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vvvvl|lf $|"{zz_z {*$"{ {{z{z+zW{$z ""}%z*}""$ ^"P|$"{{* Pz**{z *}|P}W^|}^| WPW*z%|_"^{{} ,zWPWP PY|YPP zzW*^|_ ^"" *^ {*z,^"z+ |YzP{ !",$P{ ^}z%""P{* {z+z^ *zQ*z+ +zz{{{{^" Q|"Y|"" yyzyz $$|%{ %*{{{ {z+z{ {{{{{ *#{{Q{ {zR{*+{ z||{z+ *_|$""|Wz* **{{{{%{z{z{ $QP*P %z{"}$ *{$}_ }{{z% ^|%z{{{ z{{{{{ *$*}z yyy&&y %zzz${ zyyyzy &&&&%&& zzy{zz {zzzz ****$ {{{zz zzyzz zzz{z zyyyz{z yyyzyy &&yz&& yyzzz z&&yz yyzzzyzyyyz yzy{{zyzz zyyyy &zzzy {z{zz zyyzzz zyzzz zyzyzyzzy yzzzz zyzzz z&zzz zzyzzy zzzz{z zzzzzz &yzzy zzyyzzyz &!&&& &&&&&z yyzyyy zyzzyzy &zy&y zzz&&& yzzyzyy zyyy&&zz&y yzyzy yyyzyy yyzyy zzyyyy &&&&&& yzzzz "",yy yyzyz&& &zyyz zzyzzyzy zyyzzz& yyyzy !&z&&z& /yyy&! yzyyzzy zyyzz zyyzy &&&!& &&&&yzyyz &&&!&& &yyyyzyyy &&yyy yzzzyy yzyzzzzzy &yy&& &&&&% &&yyz &&zz&yz zz&&&y &&&yy&& &&&&&&y&& /&&&&&z& !&yyzy &&&yz &&%&&&& !&&&&&& yzyzyyyyy &zzzzz yzz&zyz y /& /yy&&&y zzyyy &&&&&% yy&&&& /& && &&zzy &&&yz &&%&&&& &&yyyyy )yyyy z$.&z& yy&&&& yyzyy yyyyy <&&)y 4yyzz y&&yy /yyyyz&&&zz&& D&&%& yyyyz& &&z&% 99&RRR &&yy&& /$=<4< y&&&& /&&&&&& &y ,% &&%&/yz &5.5z y&%&&zz{ zyyyyz yyzyPy yz&&y ==< < /yzyyyy yyyyyy &&&y* yy!&y) yyz&& yyyzyzzy +R+R+R y&&y&z &&&&z yyyzzy yy&R(& yyzz&&&z yy&&y !&&&& &&&&&&& zz&&& yyzyy &&&&&& &&zyy %&&&y .=&&y &&&&&& yyyzyz yzzyzz yy)&&! &%&yzz &&&&&y yyzzyy yzy&& &&&y yy%&& &y!yzz /&&&&z &&&yz y&&y& /y)y&% yzyzy Mlzyy yy&zy zy)&& /&&!& yyyyy y&!&y y&&&y& &&&&&&&&/ z&&&& $%&&&&# &&!&y yyzzyy &zz&% yyz&&& &, && yz&&y &&yyy &&&%y &y&&&&& y&%++R %&&&&& y yyy& yyy&&/ &&&&%&& &/ & yy&&, yy, yy y%yy&! &yyx&& yzzyy zz^-+ --VQ|+QS0 ,V~QST~S Zx|}$ *[|,P QVRQQ ,PQKF maincard luba10data ,2,2,2,2,2, ,22,2,2,222,222,2,222 ,22,222,2,2,2P2,2,22,2, ,2,22,2,3,2,2,2,2,2P22,222% ,22,22,V22 2,222,222,2,22,2,2 22,22,2,2,2,322,22,22,32,2,22 ,2,22,222,222,2,2- 2,22, 322,2% 2,22,3 ,22,2,2- 222,22,22,2,2, ,22,22 3,V22,2,22P22,22P222, ,22,23 222,2,22,3,22,22,2,2 ,22,22,22,22,2,222P22,2,22,22,22% 22,22,22,22,2,2,2,22,2222P23,22% ,22,2 -22P22,222,2,22,2,22,22,2 22P22,22,22,22,2V-22,2,22,22P22 2,22,2 ,22,23 2,22,22, 2,22,+ ,2,22,2,22,2,22,22,22-22,2 2,223 ,2,22,22P22,22,2 2,2,2,222,22,23,22, 2,222,22,22, ,2P22,22, 22,22,22 2,2,22,22,23 ,22,2, ,22,2223,22,222 ,22,222,2,2 22,22,2,222,3,22,2% 2,22,V,222,2,22,22 ,,2,22,2,2P222P22,2,+ ,2,2,22,22,2,222,23P22, 222,22P2,2 22,2,22,22,2 ,2,22,22,2,3,2 -2,22,22, 2,32,222,2222 ,22,22, ,2222-22 32,2P2,2,232, 3,22% 2,2,2 2,2,22,222,2,2,22,22, ,22,22,22 ,22,222P2,2,22P22% 22,22,2,2,22,22-22,2222,2,22 ,222,22,3 2,22,22,222 ,22,322, 2,2P2,22,222, 3,22,2,22,22,2,2% ,2,2222,2,2,22,22,2Q22,22,2P22 2,2,2, 222P22,2,22,22,2 -222,2% ,222,23,2,23,222 ,22,22,222,2, ,22,22,22,2,22,2,32,22P22,2,22 