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2021-06-30 21:39:19 +10:00
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EXTERNAL SetVariable(key, value)
EXTERNAL PlaySound(fname)
EXTERNAL AddZoomedImage(fname, x, y)
EXTERNAL RemoveZoomedImage(fname)
~AddZoomedImage("dogtag", 0, 0)
~SetVariable("dogtag", "true")
~PlaySound("dogtag")
You found a dogtag from your unit in his pocket. Is says "Davis".
Davis was a friend of yours, he died not long before the armistice.
The bastard, is this some kind of trophy?!
He got what he deserved.
~RemoveZoomedImage("dogtag")

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EXTERNAL SetVariable(key, value)
EXTERNAL GetVariable(key)
EXTERNAL SetBackground(fname, seconds)
EXTERNAL SetMusic(fname, fadeOut, fadeIn)
EXTERNAL PlaySound(fname)
EXTERNAL AddClickable(fname, ink, x, y)
EXTERNAL RemoveClickable(fname)
EXTERNAL AddZoomedImage(fname, x, y)
EXTERNAL RemoveZoomedImage(fname)
INCLUDE Scene_1.ink
INCLUDE Scene_2.ink
INCLUDE Scene_3.ink
// INCLUDE Scene_4.ink
=== Scene_End ===
~temp photograph = GetVariable("photograph")
~temp ring = GetVariable("ring")
~temp locket = GetVariable("locket")
{ring == "stolen" || locket == "stolen" || photograph == "":
~SetBackground("blank", 3)
- else:
~SetBackground("home_1", 3)
}
~SetMusic("battlefield_2", 3, 3)
The End.
-> END

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EXTERNAL SetVariable(key, value)
EXTERNAL PlaySound(fname)
EXTERNAL AddZoomedImage(fname, x, y)
EXTERNAL RemoveZoomedImage(fname)
~AddZoomedImage("photograph", 0, 0)
~SetVariable("photograph", "true")
~PlaySound("photograph")
It's a photo of a smiling family. A husband, a wife, and four kids; three boys and the youngest, a girl.
On the back, the name "Johnson" can be made out.
You vaguely recognize the husband's face. He wasn't in your unit, and you never talked, but you still remember his face.
He was one of the lucky ones.
~RemoveZoomedImage("photograph")

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EXTERNAL SetVariable(key, value)
EXTERNAL GetVariable(key)
EXTERNAL PlaySound(fname)
EXTERNAL AddZoomedImage(fname, x, y)
EXTERNAL RemoveZoomedImage(fname)
~AddZoomedImage("ring", 0, 0)
~PlaySound("ring")
You contemplate the ring. It's a small wedding band, probably made of cheap gold.
~ temp ring = GetVariable("ring")
{ring == "stolen":
~SetVariable("ring", "")
You put the ring down.
~RemoveZoomedImage("ring")
- else:
* You pick the ring up.
~SetVariable("ring", "stolen")
It's not like he'll need it.
~RemoveZoomedImage("ring")
-> END
* You leave the ring where it is.
~RemoveZoomedImage("ring")
-> END
}

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//=== Scene_1 ===
~SetMusic("battlefield_1", 0, 2)
~SetBackground("battlefield_1", 0)
War never ends, not really.
You're trudging through a wet trench. This was once the bulwark of the front line, the only thing that separated you from the enemy guns was about 300ft of no man's land.
Your squad members are gone now. Some of them were lucky enough to make it home. You'll be returning home too, though you don't know what kind of world you'll be going back to. You wonder if someone like you would be welcome there.
~AddClickable("photograph", "photograph", 0, 2.5)
The occasional packet of empty rations, or personal belongings can still be found hidden in the trench walls. A faded photograph lies abandoned in the mud, content faces smiling at the stained sky.
~RemoveClickable("photograph")
You move on, like you have somewhere to go.
...
The air is getting colder. The rain begins again.
...
You can't hear much besides the wind.
...
* "Fuck off rain."
~SetVariable("weather", "rain")
The rain just ignores you.
-> WeatherContinue
* "Fuck off wind."
~SetVariable("weather", "wind")
The wind just ignores you.
-> WeatherContinue
=== WeatherContinue ===
~SetBackground("battlefield_2", 3)
You nearly trip over a body buried in the mud. It's not one of your men.
You stop to take a closer look, to see if there's still some kind of ID on him.
~AddClickable("dogtag", "dogtag", 0, 2.5)
His face still shows the shock of having his guts pierced by a round of ammo, followed by whatever slow death followed. Since the armistice was signed, you don't know what will happen to these men, the ones left out to rot.
You suppose the grave registers would be by soon to bury him properly.
...
He looks about sixteen.
~RemoveClickable("dogtag")
-> Scene_2

