-> PLAY_GAME INCLUDE OPENING.ink INCLUDE PLAYLIST.ink INCLUDE HARMONY.ink INCLUDE Level 0/PRACTICE_WHALESONG.ink INCLUDE Level 0/PERFORM_WHALESONG.ink INCLUDE Level 0/POSTSHOW_WHALESONG.ink INCLUDE Level 1/PRACTICE_L1.ink INCLUDE Level 1/POSTSHOW_L1.ink INCLUDE Level 2/POSTSHOW_L2.ink // *** CHARACTER VARIABLES *** VAR mood_singer = 0 VAR mood_guitarist = 0 VAR mood_bassist = 0 VAR mood_keyboardist = 0 VAR mood_drummer = 0 VAR relationship_singer_guitarist = "Colleague" VAR relationship_keys_bassist = "Colleague" VAR relationship_singer_bassist = "Colleague" VAR relationship_keys_guitarist = "Colleague" VAR relationship_singer_keys = "Colleague" VAR relationship_guitarist_bassist = "Colleague" /*Throughout the story, these relationships can change to: Friend Lover Ex Ride or Die //Partner or Bestie */ // *** RELATIONSHIP PLOT VARAIBLES *** VAR Skyler_growth = 0 //Whenever Skyler makes a positive choice, this goes up +1. When Skyler makes a negative choice, it goes down -1. If the choice is neutral, there's no change. VAR L0_drinks = false // *** BAND VARIABLES *** VAR band_name = "" VAR song_stance_idealists = 0 VAR song_stance_iconoclasts = 0 VAR song_stance_average = 0 /* Set song_stance_average in script like this: ~ song_stance_average = song_stance_idealists + song_stance_iconoclasts Won't need this until Level 2, after the band has played 2 songs. */ VAR band_vision = "" // "Idealists", "Iconoclasts", "Middling" /* Set band_vision by checking the song_stance_average: { - song_stance_average == 0: ~ band_vision = "Middling" - song_stance_average > 0: ~ band_vision = "Idealists" - song_stance_average < 0: ~ band_vision = "Iconoclasts" } */ // *** SHOW LIST *** LIST shows = WhaleSong, SmileCurrency, RobotFix, MoodTattoo /* At the beginning of the game, none of the songs are "ON" the list yet, but each is available to be put on the list. Code-wise, round brackets around the song names would mean they are already "ON" the list. To add a song to this list, use this command: ~ shows += WhaleSong To check what songs are on the list, the song name needs to be in brackets: {songs == (WhaleSong)} or {songs == (WhaleSong, RobotFix)} to check multiples. */ // *** SONG VARIABLES *** VAR L0_song = "???" //"Whale Song" or "Whale Song in Whaleish" VAR L1_song = "???" //"Robot Needs Fixing" or "Robot Fix Yourself" or "Hug It Out" or "Emotional Filth" VAR L2_song = "???" //"Come Get a Mood Tattoo" or "Don't Get a Mood Tattoo" or one of the above VAR L3_song = "???" //"See You Never" or "Welcome Home" /* These variables are especially useful for the PLAYLIST. If players haven't done a level, "???" appears in that slot on the Playlist. Once a song is performed, the song title displays. */ // *** MUSIC VARIABLES *** //All whalesong music variables get set to "Whaleish" or "Human". VAR drums_whalesong = "" VAR vocals_whalesong = "" VAR guitar_whalesong = "" VAR keys_whalesong = "" VAR bass_whalesong = "" //All moodtattoo variables get set to "Pro" or "Anti". VAR drums_moodtattoo = "" VAR vocals_moodtattoo = "" VAR guitar_moodtattoo = "" VAR keys_moodtattoo = "" VAR bass_moodtattoo = "" // *** HARMONY VARIABLES *** /* Which communities are open (true) or still locked (false) */ VAR community_allforall = false VAR community_freebirds = false VAR community_analogs = false VAR community_upgraders = false VAR community_whales = false VAR community_robots = false /* Variables to unlock DMs */ VAR DM_band_L0 = false VAR DM_vez_skyler_L0 = false VAR DM_micah_fern_L0 = false === PLAY_GAME === * [PLAY NEW GAME] -> OPENING * {OPENING}[CONTINUE PLAYING] -> PLAYLIST //NOTE: In the final build this will probably point to SAVE SLOTS and then go to the PLAYLIST. OR Keana had an idea that we may want to play the OPENING VIDEO again but give players an option to skip it if they want.