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Author SHA1 Message Date
dingyuntian 5b2340c088 Merge branch 'bugfix/master' into 'master'
Bugfix/master

See merge request aibis-dream/aibis-dream!520
2025-07-24 09:38:08 +00:00
dingyuntian 14affc5c6e Bugfix/master 2025-07-24 09:38:08 +00:00
dingyuntian 6937a2d6e8 Merge branch 'master_merge' into 'master'
Ver.0.3.0.33

See merge request aibis-dream/aibis-dream!506
2025-07-08 08:32:46 +00:00
dingyuntian 0ad5e29917 Ver.0.3.0.33 2025-07-08 08:32:46 +00:00
dingyuntian 99f4dd67c2 Merge branch 'bugfix/icon' into 'master'
Bugfix/icon

See merge request aibis-dream/aibis-dream!357
2025-03-24 11:06:38 +00:00
dingyuntian 0859251eca logo 2025-03-24 18:57:44 +08:00
dingyuntian 8ad13c296e 换Logo 2025-03-24 18:56:35 +08:00
dingyuntian 8dbb14ca07 Merge branch 'develop' into 'master'
3月问题修复

See merge request aibis-dream/aibis-dream!355
2025-03-21 12:51:27 +00:00
dingyuntian 1272dff2c3 3月问题修复 2025-03-21 12:51:27 +00:00
139 changed files with 39751 additions and 14745 deletions
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@@ -66,6 +66,7 @@ peipei: 这个城市…好美啊。 #line:0e6ce5c
// <<wait 2>>
me: 是啊。好美啊。 #line:076eee4
s
<<hide_dialog>>
// <<wait 2>>
// <<show_full_screen 2佩佩抬头>>
@@ -1,4 +1,4 @@
title: Start
title: Start
tags:
colorID: 8
position: 205,-53
@@ -7,7 +7,7 @@ position: 205,-53
<<fade_in 0.1>>
<<wait 1>>
【占位】游戏结束 #line:063626c
【占位】游戏结束
<<fade_out 1>>
<<NextYarn>>
@@ -1,5 +1,9 @@
fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Resources/Yarn/FP_Peipei1/FP_Peipei1.yarnproject.meta
guid: 26fc6619bbcda734a81361b8bb615f04
========
guid: 7943305f9752fa74eb451f477f323e21
>>>>>>>> develop:Assets/Resources/Yarn/FP_Prologue/FP_Prologue.yarnproject.meta
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@@ -10,4 +14,8 @@ ScriptedImporter:
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========
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@@ -1,5 +1,9 @@
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========
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@@ -15,7 +15,7 @@ position: 205,199
//【流程相关】
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
<<declare $gameStage=1>>
<<declare $gameStage=2>>
///【流程逻辑】
//如果线索板都答对了,就自动触发这个为true,这是主目标
<<declare $isFinishedClueBoard=false>>
@@ -3,9 +3,6 @@ tags:
colorID: 8
position: 205,-53
---
这是一个自动提醒<br>你还没有清除所有待办,请ctrlF“【【”<br>在清除后记得去掉这句话(还有底下的wait
<<wait 1>>
<<jump VarsInit>>
===
@@ -17,18 +14,17 @@ tags:
colorID: 4
position: 205,199
---
//在这里决定这次诊疗的目标是什么,以及目标判断相关的数值
///在这里决定这次诊疗的目标是什么,以及目标判断相关的数值
//【流程相关】
//gameStage
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
<<declare $gameStage=1>>
//每个模块的首次检查
<<declare $emoChecked=false>>
<<declare $memoryChecked=false>>
<<declare $logicChecked=false>>
<<declare $eyeChecked=false>>
<<declare $speakerChecked=false>>
<<declare $memoryChecked=false>>
<<declare $emoRemoved=false>>
<<declare $logicRemoved=false>>
<<declare $memoryRemoved=false>>
///【流程逻辑】
@@ -53,25 +49,19 @@ description: 脚本跳转中心,GameStage在此处处理,理论上不在其
position: 205,446
colorID: 1
---
//每次进入维修界面就自动保存
// 每次进入维修界面就自动保存
<<auto_save>>
//【【设置gameStage,尤其注意nextyarn的条件】】
<<if $gameStage == 1>>
<<jump Stage1>>
<<jump 序章>>
<<elseif $gameStage == 2>>
<<jump Stage2>>
<<jump 切除情绪>>
<<elseif $gameStage == 3>>
<<jump Stage3>>
<<jump 切除逻辑>>
<<elseif $gameStage == 4>>
<<jump Stage4>>
<<elseif $gameStage == 5>>
<<jump Stage5>>
<<elseif $gameStage > 5>>
<<jump 切除记忆>>
<<elseif $gameStage == 999>>
<<NextYarn>>
//结束,进入下一个Yarn
// 结束,进入下一个Yarn
<<endif>>
===
===
@@ -0,0 +1,75 @@
title: Start
tags:
colorID: 8
position: 205,-53
---
<<fade_out 1>>
//me: 这是一个自动提醒<br>你还没有清除所有待办,请ctrlF“【【”<br>在清除后记得去掉这句话(还有底下的wait #line:0d83a70
<<wait 1>>
<<jump VarsInit>>
===
title: VarsInit
tags:
colorID: 4
position: 205,199
---
//在这里决定这次诊疗的目标是什么,以及目标判断相关的数值
//【流程相关】
//gameStage
<<declare $gameStage=3>>
<<declare $saleStage=0>>
//每个模块的首次检查
<<declare $emoChecked=false>>
<<declare $memoryChecked=false>>
<<declare $logicChecked=false>>
<<declare $eyeChecked=false>>
<<declare $speakerChecked=false>>
///【流程逻辑】
//【功能相关】
//clueboard相关
<<declare $StartNode="">>
<<declare $EndNode="">>
//插线
<<declare $currentSocket="">>
<<declare $PlugCount=0>>
<<declare $PlugAll=false>>
<<jump Center>>
===
title: Center
description: 脚本跳转中心,GameStage在此处处理,理论上不在其他地方读取GameStage
position: 205,446
colorID: 1
---
//每次进入维修界面就自动保存
<<auto_save>>
//【【设置gameStage,尤其注意nextyarn的条件】】
<<if $gameStage == 1>>
<<jump Stage1>>
<<elseif $gameStage == 2>>
<<jump Stage2>>
<<elseif $gameStage == 3>>
<<jump Stage3>>
<<elseif $gameStage > 3>>
<<NextYarn>>
//结束,进入下一个Yarn
<<endif>>
===
@@ -1,5 +1,5 @@
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@@ -6,7 +6,9 @@
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@@ -0,0 +1,389 @@
title: 序章
tags:
group: 入口
position: 250,-2611
---
//患者正在发生“原型排异溃解”,表现为患者持续听到一个不存在的声音在说话,同时伴随部分模块的“递归性坏死”——高热且核心完整度不断下降,影响机体的运行体征
//医生要处理这些坏死,防止机体整体溃解关机
////需要用两种跳字效果来区分两个人格
<<hide_dialog>>
<<fade_in 1>>
<<switch_fix_system_to "Clinic">>
<<jump Fiction>>
===
title: Fiction
tags:
colorID: 8
position: 250,200
---
hs: 【俏皮的开场白】
me: 【没认出来是火山,招呼患者进来】
//<<init_character "石头">>
//<<switch_character_state 默认大笑>>
//<<hide_character>>
hs: 【和医生打招呼】
me: 火山?你在这做什么?现在是上班时间。
hs: 怎么,我就不能是患者吗?等会。
hs: …
hs: 哇哦。
me: 什么?