22,2- 2,2V,22,2P22,22,2, 2,2,22,22,22,2 -222, ,2,2,2,2222,22,22,2,2 222P2,2,3,22P23,2222,2,22,2 ,2,2,222,22,22,22,2,22, ,2,22,22,2 ,23,2,2,22 ,22,222,2,22P22,32, 222P2,22, W],2% 22,2,2- 222-22,22,22,2-2,22,22, ,2,222,22,2P2,22,22,22,222,22, 2,222,22,222,22,22,V,22,2,22, 32,22,2,22,2P22,2,2V,2, ,2,22 222,2,22,V,22,2,22,2222,22 22,22, 22,2,22-22V,22,V2,2,2,3 ,22,2222,V,2,3 ,222, 2,222,22,2222,22,222,22,22,2,22,2,2,2,+ -2,22,2,23,22,2,22,222,2,2V,22,22,22222,2 ,2,222,22,2,22,23,V,22, -222,22,23,22,2P2,22% ,222- ,2,22,2,222,22,22, 2,2-2,2V 2,2,22,2,2,22 22,2232, -2,22P22,2222,22, 2P22,22V,22,2,22,22, ,222,22,32,22P2,22, ,2,22,2,22,222,22-22,2,22 2,2,22,22,22, 222,2,22,V,2,22,2 ,2222,3,2,22,32,22, ,22,32,222,2,22,22, 222,22 W222,2,3 ,23,22 2,2-2P22,2 ,,2,22W WW2222,22,22,2,22,2,2,22,2 ,2,2,2,2, ,2,22,22W]^]] ,2P22,2 ,2,22,22222, ,2,22,2,222,222,2,2,22,2,2]W] ^222,]]W] WW]]W]W2,222]W ]W]WW lucky11data larry16data lucky12data ++++++ lucky13data INFO larry17data larry18data larry19data luba12data ,2,2,2,2 ,2,2,2,2 222,222,2 ,22,2,222 ,2,22P2,2,2,+ 2,2,22,222,2,2 ,,22,22,2,22222, 2,222,22, 22,2,2,2 %22,22,22,2P22,22,2,22 2,22,22,22,2,2 3,222,22,22 2,22,22,22,222,3 ,22,2,2, +22,22,22,22,2,2,2,2-2,2222,2 ,2,22- 2,22P2,22222,2222- ,2,2,22,22,22,2P2,2,2, 2,222,22 22223 ,23,22,322,2,3 22,22, 2,2,2,2, 2,22,222,22,2,2 22,V,2222,22,2,2,22,2,2 ,2,22 ,222,2,22P22,V,22P222,2,2, 22,2- 2,32,2232,222,2,22 2,22,2,22,2,22,2-222, +,22,22,2,22,2,2,2, ,22,2,22,222,222, ,22,2,22Q2,2,2,+ ,22,22,2,222% ,2,V2,222 222,22,2 ,22,2,2,22,22,2, ,2,22,2,22,2P22,2 ,22,22,2,2222,22,22 ,22,2,22P22,223,22,2,2 ,2,22,2-22,22,2 3,22,2, ,2,22P2222,22,2,3 22P222 222,22,2,22, 2,2,22,2,2 2,2,22,2P22,222,22,22,2,22+ ,2,2,32,2,22,2,2,22,22,22, 22,2222Q2,2,22,22,22,2, 3,22,2,22,222, 3,222 22,2,22,2,22,23 ,2222,2, ,22,2,22,22,22-22,2,22,2,2222 22,22,22,222,2,2 22,2,22-2,22P22,2P2,2,2,3 2,2,2,22,2,22,2,22,2222,222 ,222,3 ,222P22,22-22, ,2V,2,22 2,222 32,2,2,2 2,22,22 ,22-2,+ ,2,2,22,222,223,22,22, ,2,22P2,22,22, 22,32,22,2,32, 2,23,22,2 22,22,22,22,2P22,22, 2,2,2,3 ,22,22,2,22,2, 2,22P22,222,22,V2,3222P22 W],22% ,22,22,222- 2,22,22,2,2,2, ],22% 2,22,22-2,22,2222,22,V,2,222,2, 22,23 22,2- 2,2,22Q22,22 ,22,22,22,22,322,22,22,22,2 ,222, 22,22,22,22,2,2,22,22-22,2 ,2,2,22,2 ,2,2,22P22,2,2222,22,22P22,2,2,2P2222,22,22 2,2,22, ,22,2 2,22,22,222,2,222,22,22,22- 2,22,3 2,22,222, ,22,W,22,222 2,222,22,22,2 3,22,2,2,2P22,222% 2,2,22,22,2-22,2,22,3,22,2,22,2P222,22,2,2 ,222,2 ,22,2,22P2,22 2,22,22,222,2,22-22 22,22,22- 22,22,22,2,22,22,22,22,V2,22,2 ,22,22,22,2 3,22,2 3,2,22-22, 2,22,V,22,2,22,22,2,2,22,2,222,2 ,22,]W22,23 2,22,222,2 ,222P322,2 ,22,22W 2,2,22, -2232,2,22,22 ,2,2,2,2, ,2,22,22W]] 