on HelpDisplay1 --Set the forecolor of cast "Help Screen Display" = 0 --Set the textStyle of field "Help Screen Display" = "bold,extend" puppetSprite 48, True Set the locH of sprite 48 = 205 Set the locV of sprite 48 = 360 Repeat while rollOver (2) set the castNum of sprite 48 = 362 updateStage if the mouseDown then exit end repeat Repeat while rollOver (3) set the castNum of sprite 48 = 363 updateStage if the mouseDown then exit end repeat Repeat while rollOver (4) set the castNum of sprite 48 = 364 updateStage if the mouseDown then exit end repeat Repeat while rollOver (5) set the castNum of sprite 48 = 365 updateStage if the mouseDown then exit end repeat Repeat while rollOver (6) set the castNum of sprite 48 = 366 updateStage if the mouseDown then exit end repeat Repeat while rollOver (7) set the castNum of sprite 48 = 367 updateStage if the mouseDown then exit end repeat Repeat while rollOver (9) set the castNum of sprite 48 = 369 updateStage if the mouseDown then exit end repeat Repeat while rollOver (10) set the castNum of sprite 48 = 370 updateStage if the mouseDown then exit end repeat Repeat while rollOver (16) set the castNum of sprite 48 = 376 updateStage if the mouseDown then exit end repeat Repeat while rollOver (18) set the castNum of sprite 48 = 378 updateStage if the mouseDown then exit end repeat Repeat while rollOver (22) set the castNum of sprite 48 = 381 --chg in numbering updateStage if the mouseDown then exit end repeat Repeat while rollOver (23) set the castNum of sprite 48 = 380 updateStage if the mouseDown then exit end repeat Repeat while rollOver (24) set the castNum of sprite 48 = 382 updateStage if the mouseDown then exit end repeat Repeat while rollOver (26) set the castNum of sprite 48 = 368 updateStage if the mouseDown then exit end repeat end HelpDisplay1 --------------------------------------------------- on HelpDisplay2 --Set the forecolor of cast "Help Screen Display" = 0 --Set the textStyle of field "Help Screen Display" = "bold,extend" puppetSprite 48, True Set the locH of sprite 48 = 205 Set the locV of sprite 48 = 360 ----- ch. btns Repeat while rollOver (2) set the castNum of sprite 48 = 362 updateStage if the mouseDown then exit end repeat Repeat while rollOver (6) set the castNum of sprite 48 = 366 updateStage if the mouseDown then exit end repeat Repeat while rollOver (9) set the castNum of sprite 48 = 369 updateStage if the mouseDown then exit end repeat Repeat while rollOver (10) set the castNum of sprite 48 = 370 updateStage if the mouseDown then exit end repeat ---- clp. btns HD2 Repeat while rollOver (11) set the castNum of sprite 48 = 371 updateStage if the mouseDown then exit end repeat Repeat while rollOver (12) set the castNum of sprite 48 = 372 updateStage if the mouseDown then exit end repeat Repeat while rollOver (13) set the castNum of sprite 48 = 373 updateStage if the mouseDown then exit end repeat Repeat while rollOver (14) set the castNum of sprite 48 = 374 updateStage if the mouseDown then exit end repeat Repeat while rollOver (15) set the castNum of sprite 48 = 375 updateStage if the mouseDown then exit end repeat Repeat while rollOver (16) set the castNum of sprite 48 = 376 updateStage if the mouseDown then exit end repeat Repeat while rollOver (18) -- play set the castNum of sprite 48 = 378 updateStage if the mouseDown then exit end repeat -- global cntr (HD2) Repeat while rollOver (22) set the castNum of sprite 48 = 381 --chg in numbering updateStage if the mouseDown then exit end repeat Repeat while rollOver (23) set the castNum of sprite 48 = 380 updateStage if the mouseDown then exit end repeat Repeat while rollOver (24) set the castNum of sprite 48 = 382 updateStage if the mouseDown then exit end