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- <name>New Button</name>
- <script>on mouseUp
- global turn
- if turn > 0 then
- set the lockScreen to true
- put " " into line 2 of field 1
- put " " into line 3 of field 1
- put " " into line 4 of field 1
- put " " into line 5 of field 1
- put " " into line 6 of field 1
- put "Crests Claimed: " into line 1 of field 2
- put "Crests Claimed: " into line 1 of field 3
- put "Opponents Unhorsed: " into line 2 of field 2
- put "Opponents Unhorsed: " into line 2 of field 3
- put "Lances Broken: " into line 3 of field 2
- put "Lances Broken: " into line 3 of field 3
- put "Lances Total: " into line 4 of field 3
- put "Lances Total: " into line 4 of field 2
- end if
-
- play "boing"
-
- global oppThudScore
- global turn
- global oppCrestScore
- global yourCrestScore
- global oppGoneFlag
- global youGoneFlag
- global youGoThud
- global oppGoesThud
- global oppLanceWin
- global youLanceWin
- global winLose
- If winLose = 1 then go Card 10
- If winLose = 0 then go to card 2
- end mouseUp
- </script>
- </part>
- <name></name>
- <script>On openBackground
- end openBackground
-
- On giveResults
- global oppAim
- global oppLanceFlag
- global yourLanceFlag
- global yourLances
- global oppLances
- global oppMissFlag
- global yourMissFlag
- global youThud
- global compThud
- global attacker
- global oppHitBarrier
- global youHitBarrier
- global oppHitHorse
- global youHitHorse
- global aFlag
- global hitYourCrest
- global hitOppCrest
- global yourThudScore
- global oppThudScore
- global oppCrestScore
- global yourCrestScore
- global oppGoneFlag
- global youGoneFlag
- global x
- global oppGoesThud
- global youGoThud
- global oldOppLances
- global oldYourLances
- global oppLanceWin
- global youLanceWin
- global winLose
- global check
- global oppcheck
- global youBrokeScore
- global oppBrokeScore
- -- Where opponent is aiming
- If oppAim =1 then put "Crest of Helm" into line two of field 1
- If oppAim =2 then put "Helm" into line two of field 1
- If oppAim =3 then put "Throat Gorget" into line two of field 1
- If oppAim =4 then put "Dexter Chief" into line two of field 1
- If oppAim =5 then put "Chief Pale" into line two of field 1
- If oppAim =6 then put "Sinister Chief" into line two of field 1
- If oppAim =7 then put "Dexter Fess" into line two of field 1
- If oppAim =8 then put "Fess Pale" into line two of field 1
- If oppAim =9 then put "Sinister Fess" into line two of field 1
- If oppAim =10 then put "Shield Base" into line two of field 1
- -- Opponent breaks lance
- if oppLanceFlag=1 then
- put "He Broke Lance!" into line three of field 1
- put 0 into oppLanceFlag
- end if
- -- You break lance
- if yourLanceFlag=1 then
- put "You Broke Lance!" into line five of field 1
- put 0 into yourLanceFlag
- end if
- -- Opponent Misses
- If oppMissFlag=1 then
- put "He Missed!" into line three of field 1
- put 0 into oppMissFlag
- end if
- -- You Miss
- If yourMissFlag=1 then
- put "You Missed!" into line five of field 1
- put 0 into yourMissflag
- end if
- -- Unhorsing
- If youThud = 1 then
- put "He Unhorsed You!" into line 4 of field 1
- put 0 into youThud
- add 1 to oppThudScore
- put "Opponents Unhorsed: "&oppThudScore into line 2 of field 2
- put 1 into youGoThud
- put 1 into winLose
- end if
- If compThud = 1 then
- put "You Unhorsed Him!" into line 6 of field 1
- put 0 into compThud
- add 1 to yourThudScore
- put "Opponents Unhorsed: "&yourThudScore into line 2 of field 3
- put 1 into oppGoesThud
- put 1 into winLose
- end if
- -- Foul
- If oppHitBarrier = 1 then
- put "FOUL! Opponent Hits Wall" into line 4 of field 1
- put 0 into oppHitBarrier
- put oppLances - 1 into oppLances
- end if
- If oppHitHorse = 1 then
- put "FOUL! Opponent Hits Horse!" into line 4 of field 1
- put 0 into oppHitHorse
- put 1 into oppGoneFlag
- put 1 into winLose
- end if
- If youHitBarrier = 1 then
- put "FOUL! You Hit Wall" into line 6 of field 1
- put 0 into youHitBarrier
- put yourLances - 1 into yourLances
- end if
- If youHitHorse = 1 then
- put "FOUL! You Hit Horse!" into line 6 of field 1
- put 0 into youHitHorse
- put 1 into youGoneFlag
- put 1 into winLose
- end if
