Also I'll be implimenting different tilt scripting with each TILT light lighting up upon each nudge then going out after half a second. So you'll be able to nudge the table up to 3 times within any 1.5 seconds, nudge a fourth time and the TILT lights will be competed and you lose. I may change that timing after testing.
I'll also be changing my bonus collect scripting to implement a faster bonus count, counting only each lit bonus light x the multiplier rather then counting each individual bonus as that would take too long if you have the bonus stacked for 945 000 bonus points.
Wish me luck and encouragement as you can see there is a lot of stuff to do and I have to add all the sounds and figure out the best sound effects to use for each table feature.
Rules to implement :
TILT cancels all bonus features.
Top TMNT rollovers score 200 points.
Completing TMNT scores 2000 points, advances 2 bonuses, advances bonus multiplier up to 15x bonus, then scores 9000 points and lights pop bumpers.
Pop bumpers score 100 points or 1000 points when lit or 2500 points when flashing after 15x bonus is completed.
APRIL spot targets score 300 points.
Completing APRIL scores 3000 points, advances 3 bonuses, lights next bonus feature: hold bonus, hold multiplier, lights extra ball outlane, lights special outlane and then scores 9000 points.
All drop targets score 500 points and advance 1 bonus.
Completing LEO opens hidden kickback ( under the JP (jackpot) light ), scores 1000 points, then 2000 points, 4000 points and finally 6000 points.
Completing FOOT scores 2000 points, lights hidden kickback for 2 ball multiball, must be opened via the LEO targets or scores 4000 points.
Jackpot scores 100 000 points, lit during multiball and must be opened via LEO targets.
All scores doubled during multiball.
Slings score 10 points.
Left inlane scores 500 points or 8000 points when lit, advances 1 bonus, lights right sewer spinner for 1000 points per spin and opens right sewer loop, completing right sewer loop lights left inlane for 8000 points.
Right inlane scores 500 points or 8000 points when lit, advances 1 bonus, lights left pizza spinner for 1000 points per spin and opens left pizza loop, completing left pizza loop lights right inlane for 8000 points.
Outlanes score 5000 points, advance 3 bonuses and score Special or Extra Ball when lit.
Maximum of 63 bonuses x 15, 1000 points awarded per bonus for a maximum total of 945 000 bonus points, awarded at the end of ball in play and after 63 bonuses each advance bonus scores 1000 points.
.......
I think that's about it....
OH and here is the script so far, so lots to do...
Randomize
Dim gameon, tilt, target, wall, light, x, y
RaiseRings
gameon = 1
tilt = 0
EMReel8.SetValue( 1 )
EMReel15.SetValue( 1 )
EMReel22.SetValue( 1 )
EMReel29.SetValue( 1 )
EMReel33.SetValue( 1 )
EMReel32.SetValue( 6 )
EMReel31.SetValue( 7 )
EMReel30.SetValue( 1 )
EMReel7.SetValue( 5 )
EMReel6.SetValue( 8 )
EMReel5.SetValue( 4 )
EMReel4.SetValue( 10 )
EMReel3.SetValue( 3 )
EMReel30.SetValue( 2 )
For each target in spotted
target.isdropped = true
Next
For each wall in posted
wall.isdropped = true
Next
Sub Table1_KeyDown(ByVal keycode)
If keycode = PlungerKey Then
Plunger.PullBack
End If
If keycode = LeftFlipperKey and gameon and tilt < 3 Then
LeftFlipper.Speed = 0.07
LeftFlipper.Strength = 3
LeftFlipper.RotateToEnd
PlaySound "FlipperUp"
x = TMNTx( 0 ).state
For y = 0 to 2 ' rotate left lit TMNT lights
TMNTx( y ).state = TMNTx( y + 1 ).state
Next
TMNTx( 3 ).state = x
End If
If keycode = RightFlipperKey and gameon and Tilt < 3 Then
RightFlipper.Speed = 0.07
RightFlipper.Strength = 3
RightFlipper.RotateToEnd
PlaySound "FlipperUp"
x = TMNTx( 3 ).state
