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Splatoon.vbs
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Option Explicit
LightsOut()
Attract
Dr1 = 0
Dr3 = 0
Dr4 = 0
Dr5 = 0
Dr6 = 0
Dr7 = 0
Dr8 = 0
Dr9 = 0
Dr10 = 0
Dr2 = 0
DrTimer.enabled = 1
R6.State = 0
R7.State = 0
R8.State = 0
R5.State = 0
R1.State = 0
R2.State = 0
R3.State = 0
R4.State = 0
Dim BIG
BIG = 0
Dim QRr
Qrr = True
Dim Multi
Multi = 0
Dim MultiBIP
MultiBIP = False
Dim Tacount
Tacount = 0
Dim TKO
TKO = 0
Dim BKO
BKO = 0
Dim RKO
RKO = 0
Dim ll1r
ll1r = 7
Dim ll2r
ll2r = 7
Dim ll3r
ll3r = 7
Dim ll4r
ll4r = 7
Dim ll5r
ll5r = 7
Dim pass
pass = 0
Dim LUP
LUP = 0
Dim lane1l
lane1l = ll1.State
Dim lane2l
lane1l = ll2.State
Dim lane3l
lane1l = ll3.State
Dim lane4l
lane1l = ll4.State
Dim lane5l
lane1l = ll5.State
Dim lane1lb
lane1lb = False
Dim lane2lb
lane1lb = False
Dim lane3lb
lane1lb = False
Dim lane4lb
lane1lb = False
Dim lane5lb
lane1lb = False
Dim levelup
levelup = 0
Dim BIP
BIP = 0
Dim a1
a1 = 0
Dim a2
a2 = -1
Dim a3
a3 = -2
Dim ss
ss = 0
Dim no1p
no1p = -29
Dim qsj1p
qsj1p = -32
Dim qr1p
qr1p = -32
Dim rn1p
rn1p = -32
Dim spp1p
spp1p = -32
Dim sps1p
sps1p = -32
Dim sbp1p
sbp1p = -32
Dim sbs1p
sbs1p = -32
Dim sbr1p
sbr1p = -32
Dim mns1p
mns1p = -32
Dim rec1p
rec1p = -32
Dim rez1p
rez1p = -32
Dim int1p
int1p = -32
Dim ssp1p
ssp1p = -32
Dim run1p
run1p = -32
Dim no2p
no2p = -29
Dim qsj2p
qsj2p = -32
Dim qr2p
qr2p = -32
Dim rn2p
rn2p = -32
Dim spp2p
spp2p = -32
Dim sps2p
sps2p = -32
Dim sbp2p
sbp2p = -32
Dim sbs2p
sbs2p = -32
Dim sbr2p
sbr2p = -32
Dim mns2p
mns2p = -32
Dim rec2p
rec2p = -32
Dim rez2p
rez2p = -32
Dim int2p
int2p = -32
Dim ssp2p
ssp2p = -32
Dim run2p
run2p = -32
Dim Bonus
Bonus = 0
Dim no3p
no3p = -29
Dim qsj3p
qsj3p = -32
Dim qr3p
qr3p = -32
Dim rn3p
rn3p = -32
Dim spp3p
spp3p = -32
Dim sps3p
sps3p = -32
Dim sbp3p
sbp3p = -32
Dim sbs3p
sbs3p = -32
Dim sbr3p
sbr3p = -32
Dim mns3p
mns3p = -32
Dim rec3p
rec3p = -32
Dim rez3p
rez3p = -32
Dim int3p
int3p = -32
Dim ssp3p
ssp3p = -32
Dim run3p
run3p = -32
Dim IsBonus
IsBonus = False
On Error Resume Next
ExecuteGlobal GetTextFile("controller.vbs")
If Err Then MsgBox "You need the Controller.vbs file in order to run this table (installed with the VPX package in the scripts folder)"
On Error Goto 0
'Const cGameName = Splatoon 3
If Splatoon3.ShowDT = false then
Scoretext.Visible = false
End If
Dim EnableBallControl
EnableBallControl = false 'Change to true to enable manual ball control (or press C in-game) via the arrow keys and B (boost movement) keys
Const BallSize = 25 'Ball radius
Dim Score
Score = 0
Sub AddScore(points)
If two.State = 0 And three.State = 0 Then
'we also need to Dim Score in the beginning of script. all Variables should go in the beginning of script.