- -- Crests
- If hitYourCrest = 1 then
- put "HE TORE YOUR CREST!!!" into line 4 of field 1
- add 1 to oppCrestScore
- put 0 into hitYourCrest
- end if
- If hitOppCrest = 1 then
- put "YOU TORE HIS CREST!!" into line 6 of field 1
- add 1 to yourCrestScore
- put 0 into hitOppCrest
- end if
- set the lockScreen to true
- put "Crests Claimed: "&oppCrestScore into line 1 of field 2
- put "Crests Claimed: "&yourCrestScore into line 1 of field 3
- put "Opponents Unhorsed: "&yourThudScore into line 2 of field 3
- put "Opponents Unhorsed: "&oppThudScore into line 2 of field 2
- put "Lances Broken: "&oppBrokeScore into line 3 of field 2
- put "Lances Broken: "&youBrokeScore into line 3 of field 3
- put "Lances Total: "&yourLances into line 4 of field 3
- put "Lances Total: "&oppLances into line 4 of field 2
- if oppBrokeScore = 3 then put 1 into oppLanceWin
- if youBrokeScore = 3 then put 1 into youLanceWin
-
- End giveResults
-
-
-
- On lanceHit
- global aFlag
- global eFlag
- global attacker
- global oppLances
- global YourLances
- global oppLanceFlag
- global yourLanceFlag
- global oppLanceWin
- global youLanceWin
- global check
- global oppCheck
- global youBrokeScore
- global oppBrokeScore
- global winlose
- If eFlag =1 then maybeFall
- If attacker = 1 then
- put 1 into oppLanceFlag
- add 1 to oppLances
- add 1 to oppcheck
- add 1 to oppBrokeScore
- if oppcheck = 3 then
- put 1 into winLose
- put 0 into oppcheck
- put 0 into check
- end if
- end if
- if attacker = 2 then
- put 1 into yourLanceFlag
- add 1 to yourLances
- add 1 to check
- add 1 to youBrokeScore
- if check = 3 then
- put 1 into winLose
- put 0 into check
- put 0 into oppcheck
- end if
- end if
-
- put 0 into eFlag
- If aFlag = 1 then maybeCrest
- End lanceHit
-
- On miss
- global dFlag
- global attacker
- global oppMissFlag
- global yourMissFlag
- if attacker = 1 then put 1 into oppMissFlag
- if attacker = 2 then put 1 into yourMissFlag
- if dFlag = 1 then maybefoul
- end Miss
-
- On dice
- global roll
- Put the random of 20 into roll
- End dice
-
- on maybeFall
- dice
- global eFlag
- global roll
- global compThud
- global youThud
- global attacker
- global yourLanceFlag
- global oppLanceFlag
- If (eFlag = 1) and (attacker = 1) then
- if roll <=6 then put 1 into youThud
- end if
- If (eFlag = 1) and (attacker = 2) then
- if roll <=6 then put 1 into compThud
- end if
- put 0 into eFlag
- end maybeFall
-
- on maybeFoul
- global dFlag
- global roll
- global attacker
- global oppHitBarrier
- global youHitBarrier
- global oppHitHorse
- global youHitHorse
- put 0 into dFlag
- dice
- If attacker = 1 and roll <=5 then
- put 1 into oppHitBarrier
- end if
- if attacker = 1 and roll >5 and roll <9 then
- put 1 into oppHitHorse
- end if
- If attacker = 2 and roll <=5 then
- put 1 into youHitBarrier
- end if
- if attacker = 2 and roll >6 and roll <9 then
- put 1 into youHitHorse
- end if
- end maybeFoul
-
- On maybeCrest
- global aFlag
- global hitYourCrest
- global hitOppCrest
- global attacker
- global roll
- put 0 into aFlag
- dice
- If attacker = 1 and roll <6 then put 1 into hitYourCrest
- If attacker = 2 and roll <6 then put 1 into hitOppCrest
- end maybeCrest
-
- --******************************************
- On lrCRT
- global attacker
- global CRTdefense
- global CRToffense
- global defense
- global oppDefense
- global aimPoint
- global eFlag
- global dFlag
- global roll
- global tempCompScore
- global tempYouScore
- global tempCompMiss
- global tempYouMiss
- global oppAim
- put 0 into dFlag
- put 0 into eFlag
- If attacker = 1 then
- put defense-20 into CRTdefense
- put oppAim into CRToffense
- end if
- If attacker = 2 then
- put oppDefense into CRTdefense
- put aimPoint-1 into CRToffense
- end if
- If CRToffense = 1 then
- dice
- if roll >= 19 then lanceHit else miss
- end if
- If CRToffense = 2 then
- dice
- put 1 into dFlag
- if roll >= 18 then lanceHit else miss
- put 0 into dFlag
- end if
- If CRToffense = 3 then
- dice
- put 1 into dFlag
- if roll >= 17 then lanceHit else miss
- put 0 into dFlag
- end if
- If CRToffense = 4 then
- dice
- if roll >= 6 then lanceHit else miss
- end if
- If CRToffense = 5 then
- dice