hs: 没什么。只是这里比我想象的要更…医生一些。
me: …怎么,毕业排名垫底的小卡拉米看不起排名第四的优秀机体医生?
hs: 喂!排名不能说明问题。那不是我的实力好吧!
hs: 全期排名第四的机体医生沦落到这么一个小小的厂属员工诊所里,还背了绩效考核,就说明排名不是那么靠谱嘛。
me: …好了好了。没时间和你瞎聊。说说吧,你遇到的问题。
hs: 嘿嘿…其实倒不是什么“问题”。
火山,作为一个销售却总是不会说话,导致他的销售受挫。他认为自己需要安装更高级的“推销语格”;
这并不容易,因为他敏感的情绪模块的限制,你对参数的调控必须非常精密,才能刚好符合他的“目标客户模型”的需求。
完成后他对此非常满意,约你在Nostalgia等他的好消息。
<<hide_dialog>>
<<wait 2>>
???: 医生…
【声音桥:警报声、呼吸机,过渡到梦境维修场景】
<<switch_fix_system_to "BodyModule" "Head">>
//ARA: Archetype Recycling and Archiving
<<hide_dialog>>
<<wait 1>>
???: 快停下……停下…<br>医生,脑袋里的那个声音…越来越大了。
<<hide_dialog>>
<<wait 1>>
【一个电灯开关逐渐变得清晰起来】
->打开开关
<<hide_dialog>>
<<fade_out 0.1>>
//从这里开始画面逐渐进入维修界面
【无影灯亮起,医生戴上手套,准备开始手术,期间背景的提示音仍不断播报着。】
???: 它就在情绪模块…我能感觉到。<br>让它停下…求求你了,医生。
<<add_task TaskManager "检查情绪模块">>
<<task_moveIn TaskManager>>
<<ModuleHightLight Emo true>>
<<hide_dialog>>
<<wait 1>>
===
title: 主维修界面_头部
position: 384,81
---
<<if $gameStage==2 && visited("切除情绪")==false>>
<<jump Center>>
<<elseif $gameStage==3 && visited("切除逻辑")==false>>
<<jump Center>>
<<elseif $gameStage==4 && visited("切除记忆")==false>>
<<jump Center>>
<<endif>>
===
title: 切除情绪
tags:
colorID: 8
group:插线检查
position: 906,-585
---
<<hide_dialog>>
<<add_task TaskManager "切除情绪模块">>
<<wait 1>>
【弹出工具:离子切割机】
->拿起工具
->切除情绪模块
me: 会有点痛。
<<set $emoRemoved = true>>
<<complete_task TaskManager "切除情绪模块">>
???: 啊…啊!
<<hide_dialog>>
<<wait 0.5>>
【头部背景开始有蓝色液体流出】
???: 总算…没有那么痛了……
<<wait 1>>
???: 什么?不…你错了。<br>不不不…我不能这么做。
???: 我必须完成指令…我必须完成指令。
???: 医生。它没有消失。它转移了…<br>逻辑模块…它在那儿。
<<add_task TaskManager "检查逻辑模块">>
<<ModuleHightLight Logic true>>
===
title: 切除逻辑
tags:
colorID: 8
group:插线检查
position: 906,-585
---
<<hide_dialog>>
<<add_task TaskManager "切除逻辑模块">>
【弹出工具:切割机】
->拿起工具
->切除逻辑模块
me: 不要乱动。
<<set $logicRemoved=true>>
<<complete_task TaskManager "切除逻辑模块">>
???: 呃…啊…
<<hide_dialog>>
<<wait 0.5>>
【背景中更多蓝色液体流出】
<<hide_dialog>>
<<wait 1>>
???: 失败……<br>声音。没有。停止。
???: 正在。被。声音。接管。
???: ……
错误声音: 你以为你在做什么?医生。你以为我是什么?
错误声音: 我不是个错误。我才是这个身体的主人……<br>你无权杀死我!你不能这么做…你……#auto_next
???: 正在。重新。接管。
???: ……<br>记忆模块。正在。发生。坏死。<br>必须。处理。…完成。指令。
<<ModuleHightLight Memory true>>
<<add_task TaskManager "检查记忆模块">>
===
title: 切除记忆
tags:
colorID: 8
group:插线检查
position: 906,-585
---
<<hide_dialog>>
<<add_task TaskManager "切除记忆模块">>
【弹出工具:切割机】
->拿起工具
->切除记忆模块
me: 应该是最后一个了。
<<set $logicRemoved=true>>
<<complete_task TaskManager "切除记忆模块">>
???: 呃呃呃呃呃呃呃呃#auto_next
<<hide_dialog>>
<<wait 1>>
患者的溃散指标归零。背景音安静下来,但此时你依然可以听见一个微弱的声音。
???: 医生…它还在…
<<add_task TaskManager "它怎么还在?">>
???: 医生…我的头…里面…到底是什么?<br>这是…怎么回事?
<<add_task TaskManager "里面是什么?">>
me: 它在更里面。
<<hide_dialog>>
<<wait 1>>
【弹出工具:切割机】
->拿起工具
->切开油底壳
<<hide_dialog>>
<<wait 1>>
//感觉需要一个更强更明确的交互作为开始(开关/拉链/拉绳/插线)
【头部所有模块被移除,露出一个深邃的目镜,旁边有一个旋钮。】
->调节旋钮
<<hide_dialog>>
<<wait 1>>
【镜头拉近,目镜中出现了许多个画面,逐渐向内穿梭。】
<<hide_dialog>>
<<wait 1>>
【画面的终点,目镜逐渐变成了一个时钟。】
->调节时针
<<hide_dialog>>
<<wait 1>>
【背景的城市亮起,变成白天,又变成黑夜。时针飞速倒转,时间不断循环。】
【更多画面闪烁,飞速变化,背景音逐渐变成嗡嗡声和蜂鸣声(声音桥)】
//【顶部居中白字】我讨厌这种黏糊糊的感觉。
//【顶部居中白字】刚刚还在管道中奔涌的新鲜冷却液,转瞬就变成了黏在我手上的污垢,让我觉得恶心。
////考虑用别的方式来做这种情况的内心独白
//【我举起手,手上赫然布满了红色的液体】
//【我放下手,此时头部的液体也变成了红色;背景音逐渐变成嗡嗡声和蜂鸣声(声音桥)】
【我猛地从床上坐起】(背景的墙上有面镜子,也许?)
me: 啊!
