>>
// // <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<UF_SwitchState UFSystem memory 1>>
// peipei: 痛…痛死了……看这些…UF……请帮我……画一张…… #line:049e30b
// <<UF_SwitchState UFSystem imagination 1>>
// me: 佩佩?你在…控制这些想象? #line:0250601
// peipei: 嘶…你一定能明白的吧?UF……我快不行了… #line:0508112
// //<<OpenSingleButtonWindow WindowManager 警告! 模块温度接近临界值>>
// //peipei: //【占位】{$memoryDescription}
// <<UF_SwitchState UFSystem memory 1>>
// //记忆消退融合
// <<wait 1>>
// <<UF_SwitchState UFSystem UF 1>>
// //⭐⭐⭐这里可不可以把佩佩的“不停想象”做成不抢夺玩家控制、又超出原有范围的?⭐⭐⭐
// //↑感觉这里不合适,不然这里应该也要过热了,抢后面节奏
// <<UF_SwitchState UFSystem memory 1>>
// //【生成了错误的*{$targetDescription}*相关图像】 #line:07cb638
// ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集…… #line:00707bf
// ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。 #line:0e2855e
// peipei: 怎么会…怎么会是这个样子……?这不是我所想象的…… #line:03c2b39
// <<hide_dialog>>
<<wait 1>>
//ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
//me: 没事了,佩佩。 #line:0ca5c23
me: 所以…问题就在于这些记忆数据。<br>不。应该说…问题在于把这些数据向外传输的……欲望。 #line:0b61ca2
me: 那种想要去“看见”的欲望。 #line:036dcd6
<<hide_dialog>>
<<wait 1>>
me: 已经足够了…我想已经可以进行病理分析了。 #line:090a836
me: 这就是问题所在。想象力是宝贵的吗?不知道。<br>这不是你可以决定的,也不是你应该去决定的。 #line:0b61ca2
me: 但这种信号已经超出了你身体的承载能力。<br>毫无节制地想要看见、想要去想象… #line:036dcd6
// <<hide_dialog>>
// <<wait 1>>
me: 已经足够进行病理分析了。 #line:090a836
<<StopUFEffect_loop UFSystem>>
<<Set_MouseMovementLockState EyeManager false>>
<<UF_spriteOut UFSystem>>
+10 -9
View File
@@ -9,27 +9,27 @@ position: 260,-421
<<complete_task "line:0a431e3">>
Task: 分析病理与治疗方案 #line:0e94a4a
///可以先用思考专用黑幕,把showobj之外的部分都盖住,每次分析用showobj展示ppt,做一个思考阶段,把线索回顾一下
me: 还好…看起来温度还没上来。我们还有一点时间…… #line:04dbddd
//me: 还好…看起来温度还没上来。我们还有一点时间…… #line:04dbddd
<<fade_in 1.5>>
<<wait 0.6>>
<<show_full_screen "pp2_分析0-0" 0>>
<<show_full_screen "pp2_分析0-1" 0>>
<<show_full_screen "pp2_分析0-2" 0>>
<<wait 0.4>>
me: 刚才我们看到的…就是UF的学习过程。<br>UF正在利用这只眼睛进行“自动训练”。 #line:0085043
me: 这个自动进程被持续地干扰了,<br>形成了死循环,因此造成发热和头痛。 #line:0353277
me: 总之…刚才我们看到的是一个自动进程。<br>UF正在利用这只眼睛进行“自动训练”。 #line:0085043
me: 这个自动进程被持续地干扰了,<br>形成了死循环,这就是为什么它发热、工作异常。 #line:0353277
<<wait 1>>
<<show_full_screen "pp2_分析1" 0>>
me: 根本原因是…<br>[[size d=0.1]]原<waitfor=0.05>型<waitfor=0.1>排<waitfor=0.05>异<waitfor=0.1>反<waitfor=0.05>应[[/size]]。
pp: 怎么又是原型?
me: 根本原因是…<br>[[size d=0.1]]原<waitfor=0.05>型<waitfor=0.1>排<waitfor=0.05>异<waitfor=0.1>反<waitfor=0.05>应[[/size]]。
pp: 又是原型?
