=|=
<img src="https://fergus-coyle.neocities.org/img_2352-edited.jpeg" alt="Cowboy" width="325">
=||=
(font:"courier")+(text-size:2)+(align:"=><=")+(box:"X")+(text-style:"expand")
[A SHOT IN THE HAND]{
}(font:"courier")+(text-size:1.2)+(align:"=><=")+(box:"X")[A short quest
by Fergus Coyle]
(align:"=><=")[[[START|INTRO]]{
}(if: $replay is true)[
|tooltip>[(link: 'NEW GAME+')[
(set: $locations = it + (a: "Saloon Doors"))
(set: $location_tags = it + (a: "Across the doors is painted: '//LEAD SALOON//'"))
(set: $playerLocation = "Saloon Doors")
(set: $bulletCount = 1)
(go-to: 'Saloon Doors')]|tooltiptext>[Start with a bullet already loaded]]]]
|==|=|=
<img src="https://fergus-coyle.neocities.org/img_2352-edited.jpeg" alt="Cowboy" width="325">
=||=
If you had a name once, it was lost along with your tongue.
These days, with the wild west getting more and more treacherous, your old six-shot revolver says everything you need.
Thing is, a long road of blood and dust behind you has left your revolver empty.
Before you lies a saloon: an opportunity to fill up on bullets and wet your parched throat with a stiff drink.
{
(set: $locations = it + (a: "Saloon Doors"))
(set: $location_tags = it + (a: "Across the doors is painted: '//LEAD SALOON//'"))
}
[(text-colour:red)[***MOVE TO...***]]<mv|
(click-rerun: ?mv)[(text-size: 0.75)+(text-color: #A6A6A6)[//Hover over Locations to see what's there at a glance://]
(set: $temp_counter = 1)(for: each _temp, ...$locations)[|tooltip>[(font: "courier")[//(link: _temp)[(set: $playerLocation = _temp)(go-to: _temp)]//]|tooltiptext>[(print: $location_tags's ($temp_counter))]](set: $temp_counter = it + 1)](set: $location_tags = (a: "The doors rattle gently in the wind"))]
|==|
{(display: 'Violent Check')
}(if: $counter is -1)[You enter the saloon. {
}(set: $counter = it + 1){
}(set: $locations = it + (a: "Bar", "Small Table", "Large Table", "Piano")){
}(set: $location_tags = it + (a:
"$barkeeper_text_default",
"A $bjman_text_default",
"$sheriff_text_default \n $prisoner_text_default",
"$deputy_text_default")){
}
](else:)[{
}(if: $sheriff_state is "greeted"
and $sheriff_offered
and $sheriff_offer_taken)[$sheriff_name watches you eagerly.
]You stand at the doors of the saloon: the world outside just one step and a push away.{
}(set: $locations = it + (a: "Outside")){
}(set: $location_tags = it + (a: "A gentle wind whistles from outside the Saloon"))
]
=|=
[(text-colour:red)[***MOVE TO***]]<mv|
(text-size: 0.75)+(text-color: #A6A6A6)[//...//]
//(text-size: 0.85)+(click-rerun: ?mv)[(set: $temp_counter = 1)(for: each _temp, ...$locations)[|tooltip>[(if: _temp is $playerLocation)[](else:)[(font: "courier")[(link: _temp)[(set: $locations = it - (a: "Outside"))(set: $location_tags = it - (a: "A gentle wind whistles from outside the Saloon"))(set: $location_tags's (2) = "$barkeeper_name polishes a glass")(set: $playerLocation = _temp)(go-to: _temp)]]]|tooltiptext>[(print: $location_tags's ($temp_counter))]](set: $temp_counter = it + 1)(if: _temp is not $playerLocation)[
]]]//
=|=
[(text-colour:red)[***AIM GUN AT***]]<aim|
(text-size: 0.75)+(text-color: #A6A6A6)[//...//]
//(text-size: 0.85)+(click-rerun: ?aim)[(if: $targets's length is 0)[No targets](else:)[(for: each _temp, ...$targets)[(for: each _temp2, ...$targets_array)[(if: _temp is (substring: _temp2, 1, 3))[(font: "courier")[|tooltip>[(link: (substring: _temp2, 4, 200))[(set: $locations = it - (a: "Outside"))(set: $location_tags = it - (a: "A gentle wind whistles from outside the Saloon"))(go-to: "Aim " + _temp)]]
]]]]]]//
=|=
(if: $bulletCount > 0)[(text-colour:red)[***SHOOT GUN AT***]<sht|
(text-size: 0.75)+(text-color: #A6A6A6)[//Bullets: $bulletCount//]
//(text-size: 0.85)+(click-rerun: ?sht)[(if: $targets's length is 0)[No targets](else:)[(for: each _temp, ...$targets)[(for: each _temp2, ...$targets_array)[(if: _temp is (substring: _temp2, 1, 3))[(font: "courier")[|tooltip>[(link: (substring: _temp2, 4, 200))[(set: $locations = it - (a: "Outside"))(set: $location_tags = it - (a: "A gentle wind whistles from outside the Saloon"))(go-to: "Shoot " + _temp)]]
]]]]]]//](else:)[(text-colour:gray)[***SHOOT GUN AT...***]
(text-size: 0.75)[//Bullets: $bulletCount//]]
|==|(if: $firstAim is true)[As if God //snapped// His fingers your revolver is in hand, cocked, and you're already squeezing the trigger. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. //BLAM//.]
You shoot and kill $barkeeper_name.
{
(set: $targets = it - (a: $barkeeper_ID))
(set: $barkeeper_state = 'dead')
(set: $bulletCount = it - 1)
(set: $location_tags's (2) = $barkeeper_text_dead)
(if: $bjman_state is not 'dead')[{
(if: $bjman_bullets > 0)[(set: $bjman_state = 'violent')]
(else:)[(set: $bjman_state = 'defensive')]}]
}
(display: 'Violent Check ACTION'){
(set: $playerAim = $barkeeper_ID)
(set: $barkeeper_state = "defensive")
(set: $location_tags's (2) = $barkeeper_text_defensive)
(if: $bjman_state is not 'dead')[
(if: $bjman_bullets > 0)[
(set: $bjman_state = 'violent')
(set: $location_tags's (3) = $bjman_text_violent)]
(else:)[{
(set: $bjman_state = 'defensive')
(set: $location_tags's (3) = $bjman_text_defensive)]]
}(if: $playerLocation is $barkeeper_location)[As if God //snapped// His fingers, your revolver is in hand: hammer pulled back and barrel aimed true, between the eyes of $barkeeper_name.
She doesn't flinch.
|dialogue>["It's simpler to spend the bullet on a drink, you know."]
]{
}(else-if: $playerLocation is not $barkeeper_location)[As if God //snapped// His fingers, your revolver is in hand: hammer pulled back and barrel aimed at $barkeeper_name.
She looks up at the //click// but quickly returns to polishing a glass.
