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00039_Field_39.txt
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1996-04-12
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3KB
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139 lines
-- Ben, This was movie script 40
on goSPC targetFrame
set the castNum of sprite (the clickon) = (the mousecast + 1)
updatestage
go to frame targetFrame
set the cursor of sprite 45 to [14077,14078]
set the cursor of sprite 46 to [14079,14080]
exit
end
-- Ben, This was movie script 10
on checkPCRollover
repeat with whichChannel = 45 to 46
if rollOver(whichChannel) then
doPCRollover whichChannel
end if
end repeat
go to the frame
end checkSPRollover
on doPCRollOver whichChannel
put the castNum of sprite whichChannel into j
repeat while rollOver(whichChannel) = true
set the castNum of sprite whichChannel to j + 1
if the mouseDown = true then
set the castNum of sprite whichChannel to j + 2
updatestage
exit
end if
updatestage
end repeat
set the castnum of sprite whichChannel to j
updatestage
end
-- Ben, This was movie script 11
on checkSPRollover
repeat with whichChannel = 3 to 14
if rollOver(whichChannel) then
doSPRollover whichChannel
end if
end repeat
go to the frame
end checkSPRollover
on doSPRollOver whichChannel
put the castNum of sprite whichChannel into j
repeat while rollOver(whichChannel) = true
set the castNum of sprite whichChannel to j + 1
if the mouseDown = true then
set the castNum of sprite whichChannel to j + 2
updatestage
exit
end if
updatestage
end repeat
set the castnum of sprite whichChannel to j
updatestage
end
on doHelpRollOver whichChannel
put the castNum of sprite whichChannel into j
repeat while rollOver(whichChannel) = true
set the castNum of sprite whichChannel to j + 1
if the mouseDown = true then
if the clickon = 24 then
go to marker (1)
end if
if the clickon = 25 then
go to frame (1)
end if
resetsprites
exit repeat
exit
end if
updatestage
end repeat
set the castnum of sprite whichChannel to j
updatestage
end
on resetSprites
repeat with n = 2 to 20
puppetsprite n, false
set the visible of sprite n to true
end repeat
end
on doQuickRollOvers rollOverStart, rollOverEnd, spriteFactor, castFactor
-- copyright 1995 JRD/ParaGraphix
repeat with x = rollOverStart to rollOverEnd
if the mouseCat = the castNum of sprite x then
if the rollover(x) then
if spriteFactor > 0 then
set the visible of sprite (x + spriteFactor) = TRUE
else
set the castNum of sprite x = ((the castNum of sprite x) + 1)
end if
end if
else if the mouseCast = ((the castNum of sprite x) + castFactor) then
if rollover(x) then
if spriteFactor > 0 then
set the visible of sprite (x + spriteFactor = TRUE
else
set the castNum of sprite x = ((the castNum of sprite x) + 1)
end if
end if
else
if spriteFactor > 0 then
put "x+spritefactor ="&&x+spritefactor
set the visible of sprite (x + spriteFactor) = FALSE
else
set the castNum of sprite x = ((the castNum of sprite x) - 1)
end if
end if
end repeat
end
-- Ben, This was movie script 8
--!!!! THIS IS THE SAME NAME AS IN MOVIE SCRIPT 11 !!!!!
on doHelpRollOver whichChannel
-- all the code was identical to that in movie script 11
-- could this be our poison pill?
on resetSprites
-- this too is duplicated in movie script 11
on doQuickRollOvers
-- this too is duplicated in movie script 11 with the exception of the following line
put "x+spritefactor ="&&x+spritefactor
-- which is not in the version in movie script 8