[define] //All of the characters we define here. --char_declare @player,mc --char_declare Daughter,d,Daughter.nick,252133220 // main Daughter character --char_declare unamedDaughter,ud,My Daughter,252133220 // temporary character to represent the unnamed daughter in the dialogs --char_declare Kathy,k,Kathy,254185095 // daughter's best friend //Minor characters --char_declare Customer,cu --char_declare Mortelli,mo,Detective Mortelli,178188246 --char_declare Lanie,la,Lanie,255144144 --char_declare Bartender,ba //Miscellaneous --char_declare KathyKat,kk,KathyKat,255255255 //***IMPORTANT VARIABLE DECLARATIONS*** // Diner name --var @player.diner = "Daddy's Café" //Here is where we store Amanda's custom name, if the player wants to give her a custom name. //For our purposes, Amanda is the default. //There's a special shortcut for this variable: @daughter --var Daughter.nick = "Amanda" //Presumably, there's going to be some kind of cheat to make Amanda into the real daughter. //1 makes Amanda a real daughter, 0 is default and makes her a step-daughter. --var Daughter.realDaughter = 1 //Amanda's favorite food. //possibilities: pizza, barbeque, bacon and eggs, ice cream, hamburgers --var Daughter.faveFood = "pizza" //Amanda's favorite hobby //possibilities: video games, sports, movies, music --var Daughter.faveHobby = "video games" //Amanda's values //possibilities: honesty, kindness, independence, ambition, obedience --var Daughter.faveValue = "honesty" //What Kathy knows about what the player knows //0 is nothing, 1 are the photos, 2 is the story --var Kathy.phoneRevelation = 0 //What the player decided to do about the cafe //1 is he plans to sell it, 2 he wants to turn it around. --var @player.cafePlans = 1 //Finances. //Scale from 10 to 0, starts at 5. 10 = stellar 9 = fruitful 8 = profitable 7 = decent 6 = stable 5 = break even 4 = concerning, 3 = doubtful 2 = insolvent 1 = desperate 0 = hopeless --var @player.finances = 3 //Business. //Scale from 10 to 0, starts at 4. //10 = phenomenal, 9 = fantastic, 8 = great 7 = good 6 = brisk 5 = expected 4 = sluggish 3 = slow 2 = bad 1 = bleak 0 = dead --var @player.business = 3 //Kathy's promise //When the player discovers the stories, he makes Kathy promise to do the following: -1 is enthusiastic reader, 0 is no promise, or to keep private, 1 is more fiction, 2 is stop posting --var Kathy.storyPromise = 0 //***LESS IMPORTANT VARIABLE DECLARATIONS*** //These are variable that will be rarely referenced throughout the game. //Coffethreat: what we threatened Amanda with if she didn't make coffee in the prologue. //1 = nothing 2 = punishment 3 = share of tips --var Daughter.coffeeThreat = 1 //homeEarly: did Amanda go home early during the prologue? 1 is yes --var Daughter.homeEarly = 0 //knowsAboutDaughter: did you tell Mortelli Amanda is your daughter? 1 is yes --var Mortelli.knowsAboutDaughter = 0 //dateExcuse: What excuse did you use to go out with Kathy? //1 = on a date, 2 = on business, 3 = to relax, 4 = say nothing. --var @player.dateExcuse = 1 //hasCamera: did Mortelli give the player the camera? //0 = no, 1 = yes --var @player.hasCamera = 0 //gaveCigarette: did the player give Kathy the cigarette? //0 = no, 1 = yes --var @player.gaveCigarette = 0 //**EXPERIMENTAL** //Value Coherence //VARIABLE SHORTCUTS --declare_var_shortcut Daughter.nick,@daughter --declare_var_shortcut @player.diner,@diner [/define] [start] --load_scene "01.00 prologue.txt" [/start]