Menu: @Menu: MainQuit Å quitMenu: SlideshowsTomb Facades Å slider("tombshow")Byzantine Church Å slider("CHURCHSHOW")Roman TheatreÅslider("THEATRESHOW")Qasr el BintÅslider("QASRSHOW")SculptureÅslider("SCULPTURESHOW")Grand TourÅslider("totalshow")Menu: Export\SearchNote this PhotoÅphotolistExport Full Text ÅFULLEXPORTSearch Text ÅtextreadySearch Captions ÅphotoreadyCancel SearchÅprepsearchMenu: SidebarPetra Church and ACOR Å slider ("UPDATE")Menu: ControlAuto Slideshows on ÅtogglemodeCaptions on Å captionHot Text off ÅhottextMusic on ÅmusicNarration on Å narrationSound louder Åset the soundlevel to the soundlevel + 1Sound softer Åset the soundlevel to the soundlevel -1
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Tombs
Script Channel Commands
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GO TO THE FRAMEcursor 4REPEAT WITH X = 4 TO 21 SET THE CURSOR OF SPRITE X TO 0END REPEATPUPOFFmarkexeccursor -1nothingSET THE PERFRAMEHOOK TO ROVERglobal whichslideshow, whichpicture,WHICHBUTTON1,WHICHBUTTON2if not (the ink of sprite 10 = 8) then nothingelse slider (whichslideshow)end ifcaptionif the soundbusy of 1 then sound stop 1pupoffmarkexecgo to marker (1)if the castnum of sprite 20 = the number of cast "ART5..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "ART5..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifGO TO MARKER (1)SET THE LOCH OF SPRITE 22 TO -500SET THE LOCH OF SPRITE 23 TO -200SET THE LOCH OF SPRITE 24 TO 165SET THE MOVIERATE OF SPRITE 24 TO 1UPDATESTAGEIF THE MOUSEDOWN THEN GO TO MARKER (1)puppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 152UPDATESTAGEIF THE MOUSEDOWN THEN GO TO MARKER (1)MAPIT ("DEIR9.PIC")puppetsprite 23, trueSET THE PERFRAMEHOOK TO ROVERset the castnum of sprite 23 to the castnum of sprite 1 + 152sound playFile 1, "CITIES:SOUNDS:PETRAN"updatestageglobal reader, thefile, linenumber, searchswitchset linenumber to 0set searchswitch to trueentersearchpuppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 152--updatestagecursor 4pupoffgo to the frame + 1cursor -1puppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 153--updatestagepuppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 153IF THE MOUSEDOWN THEN GO TO MARKER (1)cursor 4pupoffgo to the frame - 1cursor -1if the castnum of sprite 20 = the number of cast B13 then nothingelse CURSOR 4 captionup PUPPETSPRITE 20, TRUE SET THE CASTNUM OF SPRITE 20 TO THE CASTNUM OF SPRITE 20 - 1 puppetTransition 13, 0, 40, 1 CURSOR -1end ifPUPOFFmarkexecglobal whichslideshow, whichpicture,WHICHBUTTON1,WHICHBUTTON2cursor 4put the castnum of sprite 20 into whichpicturePUT THE INK OF SPRITE 10 INTO WHICHBUTTON1PUT THE INK OF SPRITE 9 INTO WHICHBUTTON2markitpupoffgo to "petramap"cursor -1MAPIT ("LION2.PIC")puppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 152UPDATESTAGEIF THE MOUSEDOWN THEN GO TO MARKER (1)puppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 152UPDATESTAGEIF THE MOUSEDOWN THEN GO TO MARKER (1)SET THE PERFRAMEHOOK TO ROVERcursor 4puppetsprite 24, falsepuppetsprite 9, falsego to the frame + 1cursor -1if the movierate of sprite 24 = 1 then set the movierate of sprite 24 to 0else set the movierate of sprite 24 to 1 end ifcursor 4puppetsprite 9, falsecursor 4puppetsprite 24, trueset the movierate of sprite 24 to 0set the locH of sprite 24 to -400updatestageset the controller of cast (the castnum of sprite 24) to 1updatestagepuppetsprite 24, falsecursor -1go to the frame + 1cursor -1cursor 4puppetsprite 24, falsepuppetsprite 9, falseGO TO THE FRAME -1cursor -1if the castnum of sprite 20 = the number of cast "GATE2..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 19, true puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "GATE2..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifcursor 4puppetsprite 9, falsecursor 4puppetsprite 24, trueset the movierate of sprite 24 to 0set the locH of sprite 24 to -400updatestageset the controller of cast (the castnum of sprite 24) to 1updatestagepuppetsprite 24, falsecursor -1GO TO THE FRAME -1cursor -1PUPPETSPRITE 22, TRUEPUPPETSPRITE 24, TRUECURSOR 4SET THE CASTNUM OF SPRITE 22 TO THE NUMBER OF CAST "SCROLLS.PIC"SET THE LOCH OF SPRITE 22 TO 320SET THE MOVIERATE OF SPRITE 24 TO 0SET THE LOCH OF SPRITE 24 TO -300CURSOR -1UPDATESTAGESET THE LOCH OF SPRITE 22 TO -500SET THE LOCH OF SPRITE 24 TO 157SET THE MOVIERATE OF SPRITE 24 TO 1UPDATESTAGEPUPPETSPRITE 22, TRUEPUPPETSPRITE 24, TRUECURSOR 4SET THE CASTNUM OF SPRITE 22 TO THE NUMBER OF CAST "CHURCH2.PIC"SET THE LOCH OF SPRITE 22 TO 320SET THE MOVIERATE OF SPRITE 24 TO 0SET THE LOCH OF SPRITE 24 TO -300CURSOR -1UPDATESTAGEif the castnum of sprite 20 = the number of cast "CHURCH3..sm" then nothingelse cursor 4 global whichslideshow puppetsprite 20, true puppetsprite 24, false puppetsprite 9, true set the ink of sprite 9 to 8 puppetsprite 10, true set the ink of sprite 10 to 8 puppetsprite 19, true set the castnum of sprite 20 to the number of cast "CHURCH3..