Score = Score + points ' This adds your score + the points in the (Brackets) when something is hit & it contains AddScore(#)
ScoreText.Text = FormatNumber(Score, 0, -1, 0, -1) 'this Displays the points added in scoretext.Text box on the backdrop
Uhigh
Else
If two.State = 2 Then
'we also need to Dim Score in the beginning of script. all Variables should go in the beginning of script.
Score = Score + points * 2 ' This adds your score + the points in the (Brackets) when something is hit & it contains AddScore(#)
ScoreText.Text = FormatNumber(Score, 0, -1, 0, -1) 'this Displays the points added in scoretext.Text box on the backdrop
Uhigh
Else
If three.State = 2 Then
'we also need to Dim Score in the beginning of script. all Variables should go in the beginning of script.
Score = Score + points * 3 ' This adds your score + the points in the (Brackets) when something is hit & it contains AddScore(#)
ScoreText.Text = FormatNumber(Score, 0, -1, 0, -1) 'this Displays the points added in scoretext.Text box on the backdropUhigh
Uhigh
Else
End If
End If
End If
End Sub
Sub AddBonus(p)
Bonus = Bonus + p
Gauge
End Sub
Sub Gauge()
If Bonus >= 50000 Then
g000.State = 1
isBonus = True
End If
If Bonus >= 100000 Then
g001.State = 1
End If
If Bonus >= 150000 Then
g002.State = 1
End If
If Bonus >= 200000 Then
g003.State = 1
End If
If Bonus >= 250000 Then
g004.State = 1
End If
If Bonus >= 300000 Then
g005.State = 1
End If
If Bonus >= 350000 Then
g006.State = 1
End If
If Bonus >= 400000 Then
g007.State = 1
End If
If Bonus >= 450000 Then
g008.State = 1
End If
If Bonus >= 500000 Then
g009.State = 1
End If
If Bonus >= 550000 Then
g010.State = 1
End If
If Bonus >= 600000 Then
g011.State = 1
End If
If Bonus >= 650000 Then
g012.State = 1
End If
If Bonus >= 700000 Then
g013.State = 1
End If
If Bonus >= 750000 Then
g014.State = 1
End If
If Bonus >= 800000 Then
g015.State = 1
End If
If Bonus >= 850000 Then
g016.State = 1
End If
If Bonus >= 900000 Then
g017.State = 1
End If
If Bonus >= 950000 Then
g018.State = 1
End If
If Bonus >= 1000000 Then
g019.State = 1
End If
If Bonus >= 1050000 Then
g020.State = 1
End If
If Bonus >= 1100000 Then
g021.State = 1
End If
If Bonus >= 1150000 And g022.State = 0 Then
g022.State = 1
Playsound "special"
multb.State = 2
End If
End Sub
Sub SBonus
If g022.State = 1 And Multi = 0 Then
g022.Timerenabled = 1
Else
If g021.State = 1 And Multi = 0 Then
g021.Timerenabled = 1
Else
If g020.State = 1 And Multi = 0 Then
g020.Timerenabled = 1
Else
If g019.State = 1 And Multi = 0 Then
g019.Timerenabled = 1
Else
If g018.State = 1 And Multi = 0 Then
g018.Timerenabled = 1
Else
If g017.State = 1 And Multi = 0 Then
g017.Timerenabled = 1
Else
If g016.State = 1 And Multi = 0 Then
g016.Timerenabled = 1
Else
If g015.State = 1 And Multi = 0 Then
g015.Timerenabled = 1
Else
If g014.State = 1 And Multi = 0 Then
g014.Timerenabled = 1
Else
If g013.State = 1 And Multi = 0 Then
g013.Timerenabled = 1
Else
If g012.State = 1 And Multi = 0 Then
g012.Timerenabled = 1
Else
If g011.State = 1 And Multi = 0 Then
g011.Timerenabled = 1
Else
If g010.State = 1 And Multi = 0 Then
g010.Timerenabled = 1
Else
If g009.State = 1 And Multi = 0 Then
g009.Timerenabled = 1
Else
If g008.State = 1 And Multi = 0 Then