]
(display: 'Violent Check ACTION')(set: $firstAim = false)<!--INIT-->
(set: $targets = (a:))
(set: $showTargets = false)
(set: $playerLocation = "Outside")
(set: $playerLocationPrev = "")
(set: $locations = (a:))
(set: $location_tags = (a:))
(set: $bulletCount = 0)
(set: $counter = -1)
(set: $playerAim = "")
(set: $firstAim = true)
(set: $hasDrunk = false)
(set: $justDrank = false)
(set: $hideFooter = false)
<!--CARD SHARK-->
(display: "Card Shark")
<!--BARKEEPER-->
(display: "Barkeeper")
<!--SHERIFF-->
(display: "Sheriff")
<!--Prisoner-->
(display: "Prisoner")
<!--Deputy-->
(display: "Deputy")
<!--TARGETS-->
(display: "Set Targets")
(set: $targets = (a: $barkeeper_ID, $bjman_ID, $sheriff_ID, $prisoner_ID, $deputy_ID))
<!--BLACKJACK GAME-->
(set: $deck = (a:
"(text-colour: #212529)[2 ♠
♠
♠
♠ 2]",
"(text-colour: #212529)[3 ♠
♠
♠
♠
♠ 3]",
"(text-colour: #212529)[4 ♠
♠
♠ ♠
♠
♠ 4]",
"(text-colour: #212529)[5 ♠
♠ ♠
♠
♠ ♠
♠ 5]",
"(text-colour: #212529)[6 ♠
♠ ♠
♠ ♠
♠ ♠
♠ 6]",
"(text-colour: #212529)[7 ♠
♠ ♠
♠ ♠ ♠
♠ ♠
♠ 7]",
"(text-colour: #212529)[8 ♠
♠ ♠ ♠
♠ ♠
♠ ♠ ♠
♠ 8]",
"(text-colour: #212529)[9 ♠
♠ ♠ ♠
♠ ♠ ♠
♠ ♠ ♠
♠ 9]",
"(text-colour: #212529)[10♠
♠ ♠ ♠
♠ ♠ ♠ ♠
♠ ♠ ♠
♠10]",
"(text-colour: #212529)[J ♠
(text-size: 3)[❡] {
} ♠ J]",
"(text-colour: #212529)[Q ♠
(text-size: 3)[♕] {
} ♠ Q]",
"(text-colour: #212529)[K ♠
(text-size: 3)[♚] {
} ♠ K]",
"(text-colour: #212529)[A ♠
(text-size: 3)[♠] {
} ♠ A]",
"(text-colour: #ff0000)[2 ♥
♥
♥
♥ 2]",
"(text-colour: #ff0000)[3 ♥
♥
♥
♥
♥ 3]",
"(text-colour: #ff0000)[4 ♥
♥
♥ ♥
♥
♥ 4]",
"(text-colour: #ff0000)[5 ♥
♥ ♥
♥
♥ ♥
♥ 5]",
"(text-colour: #ff0000)[6 ♥
♥ ♥
♥ ♥
♥ ♥
♥ 6]",
"(text-colour: #ff0000)[7 ♥
♥ ♥
♥ ♥ ♥
♥ ♥
♥ 7]",
"(text-colour: #ff0000)[8 ♥
♥ ♥ ♥
♥ ♥
♥ ♥ ♥
♥ 8]",
"(text-colour: #ff0000)[9 ♥
♥ ♥ ♥
♥ ♥ ♥
♥ ♥ ♥
♥ 9]",
"(text-colour: #ff0000)[10♥
♥ ♥ ♥
♥ ♥ ♥ ♥
♥ ♥ ♥
♥10]",
"(text-colour: #ff0000)[J ♥
(text-size: 3)[❡] {
} ♥ J]",
"(text-colour: #ff0000)[Q ♥
(text-size: 3)[♕] {
} ♥ Q]",
"(text-colour: #ff0000)[K ♥
(text-size: 3)[♚] {
} ♥ K]",
"(text-colour: #ff0000)[A ♥
(text-size: 3)[♥] {
} ♥ A]",
"(text-colour: #212529)[2 ♣
♣
♣
♣ 2]",
"(text-colour: #212529)[3 ♣
♣
♣
♣
♣ 3]",
"(text-colour: #212529)[4 ♣
♣
♣ ♣
♣
♣ 4]",
"(text-colour: #212529)[5 ♣
♣ ♣
♣
♣ ♣
♣ 5]",
"(text-colour: #212529)[6 ♣
♣ ♣
♣ ♣
♣ ♣
♣ 6]",
"(text-colour: #212529)[7 ♣
♣ ♣
♣ ♣ ♣
♣ ♣
♣ 7]",
"(text-colour: #212529)[8 ♣
♣ ♣ ♣
♣ ♣
♣ ♣ ♣
♣ 8]",
"(text-colour: #212529)[9 ♣
♣ ♣ ♣
♣ ♣ ♣
♣ ♣ ♣
♣ 9]",
"(text-colour: #212529)[10♣
♣ ♣ ♣
♣ ♣ ♣ ♣
♣ ♣ ♣
♣10]",
"(text-colour: #212529)[J ♣
(text-size: 3)[❡] {
} ♣ J]",
"(text-colour: #212529)[Q ♣
(text-size: 3)[♕] {
} ♣ Q]",
"(text-colour: #212529)[K ♣
(text-size: 3)[♚] {
} ♣ K]",
"(text-colour: #212529)[A ♣
(text-size: 3)[♣] {
} ♣ A]",
"(text-colour: #ff0000)[2 ♦
♦
♦
♦ 2]",
"(text-colour: #ff0000)[3 ♦
♦
♦
♦
♦ 3]",
"(text-colour: #ff0000)[4 ♦
♦
♦ ♦
♦
♦ 4]",
"(text-colour: #ff0000)[5 ♦
♦ ♦
♦
♦ ♦
♦ 5]",
"(text-colour: #ff0000)[6 ♦
♦ ♦
♦ ♦
♦ ♦
♦ 6]",
"(text-colour: #ff0000)[7 ♦
♦ ♦
♦ ♦ ♦
♦ ♦
♦ 7]",
"(text-colour: #ff0000)[8 ♦
♦ ♦ ♦
♦ ♦
♦ ♦ ♦
♦ 8]",
"(text-colour: #ff0000)[9 ♦
♦ ♦ ♦
♦ ♦ ♦
♦ ♦ ♦
♦ 9]",
"(text-colour: #ff0000)[10♦
♦ ♦ ♦
♦ ♦ ♦ ♦
♦ ♦ ♦
♦10]",
"(text-colour: #ff0000)[J ♦
(text-size: 3)[❡] {
} ♦ J]",
"(text-colour: #ff0000)[Q ♦
(text-size: 3)[♕] {
} ♦ Q]",
"(text-colour: #ff0000)[K ♦
(text-size: 3)[♚] {
} ♦ K]",
"(text-colour: #ff0000)[A ♦
(text-size: 3)[♦] {
} ♦ A]"))
(set: $playerCards = (a:))
(set: $playerTotal = 0)
(set: $bust = false)
(set: $playerBlackjack = false)
(set: $bustText = "")
(set: $opponentCards = (a:))
(set: $opponentTotal = 0)
(set: $opponentBust = false)
(set: $opponentBustText = "")
(set: $drawText = "DRAW CARD")
(go-to: "HOME SCREEN"){
(display: 'Violent Check')
(display: 'Sheriff Dialogue')
(display: 'Prisoner Dialogue')
}(if: $sheriff_state is 'default' and $prisoner_state is 'default')[{
(set: $sheriff_state = 'greeted', $prisoner_state = 'greeted')
}
(link: "***WAIT A MOMENT***")[(go-to: 'Large Table')]]{
}(else-if: $sheriff_state is 'greeted'
and $prisoner_state is 'greeted'
and $sheriff_offered
and not $sheriff_offer_taken)[
(if: $bulletCount < 6)[{
}(link: "***ACCEPT*** //(+1 Bullet)//")[{
}(set: $sheriff_bullets = it - 1){
}(set: $sheriff_offer_taken = true){
}(set: $bulletCount = it + 1){
}(go-to: 'Large Table')]]
(else:)[(color: grey)[***ACCEPT*** //(+1 Bullet)//]]]
(display: 'FOOTER')(if: $firstAim is true)[As if God //snapped// His fingers your revolver is in hand, cocked, and you're already squeezing the trigger. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. //BLAM//.]
You shoot and send $bjman_name tumbling over her chair. Dead.
{
(set: $targets = it - (a: $bjman_ID))
(set: $bjman_state = 'dead')
(set: $bulletCount = it - 1)
(set: $location_tags's (3) = $bjman_text_dead)
(if: $barkeeper_state is not 'dead')[
(set: $barkeeper_state = 'violent')
(set: $location_tags's (2) = $barkeeper_text_violent)]
}
(display: 'Violent Check ACTION'){
(if: $bjman_state is 'violent')[(go-to: 'Kill Player 003')]
(set: $location_tags's (3) = $bjman_text_defensive)
(set: $playerAim = $bjman_ID)
}(if: $firstAim is true)[As if God //snapped// His fingers, your revolver is in hand: hammer pulled back and barrel aimed at $bjman_name. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. Your revolver is cocked and aimed at $bjman_name.]
(if: $playerLocation is $bjman_location
and $bjman_bullets > 0
and $bjman_deathGame is 0)[{
}Her eyes bulge as they focus on the barrel of your revolver.
She flicks her eyes up to yours and a smile cracks across her face.
|dialogue>["How's about a game of cards,"] $bjman_name asks. |dialogue>["To the **death**?"]
(link: '***PLAY*** //(To The Death)//')[(go-to: 'Death Blackjack')]
]{
}(else-if: $playerLocation is $bjman_location
and $bjman_deathGame is 1)[{
}$bjman_name does not flinch.
|dialogue>["Get on with it then,"] she says, taking a relaxed sip of whiskey.]{
}(else:)[{
}She watches you closely, a hand resting on her own revolver.
]
(display: 'Violent Check ACTION'){(display: 'Violent Check')
}(if: $sheriff_state is "greeted"
and $sheriff_offered
and $sheriff_offer_taken)[$sheriff_name watches your every step.
]{
}(if: $barkeeper_state is "default")[{
(set: $barkeeper_state = "greeted")
(set: $location_tags's (2) = $barkeeper_text_greeted)
}|dialogue>["Howdy,"] says $barkeeper_name. |dialogue>["Seems to me that jaw of yours ain't much for flapping, so I'll clue you in: money's no good here."] She pulls a bullet from her pocket and holds it up.
|dialogue>["You pass me a shot a' lead, I pass you a shot a' whiskey."]
She slips the bullet back into her pocket.
(display: 'BarDrink')]{
}(else-if: $barkeeper_state is "greeted")[(display: 'BarDrinkPopup'){
}(display: 'BarAnecdote')
(display: 'BarDrink')]{
}(else-if: $barkeeper_state is "defensive")[(display: 'BarDrinkPopup'){
}|dialogue>["So you drinking or not?"] says $barkeeper_name.
(display: 'BarDrink')]{
}(else-if: $barkeeper_state is "violent")[(display: 'BarDrinkPopup'){
}|dialogue>["Don't suppose it crossed your(if: $hasDrunk)[ drunken] mind that old Lucille has to clean up all that blood."] {
(set: $barkeeper_name = $barkeeper_fullname)
(display: 'Set Targets')
}says $barkeeper_name.
|dialogue>["For that, I'm chargin' double. Two bullets for a whiskey,"] says $barkeeper_name.
(display: 'BarDrink')]{
}(else-if: $barkeeper_state is "dead")[$barkeeper_name's body lies crumpled behind the bar.
