=|= <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 ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 2]", "(text-colour: #212529)[3 ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 3]", "(text-colour: #212529)[4 ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 4]", "(text-colour: #212529)[5 ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 5]", "(text-colour: #212529)[6 ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 6]", "(text-colour: #212529)[7 ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 7]", "(text-colour: #212529)[8 ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 8]", "(text-colour: #212529)[9 ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 9]", "(text-colour: #212529)[10♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp;♠ ♠&nbsp; ♠ ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠10]", "(text-colour: #212529)[J ♠ &nbsp; &nbsp; &nbsp; (text-size: 3)[❡] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠ J]", "(text-colour: #212529)[Q ♠ &nbsp; &nbsp; (text-size: 3)[♕] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠ Q]", "(text-colour: #212529)[K ♠ &nbsp; &nbsp; (text-size: 3)[♚] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠ K]", "(text-colour: #212529)[A ♠ &nbsp; &nbsp; &nbsp; (text-size: 3)[♠] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠ A]", "(text-colour: #ff0000)[2 ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 2]", "(text-colour: #ff0000)[3 ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 3]", "(text-colour: #ff0000)[4 ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 4]", "(text-colour: #ff0000)[5 ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 5]", "(text-colour: #ff0000)[6 ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 6]", "(text-colour: #ff0000)[7 ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 7]", "(text-colour: #ff0000)[8 ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 8]", "(text-colour: #ff0000)[9 ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 9]", "(text-colour: #ff0000)[10♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp;♥ ♥&nbsp; ♥ ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥10]", "(text-colour: #ff0000)[J ♥ &nbsp; &nbsp; &nbsp; (text-size: 3)[❡] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥ J]", "(text-colour: #ff0000)[Q ♥ &nbsp; &nbsp; (text-size: 3)[♕] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥ Q]", "(text-colour: #ff0000)[K ♥ &nbsp; &nbsp; (text-size: 3)[♚] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥ K]", "(text-colour: #ff0000)[A ♥ &nbsp; &nbsp; &nbsp; (text-size: 3)[♥] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥ A]", "(text-colour: #212529)[2 ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 2]", "(text-colour: #212529)[3 ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 3]", "(text-colour: #212529)[4 ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 4]", "(text-colour: #212529)[5 ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 5]", "(text-colour: #212529)[6 ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 6]", "(text-colour: #212529)[7 ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 7]", "(text-colour: #212529)[8 ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 8]", "(text-colour: #212529)[9 ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 9]", "(text-colour: #212529)[10♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp;♣ ♣&nbsp; ♣ ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♣10]", "(text-colour: #212529)[J ♣ &nbsp; &nbsp; &nbsp; (text-size: 3)[❡] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ J]", "(text-colour: #212529)[Q ♣ &nbsp; &nbsp; (text-size: 3)[♕] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ Q]", "(text-colour: #212529)[K ♣ &nbsp; &nbsp; (text-size: 3)[♚] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♣ K]", "(text-colour: #212529)[A ♣ &nbsp; &nbsp; &nbsp; (text-size: 3)[♣] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♣ A]", "(text-colour: #ff0000)[2 ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 2]", "(text-colour: #ff0000)[3 ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 3]", "(text-colour: #ff0000)[4 ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 4]", "(text-colour: #ff0000)[5 ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 5]", "(text-colour: #ff0000)[6 ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 6]", "(text-colour: #ff0000)[7 ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 7]", "(text-colour: #ff0000)[8 ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 8]", "(text-colour: #ff0000)[9 ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 9]", "(text-colour: #ff0000)[10♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp;♦ ♦&nbsp; ♦ ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦10]", "(text-colour: #ff0000)[J ♦ &nbsp; &nbsp; &nbsp; (text-size: 3)[❡] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦ J]", "(text-colour: #ff0000)[Q ♦ &nbsp; &nbsp; (text-size: 3)[♕] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦ Q]", "(text-colour: #ff0000)[K ♦ &nbsp; &nbsp; (text-size: 3)[♚] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦ K]", "(text-colour: #ff0000)[A ♦ &nbsp; &nbsp; &nbsp; (text-size: 3)[♦] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦ 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 ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 2]", "(text-colour: #212529)[3 ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 3]", "(text-colour: #212529)[4 ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 4]", "(text-colour: #212529)[5 ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 5]", "(text-colour: #212529)[6 ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 6]", "(text-colour: #212529)[7 ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 7]", "(text-colour: #212529)[8 ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp;♠ &nbsp; &nbsp; ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 8]", "(text-colour: #212529)[9 ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♠ 9]", "(text-colour: #212529)[10♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp;♠ ♠&nbsp; ♠ ♠ &nbsp; &nbsp;♠ &nbsp; ♠ &nbsp; ♠ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠10]", "(text-colour: #212529)[J ♠ &nbsp; &nbsp; &nbsp; (text-size: 3)[❡] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠ J]", "(text-colour: #212529)[Q ♠ &nbsp; &nbsp; (text-size: 3)[♕] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠ Q]", "(text-colour: #212529)[K ♠ &nbsp; &nbsp; (text-size: 3)[♚] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠ K]", "(text-colour: #212529)[A ♠ &nbsp; &nbsp; &nbsp; (text-size: 3)[♠] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♠ A]", "(text-colour: #ff0000)[2 ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 2]", "(text-colour: #ff0000)[3 ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 3]", "(text-colour: #ff0000)[4 ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 4]", "(text-colour: #ff0000)[5 ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 5]", "(text-colour: #ff0000)[6 ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 6]", "(text-colour: #ff0000)[7 ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 7]", "(text-colour: #ff0000)[8 ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp;♥ &nbsp; &nbsp; ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 8]", "(text-colour: #ff0000)[9 ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♥ 9]", "(text-colour: #ff0000)[10♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp;♥ ♥&nbsp; ♥ ♥ &nbsp; &nbsp;♥ &nbsp; ♥ &nbsp; ♥ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥10]", "(text-colour: #ff0000)[J ♥ &nbsp; &nbsp; &nbsp; (text-size: 3)[❡] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥ J]", "(text-colour: #ff0000)[Q ♥ &nbsp; &nbsp; (text-size: 3)[♕] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥ Q]", "(text-colour: #ff0000)[K ♥ &nbsp; &nbsp; (text-size: 3)[♚] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥ K]", "(text-colour: #ff0000)[A ♥ &nbsp; &nbsp; &nbsp; (text-size: 3)[♥] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♥ A]", "(text-colour: #212529)[2 ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 2]", "(text-colour: #212529)[3 ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 3]", "(text-colour: #212529)[4 ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 4]", "(text-colour: #212529)[5 ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 5]", "(text-colour: #212529)[6 ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 6]", "(text-colour: #212529)[7 ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 7]", "(text-colour: #212529)[8 ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp;♣ &nbsp; &nbsp; ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 8]", "(text-colour: #212529)[9 ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ 9]", "(text-colour: #212529)[10♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp;♣ ♣&nbsp; ♣ ♣ &nbsp; &nbsp;♣ &nbsp; ♣ &nbsp; ♣ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♣10]", "(text-colour: #212529)[J ♣ &nbsp; &nbsp; &nbsp; (text-size: 3)[❡] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ J]", "(text-colour: #212529)[Q ♣ &nbsp; &nbsp; (text-size: 3)[♕] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♣ Q]", "(text-colour: #212529)[K ♣ &nbsp; &nbsp; (text-size: 3)[♚] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♣ K]", "(text-colour: #212529)[A ♣ &nbsp; &nbsp; &nbsp; (text-size: 3)[♣] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♣ A]", "(text-colour: #ff0000)[2 ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 2]", "(text-colour: #ff0000)[3 ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 3]", "(text-colour: #ff0000)[4 ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 4]", "(text-colour: #ff0000)[5 ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 5]", "(text-colour: #ff0000)[6 ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 6]", "(text-colour: #ff0000)[7 ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 7]", "(text-colour: #ff0000)[8 ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp;♦ &nbsp; &nbsp; ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 8]", "(text-colour: #ff0000)[9 ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;♦ 9]", "(text-colour: #ff0000)[10♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp;♦ ♦&nbsp; ♦ ♦ &nbsp; &nbsp;♦ &nbsp; ♦ &nbsp; ♦ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦10]", "(text-colour: #ff0000)[J ♦ &nbsp; &nbsp; &nbsp; (text-size: 3)[❡] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦ J]", "(text-colour: #ff0000)[Q ♦ &nbsp; &nbsp; (text-size: 3)[♕] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦ Q]", "(text-colour: #ff0000)[K ♦ &nbsp; &nbsp; (text-size: 3)[♚] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦ K]", "(text-colour: #ff0000)[A ♦ &nbsp; &nbsp; &nbsp; (text-size: 3)[♦] &nbsp; &nbsp;{ }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ♦ 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) }] }