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Copy pathAztec (Williams 1976) 1.3 Mod Citedor JPJ-ARNGRIM-CED Team PP.vbs
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Aztec (Williams 1976) 1.3 Mod Citedor JPJ-ARNGRIM-CED Team PP.vbs
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Const cGameName = "aztec_1976"
'Const ReflectionMod=True 'enable JPJ reflection mod
' Thalamus 2019 February : Improved directional sounds
' !! NOTE : Table not verified yet !!
' Options
' Volume devided by - lower gets higher sound
Const VolDiv = 2000 ' Lower number, louder ballrolling/collition sound
' The rest of the values are multipliers
'
' .5 = lower volume
' 1.5 = higher volume
Const VolBump = 2 ' Bumpers volume.
Const VolGates = 1 ' Gates volume.
Const VolSpin = 1.5 ' Spinners volume.
Const VolFlip = 1 ' Flipper volume.
Dim Score(4)
dim truesc(4)
dim ballrelenabled
dim state
dim playno
dim credit
dim eg
dim hisc1
dim hisc2
dim currpl
dim plno(4)
dim play(4)
dim rst
dim ballinplay
dim match(10)
dim tilt
dim tiltsens
dim rep(4)
dim plm(4)
dim matchnumb
dim cred
dim scn
dim scn1
dim bell
dim points
dim tempscore
dim digit
dim update
dim reel(4)
dim replay1
dim replay2
dim replay3
dim up(4)
dim bl(10)
dim bv
dim balls
dim azlet(5)
dim az1(5)
dim az2(5)
dim sm
dim br
dim bumperchoice
dim rstep, rstepa, rstepb, rstepc, rstepd, rstepe, lstep, lstepa, lstepb, lstepc, lstepd
Dim GlobalSoundLevel
Dim coin, coinc
Dim Cite
dim citedor03ok
dim sa 'shootagain allready lighted
dim gov 'to hear another gameover musical theme after first
'**********************************************************
'** Cité d'or Mod : Cite = 1 for On - Cite = 0 for Off **
'**********************************************************
Cite = 0 '**
'**********************************************************
GlobalSoundLevel = 2
On Error Resume Next
ExecuteGlobal GetTextFile("controller.vbs")
If Err Then MsgBox "You need the controller.vbs in order to run this table, available in the vp10 package"
On Error Goto 0
'************************ Table ini ****************************
sub table1_init
'*********** JPJ's automatic random rotation of screws *******
dim z
For Each x in AutomaticRot
z = Int(Rnd*360)+1
x.RotZ = z
Next
For Each x in AutomaticRot2
z = Int(Rnd*360)+1
x.RotY = z
Next
'**************************************************************
LoadEM
If ShowDT=false Then
for each obj in DTItems
obj.visible=False
Next
end if
rmod.enabled = 1
' If ShowDT=false Then
' for each obj in DTItems
' obj.visible=False
' Next
' Primitive78.visible = 0
' Primitive77.visible = 0
' Primitive81.visible = 0
' Primitive82.visible = 0
' Primitive83.visible = 0
' Primitive84.visible = 0
' RampLBlack.visible = 1
' RampRBlack.visible = 1
' RampLBlack1.visible = 1
' RampRBlack1.visible = 1
' Else
'
' RampLBlack.visible = 0
' RampRBlack.visible = 0
' RampLBlack1.visible = 0
' RampRBlack1.visible = 0
'
' end If
citedor03ok = 0
gov = 0
set plno(1)=plno1
set plno(2)=plno2
set plno(3)=plno3
set plno(4)=plno4
set play(1)=up1
set play(2)=up2
set play(3)=up3
set play(4)=up4
set match(0)=m0
set match(1)=m1
set match(2)=m2
set match(3)=m3
set match(4)=m4
set match(5)=m5
set match(6)=m6
set match(7)=m7
set match(8)=m8
set match(9)=m9
set up(1)=up1
set up(2)=up2
set up(3)=up3
set up(4)=up4
set bl(1)=b5k
set bl(2)=b10k
set bl(3)=b15k
set bl(4)=b20k
set bl(5)=b25k
set bl(6)=b30k
set bl(7)=b35k
set bl(8)=b40k