g008.Timerenabled = 1
Else
If g007.State = 1 And Multi = 0 Then
g007.Timerenabled = 1
Else
If g006.State = 1 And Multi = 0 Then
g006.Timerenabled = 1
Else
If g005.State = 1 And Multi = 0 Then
g005.Timerenabled = 1
Else
If g004.State = 1 And Multi = 0 Then
g004.Timerenabled = 1
Else
If g003.State = 1 And Multi = 0 Then
g003.Timerenabled = 1
Else
If g002.State = 1 And Multi = 0 Then
g002.Timerenabled = 1
Else
If g001.State = 1 And Multi = 0 Then
g001.Timerenabled = 1
Else
If g000.State = 1 And Multi = 0 Then
g000.Timerenabled = 1
Else
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
End Sub
Sub g022_Timer
AddScore(50000)
PlaySound "dring"
g022.State = 0
g021.Timerenabled = 1
g022.Timerenabled = 0
Uhigh
End Sub
Sub g021_Timer
AddScore(50000)
PlaySound "dring"
g021.State = 0
g020.Timerenabled = 1
g021.Timerenabled = 0
Uhigh
End Sub
Sub g020_Timer
AddScore(50000)
PlaySound "dring"
g020.State = 0
g019.Timerenabled = 1
g020.Timerenabled = 0
Uhigh
End Sub
Sub g019_Timer
AddScore(50000)
PlaySound "dring"
g019.State = 0
g018.Timerenabled = 1
g019.Timerenabled = 0
Uhigh
End Sub
Sub g018_Timer
AddScore(50000)
PlaySound "dring"
g018.State = 0
g017.Timerenabled = 1
g018.Timerenabled = 0
Uhigh
End Sub
Sub g017_Timer
AddScore(50000)
PlaySound "dring"
g017.State = 0
g016.Timerenabled = 1
g017.Timerenabled = 0
Uhigh
End Sub
Sub g016_Timer
AddScore(50000)
PlaySound "dring"
g016.State = 0
g015.Timerenabled = 1
g016.Timerenabled = 0
Uhigh
End Sub
Sub g015_Timer
AddScore(50000)
PlaySound "dring"
g015.State = 0
g014.Timerenabled = 1
g015.Timerenabled = 0
Uhigh
End Sub
Sub g014_Timer
AddScore(50000)
PlaySound "dring"
g014.State = 0
g013.Timerenabled = 1
g014.Timerenabled = 0
Uhigh
End Sub
Sub g013_Timer
AddScore(50000)
PlaySound "dring"
g013.State = 0
g012.Timerenabled = 1
g013.Timerenabled = 0
Uhigh
End Sub
Sub g012_Timer
AddScore(50000)
PlaySound "dring"
g012.State = 0
g011.Timerenabled = 1
g012.Timerenabled = 0
Uhigh
End Sub
Sub g011_Timer
AddScore(50000)
PlaySound "dring"
g011.State = 0
g010.Timerenabled = 1
g011.Timerenabled = 0
Uhigh
End Sub
Sub g010_Timer
AddScore(50000)
PlaySound "dring"
g010.State = 0
g009.Timerenabled = 1
g010.Timerenabled = 0
Uhigh
End Sub
Sub g009_Timer
AddScore(50000)
PlaySound "dring"
g009.State = 0
g008.Timerenabled = 1
g009.Timerenabled = 0
Uhigh
End Sub
Sub g008_Timer
AddScore(50000)
PlaySound "dring"
g008.State = 0
g007.Timerenabled = 1
g008.Timerenabled = 0
Uhigh
End Sub
Sub g007_Timer
AddScore(50000)
PlaySound "dring"
g007.State = 0
g006.Timerenabled = 1
g007.Timerenabled = 0
Uhigh
End Sub
Sub g006_Timer
AddScore(50000)
PlaySound "dring"
g006.State = 0
g005.Timerenabled = 1
g006.Timerenabled = 0
Uhigh
End Sub
Sub g005_Timer
AddScore(50000)
PlaySound "dring"
g005.State = 0
g004.Timerenabled = 1
g005.Timerenabled = 0
Uhigh
End Sub
Sub g004_Timer
AddScore(50000)
PlaySound "dring"
g004.State = 0
g003.Timerenabled = 1
g004.Timerenabled = 0
Uhigh
End Sub
Sub g003_Timer
AddScore(50000)
PlaySound "dring"
g003.State = 0
g002.Timerenabled = 1
g003.Timerenabled = 0
Uhigh
End Sub
Sub g002_Timer
AddScore(50000)
PlaySound "dring"
g002.State = 0
g001.Timerenabled = 1
g002.Timerenabled = 0
Uhigh
End Sub
Sub g001_Timer
AddScore(50000)
PlaySound "dring"