(link: "***LOOT $barkeeper_name*** //(+$barkeeper_bullets Bullets)//")[
(set: $bulletCountPrev = $bulletCount)
(set: $bulletCount = it + $barkeeper_bullets)
(if: $bulletCount > 6)[
(set: $barkeeper_bullets = $bulletCount - 6, )
(set: $bulletCount = 6)]
(else:)[
(set: $barkeeper_bullets = it - ($bulletCount - $bulletCountPrev))
(go-to: 'Bar')]]]
(display: 'FOOTER')The dirt road lays before you.{
}(if: $barkeeper_state is 'dead'
and $bjman_state is 'dead'
and $sheriff_state is 'dead'
and ($prisoner_state is 'dead' or $prisoner_state is 'free')
and $deputy_state is 'dead')[
Behind you is an empty saloon.]{
}(else-if: $barkeeper_state is 'dead'
or $bjman_state is 'dead'
or $sheriff_state is 'dead'
or $prisoner_state is 'dead'
or $deputy_state is 'dead')[
Blood trails you, as is your way.]{
}(if: $hasDrunk)[
Your thirst is quenched and your legs are strong.]{
}(else:)[
Thirst scratches at your throat.]{
}(if: $bulletCount > 0
and $bulletCount < 4
and ($replay is not true))[
You leave with a heavier revolver than when you entered.]{
}(else-if: $bulletCount > 1
and $bulletCount < 4
and ($replay is true))[
You leave with a heavier revolver than when you entered.]{
}(else-if: $bulletCount >= 4
and $bulletCount < 6)[
You leave with a heavy revolver, ready for what may come.]{
}(else-if: $bulletCount is 6)[
Your old six-shot revolver sits fully-loaded on your hip.]{
}(else-if: $bulletCount is 0)[
Your empty revolver feels uncomfortably light on your hip.]
(link: "**THE END**")[(set: $replay = true)(go-to: 'INIT')](if: $firstAim is true)[As if God //snapped// His fingers your revolver is in hand, cocked, and you're already squeezing the trigger. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. //BLAM//.]
You shoot $sheriff_name through the heart.
He's dead before he lands on his chair and his limp weight crushes it to splinters.
{
(set: $targets = it - (a: $sheriff_ID))
(set: $sheriff_state = "dead")
(set: $bulletCount = it - 1)
(set: $sheriff_text_current = $sheriff_text_dead)
(display: 'Large Table Loca')
(if: $deputy_state is not 'dead' and $deputy_state is not 'defensive')[
(set: $deputy_state = 'violent')
(set: $location_tags's (5) = $deputy_text_violent)]
(if: $barkeeper_state is not 'dead')[
(set: $barkeeper_state = 'violent')
(set: $location_tags's (2) = $barkeeper_text_violent)]
}
(display: 'Violent Check ACTION'){(set: $playerAim = $sheriff_ID)
}(if: $firstAim is true)[As if God //snapped// His fingers, your revolver is in hand: hammer pulled back and barrel aimed at $sheriff_name. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. Your revolver is cocked and aimed at $sheriff_name.]
(if: $sheriff_state is not 'violent' and $deputy_state is not 'dead')[{
(set: $sheriff_state = 'defensive')
(set: $sheriff_text_current = $sheriff_text_defensive)
(display: 'Large Table Loca')
}(if: $sheriff_location is $playerLocation)[He calmly turns his head to the $deputy_location and $deputy_name.
](else:)[He looks over to the $deputy_location(if: $deputy_state is 'default')[ and loudly clears his throat].
]{
(set: $deputy_state = 'violent')
(set: $location_tags's (5) = $deputy_text_violent)}]{
}(else-if: $deputy_state is 'dead' or $deputy_state is 'defensive')[{
}$sheriff_name faces the barrel of your revolver and freezes.{
}(if: ($prisoner_state is not 'free')
and ($prisoner_state is not 'dead'))[{
(set: $prisoner_name = $prisoner_fullname)
(display: 'Set Targets')
(set: $prisoner_state = $violent)
(set: $sheriff_state = 'defensive')
(set: $sheriff_freeP = true)
(set: $sheriff_text_current = $sheriff_text_defensive)
(display: 'Large Table Loca')
}
|dialogue>["Very well,"] he quivers, |dialogue>["$prisoner_fullname you may leave. But no soul can outrun the Law."]]
]
(display: 'Violent Check ACTION')(set: $barkeeper_ID = "001")
(set: $barkeeper_name = "The Barkeeper")
(set: $barkeeper_fullname = "Barkeeper Lucille")
(set: $barkeeper_location = "Bar")
(set: $barkeeper_state = "default")
(set: $barkeeper_bullets = 2)
(set: $barkeeper_st_anecdote = false)
(set: $barkeeper_lt_anecdote = false)
(set: $barkeeper_lt2_anecdote = false)
(set: $barkeeper_pn_anecdote = false)
(set: $barkeeper_text_default = "$barkeeper_name watches you with a smile")
(set: $barkeeper_text_greeted = "$barkeeper_name polishes a glass")
(set: $barkeeper_text_defensive = "$barkeeper_name watches you out the corner of her eye")
(set: $barkeeper_text_violent = "$barkeeper_name stares at you coldly")
(set: $barkeeper_text_dead = "$barkeeper_name's corpse lies behind the bar")(set: $sheriff_ID = "002")
(set: $sheriff_name = "Moustached Man")
(set: $sheriff_fullname = "Sheriff Hayward")
(set: $sheriff_location = "Large Table")
(set: $sheriff_state = "default")
(set: $sheriff_state_prev = "default")
(set: $sheriff_freeP = false)
(set: $sheriff_bullets = 5)
(set: $sheriff_queueShot = false)
(set: $sheriff_offered = false)
(set: $sheriff_offer_taken = false)
(set: $sheriff_text_default = "A $sheriff_name watches you")
(set: $sheriff_text_greeted = "$sheriff_name sips a whiskey")
(set: $sheriff_text_defensive = "$sheriff_name's fidgets with his holster")
(set: $sheriff_text_violent = "$sheriff_name draws his revolver")
(set: $sheriff_text_dead = "$sheriff_name rests among splinters")
(set: $sheriff_text_current = $sheriff_text_default)(set: $bjman_ID = "003")
(set: $bjman_name = "Greasy Woman")
(set: $bjman_fullname = "Big Jackie")
(set: $bjman_location = "Small Table")
(set: $bjman_state = "default")
(set: $bjman_bullets = 6)
(set: $bjman_queueShot = false)
(set: $bjman_wins = 0)
(set: $bjman_losses = 0)
(set: $bjman_draws = 0)
(set: $bjman_deathGame = 0) <!--0: unplayed, 1: bj lost, 2: bj won-->
(set: $bjman_knowsPlayerEmpty = false)
(set: $bjman_cheater = false)
(set: $bjman_text_default = "$bjman_name shuffles a deck of cards")
(set: $bjman_text_greeted = "$bjman_name steals a glance at $barkeeper_location")
(set: $bjman_text_defensive = "$bjman_name rests a hand on her holster")
(set: $bjman_text_violent = "$bjman_name stands and draws her revolver")
(set: $bjman_text_dead = "$bjman_name's body lies next to the empty table"){(display: 'Violent Check')
}(if: $bjman_deathGame is 1 and $bjman_state is 'greeted')[(go-to: 'Jack Deathwish')]{
}(if: $bjman_state is not "dead")[{
}(if: $bjman_state is "default")[A few empty glasses sit at the $bjman_name's table.
|dialogue>["Step on up to $bjman_fullname's table."]{
(set: $bjman_name = $bjman_fullname, $bjman_state = "greeted")
(display: "Set Targets")
(set: $location_tags's (3) = $bjman_text_greeted)
} $bjman_name lays the deck of cards on the table. |dialogue>["The game is twenty-one. The first hit is free."]]{
}(else-if: $bjman_state is "greeted")[(if: $bjman_wins + $bjman_losses is 0)[$bjman_name continues her shuffling.
|dialogue>["First game's still free, partner."]]{
}(else-if: $bjman_wins + $bjman_losses > 0 and $bjman_bullets > 0)[|dialogue>["Bet hasn't changed,"] says $bjman_name, |dialogue>["Your bullet against mine."]]{
}(else-if: $bjman_bullets < 1)[$bjman_name raises her hands in surrender.
|dialogue>["You shook me down for all my bullets. You're damn good."]]]{
}(else-if: $bjman_state is 'defensive' and $barkeeper_state is not 'dead')[|dialogue>["Listen here friend."] $bjman_name taps her revolver and winks. |dialogue>["You leave $barkeeper_fullname in peace or I'll gladly bury you."]
{
(set: $barkeeper_name = $barkeeper_fullname)
(display: 'Set Targets')
(set: $bjman_state = 'greeted')
}
She relaxes.
|dialogue>["Now. Are you game for a round of twenty-one? First hit's free."]]
(display: 'BJ Button')]{
}(else-if: $bjman_state is 'defensive' and $barkeeper_state is 'dead')[|dialogue>["You're a sick sorta devil. $barkeeper_fullname never did nothing to you."]]{
}(else:)[$bjman_text_dead
(link: "***LOOT $bjman_name*** //(+$bjman_bullets Bullets)//")[{
(set: $bulletCountPrev = $bulletCount)
(set: $bulletCount = it + $bjman_bullets)
(if: $bulletCount > 6)[
(set: $bjman_bullets = $bulletCount - 6, )
(set: $bulletCount = 6)]
(else:)[
(set: $bjman_bullets = it - ($bulletCount - $bulletCountPrev))]
(go-to: 'Small Table')]]
(display: 'FOOTER'){(display: 'Init Blackjack')
}(if: $bjman_wins + $bjman_losses > 0)[You and $bjman_name drop your bullets onto the small table.]