<<wait 0.5>>
<<show_full_screen "pp2_分析2-1" 0>>
<<show_full_screen "pp2_分析2-2" 0>>
me: 出于某种原因这种排异反应在今天之内加重了。这导致了记忆模块的进一步数据泄露。
me: 出于某种原因这种排异反应在今天之内加重了。这导致了记忆模块的进一步数据泄露。
me: 当这种数据请求逐渐累积,而既有的线路又不再存在了… #line:06801c4
<<wait 0.5>>
@@ -44,6 +44,7 @@ peipei: 可是为什么…它是今天出问题呢? #line:09a4c8e
peipei: 我是说,为什么昨天把那条线剪断,它就好了呢?<br>为什么一天之后…才变成这样呢? #line:03cb4f4
<<hide_dialog>>
<<wait 1>>
me:
me: 在失去最后看见色彩的能力之后…你变得更想*看见*了,对吧。 #line:0f0a617
peipei: 看见? #line:004cafe
me: 看见色彩。<br>虽然你表现得似乎无所谓…但你更加无法抑制地…想要去看见色彩了。对吧? #line:06d3d87
@@ -78,11 +79,11 @@ me: 颜色只是屏幕上显示的RGB值。 #line:01c705f
//【占位】:治疗方式1:看机体能不能抑制原型的想象bug
//【占位】:这个bug利用的漏洞似乎是记忆中的色彩,能借助色彩操纵记忆的流动
//【占位】:治疗方式2:只要清除记忆色彩,似乎也就没问题了
me: 世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。一切本应如此。 #line:0560391
me: 就像世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。就像一直如此。 #line:0560391
<<hide_dialog>>
<<wait 1>>
me: 这可能是…唯一的方案了。 #line:068d2a0
<<hide_full_screen>>
me: 这应该是…最好的方案了。 #line:068d2a0
<<hide_full_screem>>
peipei: ……<br>为什么…<br>…… #line:0372b04
<<fade_in 1>>
<<jump 结束分析>>
@@ -20,38 +20,40 @@ title: 术前谈话_1
tags: content
position: 251,-1150
---
peipei: 医生…<br>为什么你总是提出这么残忍的方案? #line:0844ca3
<<hide_dialog>>
<<wait 1>>
me: 对不起… #line:0994377
me: 作为一个机体,我必须听从手册和命令。<br>而这是手册上最好的方案。 #line:066b042
//TODO: <<switch_character_state 默认大汗淋漓难受I>>
me: 只有这样,才能中止UF的排异反应,<br>结束发热和头痛,并让它恢复正常。 #line:06933d9
<<complete_task "line:0e94a4a">>
peipei: 医生…<br>为什么总是这么残忍…… #line:0844ca3
<<hide_dialog>>
<<wait 1>>
//me: 对不起… #line:0994377
me: 我已经在手册和命令要求下进行过权衡。<br>这是对你最理想的方案了。 #line:066b042
<<change_actor_state 2BlacklineSweat>>
me: 这两次的情况都与你原型的低兼容性相关。 #line:0bc5eb3
me: 你的原型太脆弱,太敏感,太不受控制…… #line:0f69a12
//TODO: <<switch_character_state 默认大汗淋漓难受I>>
//me: 这样才能根除UF的异常,<br>彻底恢复正常。 #line:06933d9
<<wait 1>>
<<change_actor_state 1SweatBlankeye>>
<<wait 0.5>>
peipei: 我还以为…只要我能把想象的画面给UF,它就能把想象也画出来…… #line:0d06cd0
me: 你理解错了。它不能理解你的想象力,也不允许想象力。 #line:00a8d00
me: UF要的是“没有”想象力,彻底的没有。 #line:0265c6b
me: 尽管它在你的身体里面,但对它来说,你的身体才是异类。 #line:0ceadc4
<<wait 1>>
<<change_actor_state 2SweatSideeyeA>>
<<wait 1>>
peipei: 排异反应…? #line:04c5399
me: 你身上的一些模块是来自于你自己的,而一些模块是被塞进来的,比如你的UF。 #line:059a020
me: 成因很复杂,我们还不知道是为什么。 #line:0bc5eb3
me: 总之…出于某些原因,你身体里的“原型”可能不太喜欢这些新来的模块。 #line:0f69a12
