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 Too High! You now have %lives Lives 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 Too Low! You now have %lives Lives 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 %number } 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 {The Aim of the Game is to guess, Correctly, Your number within a set number of lives. Good luck!} 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 between 1 and 50 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 between 1 and 100 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 between 1 and 150 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 %number } 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.