(live: 1ms)[//Score:// ***$playerTotal $bustText***
(for: each _temp, ...$playerCards)[
|cardtext>[_temp]]]
[]
[]
(link-rerun: "STICK")[(if: $playerCards's length > 0)[(go-to: "Big Jack Opponent")](else:)[(text-size: 0.75)+(text-color: #A6A6A6)[ ! - You must draw a card first]]]
(link-rerun: $drawText)[
(if: $bust is false and $playerBlackjack is false)[
(set: $temp1 = (a: $deck's ((random: 1, $deck's length))))
<!--(set: $temp1 = (a: $deck's ((random: 1, 1))))-->
(set: $playerCards = it + (a: $temp1's (1)))
(set: $deck = it - (a: $temp1's (1)))
(set: $temp2 = (substring: $temp1's (1), 24, 25))
(set: $temp3 = 0)
(if: $temp2 is "1 ")[(set: $temp3 = 1)]
(if: $temp2 is "2 ")[(set: $temp3 = 2)]
(if: $temp2 is "3 ")[(set: $temp3 = 3)]
(if: $temp2 is "4 ")[(set: $temp3 = 4)]
(if: $temp2 is "5 ")[(set: $temp3 = 5)]
(if: $temp2 is "6 ")[(set: $temp3 = 6)]
(if: $temp2 is "7 ")[(set: $temp3 = 7)]
(if: $temp2 is "8 ")[(set: $temp3 = 8)]
(if: $temp2 is "9 ")[(set: $temp3 = 9)]
(if: $temp2 is "10" or $temp2 is "J " or $temp2 is "Q " or $temp2 is "K ")[(set: $temp3 = 10)]
(if: $temp2 is "A " and $playerTotal <= 10)[(set: $temp3 = 11)](else-if: $temp2 is "A " and $playerTotal >= 11)[(set: $temp3 = 1)]
(set: $playerTotal = it + $temp3)
(if: $playerTotal >= 22)[(set: $bust = true)(set: $bustText = "BUST")(set: $drawText = "~~DRAW CARD~~")](else-if: $playerTotal is 21)[(set: $playerBlackjack = true)(set: $bustText = "TWENTY-ONE!")]
]
](set: $targets_array = (a: )){
}(if: $barkeeper_state is not "dead")[{
(set: $barkeeper_target = $barkeeper_ID + $barkeeper_name)
(set: $targets_array = it + (a: $barkeeper_target))}]{
}(if: $sheriff_state is not "dead")[{
(set: $sheriff_target = $sheriff_ID + $sheriff_name)
(set: $targets_array = it + (a: $sheriff_target))}]{
}(if: $bjman_state is not "dead")[{
(set: $bjman_target = $bjman_ID + $bjman_name)
(set: $targets_array = it + (a: $bjman_target))}]{
}(if: ($prisoner_state is not "dead")
and ($prisoner_state is not "free"))[{
(set: $prisoner_target = $prisoner_ID + $prisoner_name)
(set: $targets_array = it + (a: $prisoner_target))}]{
}(if: $deputy_state is not "dead")[{
(set: $deputy_target = $deputy_ID + $deputy_name)
(set: $targets_array = it + (a: $deputy_target))}]=|=
[(text-colour:red)[***MOVE TO***]]<mv|
(text-size: 0.75)+(text-color: #A6A6A6)[//...//]
//(text-size: 0.85)+(click-rerun: ?mv)[(set: $temp_counter = 1)(for: each _temp, ...$locations)[|tooltip>[(if: _temp is $playerLocation)[](else:)[(font: "courier")[(link: _temp)[(set: $playerLocationPrev = $playerLocation)(set: $playerLocation = _temp)(go-to: _temp)]]]|tooltiptext>[(print: $location_tags's ($temp_counter))]](set: $temp_counter = it + 1)(if: _temp is not $playerLocation)[
]]]//
=|=
[(text-colour:red)[***AIM GUN AT***]]<aim|
(text-size: 0.75)+(text-color: #A6A6A6)[//...//]
//(text-size: 0.85)+(click-rerun: ?aim)[(if: $targets's length is 0)[No targets](else:)[(for: each _temp, ...$targets)[(for: each _temp2, ...$targets_array)[(if: _temp is (substring: _temp2, 1, 3))[(font: "courier")[|tooltip>[(link: (substring: _temp2, 4, 200))[(go-to: "Aim " + _temp)]]
]]]]]]//
=|=
(if: $bulletCount > 0)[(text-colour:red)[***SHOOT GUN AT***]<sht|
(text-size: 0.75)+(text-color: #A6A6A6)[//Bullets: $bulletCount /6//]
//(text-size: 0.85)+(click-rerun: ?sht)[(if: $targets's length is 0)[No targets](else:)[(for: each _temp, ...$targets)[(for: each _temp2, ...$targets_array)[(if: _temp is (substring: _temp2, 1, 3))[(font: "courier")[|tooltip>[(link: (substring: _temp2, 4, 200))[(go-to: "Shoot " + _temp)]]
]]]]]]//](else:)[(text-colour:gray)[***SHOOT GUN AT...***]
(text-size: 0.75)+(text-color: #A6A6A6)[//Bullets: $bulletCount//]]
|==|=|=
[(text-colour:red)[***MOVE TO***]]<mv|
(text-size: 0.75)+(text-color: #A6A6A6)[//...//]
//(text-size: 0.85)+(click-rerun: ?mv)[(set: $temp_counter = 1)(for: each _temp, ...$locations)[|tooltip>[(if: _temp is $playerLocation)[](else:)[(font: "courier")[(link: _temp)[(set: $playerAim = '')(set: $playerLocationPrev = $playerLocation)(set: $playerLocation = _temp)(go-to: _temp)]]]|tooltiptext>[(print: $location_tags's ($temp_counter))]](set: $temp_counter = it + 1)(if: _temp is not $playerLocation)[
]]]//
=|=
[(text-colour:red)[***AIM GUN AT...***]]<aim|
//(text-size: 0.85)+(font: "courier")[(link: "HOLSTER")[(go-to: $playerLocation)]]//
//(text-size: 0.85)+(click-rerun: ?aim)[(if: $targets's length is 0)[No targets][(for: each _temp, ...$targets)[(for: each _temp2, ...$targets_array)[(set: $currentID = (substring: _temp2, 1, 3))(if: _temp is $currentID and $currentID is $playerAim)[](else-if: _temp is $currentID)[(font: "courier")[(link: (substring: _temp2, 4, 200))[(set: $playerAim = $currentID)(go-to: "Aim " + _temp)]]
]]]]]//<!--MODIFIED AIM TEXT TO IGNORE CURRENT TARGET-->
=|=
(if: $bulletCount > 0)[{}[(text-colour:red)[***SHOOT GUN AT...***]]<sht|
(text-size: 0.75)+(text-color: #A6A6A6)[//Bullets: $bulletCount /6//]
//(text-size: 0.85)+(click-rerun: ?sht)[(if: $targets's length is 0)[No targets](else:)[(for: each _temp, ...$targets)[(for: each _temp2, ...$targets_array)[(if: _temp is (substring: _temp2, 1, 3))[(font: "courier")[(link: (substring: _temp2, 4, 200))[(go-to: "Shoot " + _temp)]]
]]]]]//](else:)[(text-colour:gray)[***SHOOT GUN AT...***]
(text-size: 0.75)[//Bullets: $bulletCount//]]
|==|<!--STATES-->
"default"
"greeted"
"defensive"
"violent"
"dead"=|=
(live: 1ms)[
//Score:// ***$playerTotal $bustText***
(for: each _i, ...$playerCards)[
|cardtext>[_i]]]
=|=
(live: 1ms)[
//Opponent Score:// ***$opponentTotal $opponentBustText***
(for: each _x, ...$opponentCards)[
|cardtext>[_x]]]
|==|
[[]]
[[]]
(live: 2s)[
(if: $bust is true and $opponentCards's length > 0)[(set: $bjman_wins = it + 1)(go-to: "Big Jack Wins")]
(else-if: $opponentBust is false and $opponentTotal > $playerTotal)[(set: $bjman_wins = it + 1)(go-to: "Big Jack Wins")]
(else-if: $opponentBust is true and $bust is false)[(set: $bjman_losses = it + 1)(go-to: "Big Jack Loses")]
(if: $opponentBust is false)[
(set: $tempA = (a: $deck's ((random: 1, $deck's length))))
(set: $tempB = (substring: $tempA's (1), 24, 25))
(set: $tempC = 0)
(if: $tempB is "2 ")[(set: $tempC = 2)]
(if: $tempB is "3 ")[(set: $tempC = 3)]
(if: $tempB is "4 ")[(set: $tempC = 4)]
(if: $tempB is "5 ")[(set: $tempC = 5)]
(if: $tempB is "6 ")[(set: $tempC = 6)]
(if: $tempB is "7 ")[(set: $tempC = 7)]
(if: $tempB is "8 ")[(set: $tempC = 8)]
(if: $tempB is "9 ")[(set: $tempC = 9)]
(if: $tempB is "10" or $tempB is "J " or $tempB is "Q " or $tempB is "K ")[(set: $tempC = 10)]
(if: $tempB is "A " and $opponentTotal <= 10)[(set: $tempC = 11)](else-if: $tempB is "A " and $opponentTotal >= 11)[(set: $tempC = 1)]
(if: $playerTotal is 21 and $opponentTotal + $tempC is 21)[
(go-to: "Big Jack Opponent")]
<!--(if: $opponentTotal + $tempC > 21)[
(set: $tempCheat = 21 - $opponentTotal)
(set: $returnPassage = "Big Jack Opponent")
(go-to: "Big Jack Cheat Win")]-->
(set: $opponentCards = it + (a: $tempA's (1)))
(set: $deck = it - (a: $tempA's (1)))
(set: $opponentTotal = it + $tempC)
(if: $opponentTotal >= 22)[
(set: $opponentBust = true)
(set: $opponentBustText = "BUST")
(set: $drawText = "~~DRAW CARD~~")]
(else-if: $opponentTotal is 21)[
<!--(set: $opponentBust = true)-->
(set: $opponentBustText = "TWENTY-ONE!")]
]]{(display: 'Violent Check')
}(if: $bjman_losses is 1)[|dialogue>["Thank God you're better than that Deputy,"] $bjman_name says quietly, sweeping up the cards.{
}(set: $bulletCount = $it + 1, $bjman_bullets = it - 1)
](if: $bjman_wins + $bjman_losses > 1 and $bjman_bullets > 0)[{
(set: $bulletCount = it + 2)
}She sweeps up the cards into her deck.
|dialogue>["Fancy another round?"]]{
}(else-if: $bjman_wins + $bjman_losses > 1 and $bjman_bullets < 1)[{
(set: $bulletCount = it + 2)
}|dialogue>["Well shit."]