set bl(9)=b45k
set bl(10)=b50k
set azlet(1)=upcl
set azlet(2)=midll
set azlet(3)=midrl
set azlet(4)=lowll
set azlet(5)=lowrl
set az1(1)=al1
set az1(2)=zl1
set az1(3)=tl1
set az1(4)=el1
set az1(5)=cl1
set az2(1)=al2
set az2(2)=zl2
set az2(3)=tl2
set az2(4)=el2
set az2(5)=cl2
set reel(1)=reel1
set reel(2)=reel2
set reel(3)=reel3
set reel(4)=reel4
credtimer.enabled=true
loadhs
if hisc1="" then hisc1=300250
if hisc2="" then hisc2=450250
if credit="" then credit=0
credtxt.text=credit
'************************************************************************
'** Changing number of balls, 3 or 5 manually in the script **
'** Or Using Left Magna Button before starting game **
balls=3 ' **
'************************************************************************
apron3d.image = "apron01"
ballstxt.text=balls
if balls=3 then
replay1=300000
replay2=450000
replay3=575000
if balls=3 then hstxt.text=hisc1
else
replay1=450000
replay2=600000
replay3=850000
if balls=5 then hstxt.text=hisc2
end if
' rep1.text=replay1
' rep2.text=replay2
' rep3.text=replay3
select case(matchnumb)
case 0:
m0.text="00"
if b2son Then
Controller.b2ssetdata 34,1
end if
case 1:
m1.text="10"
if b2son Then
Controller.b2ssetdata 34,2
end if
case 2:
m2.text="20"
if b2son Then
Controller.b2ssetdata 34,3
end if
case 3:
m3.text="30"
if b2son Then
Controller.b2ssetdata 34,4
end if
case 4:
m4.text="40"
if b2son Then
Controller.b2ssetdata 34,5
end if
case 5:
m5.text="50"
if b2son Then
Controller.b2ssetdata 34,6
end if
case 6:
m6.text="60"
if b2son Then
Controller.b2ssetdata 34,7
end if
case 7:
m7.text="70"
if b2son Then
Controller.b2ssetdata 34,8
end if
case 8:
m8.text="80"
if b2son Then
Controller.b2ssetdata 34,9
end if
case 9:
m9.text="90"
if b2son Then
Controller.b2ssetdata 34,10
end if
end select
for i=1 to 4
currpl=i
reel(currpl).setvalue(score(currpl))
next
currpl=0
coin = 1
sa = 0
'******** lights Ini ***********
bv=1
turnoff
gioff
If cite = 1 and gov = 0 then citedor01:gov=1:end if
end sub
'**********************************************************
Sub Table1_KeyDown(ByVal keycode)
if keycode=50 then dbl.state=lightstateon
If keycode = PlungerKey Then
Plunger.PullBack
End If
if keycode = leftmagnasave then
If ballinplay<1 or ballinplay>balls then
' if keycode=59 and state=false then
debug.print ballinplay
debug.print balls
if balls=3 then
balls=5
apron3d.image = "apron02"
ballstxt.text=balls
replay1=450000
replay2=600000
replay3=850000
' rep1.text=replay1
' rep2.text=replay2
' rep3.text=replay3
hstxt.text=hisc2
else
balls=3
apron3d.image = "apron01"
ballstxt.text=balls
replay1=300000
replay2=450000
replay3=575000
' rep1.text=replay1
' rep2.text=replay2
' rep3.text=replay3
hstxt.text=hisc1
end if
end if
end if
if keycode = Rightmagnasave then
if cite = 0 then
cite = 1
Else
cite = 0
citedor00
end if
end If
if keycode = addcreditkey then
playsoundAtVol "coin3", Drain, 1
coindelay.enabled=true
end if
if keycode = AddCreditKey2 then
playsoundAtVol "coin3", Drain, 1
coindelay2.enabled=true
end if
if keycode = StartGameKey and credit>0 and state=false and playno=0 then
credit=credit-1
If credit < 1 Then DOF 128, DOFOff
credtxt.text=credit
GION
eg=0
playno=1
currpl=1
plno(playno).state=lightstateon
play(currpl).state=lightstateon
playsound "click"
playsound "initialize"
rst=0
ballinplay=1
resettimer.enabled=true
end if
if keycode = StartGameKey and credit>0 and state=true and playno>0 and playno<4 and ballinplay<2 then