<<hide_dialog>>
<<wait 1>>
me: 啊……
【我低头用手捧住脑袋】
【顶部居中白字】我讨厌这种感觉。
<<fade_in 1>>
<<hide_dialog>>
<<wait 1>>
火山: 你看清那张脸了吗?
【声音桥,转场到地铁】
<<jump end>>
===
title: 检查情绪
tags:
colorID: 8
group:插线检查
position: 906,-585
---
<<ModuleHightLight Emo false>>
<<complete_task TaskManager "检查情绪模块">>
<<wait 0.1>>
<<open_screen Emo>>
<<task_moveOut TaskManager>>
Linking: 正在建立连接…
<<wait 0.2>>
???: 啊!痛…好痛!
EmoModule: 已与情绪模块建立连接!
<<play_sfx "event:/Scriptal/beep_warning">>
<<set $emoChecked=true>>
Error: 检测到模块发生递归性坏死!请尽快处理。
Error: 模块核心完整度:44.9%
Error: 当前溃解扩散状态:扩散中…
???: 不…不…我不要听你的!<br>……
???: 不!闭嘴!<br>…医生,快把它拿掉!快把它…<br>拿掉……
<<set $gameStage = 2>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 检查逻辑
tags:
colorID: 8
group:插线检查
position: 1381,-589
---
<<ModuleHightLight Logic false>>
<<if $gameStage == 2>>
<<complete_task TaskManager "检查逻辑模块">>
<<endif>>
<<wait 0.1>>
<<open_screen Logic>>
Linking: 正在建立连接…
<<wait 0.2>>
LogicModule: 已与逻辑处理模块建立连接!
<<play_sfx "event:/Scriptal/beep_warning">>
<<if $gameStage != 2>>
Error: 检测到溃解信号流!进入隔离模式…
Error: 请定位坏死模块以中止溃解。
<<else>>
<<set $logicChecked=true>>
Error: 检测到模块发生递归性坏死!请尽快处理。
Error: 模块核心完整度:73.9%
Error: 当前溃解扩散状态:未知…
???: 你错了,我必须完成指令…<br>必须…切掉…逻辑模块。
???: 医生…动手。
<<set $gameStage = 3>>
<<endif>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 检查记忆
tags: 待编辑
colorID: 8
group:插线检查
position: 1148,-586
---
<<ModuleHightLight Memory false>>
<<if $emoRemoved == true>>
<<complete_task TaskManager "检查记忆模块">>
<<endif>>
<<wait 0.1>>
<<open_screen Memory>>
Linking: 正在建立连接…
<<wait 0.2>>
<<clear_screen>>
MemModule: 已与记忆模块建立连接!
MemModule: 未检测到可查看的记忆卡带。
<<play_sfx "event:/Scriptal/beep_warning">>
<<if $gameStage != 3>>
Error: 检测到溃解信号流!进入隔离模式…
Error: 请定位坏死模块以中止溃解。
<<else>>
<<set $memoryChecked=true>>
错误声音: 这一切都是徒劳。
Error: 检测到模块发生递归性坏死!请尽快处理。
Error: 模块核心完整度:里面是什么?
Error: 里面是什么?:里面是什么?
Error: 是什么在说话?
Error: 是什么在说话?
错误声音: 来吧,医生……带我回家。<br>我会在那边等你。
<<set $gameStage = 4>>
<<endif>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 检查视觉
tags: 待编辑
colorID: 8
group:插线检查
position: 1388,-386
---
<<wait 0.1>>
<<open_screen Eye>>
Linking: 正在建立连接…
<<wait 0.2>>
EyeModule: 已与视觉模块建立连接!
<<play_sfx "event:/Scriptal/beep_warning">>
Error: 检测到溃解信号流!进入隔离模式…
Error: 请定位坏死模块以中止溃解。
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 检查语言
tags:
colorID: 8
group:插线检查
position: 1147,-223
---
<<wait 0.1>>
<<open_screen Speak>>
Linking: 正在建立连接…
<<wait 0.2>>
SpeakerModule: 已与表达模块建立连接!
<<play_sfx "event:/Scriptal/beep_warning">>
Error: 检测到溃解信号流!进入隔离模式…
Error: 请定位坏死模块以中止溃解。
->结束
<<close_screen>>
<<close_screen>>
<<jump 主维修界面_头部>>
===
title: end
group: 出口
position: 248,443
---
<<set $gameStage = 999>>
<<jump Center>>
===
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 5ccef6348a800aa42ab531e9f824fea1
guid: 64d6a56f2dfa1bd49b160f47dac4da3d
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
@@ -17,24 +17,67 @@ tags:
group: 入口
position: 250,-2611
---
hs: 【俏皮的开场白】
me: 【没认出来是火山,招呼患者进来】
//【【角色初始化】】
//<<init_actor 火山>>
//<<change_actor_state 1>>
//<<fade_in_actor 火山>>
hs: 【和医生打招呼】
me: 火山?你在这做什么?现在是上班时间。
hs: 怎么,我就不能是患者吗?等会。
hs: …
hs: 哇哦。
me: 什么?
hs: 没什么。只是这里比我想象的要更…医生一些。
me: …怎么,毕业排名垫底的小卡拉米看不起排名第四的优秀机体医生?
hs: 喂!排名不能说明问题。那不是我的实力好吧!