$bjman_name raises her hands in surrender.
|dialogue>["That was my last bullet, friend."]]{
}(else:)[She sweeps up the cards into her deck with a smile.
|dialogue>["Now it gets exciting: the bet is one bullet of yours against one bullet of mine."]]
(if: $bjman_bullets < 1)[]{
}(else-if: $bulletCount < 1)[{
}(color: gray)[***PLAY (-1 Bullets)***]
]{
}(else:)[{
}(link: "***PLAY*** //(-1 Bullets)//")[{
}(set: $bulletCount = it - 1, $bjman_bullets = it - 1){
}(go-to: "Play Blackjack")]
]
(display: 'FOOTER'){(display: 'Violent Check')
}(if: $bjman_wins + $bjman_losses > 1)[{
(set: $bjman_bullets = it + 2)
}|dialogue>["No luck, fella."]
$bjman_name starts plucking the cards off the table.
|dialogue>["Fancy another round?"]]{
}(else:)[$bjman_name shows a black, toothy grin and sweeps up the cards.
|dialogue>["Ach, no beginner's luck.
But now it gets exciting: the bet is one bullet of yours against one bullet of mine."]]
(if: $bulletCount < 1)[{
}(color: gray)[***PLAY (-1 Bullets)***]]{
}(else:)[{
}(link: "***PLAY*** //(-1 Bullets)//")[{
}(set: $bulletCount = it - 1, $bjman_bullets = it - 1){
}(go-to: "Play Blackjack")]]
(display: 'FOOTER')(if: $bjman_state is 'violent' and $bjman_queueShot)[{
}(if: $barkeeper_state is 'dead' or $bjman_deathGame is 2)[{
}(go-to: 'Kill Player 003')]{
}(else:)[{
}$bjman_name holsters her revolver.
{
(set: $bjman_queueShot = false)
(set: $bjman_state = 'defensive')
(set: $location_tags's (3) = $bjman_text_defensive)
}]]{
}(if: $deputy_state is 'violent' and $deputy_queueShot)[{
}$deputy_name sits back down.
{
(set: $deputy_state = 'defensive', $deputy_queueShot = false)
(set: $location_tags's (5) = $deputy_text_defensive)
}]{
}(else-if: $deputy_state is 'violent')[{
}$deputy_name springs to his feet, drawing his revolver.
(set: $deputy_queueShot = true)]{
}(if: $sheriff_state is "greeted"
and $sheriff_offer_taken
and ($playerLocation is not 'Bar')
and ($playerLocation is not 'Large Table')
and ($playerLocation is not 'Saloon Doors'))[{
}|dialogue>["I said to grab a drink and leave."]
{(set: $sheriff_state_prev = $sheriff_state)
(set: $sheriff_state = 'violent')}]{
}(if: $sheriff_state is 'violent' and $sheriff_queueShot is not true)[{
}$sheriff_name stands and draws his revolver.
{
(set: $sheriff_queueShot = true)
(set: $sheriff_text_current = $sheriff_text_violent)
(display: 'Large Table Loca')}]{
}(else-if: $sheriff_state is 'violent' and $sheriff_queueShot is true)[{
}(if: $sheriff_offer_taken
and ($playerLocation is 'Bar')
and ($playerLocation is 'Large Table')
and ($playerLocation is 'Saloon Doors'))[{
}$sheriff_name sits.
{
(set: $sheriff_state = $sheriff_state_prev)
(set: $sheriff_queueShot = false)}]{
}(else:)[{
}(go-to: 'Kill Player 002')]]{
}(if: $prisoner_state is 'violent')[{
}$prisoner_name throws himself through the doors.
{
(set: $prisoner_state = 'free')
(set: $prisoner_text_current = $prisoner_text_free)
(display: 'Large Table Loca')
(display: 'Set Targets')
}
His //WHOOPING// echoes as he runs for the horizon.
]{
}(else-if: $sheriff_state is 'dead'
and ($deputy_state is 'defensive')
and ($prisoner_state is not 'dead')
and ($prisoner_state is not 'violent')
and ($prisoner_state is not 'free'))[{
(set: $prisoner_state = 'violent')
(set: $prisoner_text_current = $prisoner_text_violent)
(display: 'Large Table Loca')
}$prisoner_name glances between $deputy_name and $sheriff_name's corpse and then bolts for the door.
]<!--(if: $playerAim is $sheriff_ID)[Your pistols face each other and $sheriff_name grits his teeth.
]-->$sheriff_name shoots you through the heart.
You die at the $playerLocation.{
}(if: not $hideFooter)[
(link: "**THE END**")[(go-to: 'INIT')]]{
(set: $playerCards = (a:))
(set: $playerTotal = 0)
(set: $bust = false)
(set: $playerBlackjack = false)
(set: $bustText = "")
(set: $opponentCards = (a:))
(set: $opponentTotal = 0)
(set: $opponentBust = false)
(set: $opponentBustText = "")
(set: $drawText = "DRAW CARD")
(set: $deck = (a:
"(text-colour: #212529)[2 ♠
♠
♠
♠ 2]",
"(text-colour: #212529)[3 ♠
♠
♠
♠
♠ 3]",
"(text-colour: #212529)[4 ♠
♠
♠ ♠
♠
♠ 4]",
"(text-colour: #212529)[5 ♠
♠ ♠
♠
♠ ♠
♠ 5]",
"(text-colour: #212529)[6 ♠
♠ ♠
♠ ♠
♠ ♠
♠ 6]",
"(text-colour: #212529)[7 ♠
♠ ♠
♠ ♠ ♠
♠ ♠
♠ 7]",
"(text-colour: #212529)[8 ♠
♠ ♠ ♠
♠ ♠
♠ ♠ ♠
♠ 8]",
"(text-colour: #212529)[9 ♠
♠ ♠ ♠
♠ ♠ ♠
♠ ♠ ♠
♠ 9]",
"(text-colour: #212529)[10♠
♠ ♠ ♠
♠ ♠ ♠ ♠
♠ ♠ ♠
♠10]",
"(text-colour: #212529)[J ♠
(text-size: 3)[❡] {
} ♠ J]",
"(text-colour: #212529)[Q ♠
(text-size: 3)[♕] {
} ♠ Q]",
"(text-colour: #212529)[K ♠
(text-size: 3)[♚] {
} ♠ K]",
"(text-colour: #212529)[A ♠
(text-size: 3)[♠] {
} ♠ A]",
"(text-colour: #ff0000)[2 ♥
♥
♥
♥ 2]",
"(text-colour: #ff0000)[3 ♥
♥
♥
♥
♥ 3]",
"(text-colour: #ff0000)[4 ♥
♥
♥ ♥
♥
♥ 4]",
"(text-colour: #ff0000)[5 ♥
♥ ♥
♥
♥ ♥
♥ 5]",
"(text-colour: #ff0000)[6 ♥
♥ ♥
♥ ♥
♥ ♥
♥ 6]",
"(text-colour: #ff0000)[7 ♥
♥ ♥
♥ ♥ ♥
♥ ♥
♥ 7]",
"(text-colour: #ff0000)[8 ♥
♥ ♥ ♥
♥ ♥
♥ ♥ ♥
♥ 8]",
"(text-colour: #ff0000)[9 ♥
♥ ♥ ♥
♥ ♥ ♥
♥ ♥ ♥
♥ 9]",
"(text-colour: #ff0000)[10♥
♥ ♥ ♥
♥ ♥ ♥ ♥
♥ ♥ ♥
♥10]",
"(text-colour: #ff0000)[J ♥
(text-size: 3)[❡] {
} ♥ J]",
"(text-colour: #ff0000)[Q ♥
(text-size: 3)[♕] {
} ♥ Q]",
"(text-colour: #ff0000)[K ♥
(text-size: 3)[♚] {
} ♥ K]",
"(text-colour: #ff0000)[A ♥
(text-size: 3)[♥] {
} ♥ A]",
"(text-colour: #212529)[2 ♣
♣
♣
♣ 2]",
"(text-colour: #212529)[3 ♣
♣
♣
♣
♣ 3]",
"(text-colour: #212529)[4 ♣
♣
♣ ♣
♣
♣ 4]",
"(text-colour: #212529)[5 ♣
♣ ♣
♣
♣ ♣
♣ 5]",
"(text-colour: #212529)[6 ♣
♣ ♣
♣ ♣
♣ ♣
♣ 6]",
"(text-colour: #212529)[7 ♣
♣ ♣
♣ ♣ ♣
♣ ♣
♣ 7]",
"(text-colour: #212529)[8 ♣
♣ ♣ ♣
♣ ♣
♣ ♣ ♣
♣ 8]",
"(text-colour: #212529)[9 ♣
♣ ♣ ♣
♣ ♣ ♣
♣ ♣ ♣
♣ 9]",
"(text-colour: #212529)[10♣
♣ ♣ ♣
♣ ♣ ♣ ♣
♣ ♣ ♣
♣10]",
"(text-colour: #212529)[J ♣
(text-size: 3)[❡] {
} ♣ J]",
"(text-colour: #212529)[Q ♣
(text-size: 3)[♕] {
} ♣ Q]",
"(text-colour: #212529)[K ♣
(text-size: 3)[♚] {
} ♣ K]",
"(text-colour: #212529)[A ♣
(text-size: 3)[♣] {
} ♣ A]",
"(text-colour: #ff0000)[2 ♦
♦
♦
♦ 2]",
"(text-colour: #ff0000)[3 ♦
♦
♦
♦
♦ 3]",
"(text-colour: #ff0000)[4 ♦
♦
♦ ♦
♦
♦ 4]",
"(text-colour: #ff0000)[5 ♦
♦ ♦
♦
♦ ♦
♦ 5]",
"(text-colour: #ff0000)[6 ♦
♦ ♦
♦ ♦
♦ ♦
♦ 6]",
"(text-colour: #ff0000)[7 ♦
♦ ♦
♦ ♦ ♦
♦ ♦
♦ 7]",
"(text-colour: #ff0000)[8 ♦
♦ ♦ ♦
♦ ♦
♦ ♦ ♦
♦ 8]",
"(text-colour: #ff0000)[9 ♦
♦ ♦ ♦
♦ ♦ ♦
♦ ♦ ♦
♦ 9]",
"(text-colour: #ff0000)[10♦
♦ ♦ ♦
♦ ♦ ♦ ♦
♦ ♦ ♦
♦10]",
"(text-colour: #ff0000)[J ♦
(text-size: 3)[❡] {
} ♦ J]",
"(text-colour: #ff0000)[Q ♦
(text-size: 3)[♕] {
} ♦ Q]",
"(text-colour: #ff0000)[K ♦
(text-size: 3)[♚] {
} ♦ K]",
"(text-colour: #ff0000)[A ♦
(text-size: 3)[♦] {
} ♦ A]"))
}{
(display: 'Escape Ready')
(set: $hideFooter = false)
}(if: $bjman_state is 'violent' and not $bjman_queueShot)[$bjman_name sees and (text-style: 'emboss')|warning>[draws her revolver].