<<change_actor_state 2BlacklineSweatB>>
<<wait 0.1>>
<<change_actor_state 2SweatSideeyeA>>
peipei: 又是原型? #line:088c92a
me: 是的…原型。 #line:087f051
<<wait 1>>
peipei: 医生,原型…到底什么? #line:0b19a92
me: 那是一段在我们身体里的代码…没有机体真正见过它。但是它像住在我们身体里的一个影子… #line:05581cb
me: 没有原型的话,我们只是一个最普通的机器,只会执行最简单的指令。有了原型,我们能够理解复杂的指令,能够按照自己的意思…… #line:09e4971
me: 那是一段在我们身体里的代码…我们的身体就像一间房子,原型就像住在身体里的一个影子… #line:05581cb
me: 没有原型的话,我们只是一个最普通的机器,只会执行最简单的指令。 #line:09e4971
<<wait 1>>
peipei: 你是说…灵魂? #line:0733159
me: 如果机体也有“灵魂”的话,我想是的,你可以这么。 #line:03dd69a
me: 这也就是为什么…你始终有那个念头。想要去“看见”的念头。 #line:0d9c2b4
me: 那是一个比喻,对吧。是的,你可以这么比喻。 #line:03dd69a
//me: 这也就是为什么…你始终有那个念头。想要去“看见”的念头。 #line:0d9c2b4
<<hide_dialog>>
<<wait 1>>
@@ -59,84 +61,83 @@ me: 这也就是为什么…你始终有那个念头。想要去“看见”的
<<change_actor_state 1SweatI>>
peipei: 所以…这个“原型”…<br>我脑袋里听到的那个声音…也就是…<br>…我。 #line:02bd758
<<hide_dialog>>
me: 不要让它占据你,佩佩。这会害了你的。
<<wait 1>>
<<change_actor_state 1Sweat>>
peipei: 那么是不是只要我能…只要这个“原型”能看见色彩…… #line:0d553cf
me: …也就不会有到处乱跑的想象力了…… #line:07c095f
<<hide_dialog>>
<<wait 0.5>>
peipei: 不…我是说,医生……<br>是不是只要我能…只要这个“原型”能…停止。 #line:0d553cf
<<change_actor_state_async D2S7-3>>
<<change_actor_state 1SweatLaugh>>
<<wait 1>>
peipei: 对吧? #line:0c3ffa2
peipei: 医生?对吧…? #line:06e238e
<<hide_dialog>>
<<change_actor_state 1SweatSmile>>
<<wait 2.5>>
me: 可是…你只有一个色彩晶圆。要么给你自己的眼睛用…要么给UF用。 #line:068dd1e
<<change_actor_state 1SweatR>>
<<wait 0.3>>
peipei: 难道…就没有办法弄到额外的色彩晶圆吗? #line:085a1b8
me: 对不起,色彩晶圆是无法量产的……每个机体都只有一个。 #line:0362191
<<hide_dialog>>
<<wait 1>>
pp: 只要我能让那个“声音”不要再想象画面……UF是不是就能恢复正常? #line:085a1b8
me: …但是,这不是一个彻底的方案…… #line:07c095f
<<change_actor_state_async D2S7-4>>
<<change_actor_state 1SweatI>>
<<wait 1>>
me: 嗯…不行。<br>还是只有色彩记忆抹除。对不起。 #line:0bd043d
<<change_actor_state 1SweatB>>
<<hide_dialog>>
<<complete_task "line:0e94a4a">>
pp: 怎样才是彻底呢…医生……我们最终都是要被回收的…不是吗? #line:099ac43
<<hide_dialog>>
<<wait 1>>
<<change_actor_state 1SweatBlankeye>>
<<wait 0.5>>
peipei: 我还以为…只要我能把想象的画面给UF,它就能把我想象的也画出来……又快又好。 #line:0d06cd0
me: 你理解错了。它不能理解你的想象力……也不允许理解你的想象力。 #line:00a8d00
me: UF要的是“没有”想象力,彻底的没有。 #line:0265c6b
me: 它只把你当作异类。…尽管它在你的身体里面。 #line:0ceadc4
//////虽然我删掉了,但总感觉讲到了原型,就应该稍微展开聊下——或者也许办法不用“原型”,只用“我自己”这个说法?这样就不用讲到,也不用展开聊了,凝聚在UF上
//也许试试不要这段↓
//peipei: 我不明白…为什么?