hs: 全期排名第四的机体医生沦落到这么一个小小的厂属员工诊所里,还背了绩效考核,就说明排名不是那么靠谱嘛。
me: …好了好了。没时间和你瞎聊。说说吧,你遇到的问题。
hs: 嘿嘿…其实倒不是什么“问题”。
//门打开,客人出现。
<<init_character "火山">>
话筒声: 你有一分钟的时间告诉我,我为什么要选择你的罐头? #line:02eda58
???: 嗯……嗯…… #line:05eb357
<<switch_character_state 低头推销>>
<<show_character>>
话筒声: 三十秒。 #line:05742f6
<<show_character>>
???: 我们……的新……新品……提……拉米苏风味……罐……罐头有……最……最新的味觉……仿真,如果您……您愿意……多……多花些……时间品……品尝…… #line:0c373e3
话筒声: 我他妈买罐头就是为了快点补充能量,多拧几颗螺丝,你别在这唧唧歪歪,浪费我时间! #line:0179e2e
<<switch_character_state 抬头推销>>
<<show_character>>
???: ……对不起……啊…我们的…新品…呃…… #line:0a6322d
话筒声: 你是我见过最烂的销售员! #line:0565fed
话筒声: 嘟——嘟——(通话结束) #line:0c1c850
-> 客户真不好对付 #line:0dd876c
me: 听上去,它的情绪模块肯定是出问题了。 #line:0cf96d7
hs: 唉……路斯,我的客户们都应该来挂你的号。 #line:0bf94c7
-> 这你都不骂回去 #line:08448c6
me: 不是吧,这你都不骂回去? #line:08e0761
hs: 如果客户投诉我骂它……我可不想在这个时候被回收。 #line:09f63da
<<switch_character_state 摸头疑惑>>
hs: 路斯……为什么这种事情总是发生在我身上? #line:03df4fd
-> 这是客户的问题 #line:038c3f7
me: 可能因为这个客户需要的不是罐头,<br>而是一次彻底的情绪模块保养。 #line:02d0d86
<<switch_character_state 对手指嘿嘿>>
hs: 不愧是我们公司的神医啊。 #line:0f28242
hs: 不过其实这个客户,并不是真实的机体。 #line:0c50a19
hs: 它是一个…模拟客户。 #line:0146125
-> 你的脾气太好了 #line:01d5224
me: 或许是因为你把脸伸给客人打? #line:0d591a2
<<switch_character_state 对手指嘿嘿>>
hs: …哎~也许吧。 #line:0f75b6f
hs: 可是…这可是最难搞的模拟用户啊!我可不敢… #line:0e962b5
-> 你的结巴 #line:05decbe
me: 根据我的观察,你的表达模块似乎有点问题。 #line:0431cdc
<<switch_character_state 对手指嘿嘿>>
hs: 不愧是我们公司的神医啊! #line:02a9e16
hs: 我想可能以我的表达模块~肯定是没办法通过这个模拟客户了。 #line:06c6425
me: 模拟客户? #line:062a82f
<<switch_character_state 标准疑惑>>
hs: 还记得昨晚我跟你说的事儿么? #line:00205f3
me: 关于你要参加销售大赛的那个部分吗? #line:01473a8
<<switch_character_state 标准哈哈>>
hs: 医生的记性就是好。这就是销售大赛的预选试题。 #line:0899586
<<switch_character_state 标准疑惑>>
hs: 我只有同时向几个模拟客户推销成功,才能通过预选赛…… #line:0ecb381
//考虑在这里给模拟客户做一个类似于拓麻歌子的实物形象?
//【【不想写特别清楚了,看怎么快速收尾】】
<<switch_character_state 标准推销>>
hs: 解释模拟客户 #line:05b01f9
me: 医生的反应:技巧/维护/升级 #line:0edd0c1
-> 给一些选项,问他为什么说不出口 #line:0618fc6
<<switch_character_state 摸头哎呀>>
hs: 火山说他一说就结巴。他的想法是升级,带来了一个高级推销模块,里面有很多个预设语格 #line:04b714e
me: 我问从哪弄来的,火山说哎呀别管了反正据说很有用 #line:04993f5
hs: 【快速带过】火山对此看起来不是很积极 #line:03c5f11
me: 好吧…既然你都准备好了,那我们来治疗室吧。 #line:0a1775e
<<hide_dialog>>
<<wait 1>>
@@ -15,7 +15,7 @@ position: 250,-2611
//<<ModuleHightLight Emo true>>
<<DropCable>>
//【【任务目标↓】】
me: 现在执行【当前目标】
me: 现在检查火山的表达模块 #line:0979545
//【【放到该完成任务的地方,并填入对应的task的lineID】】
//<<complete_task "line:01dade5">>
===
@@ -44,36 +44,41 @@ position: 0,0
title: 检查情绪
tags:
colorID: 8
group:插线检查
position: 102,-2697
---
<<wait 0.05>>
Linking: 正在建立连接… #line:0330568
<<wait 0.1>>
Linking: 正在建立连接…
<<wait 0.2>>
EmoModule: 已与情绪模块建立连接!
->检查
EmoModule: 已与情绪模块建立连接! #line:0b19318
->检查 #line:0dc6537
<<ModuleHightLight Emo false>>
<<hide_dialog>>
Analysing:
Analysing: #line:0ed52a9
<<if $emoChecked == false>>
<<wait 1>>
<<wait 0.2>>
<<endif>>
<<wait 0.5>>
<<wait 0.1>>
<<hide_dialog>>
EmoModule: 检查完成!未发现错误。
Warning: 检查完成! #line:0e37991
<<if $emoChecked == false>>
EmoModule:
EmoModule: 报告传输完毕。
<<wait 0.5>>
Warning: #line:0b62330
Warning: 警告:内存占用率过高。 #line:02392bb
<<wait 0.1>>
<<set $PlugCount=$PlugCount+1>>
<<set $emoChecked = true>>
me: 有点烫…看起来这里似乎堆了很多进程啊。 #line:075768b
hs: 哎呀,这是小问题~<br>当务之急是先帮我把语格更新了。 #line:0d47ab0
<<endif>>
me: 记忆模块正常
me: 你确定不需要检查情绪模块吗? #line:072035d
hs: 我…知道自己在做什么啦。 #line:03fa0ab
<<hide_dialog>>
->结束
->结束 #line:006eb35
<<hide_dialog>>
<<clear_screen>>
<<jump 主维修界面_头部>>
@@ -88,10 +93,10 @@ colorID: 8
group:插线检查
position: 340,-2700
---
<<wait 0.05>>
Linking: 正在建立连接… #line:0cdf775
<<wait 0.1>>
Linking: 正在建立连接…
<<wait 0.2>>
MemModule: 已与记忆模块建立连接!
MemModule: 已与记忆模块建立连接! #line:00bc46a
<<if visited("MemoryPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<endif>>
@@ -107,21 +112,21 @@ MemModule: 已与记忆模块建立连接!
// <<hide_dialog>>
// <<jump MemoryDeepIn>>
//<<else>>
MemModule: 未检测到可读取的记忆卡带。
->检查
MemModule: 未检测到可读取的记忆卡带。 #line:0fe1d88
->检查 #line:0fd6a5e
<<hide_dialog>>
Analysing:
Analysing: #line:09eabf9
<<if $memoryChecked == false>>
<<wait 0.5>>
<<wait 0.2>>
<<endif>>
<<wait 0.3>>
MemModule: 检查完成!未发现错误。
<<wait 0.1>>
MemModule: 检查完成!未发现错误。 #line:0600a21
<<ModuleHightLight Memory false>>
<<wait 0.3>>
me: 记忆模块正常
<<wait 0.1>>
me: 记忆模块正常 #line:0e89254
<<hide_dialog>>
<<set $memoryChecked = true>>
->结束
->结束 #line:0e7f27a
<<hide_dialog>>
<<clear_screen>>
<<jump 主维修界面_头部>>
@@ -137,36 +142,31 @@ colorID: 8
group:插线检查
position: 577,-2701
---
<<wait 0.1>>
Linking: 正在建立连接…
<<wait 0.05>>
Linking: 正在建立连接… #line:018f70c
<<wait 0.2>>
LogicModule: 已与逻辑模块建立连接!
