JACKPOT
(0:30) When a furre says anything,
(1:1101) and there's no furre at (%jackpos.x,%jackpos.y),
(5:300) set variable %jackpos to the value 0.
(5:300) set variable %jackpot to the value 0.
(5:300) set variable %difficulty to the value 0.
(5:300) set variable %lives to the value 0.
(5:300) set variable %guess to the value 0.
(5:300) set variable %number to the value 0.
(0:0) When everything is starting up,
(5:300) set variable %jackpos to the value 0.
(5:300) set variable %jackpot to the value 0.
(5:300) set variable %difficulty to the value 0.
(5:300) set variable %lives to the value 0.
(5:300) set variable %guess to the value 0.
(5:300) set variable %number to the value 0.
(5:300) set variable %reset to the value 0.
(5:212) set silent speech prefix (for spoken commands) to {!}
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %jackpot is equal to 2,
(1:201) and variable %lives is greater than 0,
(5:314) set variable %guess to the number the triggering furre just said.
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %jackpot is equal to 2,
(1:201) and variable %lives is greater than 0,
(1:204) and variable %guess is greater than variable %number,
(5:304) take variable %lives and subtract 1 from it.
(5:200) emit message {%guess is <u>Too High!</u> You now have <b>%lives Lives</b> left!} to whoever set off the trigger.
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %jackpot is equal to 2,
(1:201) and variable %lives is greater than 0,
(1:205) and variable %guess is less than variable %number,
(5:304) take variable %lives and subtract 1 from it.
(5:200) emit message {%guess is <u>Too Low!</u> You now have <b>%lives Lives</b> left!} to whoever set off the trigger.
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %jackpot is equal to 2,
(1:201) and variable %lives is greater than 0,
(1:203) and variable %guess is Equal to variable %number,
(5:200) emit message {Congratulations!} to whoever set off the trigger.
(5:200) emit message {The Correct answer was <b>%number </b>} to whoever set off the trigger.
(5:300) set variable %jackpos to the value 0.
(5:300) set variable %jackpot to the value 0.
(5:300) set variable %difficulty to the value 0.
(5:300) set variable %lives to the value 0.
(5:300) set variable %guess to the value 0.
(5:300) set variable %number to the value 0.
(0:32) When a furre says something with {!jackpot} in it,
(1:201) and variable %jackpos is greater than 0,
(5:200) emit message {A Game is already being played #SD} to whoever set off the trigger.
(0:31) When a furre says {!jackpot},
(1:200) and variable %jackpos is equal to 0,
(1:200) and variable %jackpot is equal to 0,
(5:300) set variable %jackpot to the value 1.
(5:200) emit message {<i>The Aim of the Game is to guess, Correctly, Your number within a set number of lives. Good luck!</i>} to whoever set off the trigger.
(5:200) emit message {Type !j1 for Easy,} to whoever set off the trigger.
(5:200) emit message {Type !j2 for intermediate,} to whoever set off the trigger.
(5:200) emit message {Type !j3 for hard #SA} to whoever set off the trigger.
(5:350) set variable %jackpos to the X,Y position the triggering furre (moved from/is standing at).
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %jackpot is equal to 1,
(5:314) set variable %difficulty to the number the triggering furre just said.
(5:300) set variable %reset to the value 1.
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %difficulty is equal to 1,
(1:200) and variable %jackpot is equal to 1,
(5:200) emit message {Easy Difficulty: Your number is <b>between 1 and 50</b> You have 6 lives. Good luck! !j #} to whoever set off the trigger.
(5:312) set variable %number to the total of rolling 1 dice with 50 sides plus 0.
(5:300) set variable %jackpot to the value 2.
(5:300) set variable %lives to the value 6.
(5:300) set variable %reset to the value 1.
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %difficulty is equal to 2,
(1:200) and variable %jackpot is equal to 1,
(5:200) emit message {Intermediate Difficulty: Your number is <b>between 1 and 100</b> You have 6 lives. Good luck! !j #} to whoever set off the trigger.
(5:312) set variable %number to the total of rolling 1 dice with 100 sides plus 0.
(5:300) set variable %jackpot to the value 2.
(5:300) set variable %lives to the value 6.
(5:300) set variable %reset to the value 1.
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %difficulty is equal to 3,
(1:200) and variable %jackpot is equal to 1,
(5:200) emit message {Advanced Difficulty: Your number is <b>between 1 and 150</b> You have 6 lives. Good luck! !j #} to whoever set off the trigger.
(5:312) set variable %number to the total of rolling 1 dice with 150 sides plus 0.
(5:300) set variable %jackpot to the value 2.
(5:300) set variable %lives to the value 6.
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:201) and variable %difficulty is greater than 3,
(1:200) and variable %jackpot is equal to 1,
(5:200) emit message {Pick a number between 1 and 3 #SA}
(0:32) When a furre says something with {!j} in it,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(1:200) and variable %jackpot is equal to 2,
(1:201) and variable %lives is greater than 0,
(5:314) set variable %guess to the number the triggering furre just said.
(0:32) When a furre says something with {!j} in it,
(1:200) and variable %lives is equal to 0,
(1:200) and variable %jackpot is equal to 2,
(1:200) and variable %reset is equal to 1,
(5:200) emit message {The correct answer was <b>%number </b>} to whoever set off the trigger.
(5:200) emit message {Type !Jackpot to play another game #SA} to whoever set off the trigger.
(5:300) set variable %jackpos to the value 0.
(5:300) set variable %jackpot to the value 0.
(5:300) set variable %difficulty to the value 0.
(5:300) set variable %lives to the value 0.
(5:300) set variable %guess to the value 0.
(5:300) set variable %number to the value 0.
(5:300) set variable %reset to the value 0.
(0:31) When a furre says {!reset},
(5:300) set variable %jackpos to the value 0.
(5:300) set variable %jackpot to the value 0.
(5:300) set variable %difficulty to the value 0.
(5:300) set variable %lives to the value 0.
(5:300) set variable %guess to the value 0.
(5:300) set variable %number to the value 0.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(5:351) set variable %jackpos to the X,Y position the triggering furre moved to.
(0:73) When a furre doesn't speak (or emote) for 10 seconds,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(5:200) emit message {Try not to idle during !Jackpot #SD (10 seconds idle)} to whoever set off the trigger.
(0:73) When a furre doesn't speak (or emote) for 20 seconds,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(5:200) emit message {Umm.. Yeah.. 10 seconds more and the game will reset o.o (20 seconds idle)} to whoever set off the trigger.
(0:73) When a furre doesn't speak (or emote) for 30 seconds,
(1:19) and they (moved from/are standing at) position (%jackpos.x,%jackpos.y),
(5:200) emit message {The Game has been reset #SA Type !Jackpot to play again :D (30 seconds idle)} to whoever set off the trigger.
(5:300) set variable %jackpos to the value 0.
(5:300) set variable %jackpot to the value 0.
(5:300) set variable %difficulty to the value 0.
(5:300) set variable %lives to the value 0.
(5:300) set variable %guess to the value 0.
(5:300) set variable %number to the value 0.