//me: 我想,人类就是按照自己的形象设计了我们吧。
//peipei: 不…我是说…为什么人类要创造我们?
//me: 为什么创造…我们?
//me: 我想,人类应该有一些特定的计划吧。也许人类想让我们也感受到他们所感受的…然后……
//me: 好吧,我不知道。这说不通。这也太邪恶了。
//也许试试不要这段↑
// <<hide_dialog>>
// <<wait 0.5>>
// <<change_actor_state_async D2S7-3>>
// <<change_actor_state 1SweatLaugh>>
// <<wait 1>>
// peipei: 对吧? #line:0c3ffa2
// peipei: 医生?对吧…? #line:06e238e
<<hide_dialog>>
<<change_actor_state_async D2S7-5>>
// <<hide_dialog>>
// <<change_actor_state 1SweatSmile>>
// <<wait 2.5>>
<<change_actor_state 2BlacklineSmile>>
// me: 可是…你只有一个色彩晶圆。要么给你自己的眼睛用…要么给UF用。 #line:068dd1e
// <<change_actor_state 1SweatR>>
// <<wait 0.3>>
// peipei: 难道…就没有办法弄到额外的色彩晶圆吗? #line:085a1b8
// me: 对不起,色彩晶圆是无法量产的……每个机体都只有一个。 #line:0362191
// <<hide_dialog>>
// <<wait 1>>
// <<change_actor_state_async D2S7-4>>
// <<change_actor_state 1SweatI>>
// <<wait 1>>
// me: 嗯…不行。<br>还是只有色彩记忆抹除。对不起。 #line:0bd043d
// <<change_actor_state 1SweatB>>
// <<hide_dialog>>
// <<complete_task "line:0e94a4a">>
peipei: 医生……你知道被回收的机体最后都去哪儿了吗? #line:0302afd
<<change_actor_state_async D2S7-6>>
<<change_actor_state 2BlacklineSmile>>
<<wait 0.5>>
me: 老实说,我不知道。它们…最后都没有回来。我不想去想这个问题。 #line:08e0979
peipei: 我开始想,或许这样的生活…也并不值得再继续下去了。 #line:099ac43
<<change_actor_state 2BlacklineSmile>>
peipei: 也许不再回来也挺好的,我想我根本就不适合在这儿。 #line:0e0d945
me: 你应该知道这是什么意思。 #line:027d596
<<change_actor_state 2BlacklineSmileB>>
peipei: 我知道这是什么意思。 #line:01692d8
me: …… #line:08403a0
<<hide_dialog>>
<<wait 1>>
// //////虽然我删掉了,但总感觉讲到了原型,就应该稍微展开聊下——或者也许办法不用“原型”,只用“我自己”这个说法?这样就不用讲到,也不用展开聊了,凝聚在UF上
// //也许试试不要这段↓
// //peipei: 我不明白…为什么?
// //me: 我想,人类就是按照自己的形象设计了我们吧。
// //peipei: 不…我是说…为什么人类要创造我们?