(set: $bjman_queueShot = true)]{
}(else-if: $bjman_state is 'violent' and $bjman_queueShot)[{
(if: $barkeeper_state is 'dead' or $bjman_deathGame is 2)[
(set: $hideFooter = true)(display: 'Kill Player 003')]}{
}(else:)[{
(set: $bjman_queueShot = false)
(set: $bjman_state = 'defensive')
(set: $location_tags's (3) = $bjman_text_defensive)}]]{
}(if: $deputy_state is 'violent' and $deputy_queueShot)[{
}(if: $playerAim is $deputy_ID or $playerAim is $sheriff_ID)[{
}$deputy_name's revolver wavers, his arm shaking.
{
(set: $deputy_state = 'defensive', $deputy_queueShot = false)
(set: $location_tags's (5) = $deputy_text_defensive)}{
}(if: $sheriff_state is not 'dead')[{
(set: $sheriff_state = 'violent')
(set: $sherrif_text_current = $sheriff_text_violent)
(display: 'Large Table Loca')
}
|dialogue>["I need backup, Sheriff."]]
]]{
}(else-if: $deputy_state is 'violent')[{
}$deputy_name springs to his feet, revolver at the ready.
(set: $deputy_queueShot = true)
]{
}(if: $sheriff_state is 'violent' and $sheriff_queueShot)[{
(set: $hideFooter = true)(display: 'Kill Player 002')}]{
}(else-if: $sheriff_state is 'violent' and not $sheriff_queueShot)[{
}$sheriff_name stands and {
}(text-style: 'emboss')|warning>[draws his revolver].
(if: $sheriff_name is 'Moustached Man')[{
}He wears a golden badge inscribed: '**SHERIFF**'.
{
(set: $sheriff_name = 'The Sheriff')
(display: 'Set Targets')
}
]
{
(set: $sheriff_text_current = $sheriff_text_violent)
(display: 'Large Table Loca')
(set: $sheriff_queueShot = true)
}
]{
}(else-if: $sheriff_state is 'defensive'
and ($deputy_state is not 'defensive')
and ($deputy_state is not 'violent')
and ($deputy_state is not 'dead'))[{
}$deputy_name stands, (text-style:"emboss")[|warning>[aiming his revolver]] at your chest.{
(set: $deputy_state = 'violent', $deputy_queueShot = true)
(set: $location_tags's (5) = $deputy_text_violent)
}
(if: $deputy_name is 'Piano Man')[{
}He wears a golden badge inscribed: '**DEPUTY**'.
{
(set: $deputy_name = 'The Deputy')
(display: 'Set Targets')
}]{
(set: $sheriff_text_current = $sheriff_text_defensive)
(display: 'Large Table Loca')
}|dialogue>["Don't do anything stupid,"] says $sheriff_name.
]{
}(else-if: $sheriff_state is 'defensive'
and $deputy_state is 'violent')[{
}$deputy_name holds his aim on your chest.
(if: $deputy_name is 'Piano Man')[{
}He wears a golden badge inscribed: '**DEPUTY**'.
{
(set: $deputy_name = 'The Deputy')
(display: 'Set Targets')
}]{
(set: $sheriff_text_current = $sheriff_text_defensive)
(display: 'Large Table Loca')
}|dialogue>["Careful now,"] says $sheriff_name.
]{
}(if: $prisoner_state is 'violent')[{
}$prisoner_name throws himself through the doors.
{
(set: $prisoner_state = 'free')
(set: $prisoner_text_current = $prisoner_text_free)
(display: 'Large Table Loca')
(display: 'Set Targets')
}
His //WHOOPING// echoes as he runs for the horizon.
]{
}(else-if: $prisoner_escapeReady
and ($prisoner_state is not 'free'))[{
(set: $prisoner_state = 'violent')
(set: $prisoner_text_current = $prisoner_text_violent)
(display: 'Large Table Loca')
}$prisoner_name glances between $deputy_name(if: $deputy_state is 'dead')['s corpse] and $sheriff_name(if: $sheriff_state is 'dead')['s corpse] and then bolts for the door.
]
(if: not $hideFooter)[(display: 'AIM FOOTER')]{
}(else:)[
(link: "**THE END**")[(go-to: 'INIT')]](if: $bjman_state is 'dead'
or $sheriff_state is 'dead'
or $prisoner_state is 'dead'
or $deputy_state is 'dead')[{
}(if: $bulletCount > 1)[{
}(link: '***DRINK*** //(-2 Bullets)//')[{
}(set: $justDrank = true){
}(set: $bulletCount = it - 2){
}(set: $barkeeper_bullets = it + 2){
}(go-to: "Bar")]]{
}(else:)[{
}(color: blue)+(opacity: 0.4)[***DRINK*** //(-2 Bullets)//]]]{
}(else-if: $bulletCount > 0)[{
}(link: '***DRINK (-1 Bullets)***')[{
}(set: $justDrank = true){
}(set: $bulletCount = it - 1){
}(set: $barkeeper_bullets = it + 1){
}(go-to: "Bar")]]{
}(else:)[{
}(color: blue)+(opacity: 0.4)[***DRINK*** //(-1 Bullets)//]](if: $justDrank and not $hasDrunk)[{
(set: $justDrank = false)
(set: $hasDrunk = true)
}The whiskey burns your throat and warms your old bones. Just what you were looking for.
]{
}(else-if: $justDrank and $hasDrunk)[{
}(set: $justDrank = false){
}Your throat is dull to the whiskey's burn but the warmth is still welcome.
]<!--(if: $playerAim is $bjman_ID)[Your pistols face each other and $bjman_name smirks.
]-->$bjman_name shoots.
Your blood splatters over the $playerLocation.{
}(if: not $hideFooter)[
(link: "**THE END**")[(go-to: 'INIT')]](if: $bjman_wins + $bjman_losses > 0 and $bjman_bullets > 0 and $bulletCount > 0)[{
(link: "***PLAY*** //(-1 Bullets)//")[
(set: $bulletCount = it - 1, $bjman_bullets = it - 1)
(go-to: "Play Blackjack")]}]{
}(else-if: $bjman_wins + $bjman_losses > 0
and $bjman_bullets > 0
and $bulletCount < 1)[{
}(color: gray)[***PLAY*** //(-1 Bullets)//]]{
}(else-if: $bjman_wins + $bjman_losses is 0)[{
}(link: "***PLAY //(Free)//***")[(go-to: "Play Blackjack")]](display: 'Init Blackjack')
(live: 1ms)[//Score:// ***$playerTotal $bustText***
(for: each _temp, ...$playerCards)[
|cardtext>[_temp]]]
[]
[]
(link-rerun: "STICK")[(if: $playerCards's length > 0)[(go-to: "Death Opponent")](else:)[(text-size: 0.75)+(text-color: #A6A6A6)[ ! - You must draw a card first]]]
(link-rerun: $drawText)[
(if: $bust is false and $playerBlackjack is false)[
(set: $temp1 = (a: $deck's ((random: 1, $deck's length))))
<!--(set: $temp1 = (a: $deck's ((random: 1, 1))))-->
(set: $playerCards = it + (a: $temp1's (1)))
(set: $deck = it - (a: $temp1's (1)))
(set: $temp2 = (substring: $temp1's (1), 24, 25))
(set: $temp3 = 0)
(if: $temp2 is "1 ")[(set: $temp3 = 1)]
(if: $temp2 is "2 ")[(set: $temp3 = 2)]
(if: $temp2 is "3 ")[(set: $temp3 = 3)]
(if: $temp2 is "4 ")[(set: $temp3 = 4)]
(if: $temp2 is "5 ")[(set: $temp3 = 5)]
(if: $temp2 is "6 ")[(set: $temp3 = 6)]
(if: $temp2 is "7 ")[(set: $temp3 = 7)]
(if: $temp2 is "8 ")[(set: $temp3 = 8)]
(if: $temp2 is "9 ")[(set: $temp3 = 9)]
(if: $temp2 is "10" or $temp2 is "J " or $temp2 is "Q " or $temp2 is "K ")[(set: $temp3 = 10)]
(if: $temp2 is "A " and $playerTotal <= 10)[(set: $temp3 = 11)](else-if: $temp2 is "A " and $playerTotal >= 11)[(set: $temp3 = 1)]
(set: $playerTotal = it + $temp3)
(if: $playerTotal >= 22)[(set: $bust = true)(set: $bustText = "BUST")(set: $drawText = "~~DRAW CARD~~")](else-if: $playerTotal is 21)[(set: $playerBlackjack = true)(set: $bustText = "TWENTY-ONE!")]