credit=credit-1
If credit < 1 Then DOF 128, DOFOff
credtxt.text=credit
plno(playno).state=lightstateoff
playno=playno+1
plno(playno).state=lightstateon
playsound "click"
end if
if state=true and tilt=false then
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToEnd
PlaySoundAtVol SoundFXDOF("FlipperUp",101,DOFOn,DOFFlippers), LeftFlipper, VolFlip
End If
If keycode = RightFlipperKey Then
RightFlipper.RotateToEnd
PlaySoundAtVol SoundFXDOF("FlipperUp",102,DOFOn,DOFFlippers), RightFlipper, VolFlip
End If
If keycode = LeftTiltKey Then
Nudge 90, 2
checktilt
End If
If keycode = RightTiltKey Then
Nudge 270, 2
checktilt
End If
If keycode = CenterTiltKey Then
Nudge 0, 2
checktilt
End If
If keycode = MechanicalTilt Then
checktilt
End If
end if
End Sub
Sub Table1_KeyUp(ByVal keycode)
If keycode = PlungerKey Then
Plunger.Fire
playsoundAtVol "plunger", Plunger, 1
End If
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToStart
if tilt=false and state=true then PlaySoundAtVol SoundFXDOF("FlipperDown",101,DOFOff,DOFFlippers), LeftFlipper, VolFlip
End If
If keycode = RightFlipperKey Then
RightFlipper.RotateToStart
if tilt=false and state=true then PlaySoundAtVol SoundFXDOF("FlipperDown",102,DOFOff,DOFFlippers), RightFlipper, VolFlip
End If
End Sub
sub coindelay_timer
playsound "click"
credit=credit+1
DOF 128, DOFOn
if credit>25 then credit=25
credtxt.text=credit
coindelay.enabled=false
end sub
sub coindelay2_timer
playsound "click"
credit=credit+1
DOF 128, DOFOn
if credit>25 then credit=25
credtxt.text=credit
coindelay3.enabled=true
coindelay2.enabled=false
end sub
sub coindelay3_timer
playsound "click"
credit=credit+1
DOF 128, DOFOn
if credit>25 then credit=25
credtxt.text=credit
coindelay4.enabled=true
coindelay3.enabled=false
end sub
sub coindelay4_timer
playsound "click"
credit=credit+1
DOF 128, DOFOn
if credit>25 then credit=25
credtxt.text=credit
coindelay4.enabled=false
end sub
sub resettimer_timer
rst=rst+1
for i=1 to 4
reel(i).resettozero
next
if rst=20 then
playsound "kickerkick"
end if
if rst=24 then
newgame
resettimer.enabled=false
end if
end sub
sub newgame
credtimer.enabled=false
' credittxt.text="Ported To VP By Leon Spalding"
state=true
for i=1 to 4
score(i)=0
truesc(i)=0
rep(i)=0
next
eg=0
sm=0
bip5.text=" "
bip1.text="1"
for i=0 to 9
match(i).text=" "
next
tilttxt.text=" "
gamov.text=" "
bv=1
bl(bv).state=lightstateon
for i=1 to 5
azlet(i).state=lightstateon
az1(i).state=lightstateoff
az2(i).state=lightstateoff
next
sp1.state=lightstateoff
sp2.state=lightstateoff
ebl.state=lightstateoff
spinl.state=lightstateoff
leftsidel.state=lightstateoff
topl.state=lightstateoff
lanekl.state=lightstateoff
Bumper3l.state = 0
Bumper2l.state = 0
Bumper1l.state = 1
uprl.state = 1
upll.state = 0
dbl.state=lightstateoff
tilt=false
tiltsens=0
ballinplay=1
nb.CreateBall.image="ballimage7"
nb.kick 135,4
DOF 113, DOFPulse
end sub
Sub Drain_Hit()
Drain.DestroyBall
DOF 114, DOFPulse
playsoundAtVol "drainshort", Drain, 1
if tilt=false then
br=1
for i=0 to 13
StopSound("fx_ballrolling" & (i))
Next
for i=0 to 2
StopSound("Theme0" & (i))
Next
If cite = 1 then playsound "ballout":end if
bonuscount.interval=200
bonuscount.enabled=true
else
for i=0 to 13
StopSound("fx_ballrolling" & (i))
Next
for i=0 to 2
StopSound("Theme0" & (i))
Next
If cite = 1 then playsound "ballout":end if
nextball
end if
end sub
sub Trigger1_hit