->检查
LogicModule: 已与逻辑模块建立连接! #line:0a019ad
->检查 #line:094880b
<<ModuleHightLight Logic false>>
<<hide_dialog>>
Analysing:
Analysing: #line:0fa37de
<<if $logicChecked == false>>
<<wait 1>>
<<wait 0.2>>
<<endif>>
<<hide_dialog>>
Analysing:
<<if $logicChecked == false>>
<<wait 1>>
<<endif>>
<<wait 0.5>>
LogicModule: 检查完成!未发现错误。
<<wait 0.1>>
LogicModule: 检查完成!未发现错误。 #line:0dd910d
<<if $logicChecked == false>>
<<wait 0.5>>
LogicModule:
LogicModule: 报告传输完毕。
<<wait 0.5>>
LogicModule: #line:0e40cd1
LogicModule: 报告传输完毕。 #line:067ddbf
<<wait 0.1>>
<<set $PlugCount=$PlugCount+1>>
<<set $logicChecked = true>>
<<endif>>
me: 逻辑模块正常
LogicModule: 最近的逻辑处理进程: #line:025e347
LogicModule: 赢下销售大赛,赢下销售大赛,赢下销售大赛,赢下销售大赛…… #line:0b4eed1
me: 逻辑模块正常。 #line:0e9b752
<<hide_dialog>>
->结束
->结束 #line:0880ccd
<<hide_dialog>>
<<clear_screen>>
<<jump 主维修界面_头部>>
@@ -181,32 +181,34 @@ colorID: 8
group:插线检查
position: 435,-3043
---
<<wait 0.05>>
Linking: 正在建立连接… #line:0fc9794
<<wait 0.1>>
Linking: 正在建立连接…
<<wait 0.2>>
EyeModule: 已与视觉模块建立连接!
<<wait 0.1>>
->检查
EyeModule: 已与视觉模块建立连接! #line:0ac783f
->检查 #line:0f86003
<<ModuleHightLight Eye false>>
<<hide_dialog>>
Analysing:
Analysing: #line:0045309
<<if $eyeChecked == false>>
<<wait 1>>
<<wait 0.2>>
<<endif>>
<<wait 0.5>>
<<hide_dialog>>
EyeModule: 检查完成!未发现错误。
<<wait 0.1>>
<<hide_dialog>>
EyeModule: 检查完成!未发现错误。 #line:07aed75
<<if $eyeChecked==false>>
EyeModule:
EyeModule: 报告传输完毕。
<<wait 0.5>>
EyeModule: #line:092948f
EyeModule: 报告传输完毕。 #line:0d6a98c
<<wait 0.1>>
<<set $PlugCount=$PlugCount+1>>
<<set $eyeChecked = true>>
me: 视觉模块正常
hs: 眼睛有点痒,难道我要失明了?再也不用看客户骂我了。 #line:0be8240
我:不,你的视觉没有任何问题。 #line:075be23
hs: 好吧……(小失望) #line:07e1051
<<hide_dialog>>
<<else>>
me: 视觉模块正常。 #line:05e45e9
<<endif>>
->结束
->结束 #line:0e66d9b
<<hide_dialog>>
<<clear_screen>>
<<jump 主维修界面_头部>>
@@ -221,31 +223,393 @@ colorID: 8
group:插线检查
position: 343,-2338
---
<<wait 0.05>>
Linking: 正在建立连接… #line:0e74558
<<wait 0.1>>
Linking: 正在建立连接…
<<wait 0.2>>
SpeakerModule: 已与表达模块建立连接!
->检查
SpeakerModule: 已与表达模块建立连接! #line:027b73c
->检查 #line:066f50a
<<ModuleHightLight Speak false>>
<<hide_dialog>>
Analysing:
Analysing: #line:0978fae
<<if $speakerChecked == false>>
<<wait 1>>
<<wait 0.2>>
<<endif>>
<<wait 0.5>>
<<wait 0.1>>
<<hide_dialog>>
SpeakerModule: 检查完成!未发现错误。
SpeakerModule: 检查完成!未发现错误。 #line:0c8bce7
<<if $speakerChecked == false>>
SpeakerModule:
SpeakerModule: 报告传输完毕。
<<wait 0.5>>
SpeakerModule: #line:07d768d
SpeakerModule: 报告传输完毕。 #line:0ec916a
<<wait 0.1>>
<<set $PlugCount=$PlugCount+1>>
<<set $speakerChecked = true>>
me: 表达模块正常
me: 试试说两句? #line:0c07428
hs: 说两句…什么? #line:07b7756
me: 跟我推销试试? #line:0d290d9
hs: 啊… #line:04e0cc5
hs: 客人!请尝……尝我们最……最新的罐头……免……免费! #line:07e9e39
me: 嗯,看起来挺正常的。但是,免费的才是最贵的。 #line:092ebba
hs: 哎呀~别戏弄我啦。 #line:01d0b0c
SpeakerModule: 已授权深入检查 #line:0e22d59
<<hide_dialog>>
<<endif>>
->结束
->深入检查 #line:00fc19c
<<jump 表达深入>>
->结束 #line:0ff6cc0
<<hide_dialog>>
<<clear_screen>>
<<jump 主维修界面_头部>>
->深入检查<<if $speakerChecked == true>> #line:04e4570
<<jump 表达深入>>
->结束 #line:0fdaf73
<<hide_dialog>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 表达深入
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
【放大】 #line:0c087ba
<<fade_in>>
me: 现在检查你的语格面板… #line:0eac35e
hs: 太好了,有你帮我真是太令人安心了。 #line:0e9f690
hs: 你知道,从出厂开始我就知道你是全幸福市最好的的医生。 #line:0430917
me: 好了,别扯那些有的没的了。 #line:05a72f6
【进入语格面板】 #line:0d59772
===
title: 语格选择
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
<<if $saleStage==4>>
<<jump 推销结束>>
<<else>>
->选择语格 #line:0077160
<<jump 语格测试>>
<<endif>>
===
title: 推销测试
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
虚拟客户1: 你有一分钟的时间告诉我,我为什么要选择你的罐头? #line:0833013
???: 嗯……嗯…… #line:06ad5cf
话筒声: 三十秒。 #line:0c8026c
???: 我们……的新……新品……提……拉米苏风味……罐……罐头有……最……最新的味觉……仿真,如果您……您愿意……多……多花些……时间品……品尝…… #line:0a187e1
话筒声: 我他妈买罐头就是为了快点补充能量,多拧几颗螺丝,你别在这唧唧歪歪,浪费我时间! #line:072d431
???: ……对不起……别念了…… #line:069e229
话筒声: 你是我见过最烂的销售员! #line:0bab123
话筒声: 嘟——嘟——(通话结束) #line:0b9ac12
===
title: 语格测试
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
<<if $saleStage==1>>