]
]=|=
(live: 1ms)[
//Score:// ***$playerTotal $bustText***
(for: each _i, ...$playerCards)[
|cardtext>[_i]]]
=|=
(live: 1ms)[
//Opponent Score:// ***$opponentTotal $opponentBustText***
(for: each _x, ...$opponentCards)[
|cardtext>[_x]]]
|==|
[[]]
[[]]
(live: 2s)[
(if: $bust is true and $opponentCards's length > 0)[(set: $bjman_wins = it + 1)(go-to: "Death Jack Wins")]
(else-if: $opponentBust is false and $opponentTotal > $playerTotal)[(set: $bjman_wins = it + 1)(go-to: "Death Jack Wins")]
(else-if: $opponentBust is true and $bust is false)[(set: $bjman_losses = it + 1)(go-to: "Death Jack Loses")]
(if: $opponentBust is false)[
(set: $tempA = (a: $deck's ((random: 1, $deck's length))))
(set: $tempB = (substring: $tempA's (1), 24, 25))
(set: $tempC = 0)
(if: $tempB is "2 ")[(set: $tempC = 2)]
(if: $tempB is "3 ")[(set: $tempC = 3)]
(if: $tempB is "4 ")[(set: $tempC = 4)]
(if: $tempB is "5 ")[(set: $tempC = 5)]
(if: $tempB is "6 ")[(set: $tempC = 6)]
(if: $tempB is "7 ")[(set: $tempC = 7)]
(if: $tempB is "8 ")[(set: $tempC = 8)]
(if: $tempB is "9 ")[(set: $tempC = 9)]
(if: $tempB is "10" or $tempB is "J " or $tempB is "Q " or $tempB is "K ")[(set: $tempC = 10)]
(if: $tempB is "A " and $opponentTotal <= 10)[(set: $tempC = 11)](else-if: $tempB is "A " and $opponentTotal >= 11)[(set: $tempC = 1)]
(if: $playerTotal is 21 and $opponentTotal + $tempC is 21)[
(go-to: "Death Opponent")]
(set: $opponentCards = it + (a: $tempA's (1)))
(set: $deck = it - (a: $tempA's (1)))
(set: $opponentTotal = it + $tempC)
(if: $opponentTotal >= 22)[(set: $opponentBust = true)(set: $opponentBustText = "BUST")(set: $drawText = "~~DRAW CARD~~")](else-if: $opponentTotal is 21)[<!--(set: $opponentBust = true)-->(set: $opponentBustText = "TWENTY-ONE!")]
]]{(display: 'Violent Check')
}|dialogue>["Ah."] $bjman_name stares blankly at the cards.
|dialogue>["Well I did say to the death, didn't I."]
(set: $bjman_deathGame = 1)
=|=
[(text-colour:red)[***MOVE TO***]]<mv|
(text-size: 0.75)+(text-color: #A6A6A6)[//...//]
//(text-size: 0.85)+(click-rerun: ?mv)[(set: $temp_counter = 1)(for: each _temp, ...$locations)[|tooltip>[(if: _temp is $playerLocation)[](else:)[(font: "courier")[(link: _temp)[(set: $location_tags's (3) = "$bjman_name beams at nothing in particular")(set: $playerLocationPrev = $playerLocation)(set: $playerLocation = _temp)(go-to: _temp)]]]|tooltiptext>[(print: $location_tags's ($temp_counter))]](set: $temp_counter = it + 1)(if: _temp is not $playerLocation)[
]]]//
=|=
[(text-colour:red)[***AIM GUN AT***]]<aim|
(text-size: 0.75)+(text-color: #A6A6A6)[//...//]
//(text-size: 0.85)+(click-rerun: ?aim)[(if: $targets's length is 0)[No targets](else:)[(for: each _temp, ...$targets)[(for: each _temp2, ...$targets_array)[(if: _temp is (substring: _temp2, 1, 3))[(font: "courier")[|tooltip>[(link: (substring: _temp2, 4, 200))[(go-to: "Aim " + _temp)]]
]]]]]]//
=|=
(if: $bulletCount > 0)[(text-colour:red)[***SHOOT GUN AT***]<sht|
(text-size: 0.75)+(text-color: #A6A6A6)[//Bullets: $bulletCount /6//]
//(text-size: 0.85)+(click-rerun: ?sht)[(if: $targets's length is 0)[No targets](else:)[(for: each _temp, ...$targets)[(for: each _temp2, ...$targets_array)[(if: _temp is (substring: _temp2, 1, 3))[(font: "courier")[|tooltip>[(link: (substring: _temp2, 4, 200))[(go-to: "Shoot " + _temp)]]
]]]]]]//](else:)[(text-colour:gray)[***SHOOT GUN AT...***]
(text-size: 0.75)+(text-color: #A6A6A6)[//Bullets: $bulletCount//]]
|==|{(display: 'Violent Check')
}|dialogue>["Ain't that lucky."] $bjman_name sighs to the heavens.
She draws her revolver, leans over the table and casually points the barrel at your throat.
|dialogue>["Thanks ever so much. You really made my day, sir."]
(set: $bjman_state = 'violent', $bjman_queueShot = true)
(set: $bjman_deathGame = 2)
(display: 'FOOTER')(if: $playerLocationPrev is 'Small Table'
and ($bjman_state is not 'dead')
and not $barkeeper_st_anecdote)[{
}|dialogue>["Hope you fared better with $bjman_fullname than the Deputy,"] $barkeeper_name says and looks over to the $deputy_location. {
(set: $barkeeper_st_anecdote = true)
(set: $bjman_name = $bjman_fullname)
(display: 'Set Targets')
}|dialogue>["Jackie's a good girl. Only fault is she might love those cards above all else,"] she says quietly.]{
}(else-if: $playerLocationPrev is 'Large Table'
and ($prisoner_state is not 'free')
and ($prisoner_state is not 'dead')
and not $barkeeper_lt_anecdote)[{
}|dialogue>["A scoundrel he may be, but by God it's hard to watch Rowe being walked to the noose,"] $barkeeper_name says and looks down at her feet. |dialogue>["Won't find me standing in the Sheriff's way though,"] she murmurs. {
(set: $barkeeper_lt_anecdote = true)
(set: $prisoner_name = $prisoner_fullname)
(display: 'Set Targets')
}]{
}(else-if: $playerLocationPrev is 'Large Table'
and $prisoner_state is 'free'
and not $barkeeper_lt2_anecdote)[{
}$barkeeper_name smiles.
|dialogue>["Can't say I mind seeing old Rowe go free."] {
(set: $barkeeper_lt2_anecdote = true)
(set: $prisoner_name = $prisoner_fullname)
(display: 'Set Targets')
}]{
}(else-if: $playerLocationPrev is 'Piano'
and ($deputy_state is not 'dead')
and not $barkeeper_pn_anecdote)[{
}|dialogue>["I wish that lousy Deputy would at least play us a tune,"] $barkeeper_name says.{
(set: $barkeeper_pn_anecdote = true)}]{
}(else:)[{
}|dialogue>["A(if: $hasDrunk is true)[nother] drink for the skeleton?"] asks $barkeeper_name](set: $prisoner_ID = "004")
(set: $prisoner_name = "Handcuffed Man")
(set: $prisoner_fullname = "Prisoner Rowe")
(set: $prisoner_location = "Large Table")
(set: $prisoner_state = "default")
(set: $prisoner_bullets = 0)
(set: $prisoner_queueShot = false)
(set: $prisoner_escapeReady = false)
(set: $prisoner_text_default = "A $prisoner_name looks asleep")
(set: $prisoner_text_greeted = "$prisoner_name watches you")
(set: $prisoner_text_defensive = "$prisoner_name's leg shakes")
(set: $prisoner_text_violent = "$prisoner_name sprints for the door")
(set: $prisoner_text_dead = "$prisoner_name lies dead")
(set: $prisoner_text_free = "$prisoner_name left an empty chair behind")
(set: $prisoner_text_current = $prisoner_text_default)(if: $firstAim is true)[As if God //snapped// His fingers your revolver is in hand, cocked, and you're already squeezing the trigger. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. //BLAM//.]
You shoot and kill $prisoner_name.
{
(set: $targets = it - (a: $prisoner_ID))
(set: $prisoner_state = "dead")
(set: $bulletCount = it - 1)
(set: $prisoner_text_current = $prisoner_text_dead)
(display: 'Large Table Loca')
(if: $sheriff_state is not 'dead')[
(set: $sheriff_state = 'violent')
(set: $sheriff_text_current = $sheriff_text_violent)
(display: 'Large Table Loca')]
(if: $barkeeper_state is not 'dead')[
(set: $barkeeper_state = 'violent')
(set: $location_tags's (2) = $barkeeper_text_violent)]
}
(display: 'Violent Check ACTION'){(set: $playerAim = $prisoner_ID)
}(if: $firstAim is true)[As if God //snapped// His fingers, your revolver is in hand: hammer pulled back and barrel aimed at $prisoner_name. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. Your revolver is cocked and aimed at $prisoner_name.]
(if: $playerLocation is not $prisoner_location)[{
}(if: $prisoner_state is "default")[{
}He does not react.
]{
}(else-if: $prisoner_state is "greeted")[{
}He looks between you and $sheriff_name.
]{
}(else-if: $prisoner_state is "defensive")[{
}He freezes.
]{
}(else-if: $prisoner_state is "violent")[{
}He doesn't break stride in his dash for the door.
