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- on mouseDown
- global gCurrentPos, gNbItem
- set inc to 0.0
- repeat while the mouseDown
- if rollOver(15) then
- if the name of cast the castNum of sprite 15 starts "OF" then
- set TempNum to the castNum of sprite 15 + 1
- set the castNum of sprite 15 to TempNum
- end if
- set inc to inc + 0.075
- if (getAt(gCurrentPos, 1) + integer(inc)) > (getAt(gNbItem, 1) - 6) then
- setAt(gCurrentPos, 1, getAt(gNbItem, 1) - 6)
- else
- setAt(gCurrentPos, 1, getAt(gCurrentPos, 1) + integer(inc))
- end if
- SetWindow2(1, 10)
- next repeat
- end if
- if the name of cast the castNum of sprite 15 starts "ON" then
- set TempNum to the castNum of sprite 15 - 1
- set the castNum of sprite 15 to TempNum
- updateStage()
- end if
- end repeat
- if the name of cast the castNum of sprite 15 starts "ON" then
- set TempNum to the castNum of sprite 15 - 1
- set the castNum of sprite 15 to TempNum
- updateStage()
- end if
- ActiveField(1)
- end
-