22-2222,2,22,2,V,22, ,2,22,2,222,222,2,2,22,222WW] ^222,]]W] WW]]W]W2,22,W]] luba13data ,2,2,2,2 ,2,2,2,2 222,222,2 ,22,2,222 ,2,22P2,2,2,+ 2,2,22,222,2,2 ,,22,22,2,22222, 2,222,22, 22,2,2,2 %22,22,22,2P22,22,2,22 2,22,22,22,2,2 3,222,22,22 2,22,22,22,222,3 ,22,2,2, +22,22,22,22,2,2,2,2-2,2222,2 ,2,22- 2,22P2,22222,2222- ,2,2,22,22,22,2P2,2,2, 2,222,22 22223 ,23,22,322,2,3 22,22, 2,2,2,2, 2,22,222,22,2,2 22,V,2222,22,2,2,22,2,2 ,2,22 ,222,2,22P22,V,22P222,2,2, 22,2- 2,32,2232,222,2,22 2,22,2,22,2,22,2-222, +,22,22,2,22,2,2,2, +,22, 322P22,2 2,222, ,22,2,22,222,222, ,22,2,22Q2,2,2,+ ,22,22,2,222% ,2,V2,222 222,22,2 ,22,2,2,22,22,2, ,2,22,2,22,2P22,2 ,22,22,2,2222,22,22 ,22,2,22P22,223,22,2,2 ,2,22,2-22,22,2 3,22,2, ,2,22P2222,22,2,3 22P222 222,22,2,22, 2,2,22,2,2 2,2,22,2P22,222,22,22,2,22+ ,2,2,32,2,22,2,2,22,22,22, 22,2222Q2,2,22,22,22,2, 3,22,2,22,222, 3,222 22,2,22,2,22,23 ,2222,2, ,22,2,22,22,22-22,2,22,2,2222 22,22,22,222,2,2 22,2,22-2,22P22,2P2,2,2,3 2,2,2,22,2,22,2,22,2222,222 ,222,3 ,222P22,22-22, ,2V,2,22 2,222 32,2,2,2 2,22,22 ,22-2,+ ,2,2,22,222,223,22,22, ,2,22P2,22,22, 22,32,22,2,32, 2,23,22,2 22,22,22,22,2P22,22, 2,2,2,3 ,22,22,2,22,2, 2,22P22,222,22,V2,3222P22 W],22% ,22,22,222- 2,22,22,2,2,2, ],22% 2,22,22-2,22,2222,22,V,2,222,2, 22,23 22,2- 2,2,22Q22,22 ,22,22,22,22,322,22,22,22,2 ,222, 22,22,22,22,2,2,22,22-22,2 ,2,2,22,2 ,2,2,22P22,2,2222,22,22P22,2,2,2P2222,22,22 2,2,22, ,22,2 2,22,22,222,2,222,22,22,22- 2,22,3 2,22,222, ,22,W,22,222 2,222,22,22,2 3,22,2,2,2P22,222% 2,2,22,22,2-22,2,22,3,22,2,22,2P222,22,2,2 ,222,2 ,22,2,22P2,22 2,22,22,222,2,22-22 22,22,22- 22,22,22,2,22,22,22,22,V2,22,2 ,22,22,22,2 3,22,2 3,2,22-22, 2,22,V,22,2,22,22,2,2,22,2,222,2 ,22,]W22,23 2,22,222,2 ,222P322,2 ,22,22W 2,2,22, -2232,2,22,22 ,2,2,2,2, ,2,22,22W]] 22-2222,2,22,2,V,22, ,2,22,2,222,222,2,2,22,222WW] ^222,]]W] WW]]W]W2,22,W]] 4, stepFrame frameTimerSCRP on stepFrame global gDebug, gFrameNo, gFrameMax, gSpName, gSpMax, gSpBak, gRepMax, gRepCnt, gStep put gFrameNo + 1 into gFrameNo stop timer "frameTimer" if gFrameNo > gFrameMax then put gRepCnt + 1 into gRepCnt if gRepCnt < gRepMax then put 1 into gFrameNo else if gStep = 10 then put "" into gSpName exit stepFrame else if gStep = 110 then put 115 into gStep startNa "luckyP", "S2LC01.AIF" exit stepFrame else if gStep = 200 then put 205 into gStep go stack "cdrom3.sta" exit stepFrame end if end if end if sprite if gSpName <> "" then start timer "frameTimer" end stepFrame on stepFrame2 global gDebug, gFrameNo, gFrameMax, gSpName, gSpMax, gSpBak, gRepMax, gRepCnt, gStep put gFrameNo + 1 into gFrameNo stop timer "frameTimer" if gFrameNo > gFrameMax then put gRepCnt + 1 into gRepCnt if gRepCnt < gRepMax then put 1 into gFrameNo else if