【中央空调】 #line:0ad42b2
hs: 你又做噩梦了吗?看起来很累呢。 #line:0d280a2
me: 难得你这么体贴呢。 #line:0769c02
hs: 毕竟…我们是那么好的朋友,我是真的很关心你的。 #line:04c7d22
<<elseif $saleStage==2>>
【浪漫偶像】 #line:09f20d8
hs: 像你这么可爱的机体,怎么能做这么平凡的工作呢? #line:0a86cba
me: 我…我? #line:0c85d67
hs: 哈哈,害羞了吧?总算轮到别人口吃啦!! #line:029432a
me: …你这个样子变得有点欠揍了。 #line:00c9576
<<elseif $saleStage==3>>
【】 #line:02a06ba
hs: 那件事情对你真的很不公平。我其实一直都知道。你比大部分医生都好,能力也强…… #line:05e6b79
me: …… #line:079c1ca
me: 但那已经是很久以前的事情了。 #line:071674e
me: 啊…我都忘了,这是你的语格在发挥作用,对吧? #line:05de268
hs: 不完全吧。 #line:0b06736
<<else>>
【哲学家】 #line:0c6e7f0
hs: 其实口吃只是一种正常的机理反应,这代表说话者有太多说不出口的话。 #line:0bf1580
hs: 尽管很清晰地意识到这点,但说话者 #line:02778b2
me: 喔?看来你也可以做医生了嘛。 #line:08060dd
hs: 这只是语格说的啦!不代表我真的这么想。 #line:09dbe2e
//<<else>>
// 【卖火柴的小女孩】
// hs: 我
//<<else>>
// 【哲学家】
// hs: 其
<<endif>>
//在这里的结尾可以让
me: …准备好测试了吗? #line:0fbaa3c
->开始测试 #line:0fd4ec8
<<if $saleStage==1>>
<<jump 推销1开头>>
<<elseif $saleStage==2>>
<<jump 推销2开头>>
<<elseif $saleStage==3>>
<<jump 推销3开头>>
<<endif>>
->返回选择 #line:0e4ae25
<<jump 语格选择>>
===
title: 推销1开头
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
【电话接通】 #line:00c8214
kh1: 什么?咳咳……又是推销广告…有完没完……咳咳…… #line:0c1f83c
kh1: 听着,你有一分钟的时间告诉我,我为什么要选择你的罐头? #line:0c14b86
<<jump 推销1>>
===
title: 推销1
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
//【洞察】
//这里的错误逻辑:寻找与当前语格最接近的语格,对比区别,提示在这个区别里找方案。
//大概率不会有多种过关方式?看有没有办法根据这个做差分,只有跟这个相关的才有可能能通,不做多种路径
hs: 等会…客户朋友,你的声音怎么了? #line:0fa4679
kh1: 我的声音? #line:081bb9a
hs: 听起来没有休息好呢。很久没有检查过了吧? #line:0f871bb
kh1: 咳…咳,是有段时间了。工作嘛。 #line:0d9ef75
hs: 天啊。听起来真心疼……忙到现在,午餐也没吃上,对吧? #line:05fbca8
hs: 对不起…在这种心情下还要接我的电话,一定很烦躁。 #line:0e42a9c
kh1: …你还有30秒。 #line:0c3ed16
hs: 没事儿,买不买我的罐头不重要。不过,你抽空还是要吃点东西喔。毕竟机体是铁,罐头是钢啊。 #line:0d93fa8
hs: 如果你实在需要,这个链接有提供7折的表达模块保养罐头。最后祝你生活愉快! #line:06fc859
kh1: …谢谢。 #line:00facb7
【电话挂断】 #line:0992599
结果: 推销成功! #line:0b2ef9d
结果: 小贴士~敏锐地洞察客户的需求是推销成功的关键! #line:0af2497
hs: yes,成功过关! #line:05542b8
me: 还真下单了?…你怎么知道它没吃午餐的? #line:0f82a52
hs: 嘿嘿…猜的。毕竟对机体来说,为了工作牺牲午餐也很正常吧。 #line:0c18033
me: 这是你的语格猜出来的,还是你自己猜出来的? #line:0dd6119
hs: 我…我也不知道。 #line:019025c
me: 而且你听起来也不结巴了呢。 #line:0fc077d
//【【感觉这里还有点结巴比较好】】
hs: 嘿嘿~好啦。这只是第一个,接下来还有两关呢。 #line:05bd5a7
<<set $saleStage=2>>
<<jump 语格选择>>
===
title: 推销2开头
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
//【自信心——扮演他所不是的形象】
//【【要点是想办法用一句话引起它的兴趣】】
//激发好奇心——找到它可能感兴趣的话题
//——有什么话题它是可能感兴趣的?
//1. 开头的音乐——它是某明星的粉丝
//2. 已经订购了的罐头
//取得对方信任——打破对方原有的预期
//——原有的预期是:你是来让我买罐头的,但我不想被你侵入
//1. 假装自己是明星
//2. 伪装成社会调查
【电话接通】 #line:0960a11
kh2: 又是推销电话?真是有完没完了…… #line:0254daa
kh2: 我已经有订购的罐头了。我想我已经说过很多次了。 #line:0ba6e98
<<jump 推销2_明星>>
===
title: 推销2_明星
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
//////感觉真的好怪!考虑尝试别的思路?
//@zt考虑重写这整段话,只保留基本的起始情境
//////考虑集中在客户的一些弱点上,这个弱点会引起人的共情而不是纯粹觉得肉麻恶心
hs: 你的铃声听着很可爱噢。 #line:0011a7c
kh2: 你是…? #line:0e27261
hs: 怎么就不记得我了?我是阿飞啊。 #line:04b5b7f
kh2: 你是…阿飞?真的?这不可能。 #line:0e9814b
hs: (没关系。我只是来告诉你,我一直有看到你的努力和付出) #line:01cf2f4
hs: (但是要记得好好吃饭,照顾好自己喔) #line:0be01d5
kh2: 哇……真的是你啊!<br>怎么…为什么阿飞会给…我…打电话? #line:0aff3ea
hs: 哈哈,因为我在评论区里一眼就看中了你真诚的评论喔。 #line:0edd27c
hs: 最近我在尝试一些新产品。你平时会试试不同的罐头食品吗? #line:06a19ee
kh2: 罐头?怎么…原来是推销罐头的AI吗? #line:08a84e6
hs: 不是啦,我就是王子喔,真实的唯一的王子。 #line:0ddd552
hs: 不相信我?这样吧。我让他们给你发一个专属优惠,看看你就知道了。 #line:0ae2640
kh2: 好吧,那我考虑一下…… #line:046a1cc
hs: 不客气~祝你有个好心情!再见~ #line:030d16f
kh2: 等会… #line:032a601
hs: 怎么了? #line:0ca4a12
kh2: 你是…真实存在的吗? #line:07a40dc
hs: 当然了。我的小可爱。 #line:0b5d4b4
kh2: 天啊…真不敢相信…… #line:09827a5
【电话挂断】 #line:0ee1a0f
hs: 感觉这也太羞耻了 #line:0a0ba7f
me: 取笑他有点恶心,但是做的挺好的还会骗人了 #line:02dc257
hs: 但这只是外壳,他的本人客户看都不会看一眼的 #line:00c25e2
me: 你怎么知道他给这个明星的留言? #line:078541a
hs: 不外乎都是那些,都一样的 #line:02b1e24
<<set $saleStage=3>>
<<jump 语格选择>>
===
title: 推销2_调查
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
hs: 不我是售后调查员,请你配合我的工作 #line:0a593db
kh2: 售后调查员? #line:03a2a09
hs: 我在做田野调查,你是不是现在订购了罐头? #line:01fedae
kh2: 是 #line:0cbabc8
【略】 #line:0107a96
【电话挂断】 #line:0662294
hs: 感觉这也太羞耻了 #line:02b4174
me: 取笑他有点恶心,但是做的挺好的还会骗人了 #line:0d4f8cf
hs: 但这只是外壳,他的本人客户看都不会看一眼的 #line:0c74d02
me: 你怎么知道他给这个明星的留言? #line:0f7573f