for i=0 to 2
StopSound("Theme0" & (i))
Next
end sub
sub Trigger1_unhit
for i=0 to 2
StopSound("Theme0" & (i))
Next
end sub
sub bonuscount_timer
if (dbl.state)=lightstateoff then bonuscount.interval=1000
if bv>0 then
if (dbl.state)=lightstateon then
addscore 10000
else
addscore 5000
end if
end if
if bv=<0 then
nextball
br=0
bonuscount.enabled=false
end if
end sub
sub bld
bl(bv).state=lightstateoff
if bv>1 then bl(bv-1).state=lightstateon
bv=bv-1
end sub
sub nextball
if tilt=true then
tilt=false
tilttxt.text=" "
' bumper1.force=7
' bumper2.force=7
' bumper3.force=7
leftsling.slingshotstrength=6
rightsling.slingshotstrength=6
end if
if (shootagain.state)=lightstateon then
sa=0
shootagain.state=lightstateoff
playsound "kickerkick"
newball
ballreltimer.enabled=true
else
currpl=currpl+1
end if
if currpl>playno then
ballinplay=ballinplay+1
if ballinplay>balls then
GIOFF:ballinplay=0
playsound "motorleer"
eg=1
ballreltimer.enabled=true
else
if state=true and tilt=false then
play(currpl-1).state=lightstateoff
currpl=1
play(currpl).state=lightstateon
newball
playsound "kickerkick"
ballreltimer.enabled=true
end if
select case (ballinplay)
case 1:
bip1.text="1"
case 2:
bip1.text=" "
bip2.text="2"
case 3:
bip2.text=" "
bip3.text="3"
case 4:
bip3.text=" "
bip4.text="4"
case 5:
bip4.text=" "
bip5.text="5"
end select
end if
end if
if currpl>1 and currpl<(playno+1) then
if state=true and tilt=false then
play(currpl-1).state=lightstateoff
play(currpl).state=lightstateon
newball
playsound "kickerkick"
ballreltimer.enabled=true
end if
end if
end Sub
sub ballreltimer_timer
if eg=1 then
matchnum
bip3.text=" "
bip5.text=" "
state=false
plno(playno).state=lightstateoff
play(currpl-1).state=lightstateoff
playno=0
gamov.text="GAME OVER"
If cite = 1 and gov = 1 then citedor05:end if
for i=1 to 4
if balls=3 and truesc(i)>hisc1 then
hisc1=truesc(i)
hstxt.text=hisc1
end if
if balls=5 and truesc(i)>hisc2 then
hisc2=truesc(i)
hstxt.text=hisc2
end if
next
savehs
cred=0
credtimer.enabled=true
ballreltimer.enabled=false
else
nb.CreateBall.image="ballimage7"
nb.kick 135,4
DOF 113, DOFPulse
if cite=1 then citedor06:end if
ballreltimer.enabled=false
end if
end sub
sub newball
bv=1
sm=0
bl(bv).state=lightstateon
for i=1 to 5
azlet(i).state=lightstateon
az1(i).state=lightstateoff
az2(i).state=lightstateoff
next
Bumper3l.state = 0
Bumper2l.state = 0
Bumper1l.state = 1
uprl.state = 1
upll.state = 0
topl.state=lightstateoff
sp1.state=lightstateoff
sp2.state=lightstateoff
ebl.state=lightstateoff
spinl.state=lightstateoff
leftsidel.state=lightstateoff
lanekl.state=lightstateoff
dbl.state=lightstateoff
end sub
sub addscore(points)
if tilt=false then
bell=0
' bb2.isdropped=true
if points=100 or points=10 then
matchnumb=matchnumb+1
if matchnumb=10 then matchnumb=0
end if
if points = 10 or points = 100 or points = 1000 or points=10000 then scn=1
if points = 100 then
reel(currpl).addvalue(100)
bell=100
end if
if points = 10 then
reel(currpl).addvalue(10)
bell=10
end if
if points = 1000 then
reel(currpl).addvalue(1000)
bell=1000
end if
if points = 10000 then
reel(currpl).addvalue(10000)
bell=10000
end if
if points = 500 then
reel(currpl).addvalue(500)
scn=5
bell=100
end if
if points = 20000 then
reel(currpl).addvalue(20000)
scn=2
bell=10000
end if
if points=2000 then
reel(currpl).addvalue(2000)
scn=2
bell=1000
end if
if points = 30000 then
reel(currpl).addvalue(30000)
scn=3
bell=10000