g001.State = 0
g000.Timerenabled = 1
g001.Timerenabled = 0
Uhigh
End Sub
Sub g000_Timer
PlaySound "dring"
AddScore(50000)
g000.State = 0
IsBonus = False
g000.Timerenabled = 0
AddBonus(0)
Uhigh
If BIP = 0 And tl1.State = 0 Then
Attract
End If
End Sub
Sub Uhigh
nscore = Score
If nscore > hscore Then
hscore = nscore
high.Text = FormatNumber(hscore, 0, -1, 0, -1)
If pass = 0 Then
Playsound "knocker"
pass = 1
End If
End If
End Sub
Dim credits
credits = 0
Sub Addcredits(creds) 'we also need to Dim Score in the beginning of script. all Variables should go in the beginning of script.
credits = credits + creds ' This adds your score + the points in the (Brackets) when something is hit & it contains AddScore(#)
coin.Text = FormatNumber(credits, 0, -1, 0, -1) 'this Displays the points added in scoretext.Text box on the backdrop
End Sub
Dim hpop
hpop = 33
Dim cko
cko = 100
Sub hitshield(shots)
hpop = hpop - shots
hits.text = FormatNumber(hpop, 0, -1, 0, -1)
End Sub
Sub hitbasket(clams)
cko = cko - clams
If Cko < 1 Then
cko = 100
Addscore(153210)
Playsound "DRNK"
animation.UpdateInterval = 8
animation.Play SeqRadarRightOn,20,1
BKO = 1
xob
End If
chits.text = FormatNumber(cko, 0, -1, 0, -1)
End Sub
Dim hscore
hscore = 3333333
Dim nscore
high.Text = FormatNumber(hscore, 0, -1, 0, -1)
Dim tilts
tilts = 0
Dim TTL
TTL = 1
Sub Splatoon3_KeyDown(ByVal keycode)
If keycode = AddCreditKey Then
Addcredits(.5)
PlaySound "fx_coin",0,1,AudioPan(Plunger),0.25,0,0,1,AudioFade(Plunger)
PlaySound "whosh"
End If
If keycode = StartGameKey and credits > .6 And BIG = 0 And IsBonus = False Then
PlaySound "crack"
Addcredits(-1)
NewGame()
End If
If keycode = PlungerKey Then
Plunger.PullBack
PlaySound "plungerpull"
PlaySound "chargec"
End If
If keycode = LeftFlipperKey And TTL = 0 And BIP > 0 And Multi = 0 Then
LeftFlipper.RotateToEnd
PlaySound SoundFX("fx_flipperup",DOFFlippers), 0, .67, AudioPan(LeftFlipper), 0.05,0,0,1,AudioFade(LeftFlipper)
LF1.RotateToEnd
llleft
End If
If keycode = RightFlipperKey And TTL = 0 And BIP > 0 And Multi = 0 Then
RightFlipper.RotateToEnd
PlaySound SoundFX("fx_flipperup",DOFFlippers), 0, .67, AudioPan(RightFlipper), 0.05,0,0,1,AudioFade(RightFlipper)
RF1.RotateToEnd
llright
End If
If keycode = LeftTiltKey Then
Nudge 90, 2
If BIP > 0 Then
tilts = tilts + 1
Timer1.Enabled = 1
End If
Tilt()
End If
If keycode = RightTiltKey Then
Nudge 270, 2
If BIP > 0 Then
tilts = tilts + 1
Timer1.Enabled = 1
End If
Tilt()
End If
If keycode = CenterTiltKey Then
Nudge 0, 2
If BIP > 0 Then
tilts = tilts + 1
Timer1.Enabled = 1
End If
Tilt()
End If
' Manual Ball Control
If keycode = 46 Then ' C Key
If EnableBallControl = 1 Then
EnableBallControl = 0
Else
EnableBallControl = 1
End If
End If
If EnableBallControl = 1 Then
If keycode = 48 Then ' B Key
If BCboost = 1 Then
BCboost = BCboostmulti
Else
BCboost = 1
End If
End If
If keycode = 203 Then BCleft = 1 ' Left Arrow
If keycode = 200 Then BCup = 1 ' Up Arrow
If keycode = 208 Then BCdown = 1 ' Down Arrow
If keycode = 205 Then BCright = 1 ' Right Arrow
End If
End Sub
Sub Timer1_Timer
If tilts > 0 Then
tilts = tilts - 1
Timer1.Enabled = 0
End If
End Sub
Sub TILT
If tilts = 3 Then
TTL = 1
PlaySound "error"
ScoreText.Text = "TILT!"