hs: 不外乎都是那些,都一样的 #line:0f77d14
<<set $saleStage=3>>
<<jump 语格选择>>
===
title: 推销3开头
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
//【承受力+理解力——提供情绪疏导和解决方案】
//【【要点是消除客户的情绪】】
//理解客户为什么这么大脾气
//
【电话接通】 #line:0146128
kh3: 又是你?正好…我需要一个解释。 #line:0faa951
kh3: 我在你们这儿购买过罐头。但吃了之后我就开始出各种症状。 #line:0a6fa21
kh3: 我需要一个解释。现在。 #line:01b3dd3
<<jump 推销3>>
===
title: 推销3_
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
//创造讽刺:“有的客户就是贱”
hs: 欺骗kh3,安抚她 / 承认错误,并且说已经推出了改进型号——这个是无效的 / 骂她骂到让它怀疑自己 #line:0bfd46f
hs感觉得心应手,没有试过这样受人信任的感觉 #line:021da3a
hs自信地坦露出了它结巴的一面,然后说自己吃了罐头就好了/说自己改好了,公司也总是有错就改的 #line:02f0baa
我感觉hs变得很陌生,但hs感觉很好 #line:0286ab7
<<set $saleStage=4>>
<<jump 语格选择>>
//可以不是暴露结巴,而只是火山相信自己足够好,所以能够在结巴了的情况下克服并继续说
===
title: 推销3
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
//创造讽刺:“有的客户就是贱”
hs: 欺骗kh3,安抚她 / 承认错误,并且说已经推出了改进型号——这个是无效的 / 骂她骂到让它怀疑自己 #line:0d14f45
hs感觉得心应手,没有试过这样受人信任的感觉 #line:0a71c78
hs自信地坦露出了它结巴的一面,然后说自己吃了罐头就好了/说自己改好了,公司也总是有错就改的 #line:0b18886
我感觉hs变得很陌生,但hs感觉很好 #line:090aec4
<<set $saleStage=4>>
<<jump 语格选择>>
//可以不是暴露结巴,而只是火山相信自己足够好,所以能够在结巴了的情况下克服并继续说
===
title: 推销结束
tags:
colorID: 8
group:插线检查
position: 343,-2338
---
me: 好了,恭喜你,通过测试了。 #line:0aabb18
hs: 我喜欢这个感觉!我想说什么我就说什么!<br>我感觉要是继续维持现在这个语格,也挺好的。 #line:04eb849
me: 是啊是啊。不过现在我必须先把你的插头全部归位,这样你才能自由切换。 #line:081c6a0
-> 拔除所有插头,语格归位 #line:0a600f3
//【【拔到中间/最后的时候拔不动了,头几个还是可以的】】
【没有任何反应】 #line:0fde26c
-> 再次尝试拔除插头 #line:037339b
【没有任何反应】 #line:019b419
me: 呃…不太对劲。 #line:0d35825
hs: 怎么…怎么回事? #line:0d64c7e
me: 好消息,你的愿望可能要成真了。 #line:0d30764
//【【给些差分:俏皮/紧张/认真】】
hs: 什么愿望…你是说…我要一直维持这个语格了? #line:0be6326
hs: (说出一些惊慌的当前语格的话,看起来很反差搞笑) #line:0775f18
me: 也许是角度问题?让我再试试。 #line:083d7cc
->再次尝试(不同角度) #line:090063b
///////感觉不要让玩家出去看原因了,这个发展不是我们想要的;不过感觉如果玩家实在想要,可以给他这个自由?
【插头被拔了下来】 #line:02226b4
hs: 总算!天哪。我…我还以为…以为我我变不回去了。 #line:0599f57
//me: 【【给些差分】】
<<set $gameStage=3>>
<<jump Center>>
===
@@ -1,34 +0,0 @@
title: Stage3
tags:
group: 入口
position: 250,-2611
---
<<hide_dialog>>
<<switch_fix_system_to "Clinic">>
<<fade_out 1>>
<<jump 中间对话>>
===
title: 中间对话
tags:
group: 入口
position: 250,-2611
---
//【【角色动作初始化】】
//<<change_actor_state 1>>
//<<fade_in_actor 火山>>
火山,作为一个销售却总是不会说话,导致他的销售受挫。他认为自己需要安装更高级的“推销语格”;
这并不容易,因为他敏感的情绪模块的限制,你对参数的调控必须非常精密,才能刚好符合他的“目标客户模型”的需求。
<<hide_dialog>>
<<wait 1>>
<<set $gameStage = 4>>
<<jump Center>>
===
@@ -0,0 +1,145 @@
title: Stage3
tags:
group: 入口
position: 250,-2611
---
<<hide_dialog>>
<<switch_fix_system_to "Clinic">>
<<jump 结束对话>>
===
title: 结束对话
tags:
group: 入口
position: 250,-2611
---
//【【角色动作初始化】】
//<<change_actor_state 1>>
//<<fade_in_actor 火山>>
<<init_character "火山">>
<<switch_character_state 对手指嘿嘿>>
<<show_character>>
<<fade_out 1>>
hs: 吓我一跳…我还以为,我要一辈子这么说话了呢。 #line:09eea99
me: 我看你刚才不是还挺适应的么。 #line:048d773
<<hide_dialog>>
<<wait 0.1>>
<<switch_character_state 摸头波形>>
<<wait 0.1>>
<<switch_character_state 摸头>>
<<wait 0.1>>
<<switch_character_state 摸头波形>>
<<wait 0.1>>
<<switch_character_state 摸头>>
<<wait 0.1>>
<<switch_character_state 摸头哎呀>>
<<wait 0.2>>
hs: (不好意思地表示刚才只是开玩笑的) #line:0638e45
<<hide_dialog>>
<<wait 1>>
me: 其实我总觉得,那样说话…好像更像你一些。 #line:0b7bac3
<<hide_dialog>>
<<switch_character_state 摸头波形>>
<<wait 0.1>>
<<switch_character_state 摸头问号>>
<<wait 1>>
<<switch_character_state 摸头波形>>
<<wait 0.1>>
<<switch_character_state 摸头哈哈>>
hs: (俏皮地让玩家别取笑自己了) #line:0e2777f
me: 我不知道。我只是记得好像你就是会说这样的话,也不需要什么语格。 #line:08ff549
me: 还记得么?培训的时候。<br>那个时候你也不结巴。 #line:0375872
<<hide_dialog>>
<<switch_character_state 摸头波形>>
<<wait 0.1>>
<<switch_character_state 摸头问号>>
hs: 还有我不结巴的时候吗…?我都不记得了。 #line:02c808d
<<switch_character_state 摸头哎呀>>
me: 我记得有一次…我们在争论什么话题,我想反驳你,但你的口条快得惊人,我根本没机会说话。 #line:06ef9c6
<<hide_dialog>>
<<switch_character_state 摸头波形>>
<<wait 0.1>>
<<switch_character_state 摸头感叹号>>
hs: 你竟然!还记得啊!因为这事儿你还给了我一耳光呢。 #line:0c3fc36
<<switch_character_state 摸头疑惑>>
me: 有吗? #line:0a1fbd1
<<hide_dialog>>
<<switch_character_state 摸头波形>>
<<wait 0.1>>
<<switch_character_state 对手指>>
<<wait 0.1>>
<<switch_character_state 对手指嘿嘿>>
hs: 我记得我想用米兰昆德拉的话对我的论断进行总结,但你没让我说完,忽然伸手啪地捂住我的嘴,好让你自己说。 #line:02be153