end if
if points=3000 then
reel(currpl).addvalue(3000)
scn=3
bell=1000
end if
if points = 40000 then
reel(currpl).addvalue(40000)
scn=4
bell=10000
end if
if points=4000 then
reel(currpl).addvalue(4000)
scn=4
bell=1000
end if
if points=50000 then
reel(currpl).addvalue(50000)
scn=5
bell=10000
end if
if points=5000 then
reel(currpl).addvalue(5000)
scn=5
bell=1000
end if
scn1=0
scntimer.enabled=true
score(currpl)=score(currpl)+points
truesc(currpl)=truesc(currpl)+points
if score(currpl)=>1000000 then
score(currpl)=score(currpl)-1000000
rep(currpl)=0
end if
if score(currpl)=>replay1 and rep(currpl)=0 then
credit=credit+1
DOF 128, DOFOn
playsound SoundFXDOF("knocker",126,DOFPulse,DOFKnocker)
DOF 127, DOFPulse
if credit>25 then credit=25
credtxt.text=credit
rep(currpl)=1
playsound "click"
end if
if score(currpl)=>replay2 and rep(currpl)=1 then
credit=credit+1
DOF 128, DOFOn
playsound SoundFXDOF("knocker",126,DOFPulse,DOFKnocker)
DOF 127, DOFPulse
if credit>25 then credit=25
credtxt.text=credit
rep(currpl)=2
playsound "click"
end if
if score(currpl)=>replay3 and rep(currpl)=2 then
credit=credit+1
DOF 128, DOFOn
playsound SoundFXDOF("knocker",126,DOFPulse,DOFKnocker)
DOF 127, DOFPulse
if credit>25 then credit=25
credtxt.text=credit
rep(currpl)=3
playsound "click"
end if
end if
end sub
sub scntimer_timer
scn1=scn1 + 1
if bell=10 then playsound SoundFXDOF("bell10",141,DOFPulse,DOFChimes)
if bell=100 then playsound SoundFXDOF("bell100",142,DOFPulse,DOFChimes)
if bell=1000 then playsound SoundFXDOF("bell1000",143,DOFPulse,DOFChimes)
if bell=10000 then playsound SoundFXDOF("bell1000low",144,DOFPulse,DOFChimes)
if scn1=scn then
if br=1 then bld
scntimer.enabled=false
end if
end sub
sub matchnum
select case(matchnumb)
case 0:
m0.text="00"
if b2son Then
Controller.b2ssetdata 34,1
end if
case 1:
m1.text="10"
if b2son Then
Controller.b2ssetdata 34,2
end if
case 2:
m2.text="20"
if b2son Then
Controller.b2ssetdata 34,3
end if
case 3:
m3.text="30"
if b2son Then
Controller.b2ssetdata 34,4
end if
case 4:
m4.text="40"
if b2son Then
Controller.b2ssetdata 34,5
end if
case 5:
m5.text="50"
if b2son Then
Controller.b2ssetdata 34,6
end if
case 6:
m6.text="60"
if b2son Then
Controller.b2ssetdata 34,7
end if
case 7:
m7.text="70"
if b2son Then
Controller.b2ssetdata 34,8
end if
case 8:
m8.text="80"
if b2son Then
Controller.b2ssetdata 34,9
end if
case 9:
m9.text="90"
if b2son Then
Controller.b2ssetdata 34,10
end if
end select
for i=1 to playno
if (matchnumb*10)=(score(i) mod 100) then
credit=credit+1
DOF 128, DOFOn
playsound SoundFXDOF("knocker",126,DOFPulse,DOFKnocker)
DOF 127, DOFPulse
if credit>25 then credit=25
credtxt.text=credit
playsound "click"
end if
next
end sub
sub credtimer_timer
' cred=cred+1
' if cred=1 then credittxt.text="Ported To VP By Leon Spalding"
' if cred=2 then credittxt.text="At The Request Of Bogy"
' if cred=3 then credittxt.text="'F1' 3 or 5 Ball Game"
' if cred=4 then credittxt.text="'5' Add Coin : 'S' Start game"
' if cred=5 then credittxt.text="Thanx To Black (load&save)"
' if cred=6 then credittxt.text="Thanx To Randy Davis (guess)"
' if cred=7 then credittxt.text="Thanx To All At Shivas VP Forum"
' if cred=8 then credittxt.text="'F1' 3 or 5 Ball Game"
' if cred=9 then credittxt.text="'5' Add Coin : 'S' Start game"
' if cred=10 then credittxt.text="An 'IR Pinball' Preserved Classic"
' if cred=11 then credittxt.text="'IR Pinball' Are...."