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=== Scene_2 ===
~SetBackground("tent_1", 3)
A hospital tent.
A place for the lucky.
You deliver the supplies to a sunken-eyed doctor. A streak of blood on his uniform glistens under the harsh artificial lamps.
~ temp weather = GetVariable("weather")
Doctor: "Thanks. {weather == "wind":It's getting like a hurricane out there.|You've made it just in time for the rain.}"
* "Thanks, but I'm not too worried about the weather."
The doctor nods, and returns to his work.
-> DoctorResponse
* "The {weather} never shot anyone."
Doctor: "Just making polite conversation." He smiles, forcibly.
-> DoctorResponse
* "..."
There's nothing to really say.
-> DoctorResponse
=== DoctorResponse ===
...
You sit on a small uncomfortable chair, next to a wheezing mass of flesh. You observe him, casually, as he struggles for just a few more breaths.
~AddClickable("locket", "locket", -2.5, 2.5)
~AddClickable("ring", "ring", 2.5, 2.5)
The patient's personal belongings are gathered on his side-table.
You sigh.
There's really no chance for this one. He doesn't have a place among the lucky.
You pull out a flask of something, and chug it down. You offer it to noone in particular, before putting it away.
~SetBackground("blank", 3)
~RemoveClickable("locket")
~RemoveClickable("ring")
Time passes. The wheezing fades.
~SetBackground("tent_1", 3)
It's time to go.
-> Scene_3

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=== Scene_3 ===
~temp dogtag = GetVariable("dogtag")
~temp ring = GetVariable("ring")
~temp locket = GetVariable("locket")
~SetBackground("dock_1", 3)
An officer stands by the dock, watching the men slowly lumber onto the ship.
You pause in front of him, and he addresses you with a curt nod.
{dogtag == "true":
"Sir, I'd like to report the theft of a dogtag." You hold out the broken tag.
He raises an eyebrow.
"Found on an enemy soldier, Sir."
He accepts the small token of your fallen friend.
You hesitate before continuing.
- else:
"Sir."
}
{ring == "stolen" || locket == "stolen":
Officer: "Is there a problem, soldier?"
You finger the {ring == "stolen":ring}{ring == "stolen" && locket == "stolen": and the }{locket == "stolen":locket} through your pants pocket.
"No, Sir, just feeling kind of unlucky right now."
- else:
You continue along the dock.
Are you supposed to be one of the lucky ones?
}
-> Scene_End

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// === Scene_4 ===
// ~ temp photograph = GetVariable("photograph")
// ~SetBackground("home_1", 3)
// You're standing in front of your house. {photograph == "true":It's almost like a photograph.}
// Not much has changed here. It's almost a joke, how similar this place is to when you left it, like the world didn't change, like lives didn't end.
// Like your life didn't end.
// It doesn't feel the same though. It's not home anymore. Nowhere is home anymore.

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EXTERNAL SetVariable(key, value)
EXTERNAL GetVariable(key)
EXTERNAL PlaySound(fname)
EXTERNAL AddZoomedImage(fname, x, y)
EXTERNAL RemoveZoomedImage(fname)
~AddZoomedImage("locket", 0, 0)
~PlaySound("locket")
You contemplate the locket. It's a simple heart-shaped locket. It has a smiling woman inside.
~ temp locket = GetVariable("locket")
{locket == "stolen":
~SetVariable("locket", "")
You put the locket down.
~RemoveZoomedImage("locket")
- else:
* You pick the locket up.
~SetVariable("locket", "stolen")
Let's see what we can do with this...
~RemoveZoomedImage("locket")
-> END
* You leave the locket where it is.
~RemoveZoomedImage("locket")
-> END
}

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