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 SET WHICHSLIDESHOW TO "CHURCHSHOW" cursor -1end ifcursor 4puppetsprite 24, falsepuppetsprite 9, falsenothingcursor -1PUPPETSPRITE 22, TRUEPUPPETSPRITE 24, TRUECURSOR 4SET THE CASTNUM OF SPRITE 22 TO THE NUMBER OF CAST "ART1.PIC"SET THE LOCH OF SPRITE 22 TO 320SET THE MOVIERATE OF SPRITE 24 TO 0SET THE LOCH OF SPRITE 24 TO -300CURSOR -1UPDATESTAGEif the castnum of sprite 20 = the number of cast "FLOR1..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "FLOR1..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifif the castnum of sprite 20 = the number of cast "JUG.PIC.SM" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "JUG.PIC.SM" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifpuppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 137IF THE MOUSEDOWN THEN GO TO MARKER (1)--updatestageif the castnum of sprite 20 = the number of cast "ART9..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "ART9..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifMAPIT ("TURK1.PIC")set the perframehook to roverglobal whichslideshow,modeSET whichslideshow TO "totalshow"set the visibility of sprite 19 to 0set mode to falseMAPIT ("TOM1.PIC")if the castnum of sprite 20 = the number of cast "FORTA..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "FORTA..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifMAPIT ("TOM3.PIC")MAPIT ("QASR1.PIC")MAPIT ("GATE1.PIC")MAPIT ("AWINGED1.PIC")MAPIT ("ACHURCH.PIC")MAPIT ("AHOUSE.PIC")MAPIT ("SLDR3.PIC")if the castnum of sprite 20 = the number of cast "STRT3..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "STRT3..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifif the castnum of sprite 20 = the number of cast "GATE1..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "GATE1..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifCURSOR 4PUPPETSPRITE 22, TRUESET THE LOCH OF SPRITE 22 TO -800SET THE LOCH OF SPRITE 23 TO -800puppetTransition 10, 0, 40CURSOR -1if the castnum of sprite 20 = the number of cast "QASR4..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "QASR4..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifGLOBAL WHICHSLIDESHOWif the castnum of sprite 20 = the number of cast "TRES1..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, TRUE puppetsprite 19, true puppetsprite 10, TRUE SET THE INK OF SPRITE 10 TO 8 SET THE INK OF SPRITE 9 TO 8 set the castnum of sprite 20 to the number of cast "TRES1..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 SET WHICHSLIDESHOW TO "tombshow" puppettransition 11, 0, 40 cursor -1end ifif the castnum of sprite 20 = the number of cast "ART8..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 24, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "ART8..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 set the castnum of sprite 24 to the number of cast b51 puppettransition 11, 0, 40 cursor -1end ifMAPIT ("FLOR1.PIC")MAPIT ("TOM8.PIC")MAPIT ("THET3.PIC")MAPIT ("TRES1.PIC")if the castnum of sprite 20 = the number of cast "QASR4..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 19, true puppetsprite 9, FALSE puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "QASR4..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifMAPIT ("HIGH1.PIC")if the castnum of sprite 20 = the number of cast "QASR5..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 19, true puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "QASR5..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifif the castnum of sprite 20 = the number of cast D26 THEN NOTHINGELSE CURSOR 4 captiondown PUPPETSPRITE 20, TRUE SET THE CASTNUM OF SPRITE 20 TO THE CASTNUM OF SPRITE 20 + 1 puppetTransition 14, 0, 40, 1 CURSOR -1end ifif the castnum of sprite 20 = the number of cast "STRT1..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 19, true puppetsprite 9,TRUE puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "STRT1..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 SET THE INK OF SPRITE 9 TO 8 puppettransition 11, 0, 40 cursor -1end ifif the castnum of sprite 20 = the number of cast "THET2..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 19, true puppetsprite 9, TRUE puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "THET2..