LightsOut()
jpo1.Enabled = False
jpo2.Enabled = False
R6.State = 0
R7.State = 0
R8.State = 0
R5.State = 0
R1.State = 0
R2.State = 0
R3.State = 0
R4.State = 0
DF1.RotateToStart
LeftFlipper.RotateToStart
RightFlipper.RotateToStart
RF1.RotateToStart
LF1.RotateToStart
g000.State = 0
IsBonus = False
g001.State = 0
g002.State = 0
g003.State = 0
g004.State = 0
g005.State = 0
g006.State = 0
g007.State = 0
g008.State = 0
g009.State = 0
g010.State = 0
g011.State = 0
g012.State = 0
g013.State = 0
g014.State = 0
g015.State = 0
g016.State = 0
g017.State = 0
g018.State = 0
g019.State = 0
g020.State = 0
g021.State = 0
g022.State = 0
Bonus = 0
AddBonus(0)
StopMusic()
End If
End Sub
Sub ball()
ba.Text = FormatNumber(BIG, 0, -1, 0, -1)
End Sub
Sub bali()
bap.Text = FormatNumber(BIP, 0, -1, 0, -1)
End Sub
Sub Splatoon3_KeyUp(ByVal keycode)
If keycode = PlungerKey Then
Plunger.Fire
PlaySound "plunger"
PlaySound "directc"
If BIP > 0 And ss = 1 And TTL = 0 Then
animation.UpdateInterval = 8
animation.Play SeqUpOn,75,0
End If
End If
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToStart
PlaySound SoundFX("fx_flipperdown",DOFFlippers), 0, 1, AudioPan(LeftFlipper), 0.05,0,0,1,AudioFade(LeftFlipper)
LF1.RotateToStart
End If
If keycode = RightFlipperKey Then
RightFlipper.RotateToStart
PlaySound SoundFX("fx_flipperdown",DOFFlippers), 0, 1, AudioPan(RightFlipper), 0.05,0,0,1,AudioFade(RightFlipper)
RF1.RotateToStart
End If
'Manual Ball Control
If EnableBallControl = 1 Then
If keycode = 203 Then BCleft = 0 ' Left Arrow
If keycode = 200 Then BCup = 0 ' Up Arrow
If keycode = 208 Then BCdown = 0 ' Down Arrow
If keycode = 205 Then BCright = 0 ' Right Arrow
End If
End Sub
Sub Drain_Hit()
PlaySound "drain",0,1,AudioPan(Drain),0.25,0,0,1,AudioFade(Drain)
PlaySound "DETH",0,1,AudioPan(Drain),0.25,0,0,1,AudioFade(Drain)
Drain.DestroyBall
BIP = BIP - 1
ball
bali
If BIP = 1 Then
Multi = 0
MultiBIP = False
multb.State = 0
SBonus
Bonus = 0
End If
If multb.State = 1 And BIP = 0 Then
jpo1.Enabled = True
jpo2.Enabled = True
jpo1.CreateBall
jpo2.CreateBall
BallRelease.CreateBall
BallRelease.Kick 90, 7
PlaySound SoundFX("ballrelease",DOFContactors), 0,1,AudioPan(BallRelease),0.25,0,0,1,AudioFade(BallRelease)
BIP = BIP + 3
bali
ball
Else