// //me: 为什么创造…我们?
// //me: 我想,人类应该有一些特定的计划吧。也许人类想让我们也感受到他们所感受的…然后……
// //me: 好吧,我不知道。这说不通。这也太邪恶了。
// //也许试试不要这段↑
me: 你刚刚说的…让我在想,也许还有另一种办法…… #line:0856470
me: 停止想象。让那个“声音”不要再想象画面,你的UF也应该能恢复正常。 #line:0ce8234
<<change_actor_state 2SideeyeA>>
peipei: 停止…想象?我不明白。怎么做到? #line:03d760c
// <<hide_dialog>>
// <<change_actor_state_async D2S7-5>>
// <<change_actor_state 2BlacklineSmile>>
// peipei: 医生……你知道被回收的机体最后都去哪儿了吗? #line:0302afd
// <<change_actor_state_async D2S7-6>>
// <<change_actor_state 2BlacklineSmile>>
// <<wait 0.5>>
// me: 老实说,我不知道。它们…最后都没有回来。我不想去想这个问题。 #line:08e0979
// peipei: 我开始想,或许这样的生活…也并不值得再继续下去了。
// <<change_actor_state 2BlacklineSmile>>
// peipei: 也许不再回来也挺好的,我想我根本就不适合在这儿。 #line:0e0d945
// me: 你应该知道这是什么意思。 #line:027d596
// <<change_actor_state 2BlacklineSmileB>>
// peipei: 我知道这是什么意思。 #line:01692d8
// me: …… #line:08403a0
// <<hide_dialog>>
// <<wait 1>>
me: 好吧。 #line:0856470
//me: 停止想象。让那个“声音”不要再想象画面,你的UF也应该能恢复正常。 #line:0ce8234
//peipei: 停止…想象?我不明白。怎么做到? #line:03d760c
me: 你是怎么把那些颜色和图像…调用出来的呢? #line:04df8f5
peipei: 调用出来?我不明白…… #line:0e314d4
<<change_actor_state 2SideeyeA>>
//peipei: 调用?我不明白…… #line:0e314d4
peipei: 我就是…去*想象*它们是什么颜色的,然后,我就能真的看到那些颜色了。 #line:0344763
me: 好吧…*想象*。我不知道你具体是怎么做到的,但是就像你唤醒它一样,用同样的方式让它停下吧。 #line:07c01d3
@@ -145,7 +146,7 @@ me: 好吧…*想象*。我不知道你具体是怎么做到的,但是就像
<<change_actor_state 1SweatBlankeyeI>>
<<wait 1>>
peipei: 该怎么做才能停止想象?我不明白。 #line:0e54d35
peipei: 同样的方式…?可我感觉…越是去控制它,它反而好像越活跃了。 #line:0e54d35
->让佩佩保持专注 #line:06226e7
me: 佩佩,我需要你振作起来。 #line:0127ff8
me: 不要想别的事情,保持专注,控制住你的思绪。 #line:0e1cad0
@@ -4,6 +4,7 @@ position: 428,-88
---
<<fade_in 1>>
<<switch_fix_system_to BodyModule>>
<<DropCable>>
<<declare $CheckTargetCount=0>>
<<fade_out 1>>
<<jump 停止想象_1>>
@@ -77,10 +78,10 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
//所以我稍微改了下说法直接推过去了,干脆直接就让佩佩来带动节奏。
peipei: 那我们就再试几次吧。像之前那样,对吧? #line:0ff27c0
peipei: 我们已经走到了这里…我不能放弃。 #line:0aa2508
peipei: 让我试试……抑制想象力。 #line:0363176
peipei: 停止…停止……停止。 #line:0363176
peipei: 呼… #line:0afbc03
<<hide_dialog>>
<<wait 2>>
<<wait 1>>
peipei: 我们来吧。 #line:0591810
//me: 只要你能控制住,我想是的,但我还不确定
//me: 我们得做更多测试,确保你每次都能抑制住
@@ -95,36 +96,36 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
//颜色不出现,一会又出现了
<<set_music_param music peipeiEmo 2>>
<<hide_dialog>>
<<wait 2>>
<<wait 0.8>>
me: 很好… #line:0089c14
<<hide_dialog>>
<<wait 0.5>>
peipei: 啊…#auto_next #line:0d2dc39