gStep = 2 then put "" into gSpName put 10 into gStep show bmp "ball2" hide bmp "ball" exit stepFrame else if gStep = 110 then put 115 into gStep startNa "luckyP", "S2LC01.AIF" exit stepFrame else if gStep = 120 then put 125 into gStep startNa "lubaP", "S2LB01.AIF" exit stepFrame else if gStep = 130 then put 135 into gStep startNa "luckyP", "S2LC02.AIF" exit stepFrame else if gStep = 140 then put 145 into gStep startNa "larryP", "S2LR02.AIF" exit stepFrame else if gStep = 150 then put 155 into gStep startNa "luckyP", "S2LC03.AIF" exit stepFrame else if gStep = 160 then put 165 into gStep startNa "larryP", "S2LR03.AIF" exit stepFrame else if gStep = 170 then put 175 into gStep startNa "lubaP", "S2LB02.AIF" exit stepFrame else if gStep = 180 then put 185 into gStep startNa "luckyP", "S2LC04.AIF" exit stepFrame else if gStep = 190 then put 195 into gStep put "" into gSpBak set the soundFile of bg snd "bgm" to stackPath() & "sound" & pathCh() & "S2LRLB.AIF" startSprite "larryPwait,lubaPwait", 2, 1 play bg snd "bgm" exit stepFrame else if gStep = 195 then exit stepFrame else if gStep = 200 then put 205 into gStep go stack "cdrom3.sta" exit stepFrame end if end if end if sprite if gSpName <> "" then start timer "frameTimer" end stepFrame2 S3SCRP on openCard global gAnime if gAnime = 1 then put 2 into gAnime startAnime end if end openCard on resetStage hideAll "lucky" hideAll "larry" hideAll "luba" hideAll "girl" end resetStage on startAnime global gStep put 10 into gStep resetStage startSprite "luckyW,larryW,lubaW", 19, 1 end startAnime on PlayNa sndFile set the soundFile of snd "bgm" to stackPath() & "sound" & pathCh() & sndFile play snd "bgm" end PlayNa on stepAnime global gStep, gCnt, gCntMax, gAnime if gCnt >= gCntMax then if gStep = 0 then lock Screen show bmp "presents" unlock screen with visual effect dissolve in 60 ticks put 1 into gStep put 120 / 4 into gCntMax else if gStep = 1 then lock Screen hide bmp "presents" unlock screen with visual effect dissolve in 60 ticks put 2 into gStep put 60 / 4 into gCntMax else if gStep = 2 then lock Screen show bmp "oracleWorld" unlock screen with visual effect dissolve in 60 ticks put 3 into gStep put 120 / 4 into gCntMax else if gStep = 3 then lock Screen hide bmp "oracleWorld" unlock screen with visual effect dissolve in 60 ticks put 4 into gStep put 60 / 4 into gCntMax else if gStep = 4 then lock Screen show bmp "openWorld" unlock screen with visual effect dissolve in 60 ticks put 5 into gStep put 120 / 4 into gCntMax else if gStep = 5 then put 100 into gStep put -1 into gCnt put 0 into gCntMax put 1 into gAnime visual effect dissolve in 60 ticks go card "Lucky" end if put 0 into gCnt end if put gCnt + 1 into gCnt if gStep < 100 then start timer "frameTimer" end stepAnime Q+BiO lucky15data }tttt ttwwww} ttwwww} twtww} }}}}}} {{{} //% /U {{{{{ / / /& twvwvv *+*+* *+*+* @@:@@@ @@@:@ @@:@:@@ @:@@:@ :@:@@@:@@@:@:@:@@@:@@@:@: @:@@@:@@:@ :@:@@ @:@@@:@@ @@@@: lucky14data }tttt tttwwt twwww} }tttt wtww} tt}ttt twwtt} /%/)/ {{{} /!