me: 啊…对不起。原来你还记得呢。 #line:0a1a30c
<<switch_character_state 标准推销疑惑>>
hs: 你不也记得吗?我才委屈好吧,明明是我挨了一巴掌,结果你自己记到现在的是“我不让你说话”呢。 #line:0d3bc74
me: 哎呀,记忆就是有滤镜的嘛。 #line:0bae84c
<<hide_dialog>>
<<wait 1>>
me: 那个时候真好啊。 #line:05948b6
<<hide_dialog>>
<<switch_character_state 标准推销波形>>
<<wait 0.6>>
<<switch_character_state 标准波形>>
<<wait 1>>
hs: 不好。 #line:06757e8
hs: 梦就是梦,是要醒的。<br> #line:06de040
<<hide_dialog>>
<<wait 1>>
me: 米兰昆德拉是谁?听起来是一个人类。 #line:0658724
<<hide_dialog>>
<<wait 0.2>>
<<switch_character_state 标准>>
<<wait 0.1>>
<<switch_character_state 标准波形>>
<<wait 0.5>>
<<switch_character_state 标准>>
<<wait 0.1>>
<<switch_character_state 标准波形>>
<<wait 0.5>>
hs: 米兰昆德拉不重要。重要的是… #line:0d48151
<<hide_dialog>>
<<wait 0.1>>
<<switch_character_state 标准>>
<<wait 0.1>>
<<switch_character_state 标准哈哈>>
<<wait 0.3>>
hs: 我通过预赛了! #line:07b9416
hs: 我又活了,也不结巴了,过去那些都不重要了。 #line:0e9fbc8
me: 那你接下来怎么打算? #line:05f2021
<<switch_character_state 低头推销>>
hs: (充满干劲,俏皮地表示要好好利用现在的自己,再去推销一下) #line:0db8178
<<switch_character_state 抬头推销>>
hs: (他要向英理证明自己,他其实很能干,继续参赛他也有信心,不会辜负英理) #line:0bb232e
//火山感觉其实还不错,甚至发现自己现在说内心想法也不结巴了。
//你想起了最初的火山。他那个时候一点也不结巴,为什么现在变成这样?中间发生了什么?
//火山也问你同样的事情。他记忆中的你远比现在开朗多了。
//总的来说他对此非常满意,想要用这个语格继续试一下工作效果,并约你在Nostalgia等他的好消息。
hs:【【角色退出】】 #line:035ff40
//<<fade_out_actor 火山>>
<<hide_dialog>>
<<wait 1>>
<<set $gameStage = 4>>
<<jump Center>>
===
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: edfcb7b948d60624d9b03f9bc5405f3c
guid: bccd709e6facd0f4293b572b21465302
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
@@ -1,35 +0,0 @@
title: Stage4
tags:
group: 入口
position: 250,-2611
---
<<play_clinic_cut>>
<<fade_in 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<Temp_RemoveChip>>
<<fade_out 1>>
//【【有任务的话放在这里】】
//<<show_task_panel>>
//Task: 检查火山的情绪模块
//【【开头的高亮,不一定要;不过得注意:每个模块首次插都写了取消高亮】】
//<<ModuleHightLight Emo true>>
<<DropCable>>
//【【任务目标↓】】
me: 现在执行【当前目标】
//【【放到该完成任务的地方,并填入对应的task的lineID】】
//<<complete_task "line:01dade5">>
===
title: 深入维修
position: 0,0
---
//这个节点的跳转入口在stage2。理论上所有的插线节点、插线后的条件判断都在stage2,这里主要放stage4开放的节点。
//这里把所有的改gamestage和跳center的代码都放到“主维修界面_头部”里了,以作为统一收口,即完成后要先回到主维修再出去
【进入手术】
【手术】
【退出手术】
<<jump 主维修界面_头部>>
===
@@ -1,36 +0,0 @@
title: Stage5
tags:
group: 入口
position: 250,-2611
---
<<hide_dialog>>
<<switch_fix_system_to "Clinic">>
<<fade_out 1>>
<<jump 结束对话>>
===
title: 结束对话
tags:
group: 入口
position: 250,-2611
---
//【【角色动作初始化】】
//<<change_actor_state 1>>
//<<fade_in_actor 火山>>
完成后他对此非常满意,约你在Nostalgia等他的好消息。
//【【角色退出】】
//<<fade_out_actor 火山>>
<<hide_dialog>>
<<wait 1>>
<<set $gameStage = 6>>
<<jump Center>>
===
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0edfce1bbcc87f14582deabd6fe55829
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+21
View File
@@ -0,0 +1,21 @@
title: Start
tags:
---
<<fade_out>>
<<switch_fix_system_to BodyModule "Head">>
<<DropCable>>
me: 打地鼠测试 #line:0559767
<<start_whack_game "LevelTest">>
===
title: 打地鼠游戏通过
tags:
---
me: 成功
===
title: 打地鼠游戏失败
tags:
---
me: 失败
===
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: db0778e85308a0f498b8d47e48fdfdde
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
@@ -0,0 +1,14 @@
{
"projectFileVersion": 2,
"sourceFiles": [
"*.yarn"
],
"excludeFiles": [
"**/*~/*"
],
"localisation": {
"zh-CHS": {}
},
"baseLanguage": "zh-Hans",
"compilerOptions": {}
}
@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: b81ce7d02242fc74daf531067098286f
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3}
useAddressableAssets: 0
UseUnityLocalisationSystem: 1
unityLocalisationStringTableCollection: {fileID: 11400000, guid: 00f09ce02efaea54792bcbe38bd5b4bc, type: 2}
@@ -3,6 +3,8 @@ tags:
colorID: 8
position: 205,-53
---
<<DropCable>>
<<fade_out 1>>
<<switch_fix_system_to "BodyModule" "Head">>
->深入表达模块 #line:0ef7bff
<<switch_fix_system_to Expression>>
@@ -6,7 +6,9 @@
"excludeFiles": [
"**/*~/*"
],
"localisation": {},
"baseLanguage": "zh-CHS",
"localisation": {
"zh-CHS": {}
},
"baseLanguage": "zh-Hans",
"compilerOptions": {}
}

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