- if roll >= 11 then lanceHit else miss
- end if
- If CRToffense = 6 then
- dice
- put 1 into dFlag
- if roll >= 19 then lanceHit else miss
- put 0 into dFlag
- end if
- If CRToffense = 7 then
- dice
- put 1 into eFlag
- if roll >= 9 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 8 then
- dice
- if roll >= 11 then lanceHit else miss
- end if
- If CRToffense = 9 then
- dice
- put 1 into dFlag
- if roll >= 17 then lanceHit else miss
- put 0 into dFlag
- end if
- If CRToffense = 10 then
- dice
- put 1 into dFlag
- if roll >= 13 then lanceHit else miss
- put 0 into dFlag
- end if
- End lrCRT
- --**********************************************
-
- --**********************************************
- On llCRT
- global attacker
- global CRTdefense
- global CRToffense
- global defense
- global oppDefense
- global aimPoint
- global eFlag
- global dFlag
- global roll
- global tempCompScore
- global tempYouScore
- global tempCompMiss
- global tempYouMiss
- global oppAim
- put 0 into dFlag
- put 0 into eFlag
- If attacker = 1 then
- put defense-20 into CRTdefense
- put oppAim into CRToffense
- end if
- If attacker = 2 then
- put oppDefense into CRTdefense
- put aimPoint-1 into CRToffense
- end if
- If CRToffense = 1 then
- dice
- if roll >= 15 then lanceHit else miss
- end if
- If CRToffense = 2 then
- dice
- put 1 into eFlag
- if roll >= 13 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 3 then
- dice
- if roll >= 13 then lanceHit else miss
- end if
- If CRToffense = 4 then
- dice
- put 1 into dFlag
- if roll >= 17 then lanceHit else miss
- put 0 into dFlag
- end if
- If CRToffense = 5 then
- dice
- if roll >= 9 then lanceHit else miss
- end if
- If CRToffense = 6 then
- dice
- if roll >= 7 then lanceHit else miss
- end if
- If CRToffense = 7 then
- dice
- put 1 into dFlag
- if roll >= 15 then lanceHit else miss
- put 0 into dFlag
- end if
- If CRToffense = 8 then
- dice
- if roll >= 6 then lanceHit else miss
- end if
- If CRToffense = 9 then
- dice
- put 1 into eFlag
- if roll >= 8 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 10 then
- dice
- put 1 into eFlag
- if roll >= 4 then lanceHit else miss
- put 0 into eFlag
- end if
- End llCRT
- --**********************************************
-
- --**********************************************
- On ssCRT
- global attacker
- global CRTdefense
- global CRToffense
- global defense
- global oppDefense
- global aimPoint
- global aFlag
- global eFlag
- global dFlag
- global roll
- global tempCompScore
- global tempYouScore
- global tempCompMiss
- global tempYouMiss
- global oppAim
- put 0 into aFlag
- put 0 into dFlag
- put 0 into eFlag
- If attacker = 1 then
- put defense-20 into CRTdefense
- put oppAim into CRToffense
- end if
- If attacker = 2 then
- put oppDefense into CRTdefense
- put aimPoint-1 into CRToffense
- end if
- If CRToffense = 1 then
- dice
- put 1 into aFlag
- if roll >= 13 then lanceHit else miss
- put 0 into aFlag
- end if
- If CRToffense = 2 then
- dice
- put 1 into eFlag
- if roll >= 11 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 3 then
- dice
- if roll >= 11 then lanceHit else miss
- end if
- If CRToffense = 4 then
- dice
- if roll >= 6 then lanceHit else miss
- end if
- If CRToffense = 5 then
- dice
- put 1 into eFlag
- if roll >= 6 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 6 then
- dice
- if roll >= 9 then lanceHit else miss
- end if
- If CRToffense = 7 then
- dice
- if roll >= 5 then lanceHit else miss
- end if
- If CRToffense = 8 then
- dice
- put 1 into eFlag
- if roll >= 3 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 9 then
- dice
- put 1 into eFlag
- if roll >= 11 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 10 then
- dice
- if roll >= 6 then lanceHit else miss
- end if
- End ssCRT
- --**********************************************
-
- --**********************************************
- On shCRT
- global attacker
- global CRTdefense
- global CRToffense
- global defense
- global oppDefense
- global aimPoint
- global eFlag
- global dFlag
- global roll
- global tempCompScore
- global tempYouScore
- global tempCompMiss
- global tempYouMiss
- global oppAim
- put 0 into dFlag
- put 0 into eFlag