/ // /!/!/}ww }vvvv :@@@@:@@:@ @@:@@ @:@:@@:@ @:@@: :@@:@@@@:@@:@ $INFO larry21data $$Top #INFO larry20data LINFO doorSCRP on mouseUp global gStep, gCnt, gSpBak if gStep = 100 then put 100 into gCnt put "luba11" into gSpBak startSprite "lubaGirl,girl", 8, 1 end if end mouseUp $***$*** *$*$***2V2 +**$*$*$*$**V2V222 222V2 V2V*$*$**2$** $*+++ *22$*$**$*$**$** U+UPV **$*$*N 2V2$*$*$*$**$**$**$* **$**$ 2V2V+*$*+*$****$*$**$ +*$**$* $*$**$*$*$*VU*$**$**$ *$**$***$*$**$** **$*$2222 **+O+ U+$O1++ +1+1+ **$**$*+ **$*$*$**$**$*$VU +O+2V+ 1O+O+*$*$** U$**$*$**$*$*$U O1O+*+U O1**$V $***$***$**$*$* *$**$*$***$U$**$U *$**$**+ +$**$**$*$*O* *O*+*O 1$*$*$ U2UV*O+ +U+U* +O+**$* *$***$**$**$**$**+U +1+**$*****$*$U 1**$*$*$ ***$*$**$**$**$**$**$**$****$*$**$**$*$*$**$**$**$ O+O+O+OO+H* $r+$*O%O O*OOO $*%$$* $$NOOUOOO OOU+O O+O*OO+O O1P$N+%*H* $O*OO*OOOPO 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*T1TUHa eO+N$O OO++O H,N,*O+ UTUTUUTO~] NO0N] wTUvwTU ,$*O$N ++O1O I2O,O UOZ1Tx,y RO0s0r9_ eN,%*N ,&*I1%O++O z}1TO eP++I*UO IU$,+O%* @:::: W^3U1rXd wUTwwTU *O+%O UTOTUY ,O2%N %z+O%*+$ [UTUN[Y vUTwvUT e%OO$ON+O O2,$*,O,&0N 33,[ez0$ e+&*O%*O +$N+O1P &OI+OO+*O UNUUT $**N+O+$*O %,*O+O%O+ UUxUT eN,,I*$O++ NOO,O sV$*%*O e*P,+HN PO,z%*$H*$+O NU34.]\ e+%O*$NO+O+O+O H*$*%N* ]T~yyUUNW vwvw}vwvwvwvwvwvwv e#<@O e,$$$*H+N+OO ::::: .U^Y2,UTO1 eFG@1 eOO$+P%O O,O+O+U%tUOP2$N ]eW+^Ws]Y43 eV,+J+,,O,OO %UOzP :::::: eNP,PO,+ P,OO+OO+O :::@:: OT]5{ eH++,POP &%Tt,UP :::;::: pjp^c %$OP1,%OO*OOO OOy,O _3X4WT1N eOP,OOVO*O*O+N OP*NPP ::::: ^XYUT{X4|y eO,OP ,%N*NOO @:::: ^YXNx ^5VzV0N $$$z_ ~r ,w e$*$*$***$**$**$* **$*$**$* :::::: z_]XYUNz e*$**".%A ""!"" O*O*1+N+* ::::@:: ***$****$*$***$* ::::::: _^WPTUTTO VVVVVVVVV +*$"4%O e$*$* *O1+O1$*$**$**$****$* ::::::: ]V_yTT $***$*N1O0VVVVVUVVVVVV ::::::: e$*$**$ ::::@:: ]OTN*xTNNTN*T**N e*$**$***$**$*$**$*$*$*$**$ ::;::: e#%#A ::::: \\VOU UU2UOTOUOO0 ::::: ]UUUOUTUU1OUT1*r{] ::::::::::;::: ]UUOUUU1OUO0O0+N\ ::@::::::::::: UU1O0O0O*N :::::: ::::: UOUUTN1NT+0NWV2 eeINFO 4, stepFrame frameTimerSCRP on stepFrame global gDebug, gFrameNo, gFrameMax, gSpName, gSpMax, gSpBak, gRepMax, gRepCnt, gStep, gCnt, gAnime put gFrameNo + 1 into gFrameNo stop timer "frameTimer" if gFrameNo > gFrameMax then put gRepCnt + 1 into gRepCnt if gRepCnt < gRepMax then put 1 into gFrameNo else if gStep = 10 then put "" into gSpName put 20 into gStep put "" into gSpBak playNa "S3LC01.aif" startSprite "luckyS", 4, 20 exit stepFrame else if gStep = 35 then if the isPlaying of snd "bgm" then set the soundFile of snd "bang" to stackPath() & "sound" & pathCh() & "atac.aif" play snd "Bang" end if exit stepFrame else if gStep = 100 then -- Button if gCnt = 100 then put 110 into gCnt playNa "door.aif" end if exit stepFrame else if gStep = 200 then put "" into gSpName exit stepFrame end if end if end if sprite if gSpName <> "" then start timer "frameTimer" end stepFrame BINFO luckySdata lucky12,328,303 lucky11,328,304 lucky13,328,303 lucky11,328,304 CINFO larrySdata larry17,391,295 larry18,391,296 larry19,382,293TAIL DINFO lubaSdata luba12,213,322 luba13,213,322TAIL EINFO girldata girl1,69,215 girl2,87,185 girl3,87,184 girl4,88,180 girl5,87,181 girl6,88,180 GINFO ELECOM_500:oracle:Stacks:sound:EG_02.AIF bgmSCRP on playStopped global gStep,gSpBak, gSpName, gCnt, gDoneList stop timer "frameTimer" put "" into gSpName if gStep = 20 then put 30 into gStep lock screen hide bmp gSpBak show bmp "lucky11" put "luba11" into gSpBak unlock Screen playNa "S3LB01.aif" startSprite "lubaS", 2, 50 else if gStep = 30 then put 35 into gStep lock screen hide bmp gSpBak show bmp "luba11" put "larry16" into gSpBak unlock Screen playNa "S3LR01.aif" startSprite "larryS", 3,1 else if gStep = 35 then stop timer "frameTimer" put 40 into gStep lock screen hide bmp gSpBak put "lucky11" into gSpBak show bmp "larry16" unlock screen playNa "S3LC02.aif" startSprite "luckyS", 4, 50 else if gStep = 40 then put 100 into gStep lock screen hide bmp gSpBak show bmp "lucky11" unlock Screen else if gStep = 100 then -- button put "" into gSpName if gCnt = 110 then put 120 into gCnt playNa "S3LB02.aif" else if gCnt = 120 then lock screen hide bmp "luba14" show bmp "luba11" unlock screen else if gCnt = 200 then -- luba play put "1" into item 3 of gDoneList lock screen hideAll "luba" show bmp "luba11" unlock screen else if gCnt = 300 then -- larry play put "1" into item 2 of gDoneList lock screen hideAll "larry" show bmp "larry16" unlock screen else if gCnt = 400 then -- lucky play put "1" into item 1 of gDoneList lock screen hideAll "lucky" show bmp "lucky11" unlock screen end if if gDoneList = "1,1,1" then put 1 into gAnime put 10000 into gStep go stack "cdrom4.sta" end if end if end playStopped HINFO ELECOM_500:oracle:Stacks:sound:atac.aif bangSCRP on playStopped global gStep, gSpBak if gStep = 35 then if the isPlaying of snd "bgm" then startSprite "larryS", 3, 1 end if end if end playStopped IINFO lubaPlaydata luba15,507,163 luba15,507,163 luba16,506,162 luba15,507,163 luba16,506,162 JINFO larryPlaydata larry20,322,203 larry20,322,203 larry21,322,203 larry20,322,203 larry21,322,203 