For y = 3 to 1 Step -1 ' rotate left lit TMNT lights
TMNTx( y ).state = TMNTx( y - 1 ).state
Next
TMNTx( 0 ).state = x
End If
If keycode = LeftTiltKey Then
Nudge 30, 2.5
End If
If keycode = RightTiltKey Then
Nudge -30, 2.5
End If
If keycode = CenterTiltKey Then
Nudge 0, 2.5
End If
End Sub
Sub Table1_KeyUp(ByVal keycode)
If keycode = PlungerKey Then
Plunger.Fire
End If
If keycode = LeftFlipperKey and gameon and tilt < 3 Then
LeftFlipper.Speed = 0.15
LeftFlipper.Strength = 0.1
LeftFlipper.RotateToStart
PlaySound "FlipperDown"
End If
If keycode = RightFlipperKey and gameon and Tilt < 3 Then
RightFlipper.Speed = 0.15
RightFlipper.Strength = 0.1
RightFlipper.RotateToStart
PlaySound "FlipperDown"
End If
End Sub
Sub LEO_hit( index )
' PlaySound "DTDrop"
' PlaySound "sfa2-342"
LEO( index ).isdropped = true
' DLights( index ).state = 1
' AddScore 100
' AddBonus 1
For Each Target in LEO
If target.isdropped <> True Then Exit Sub
Next
' If LightSP.state = 0 Then
' PlaySound "sfa2-447"
' LightSP.state = 1
' Else
' Special
' LightSP.state = 0
' End If
' AddScore 5000
' LightSeq1.Play SeqBlinking, , 12, 25
WallL.TimerEnabled = true
End Sub
Sub WallL_timer( )
WallL.TimerEnabled = false
PlaySound "RESET1"
For each target in LEO
target.isdropped = false
Next
' For each light in DLights
' light.state = 0
' Next
End Sub
Sub FOOT_hit( index )
' PlaySound "DTDrop"
' PlaySound "sfa2-342"
FOOT( index ).isdropped = true
' DLights( index ).state = 1
' AddScore 100
' AddBonus 1
For Each Target in FOOT
If target.isdropped <> True Then Exit Sub
Next
' If LightSP.state = 0 Then
' PlaySound "sfa2-447"
' LightSP.state = 1
' Else
' Special
' LightSP.state = 0
' End If
' AddScore 5000
' LightSeq1.Play SeqBlinking, , 12, 25
WallF.TimerEnabled = true
End Sub
Sub WallF_timer( )
WallF.TimerEnabled = false
PlaySound "RESET1"
For each target in FOOT
target.isdropped = false
Next
' For each light in DLights
' light.state = 0
' Next
End Sub
Sub Drain_Hit()
Drain.DestroyBall
Plunger.CreateBall
PlaySound "Plunger"
End Sub
Sub LeftSlingshot_Slingshot()
PlaySound "Bumper"
End Sub
Sub RightSlingshot_Slingshot()
PlaySound "Bumper"
End Sub
Sub Plunger_Init()
PlaySound "Plunger"
Plunger.CreateBall
End Sub
Sub RaiseRings
For each wall in Rings
wall.isdropped = true
Next
End Sub
Sub Bumpers_hit( index )
' PlaySound "bumper4"
' PlaySound "sfa2-085"
rings( index ).isdropped = false
BumperA.TimerEnabled = true
' AddScore 100 + BxLights( index ).state * 900
End Sub
Sub BumperA_timer( )
BumperA.TimerEnabled = false
RaiseRings
End Sub
Sub spots_hit( index )
posts( index ).isdropped = true
spots( index ).isdropped = true
posted( index ).isdropped = false
spotted( index ).isdropped = false
' PlaySound "punch"
spotA.TimerEnabled = true
APRIL( index ).state = 2
' AddScore 500
For each light in APRIL
If light.state = 0 then exit sub
Next
LightSeq1.Play SeqBlinking, , 12, 18
' AddScore 2000
PlaySound "sfa2-400"
APRILoff
End Sub
Sub APRILoff
For each light in APRIL
light.state = 0
Next
End Sub
Sub spotA_timer( )
spotA.TimerEnabled = false
LightR.TimerEnabled = true
For each target in spotted
target.isdropped = true
Next
For each wall in posted
wall.isdropped = true
Next
For each target in spots
target.isdropped = false
Next
For each wall in posts
wall.isdropped = false
Next
End Sub
Sub LightR_Timer
LightR.TimerEnabled = false
For each light in APRIL
If light.state = 2 Then light.state = 1
Next
End Sub
Sub XLights( value ) ' set bonus multiplier lights
Light1x.state = value Mod 2
Light8x.state = Int( value / 8 )
Light4x.state = Int( value / 4 )
Light2x.state = Int( ( value - Light4x.state * 4 ) / 2 )
End Sub
Sub TMNTOff
For Each light in TMNTx
light.state = 0
Next
End Sub






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