<<wait 0.2>>
peipei: 啊… #line:0d2dc39
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 2>>
//【*{$currentEyeTarget}*相关的记忆浮现】 #line:01ea90b
peipei: 不……停止。停止。 #line:025d32f
peipei: 停止想象,停止…停止想象。 #line:0494d55
<<wait 1.5>>
<<wait 0.8>>
<<UF_SwitchState UFSystem UF 3>>
peipei: 停止想象…… #line:014598d
<<hide_dialog>>
<<wait 0.5>>
<<wait 0.2>>
peipei: 好痛,呼…… #line:0347a43
<<UF_SwitchState UFSystem imagination 1>>
peipei: 不!停止想象,停止想象,停止! #line:0321bba
<<hide_dialog>>
<<wait 1>>
<<wait 0.6>>
<<UF_SwitchState UFSystem memory 3>>
//【生成了错误的*{$currentEyeTarget}*相关图像】 #line:0387ef4
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集…… #line:0f32ebf
<<UF_spriteOut UFSystem 1>>
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。 #line:021de0d
<<hide_dialog>>
<<wait 1>>
<<wait 0.5>>
peipei: 啧,现在它变得这么顽固了…… #line:03119ae
me: 佩佩… #line:0f345b6
peipei: 不,医生,我想再试试。 #line:0c977a6
me: 冷静。这样情绪化是不会成功的。 #line:025ae6e
peipei: 我明白了…医生。<br>我们继续吧。 #line:0fa89fb
<<UF_spriteOut UFSystem>>
<<jump UF停止想象CheckEnd>>
<<elseif $UFCount == 3>>
@@ -133,7 +134,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<UF_SwitchState UFSystem imagination 3>>
//【*{$currentEyeTarget}*相关的记忆浮现】 #line:089c210
peipei: 不!停止,停止! #line:00cacd2
peipei: 停!快停#auto_next #line:0834b0b
peipei: 停!快停!#auto_next #line:0834b0b
<<UF_SwitchState UFSystem memory 3>>
//【生成了错误的*{$currentEyeTarget}*相关图像】 #line:0693bc3
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集…… #line:09a85f0
@@ -142,37 +143,36 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
peipei: 停止!…<br>不合规范?到底什么是不合规范?? #line:0cd2e59
//⭐⭐⭐做一些额外的记忆流入,出现在屏幕各个地方?⭐⭐⭐
me: 好了,快停下。<br>这下已经更严重了。 #line:057e986
me: 我想,还是……#auto_next #line:086eead
peipei: 继续。医生 #line:09dbc37
me: 我想,还是…… #line:086eead
peipei: 医生 #line:09dbc37
peipei: 继续。我必须继续… #line:06c539e
peipei: 我已经没有机会了!我必须这么做。<br>我不想变成那样…医生……我不要变成那样…… #line:066d259
peipei: 我不要让那个念头死……它不应该死在这里。 #line:027024e
//peipei: 我不要让那个念头死……它不应该死在这里。 #line:027024e
peipei: 佩佩…求求你,别再出现了……睡吧,求求你……睡吧…… #line:0931b4c
me: 你需要更冷静一些。 #line:025ae6e
<<hide_dialog>>
me: 佩佩。 #line:0f345b6
peipei: 不,医生,我想再试试。 #line:0c977a6
<<wait 1>>
peipei: 我明白了…医生。<br>我们继续吧。 #line:0fa89fb
me: …… #line:0d600e5
<<UF_spriteOut UFSystem>>
<<jump UF停止想象CheckEnd>>
<<elseif $UFCount == 4>>
<<hide_dialog>>
<<wait 2>>
<<wait 1>>
peipei: 没错…… #line:000151b
<<hide_dialog>>
<<wait 2>>