- If attacker = 1 then
- put defense-20 into CRTdefense
- put oppAim into CRToffense
- end if
- If attacker = 2 then
- put oppDefense into CRTdefense
- put aimPoint-1 into CRToffense
- end if
- If CRToffense = 1 then
- dice
- if roll >= 17 then lanceHit else miss
- end if
- If CRToffense = 2 then
- dice
- if roll >= 15 then lanceHit else miss
- end if
- If CRToffense = 3 then
- dice
- if roll >= 17 then lanceHit else miss
- end if
- If CRToffense = 4 then
- dice
- if roll >= 6 then lanceHit else miss
- end if
- If CRToffense = 5 then
- dice
- if roll >= 9 then lanceHit else miss
- end if
- If CRToffense = 6 then
- dice
- if roll >= 13 then lanceHit else miss
- end if
- If CRToffense = 7 then
- dice
- if roll >= 9 then lanceHit else miss
- end if
- If CRToffense = 8 then
- dice
- if roll >= 6 then lanceHit else miss
- end if
- If CRToffense = 9 then
- dice
- if roll >= 11 then lanceHit else miss
- end if
- If CRToffense = 10 then
- dice
- put 1 into eFlag
- if roll >= 3 then lanceHit else miss
- put 0 into eFlag
- end if
- End shCRT
- --**********************************************
-
- --**********************************************
- On slCRT
- global attacker
- global CRTdefense
- global CRToffense
- global defense
- global oppDefense
- global aimPoint
- global aFlag
- global eFlag
- global dFlag
- global roll
- global tempCompScore
- global tempYouScore
- global tempCompMiss
- global tempYouMiss
- global oppAim
- put 0 into aFlag
- put 0 into dFlag
- put 0 into eFlag
- If attacker = 1 then
- put defense-20 into CRTdefense
- put oppAim into CRToffense
- end if
- If attacker = 2 then
- put oppDefense into CRTdefense
- put aimPoint-1 into CRToffense
- end if
- If CRToffense = 1 then
- dice
- put 1 into aFlag
- if roll >= 11 then lanceHit else miss
- put 0 into aFlag
- end if
- If CRToffense = 2 then
- dice
- put 1 into eFlag
- if roll >= 13 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 3 then
- dice
- put 1 into eFlag
- if roll >= 15 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 4 then
- dice
- if roll >= 15 then lanceHit else miss
- end if
- If CRToffense = 5 then
- dice
- put 1 into eFlag
- if roll >= 6 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 6 then
- dice
- if roll >= 11 then lanceHit else miss
- end if
- If CRToffense = 7 then
- dice
- if roll >= 5 then lanceHit else miss
- end if
- If CRToffense = 8 then
- dice
- if roll >= 9 then lanceHit else miss
- end if
- If CRToffense = 9 then
- dice
- if roll >= 13 then lanceHit else miss
- end if
- If CRToffense = 10 then
- dice
- if roll >= 11 then lanceHit else miss
- end if
- End slCRT
- --**********************************************
-
- --**********************************************
- On lhCRT
- global attacker
- global CRTdefense
- global CRToffense
- global defense
- global oppDefense
- global aimPoint
- global eFlag
- global dFlag
- global roll
- global tempCompScore
- global tempYouScore
- global tempCompMiss
- global tempYouMiss
- global oppAim
- put 0 into dFlag
- put 0 into eFlag
- If attacker = 1 then
- put defense-20 into CRTdefense
- put oppAim into CRToffense
- end if
- If attacker = 2 then
- put oppDefense into CRTdefense
- put aimPoint-1 into CRToffense
- end if
- If CRToffense = 1 then
- dice
- if roll >= 19 then lanceHit else miss
- end if
- If CRToffense = 2 then
- dice
- if roll >= 16 then lanceHit else miss
- end if
- If CRToffense = 3 then
- dice
- if roll >= 16 then lanceHit else miss
- end if
- If CRToffense = 4 then
- dice
- if roll >= 9 then lanceHit else miss
- end if
- If CRToffense = 5 then
- dice
- put 1 into eFlag
- if roll >= 6 then lanceHit else miss
- put 0 into eFlag
- end if
- If CRToffense = 6 then
- dice
- if roll >= 13 then lanceHit else miss
- end if
- If CRToffense = 7 then
- dice
- if roll >= 9 then lanceHit else miss
- end if
- If CRToffense = 8 then
- dice
- if roll >= 5 then lanceHit else miss
- end if
- If CRToffense = 9 then
- dice
- if roll >= 11 then lanceHit else miss
- end if
- If CRToffense = 10 then
- dice
- if roll >= 11 then lanceHit else miss
- end if
- End lhCRT
- --**********************************************
-
-
-
-
-
-
-
- </script>
- </background>
-