repeat ------ local cntrl Repeat while rollOver (26) set the castNum of sprite 48 = 368 updateStage if the mouseDown then exit end repeat Repeat while rollOver (32) set the castNum of sprite 48 = 383 updateStage if the mouseDown then exit end repeat Repeat while rollOver (33) set the castNum of sprite 48 = 384 updateStage if the mouseDown then exit end repeat Repeat while rollOver (34) set the castNum of sprite 48 = 385 updateStage if the mouseDown then exit end repeat Repeat while rollOver (37) set the castNum of sprite 48 = 388 updateStage if the mouseDown then exit end repeat Repeat while rollOver (38) set the castNum of sprite 48 = 386 updateStage if the mouseDown then exit end repeat Repeat while rollOver (39) set the castNum of sprite 48 = 387 updateStage if the mouseDown then exit end repeat Repeat while rollOver (40) set the castNum of sprite 48 = 392 updateStage if the mouseDown then exit end repeat --Repeat while rollOver (41) --set the castNum of sprite 48 = --updateStage --if the mouseDown then exit --end repeat --Repeat while rollOver (42) --set the castNum of sprite 48 = --updateStage --if the mouseDown then exit --end repeat --Repeat while rollOver (43) --set the castNum of sprite 48 = --updateStage --if the mouseDown then exit --end repeat --Repeat while rollOver (44) --set the castNum of sprite 48 = --updateStage --if the mouseDown then exit --end repeat end HelpDisplay2 ------------------------------------------- on HelpDisplay3 --Set the forecolor of cast "Help Screen Display" = 0 --Set the textStyle of field "Help Screen Display" = "bold,extend" puppetSprite 48, True Set the locH of sprite 48 = 205 Set the locV of sprite 48 = 360 Repeat while rollOver (2) set the castNum of sprite 48 = 362 updateStage if the mouseDown then exit end repeat Repeat while rollOver (6) set the castNum of sprite 48 = 366 updateStage if the mouseDown then exit end repeat Repeat while rollOver (9) set the castNum of sprite 48 = 369 updateStage if the mouseDown then exit end repeat Repeat while rollOver (10) set the castNum of sprite 48 = 370 updateStage if the mouseDown then exit end repeat --------- Sftwr Str Applic Bttns Repeat while rollOver (11) set the castNum of sprite 48 = 393 updateStage if the mouseDown then exit end repeat Repeat while rollOver (12) set the castNum of sprite 48 = 394 updateStage if the mouseDown then exit end repeat Repeat while rollOver (13) set the castNum of sprite 48 = 395 updateStage if the mouseDown then exit end repeat Repeat while rollOver (14) set the castNum of sprite 48 = 396 updateStage if the mouseDown then exit end repeat Repeat while rollOver (15) set the castNum of sprite 48 = 397 -- Turtl Tools updateStage if the mouseDown then exit end repeat Repeat while rollOver (16) set the castNum of sprite 48 = 376 -- Sftwr Str updateStage if the mouseDown then exit end repeat Repeat while rollOver (17) set the castNum of sprite 48 = 398 -- Sonic Foundries updateStage if the mouseDown then exit end repeat -------- Sft Str Funct Repeat while rollOver (19) set the castNum of sprite 48 = 389 updateStage if the mouseDown then exit end repeat Repeat while rollOver (20) set the castNum of sprite 48 = 390 updateStage if the mouseDown then exit end repeat Repeat while rollOver (21) set the castNum of sprite 48 = 391 updateStage if the mouseDown then exit end repeat ------- Global Repeat while rollOver (22) set the castNum of sprite 48 = 381 --chg in numbering updateStage if the mouseDown then exit end repeat Repeat while rollOver (23) set the castNum of sprite 48 = 380 updateStage if the mouseDown then exit end repeat Repeat while rollOver (24) set the castNum of sprite 48 = 382 updateStage if the mouseDown then exit end repeat end HelpDisplay3