peipei: 嘶!不对…不!停止!#auto_next #line:0ed7e63
<<wait 1.5>>
peipei: 嘶!不对…不!停止! #line:0ed7e63
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
//【*{$currentEyeTarget}*相关的记忆浮现】 #line:01ac790
peipei: 停止想象!停止想象!停止想象!#auto_next #line:0188a23
peipei: 停止想象!停止想象!停止想象! #line:0188a23
<<UF_SwitchState UFSystem UF 2>>
<<UF_SwitchState UFSystem imagination 1>>
peipei: 求求你……停下来吧…………#auto_next #line:02b8f8d
peipei: 求求你……停下来吧………… #line:02b8f8d
<<UF_SwitchState UFSystem UF 1>>
<<UF_SwitchState UFSystem imagination 1>>
peipei: 都是因为你,都是因为你!我才…… #line:0780442
me: 佩佩,快停下。#auto_next #line:022099f
me: 佩佩,快停下。 #line:022099f
<<UF_SwitchState UFSystem UF 2>>
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集…… #line:08dffd1
<<UF_spriteOut UFSystem 1>>
@@ -180,7 +180,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
peipei: 不合规范?…什么是不合规范?…到底什么是规范?到底什么是规范??? #line:0b39ae6
<<StartUFEffect_loop UFSystem>>
peipei: 你还不明白吗?这在它们看来一点都不重要!! #line:04a54cb
me: 佩佩,你在和谁说话?冷静……#auto_next #line:0dbf259
me: 佩佩,不要以那种和自己说话。这很危险… #line:0dbf259
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
////【佩佩眨眼睛,画面出现数据乱流】
<<UF_faceIn UFSystem>>
@@ -199,17 +199,17 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
////【海报变成卡通风格】//【植物变成油画风格】//【窗户天空变成印象派风格】
peipei: 你同意了的…你同意了让我做改造…你同意了它们拿走那个破晶圆…你同意了它们定义的美……你…为什么现在又………… #line:0a96842
peipei: 我不要再这样了…我不要再这样了…让我…… #line:005652c
me: 佩佩!#auto_next #line:0f27aed
me: 佩佩! #line:0f27aed
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SetBorkenValue UFSystem 3>>
<<wait 2>>
<<UF_SetBorkenValue UFSystem 2>>
<<wait 2>>
<<wait 1.5>>
<<UF_SetBorkenValue UFSystem 1>>
<<wait 2>>
<<wait 1>>
// <<OpenSingleButtonWindow WindowManager 警告! 温度濒临临界值>>
me: 喂……!佩佩! #line:026d9fc
me: 我真是……操了… #line:0ccf5b2
me: 这下好了… #line:0ccf5b2
<<complete_task "line:08f5fd5">>
<<hide_dialog>>
<<SetHeat 2>>
@@ -343,7 +343,7 @@ Error: 正在重试。 #line:03e1819
Task: 移除记忆模块 #line:05f7173
me: 泄露很快,来不及了。 #line:04449ae
me: 准备进行<waitfor=0.1>切除。 #line:0d0a44f
me: 47号患者,接下来的对话将被记录。我正在请求切除你的记忆模块,你将会陷入昏迷,现请求你的你同意。 #line:05f2e45
me: 47号患者,接下来的对话将被记录。我将要切除你的记忆模块,你将会陷入昏迷,现请求你的你同意。 #line:05f2e45
gts??: <speed=1><i>什么?</i> #line:0b2ffba
gts?: <speed=0.3><wiggle a=0.1 s=0.01>我<waitfor=0.2>同意<waitfor=0.2>你的请求。</wiggle> #line:0fdd818
gts??: <speed=1><i>[[size]]不[[/size]]!医生!我不想死…</i> #line:0150c6b
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