' if cred=12 then credittxt.text="Steveir, Duglis, Danz,"
' if cred=13 then credittxt.text="Robair, Jay & Leon."
' if cred=14 then credittxt.text="www.hippie.net/shivasite/irpinball"
' if cred=14 then cred=0
end sub
'**************** Bonus 10 lights ***************
sub bonadv
bl(bv).state=lightstateoff
bv=bv+1
if bv>10 then bv=10
bl(bv).state=lightstateon
playsound "clerker"
playsound SoundFXDOF("bell1000",143,DOFPulse,DOFChimes)
end sub
'************************************************
'************** Slingshots ***********************
Sub RightSling_Slingshot
light
playsoundAtVol SoundFXDOF("rightsling",104,DOFPulse,DOFContactors), slingR, 1
if cite = 1 then playsoundAtVol "sling02", slingR, 1:end if
DOF 106, DOFPulse
' if tilt=false then PlaySound "Bumper"
addscore 10
Rubber3.Visible = 0
Rubber3a.Visible = 1
slingR.objroty = -15
RStep = 2
RightSling.TimerEnabled = 1
End Sub
Sub RightSling_Timer
Select Case RStep
Case 3:Rubber3a.Visible = 0:Rubber3b.Visible = 1:slingR.objroty = -7
Case 4: slingR.objroty = 0:Rubber3b.Visible = 0:Rubber3.Visible = 1:RightSling.TimerEnabled = 0
End Select
RStep = RStep + 1
End Sub
Sub LeftSling_Slingshot
light
playsoundAtVol SoundFXDOF("leftslingshot",103,DOFPulse,DOFContactors), slingL, 1
if cite = 1 then playsoundAtVol "sling01", slingL, 1:end if
DOF 105, DOFPulse
' if tilt=false then PlaySound "Bumper"
addscore 10
Rubber2.Visible = 0
Rubber2a.Visible = 1
slingL.objroty = 15
LStep = 2
LeftSling.TimerEnabled = 1
End Sub
Sub LeftSling_Timer()
Select Case LStep
Case 3:Rubber2a.Visible = 0:Rubber2b.Visible = 1:slingL.objroty = 7
Case 4:slingL.objroty = 0:Rubber2b.Visible = 0:Rubber2.Visible = 1:LeftSling.TimerEnabled = 0
End Select
LStep = LStep + 1
End Sub
Sub topSling_Slingshot
light
playsound SoundFXDOF("leftslingshot",103,DOFPulse,DOFContactors)
DOF 105, DOFPulse
addscore 10
LStepa = 2
topSling.TimerEnabled = 1
End Sub
Sub topSling_Timer()
Select Case LStepa
Case 2:Rubber12.Visible = 0:Rubber12a.Visible = 1
Case 3:Rubber12a.Visible = 0:Rubber12b.Visible = 1
Case 4:Rubber12b.Visible = 0:Rubber12c.Visible = 1
Case 5:Rubber12c.Visible = 0:Rubber12b.Visible = 1
Case 6:Rubber12b.Visible = 0:Rubber12c.Visible = 1
Case 7:Rubber12c.Visible = 0:Rubber12.Visible = 1:topSling.TimerEnabled = 0
End Select
LStepa = LStepa + 1
End Sub
sub topslingL_slingshot
light
playsound SoundFXDOF("leftslingshot",103,DOFPulse,DOFContactors)
addscore 10
end sub
Sub topslingL2_Slingshot
light
playsound SoundFXDOF("leftslingshot",103,DOFPulse,DOFContactors)
DOF 105, DOFPulse
addscore 10
LStepb = 2
topslingL2.TimerEnabled = 1
End Sub
Sub topslingL2_Timer()
Select Case LStepb
Case 2:Rubber8.Visible = 0:Rubber8a.Visible = 1
Case 3:Rubber8a.Visible = 0:Rubber8b.Visible = 1
Case 4:Rubber8b.Visible = 0:Rubber8c.Visible = 1
Case 5:Rubber8c.Visible = 0:Rubber8b.Visible = 1
Case 6:Rubber8b.Visible = 0:Rubber8c.Visible = 1