!Bingo

 

Palace Bingo:

1. I developed a modified game of Bingo for palace. Unfortunately, due to the limitations of iptscrae, I had to restrict the game to 32 numbers rather than the 75 of regular Bingo; so, the numbers run from B1 through B8, I9 through I16, N17 through N24, and G25 through G32. No O. The card also had to be smaller: it is 4x4 rather than 5x5, with no free spot in the middle. The rest of the game is the same: the caller can elect to have any combination of rows, columns and/or diagonals count towards a wining card.

2. The following code is for five rooms --- paste it into your pserver.dat (Mansion Script) file and make sure the room numbers don't conflict. The first four rooms are simply antechambers which ease up on the download. Since 34 different gif files and about 20 pages of iptscrae must download to your client, I found it easier to download gradually --- the users are forced to move through the antechambers in order to get a bit at a time. Indeed, a few older clients were not able to properly run the Bingo script because it overwhelmed them.

The following link is the code for the five rooms:

bingo.txt (Please read the terms of use!)

You will also need the various gif files. These can be downloaded from Virtual Games, located at

palace://virtual.dyc.edu:10098

To actually get into the palace and into the Bingo room, you will need the password, (or I will escort you). Email me at

noname@virtual.dyc.edu

Note: the Bingo room itself has so much scripting in it that you cannot edit the scripts via author mode from the client. Rather, if you want to edit the scripts, you must shut down the pserver and edit the pserver.dat (Mansion Script) file directly. Besides this, the large number of scripts does not effect the server or client adversely in any other way.

3. To play, you must have a wizard/god as a caller, and any number of players.

4. Each player begins by saying

new card

The card in the lower left area of the room then fills up with random numbers. Remarkably, although the players see their own cards in the same area of the room, each player sees a different set of random numbers, and so is playing off a different card. (This is done using the SETSPOTSTATELOCAL command, rather than the SETSPOTSTATE command.)

5. The wizard clears the board (upper left area of the room) of any numbers already called by saying

clear bingo

Then, he/she can choose what constitutes a winning card by clicking on the spots named 'rows', 'columns', 'diagonals'. A red circle indicates that that arrangement constitutes a win.

6. When the wizard issues the comand

next bingo

the next number is called out.

7. If a player sees that number on his/her card, then clicking on it will make that spot go blank. This is like marking off a number in regular Bingo.

8. The wizard continues to call out numbers, and the players continue to click them off their cards until one player gets the appropriate combination for a bingo. He/she can then yell out

!bingo

Note: You cannot yell out !bingo unless you really have a bingo ... try it! I did however allow people to say the word bingo, but not yell it out unless they have won. So, only yelling out !bingo counts.