]]{
}(else:)[{
}(if: $prisoner_state is "default")[{
}He does not react.
]{
}(else-if: $prisoner_state is "greeted")[{
}|dialogue>["Why waste the bullet?"] $prisoner_name spits.
]{
}(else-if: $prisoner_state is "defensive")[{
}He freezes.
]{
}(else-if: $prisoner_state is "violent")[{
}He doesn't break stride in his dash for the door.
]]{
}
(display: 'Violent Check ACTION')(if: $sheriff_state is "default")[The Moustached Man sports a golden badge on his chest, inscribed: '**SHERIFF**'.
{(set: $sheriff_name = 'The Sheriff')
(display: 'Set Targets')
(set: $sheriff_text_current = $sheriff_text_greeted)
(display: 'Large Table Loca')}]{
}(else-if: $sheriff_state is "greeted" and not $sheriff_offered)[|dialogue>["I assure you, I was a first-hand witness to this man committing murder,"] says $sheriff_name.
He plucks a bullet from his revolver and continues: {
}(set: $sheriff_offered = true)
|dialogue>["I heard tell of you and your reputation, sir, so as Lawman of these parts I gently ask that you take this bullet, acquire yourself a nice whiskey, and exit those doors."]
](else-if: $sheriff_state is "greeted"
and $sheriff_offered
and not $sheriff_offer_taken)[|dialogue>["I'm making this nice and easy, sir. The Law's unkindly to interlopers."]
](else-if: $sheriff_state is "greeted"
and $sheriff_offered
and $sheriff_offer_taken)[|dialogue>["Now get your drink and get out."]
]{
}(else-if: $sheriff_state is "defensive")[$sheriff_name sits and watches you like a hawk.
His fingers twitch at his revolver but he decides against the draw.
]{
}(else-if: $sheriff_state is "dead")[$sheriff_text_dead
(link: "***LOOT $sheriff_name*** //(+$sheriff_bullets Bullets)//")[
(set: $bulletCountPrev = $bulletCount)
(set: $bulletCount = it + $sheriff_bullets)
(if: $bulletCount > 6)[
(set: $sheriff_bullets = $bulletCount - 6, )
(set: $bulletCount = 6)]
(else:)[
(set: $sheriff_bullets = it - ($bulletCount - $bulletCountPrev))]
(go-to: 'Large Table')]
](set: $location_tags's (4) = $sheriff_text_current + '\n' + $prisoner_text_current)(if: $prisoner_state is "default"
and ($sheriff_state is not 'dead'))[|dialogue>["Please!"] pleads the $prisoner_name and shows you his shackles, |dialogue>["They send an innocent man to hang. Help me and I'll fill your pockets with bullets."](set: $prisoner_name = 'The Prisoner')(display: 'Set Targets')
|dialogue>["One moment,"] $sheriff_name commands. He takes out his gun and rests its butt on the table, barrel aimed squarely at $prisoner_name's chest.
$prisoner_name falls silent.
{
(set: $prisoner_text_current = $prisoner_text_greeted)
(display: 'Large Table Loca')
}]{
}(else-if: $prisoner_state is "greeted")[$prisoner_name looks sideways at you.]{
}(else-if: $prisoner_state is "defensive")[$prisoner_name rests his shackles on the table.]{
}(else-if: $prisoner_state is "dead")[$prisoner_text_dead.
(link: "***LOOT $prisoner_name*** //(+$prisoner_bullets Bullets)//")[{
(set: $bulletCountPrev = $bulletCount)
(set: $bulletCount = it + $prisoner_bullets)
(if: $bulletCount > 6)[
(set: $prisoner_bullets = $bulletCount - 6, )
(set: $bulletCount = 6)]
(else:)[
(set: $prisoner_bullets = it - ($bulletCount - $bulletCountPrev))]
(go-to: 'Large Table')]]{
}(else-if: $prisoner_state is "free")[$prisoner_name is nowhere to be seen, and can no longer be heard.]{(display: 'Violent Check')
}(if: $deputy_state is 'default')[{
}$deputy_name sports a golden badge on his chest, inscribed: '**DEPUTY**'.
{
(set: $deputy_state = 'greeted', $deputy_name = 'The Deputy')
(display: 'Set Targets')
(set: $location_tags's (5) = $deputy_text_greeted)
}
With one hand, $deputy_name tips up his hat brim and lays eyes on you.
With the other, he slides his revolver from its holster and points it at your gut.
|dialogue>["Run along, sir,"] $deputy_name drawls.]{
}(else-if: $deputy_state is 'greeted')[{
}|dialogue>["You heard me,"] growls $deputy_name, |dialogue>["Get out."]]{
}(else-if: $deputy_state is 'defensive')[{
}$deputy_name tries and fails to ignore your gaze.]{
}(else-if: $deputy_state is 'violent')[{
}You step in front of $deputy_name.]{
}(else-if: $deputy_state is 'dead')[{
}$deputy_name's head rests on the piano keys.
(link: "***LOOT $deputy_name*** //(+$deputy_bullets Bullets)//")[{
(set: $bulletCountPrev = $bulletCount)
(set: $bulletCount = it + $deputy_bullets)
(if: $bulletCount > 6)[
(set: $deputy_bullets = $bulletCount - 6, )
(set: $bulletCount = 6)]
(else:)[
(set: $deputy_bullets = it - ($bulletCount - $bulletCountPrev))]
(go-to: 'Piano')]]
(display: 'FOOTER')(set: $deputy_ID = "005")
(set: $deputy_name = "Piano Man")
(set: $deputy_fullname = "Deputy Eli")
(set: $deputy_location = "Piano")
(set: $deputy_state = "default")
(set: $deputy_bullets = 0)
(set: $deputy_queueShot = false)
(set: $deputy_text_default = "A $deputy_name leans on the piano, hat over his eyes")
(set: $deputy_text_greeted = "$deputy_name rests a hand on his holster")
(set: $deputy_text_defensive = "$deputy_name stares daggers at the floor")
(set: $deputy_text_violent = "$deputy_name stands, revolver raised")
(set: $deputy_text_dead = "$deputy_name's limp head rests on the piano keys.")(if: $firstAim is true)[As if God //snapped// His fingers your revolver is in hand, cocked, and you're already squeezing the trigger. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. //BLAM//.]
You shoot $deputy_name through the heart.
He falls on the piano with an out-of-tune //DUNG// and slides down to the floor.
{
(set: $targets = it - (a: $deputy_ID))
(set: $deputy_state = "dead")
(set: $bulletCount = it - 1)
(set: $location_tags's (5) = $deputy_text_dead)
(if: $sheriff_state is not 'dead')[
(set: $sheriff_state = 'violent')
(set: $sheriff_text_current = $sheriff_text_violent)
(display: 'Large Table Loca')]
(if: $barkeeper_state is not 'dead')[
(set: $barkeeper_state = 'violent')
(set: $location_tags's (2) = $barkeeper_text_violent)]
}
(display: 'Violent Check ACTION'){(set: $playerAim = $deputy_ID)
}(if: $firstAim is true)[As if God //snapped// His fingers, your revolver is in hand: hammer pulled back and barrel aimed at $deputy_name. (set: $firstAim = false)]{
}(else:)[//SNAP//. //CLICK//. Your revolver is cocked and aimed at $deputy_name.]
(if: $deputy_state is 'default')[He does not react, eyes hidden as they are under the brim of his hat.
]{
}(else-if: $deputy_state is 'greeted')[{
(set: $deputy_state = 'violent')
(set: $location_tags's (5) = $deputy_text_violent)
}]{
}(else-if: $deputy_state is 'defensive')[His eyes meet your gunbarrel and he swallows down fear.
]{
}(else-if: $deputy_state is 'violent')[Your gunbarrels point past each other, but your hand doesn't waver.
]
(display: 'Violent Check ACTION')(for: each _x, ...$deck)[
_x
(set: $tempB = (substring: _x, 24, 25))
$tempB
(if: $tempB is "2 " and $tempCheat is 2)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "3 " and $tempCheat is 3)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "4 " and $tempCheat is 4)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "5 " and $tempCheat is 5)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "6 " and $tempCheat is 6)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "7 " and $tempCheat is 7)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "8 " and $tempCheat is 8)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "9 " and $tempCheat is 9)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "10" and $tempCheat is 10)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "J " and $tempCheat is 10)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "Q " and $tempCheat is 10)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "K " and $tempCheat is 10)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "A " and $tempCheat is 11)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
(else-if: $tempB is "A " and $tempCheat is 1)[
(set: $opponentCards = it + (a: _x))(set: $opponentTotal = it + $tempCheat)(go-to: $returnPassage)]
]|dialogue>["So are you killing me or not?"]
(display: 'FOOTER'){
<!--set all $temps to false-->
(set: $sheriff_ready = false)
(set: $deputy_ready = false)
(set: $location_ready = false)
(set: $p_state_ready = false)
(if: $sheriff_state is 'dead' or $sheriff_freeP is true)[{
(set: $sheriff_ready = true)
}]
(if: $deputy_state is 'dead' or $deputy_state is 'defensive')[{
(set: $deputy_ready = true)
}]
(if: $playerLocation is $sheriff_location)[{
(set: $location_ready = true)
}]
(if: ($prisoner_state is not 'dead')
and ($prisoner_state is not 'violent')
and ($prisoner_state is not 'free'))[{
(set: $p_state_ready = true)
}]
(if: $sheriff_ready
and $deputy_ready
and $location_ready
and $p_state_ready)[{
(set: $prisoner_escapeReady = true)
}]
(else-if: $sheriff_state is 'dead'
and $deputy_state is 'dead'
and $p_state_ready)[{
(set: $prisoner_escapeReady = true)
}]
}