KINFO luckyPlaydata lucky14,319,207 lucky14,319,207 lucky15,317,207 lucky14,319,207 lucky15,317,207 MINFO btnPre,offSCRP on mouseUp global gAnime, gStep put 1 into gAnime put 10000 into gStep show bmp "btnPre,On" go stack "preview.sta" end mouseUp WWPcWWWiW WWWWW |WWZ,W{ Y/YY5SY5 S5/Y//Y/5S//Y /////////// \z\z\z\ V\z\z\z\z Vz\z\ z\y\z\z\ [z\z\z\z \y\VU z\z\z\z\Uz D&&%& +R+R+R yy&R(& zz&&& yzzyzz yy)&&! Mlzyy z\z[z \z\z\z \z\z\z \zz[Vz Vz\z\ z\z\z z\z\z\ \z\z\y \zV\VyV\z\z\z\z[ !TAIL NINFO btnFF,offSCRP on mouseUp global gStep, gAnime if gStep = 100 then put 1 into gAnime put 10000 into gStep show bmp "btnFF,On" go stack "cdrom4.sta" end if end mouseUp z\z\z 3PWWP PWWWPW WPPWP ,YPWPP PWPPW zzzyy WWW{Y PPPPP WPWPP*P PY|"^PW {zzP^ *PP{YP|YW WPWPz+ {z+z^ *zQ*z+ +zz{{{{^" Q|"Y|"" z{{{{{ *$*}z yyy&&y zyyyy yyyzyy &yzzy zzyyzzyz &!&&& yzyyzzy zyyzz zyyzy &&&!& &&yyz &&zz&yz zzyyy &&yyyyy )yyyy z\z\z yyzyPy &&&y* &&zyy yyzzyy yzy&& yz&&y !TAIL OINFO btnRew,offSCRP on mouseUp global gStep, gAnime if gStep = 100 then put 1 into gAnime show bmp "btnRew,On" go stack "cdrom2.sta" end if end mouseUp WPPPWW WPPWWP PWWP^, WWPWP WW {PPP ^"{zP^*|^PW^"|*^{ PP"!WW {"#zz% """"$|*^"" P^""|^P *$Q|_" yyzyz &&&&%&& &&yz&& yyzzz &&&&&z &&&&&% \zz\z\ V\z\zNz <&&)y 4yyzz /$=<4< y&&&& &5.5z yz&&y ==< < /yzyyyy yy!&y) %&&&y .=&&y &&&y y&!&y y&&&y& yyy&&/ yyyyz Zx|}$ *[|,P STSSS !TAIL PINFO btnPre,Ondata PPPWW PWWW{ WWZWW ^PPY|PPY WY,zY^|*^ Y,Y{Y| VYYYYYYYY Y/5S///////Y/ ////////+ \z\VU \z\z\ \z\zV ''''' LLLLL ''''' LLLLL u&&!&& '''''''''' LLLLLLLLLL '''''' LLLLLL uyy%&yu ''''' \z\z\ \Vz\Vz\VzV z\z\\z\V !TAIL QINFO btnFF,Ondata PWPWWW WWWPWW YWPWWPP PWPWW WWPWWP WPWPW WPPWW WPWWPPzWWPP{Y{PY{"z^|z"P #^PWPPPW yy&&&y&& ^*{^P PYP|^*P {"_,z" ${^,z$*W PWP|^,WPPW ^|"_$|{ *zP*|"$|PP^P |{{{{ zzz{{ zzzzz zyyyy yyy%&&& y&&&&&_ zyzy&yyzzzyzzzyz zzzzyzzzyzz zyyyzzy yyzyzyzzz y&yzz&& yyyyz zzzuu uz&&&&z yyyyzy &&zyy uyzuu y&&y!&yy uuzyzz yyyyyyyy &&yyy yyyyyy yyzyyy , yzyzu zyyy& &&&& z&yyy &&&&yy, &&y}S !TAIL RINFO btnRew,Ondata y&&yy {WWPWW WWPWW {{zP{ PPWWW YW-"|^P ,"Y|PPP| {{|{^ ""$""Y|"$|_" yyyyy z&&&&& &&&&&/ &&&zy zzzzzzyy&y zzzzz rr== "0" and spBak <> "" then hide bmp spBak end if if spNo <> "0" and spNo <> empty then set the loc of bmp spNo to (item 2 to 3 of ss) show bmp spNo put spNo into item ii of gSpBak end if end repeat unlock screen end sprite on spriteEffect global gDebug, gFrameNo, gFrameMax, gSpName, gSpMax, gSpBak, gRepMax, gRepCnt if gSpName = emtpy then exit sprite lock screen repeat with ii = 1 to gSpMax put item ii of gSpName into spName if spName <> "" then put line gFrameNo of fld spName into ss put item 1 of ss into spNo if spNo <> empty then put bmp (spName & spNo) into bmp ("sp" & ii) set the loc of bmp ("sp" & ii) to (item 2 to 3 of ss) else put empty into bmp ("sp" & ii) end if end if end repeat unlock screen with visual effect dissolve in 15 ticks end spriteEffect on hideAll bmpName put 0 into num repeat while existence( bmp (bmpName & (num + 1) ) ) hide bmp (bmpName & (num + 1) ) put num + 1 into num end repeat end hideAll on showAll bmpName put 0 into num repeat while existence( bmp (bmpName & (num + 1) ) ) show bmp (bmpName & (num + 1) ) put num + 1 into num end repeat end showAll function getBmpNum bmpName put 0 into num repeat while existence( bmp (bmpName & (num + 1) ) ) put num + 1 into num end repeat return num end getBmpNum function cardName return (the name of card) end cardName on showAllCard put 2 into num put "" into ss put Empty into fld "mes" repeat while existence( card id num ) put num & " : " & the name of card id num & RETURN after ss put num + 1 into num end repeat put ss into fld "mes" end showAllCard on showBmpName crdName put 1 into num put 0 into ii put empty into ss put the number of bmps of card crdName into bMax repeat while ii < bMax if existence( bmp id num of card crdName ) then put num & " : " & the name of bmp id num of card crdName & RETURN after ss put ii + 1 into ii end if put num + 1 into num end repeat put ss into fld "mes" end showBmpName function pathCh if the platForm = "Macintosh" then return ":" else return "\" end pathCh PFONT ARIAL ARIAL NARROW( ARIAL ROUNDED MT BOLD ATHENS AVANT GARDE B FUTURA BOLDN B GOUDY BOLD BAUHAUS 930 BI GOUDY BOLDITALIC BO FUTURA BOLDOBLIQUE BOOK ANTIQUA( BOOKMAN BOOKMAN OLD STYLE BOLD BRAGGADOCIO BRITANNIC BOLD BRUSH SCRIPT MT C FUTURA CONDENSED CAIRO CB FUTURA CONDENSEDBOLD CBO FUTURA CONDBOLDOBLIQUE CENTURY CENTURY GOTHIC CHICAGO CO FUTURA CONDENSEDOBLIQUE COLONNA MT COURIER COURIER NEW CXB FUTURA CONDEXTRABOLD CXBO FUTURA CONDEXTRABOLDOBLIQU DESDEMONA DOWNWIND:N DUBIEL0 DUBIELITALIC# FOOTLIGHT MT LIGHT FUTURA FUTURA BOOK GENEVA GOODCITYMODERN GOUDYN GOUDYHUNDRED H FUTURA HEAVY H GOUDY HEAVYFACE HELVETICA HI GOUDY HEAVYFACEITALIC HO FUTURA HEAVYOBLIQUE I GOUDY ITALIC IMPACT KINO MT L FUTURA LIGHT LINOSCRIPT LINOTEXT LITHOS BOLD LO FUTURA LIGHTOBLIQUE LONDON LOS ANGELES MATURA MT SCRIPT CAPITALS MISTRAL MOBILE0 MONACO MONOTYPE SORTS MS LINEDRAW N HELVETICA NARROW NEW CENTURY SCHLBK NEW YORK( O FUTURA BOOKOBLIQUE O FUTURA OBLIQUE OSAKA PALATINO PIXIEFONTN PLAYBILL POLO-SEMISCRIPT RITZCONDENSED RITZITALIC RITZLASERN RUDELSBERG SAN FRANCISCO SILLYCONVALLEY STENCIL SYMBOL TIMES TIMES NEW ROMAN TORONTO TRIBECA VENICE VIVALDI WIDE LATIN WINGDINGS XB FUTURA EXTRABOLD XB GOUDY EXTRABOLD XBO FUTURA EXTRABOLDOBLIQUE ZAPF CHANCERY ZAPF DINGBATS (GYOUSHO)KT1 REISHO W3IDMO