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 SET THE INK OF SPRITE 9 TO 8 UPDATESTAGE cursor -1end ifentersearchif the castnum of sprite 20 = the number of cast "QASR8..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 19, true puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "QASR8..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifMAPIT ("BAB1.PIC")MAPIT ("GARD2.PIC")if the castnum of sprite 20 = the number of cast "QASR7..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 19, true puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "QASR7..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifGO TO THE FRAMEREPEAT WITH X = 4 TO 21 SET THE CURSOR OF SPRITE X TO 3END REPEATpuppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 136IF THE MOUSEDOWN THEN GO TO MARKER (1)SET THE PERFRAMEHOOK TO ROVERif the castnum of sprite 20 = the number of cast "ART9A..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 19, true puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "ART9A..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifpuppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 137--IF THE MOUSEDOWN THEN GO TO MARKER (1)--updatestage--go to marker (1)puppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 152UPDATESTAGE--IF THE MOUSEDOWN THEN GO TO MARKER (1)if the castnum of sprite 20 = the number of cast "POT1..SM" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "POT1..SM" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifif the castnum of sprite 20 = the number of cast "LAMPS.PIC.sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 19, true puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "LAMPS.PIC.sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifcursor 4set the locH of sprite 22 to -800set the locH of sprite 23 to -800puppetTransition 10, 0, 40CAPTIONCAPTIONcursor -1cursor 4put THE CASTNUM OF SPRITE 20 + 142 into rpreLoadCast r cursor -1puppetTransition 09, 0, 20PUPPETSPRITE 22, TRUEPUPPETSPRITE 23, TRUESET THE CASTNUM OF SPRITE 22 TO THE CASTNUM OF SPRITE 20 + 142SET THE LOCH OF SPRITE 22 TO 320if THE VISIBILITY OF sprite 19 = 0 then UPDATESTAGEelse set the castnum of sprite 23 to the castnum of sprite 19 set the locH of sprite 23 to 100 SET THE VISIBILITY OF SPRITE 23 TO 1 updatestageend ifSOUND STOP 1set the perframehook to 0GO TO FRAME "TOC" OF MOVIE "TOP"puppetsprite 23, trueset the castnum of sprite 23 to the castnum of sprite 1 + 153--IF THE MOUSEDOWN THEN GO TO MARKER (1)--GO TO MARKER (1)if the castnum of sprite 20 = the number of cast "PILLAR1..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 24, false puppetsprite 9, true set the ink of sprite 9 to 8 puppetsprite 10, false puppetsprite 19, true set the castnum of sprite 20 to the number of cast "PILLAR1..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifPUPPETSPRITE 22, TRUEPUPPETSPRITE 23, TRUEPUPPETSPRITE 24, TRUECURSOR 4SET THE CASTNUM OF SPRITE 22 TO THE NUMBER OF CAST "ART1.PIC"SET THE CASTNUM OF SPRITE 23 TO THE NUMBER OF CAST "ART1.PIC" + 152SET THE LOCH OF SPRITE 22 TO 320SET THE LOCH OF SPRITE 23 TO 100SET THE MOVIERATE OF SPRITE 24 TO 0SET THE LOCH OF SPRITE 24 TO -300CURSOR -1UPDATESTAGEPUPPETSPRITE 22, TRUEPUPPETSPRITE 23, TRUEPUPPETSPRITE 24, TRUECURSOR 4SET THE CASTNUM OF SPRITE 22 TO THE NUMBER OF CAST "CHURCH2.PIC"SET THE CASTNUM OF SPRITE 23 TO THE NUMBER OF CAST "CHURCH2.PIC" + 152SET THE LOCH OF SPRITE 22 TO 320SET THE LOCH OF SPRITE 23 TO 100SET THE MOVIERATE OF SPRITE 24 TO 0SET THE LOCH OF SPRITE 24 TO -300CURSOR -1UPDATESTAGEif the castnum of sprite 20 = the number of cast "SIQ1..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 24, false puppetsprite 9, true set the ink of sprite 9 to 8 puppetsprite 10, FALSE puppetsprite 19, true set the castnum of sprite 20 to the number of cast "SIQ1..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end ifPUPPETSPRITE 22, TRUEPUPPETSPRITE 23, TRUEPUPPETSPRITE 24, TRUECURSOR 4SET THE CASTNUM OF SPRITE 22 TO THE NUMBER OF CAST "SCROLLS.PIC"SET THE CASTNUM OF SPRITE 23 TO THE NUMBER OF CAST "SCROLLS.PIC" + 152SET THE LOCH OF SPRITE 22 TO 320SET THE LOCH OF SPRITE 23 TO 100SET THE MOVIERATE OF SPRITE 24 TO 0SET THE LOCH OF SPRITE 24 TO -300CURSOR -1UPDATESTAGEif not (the ink of sprite 9 = 8) then nothingelse if the locH of sprite 24 = the locH of sprite 20 then cursor 4 puppetsprite 24, true set the movierate of sprite 24 to 0 set the locH of sprite 24 to -400 updatestage set the controller of cast (the castnum of sprite 24) to 1 updatestage cursor -1 else cursor 4 puppetsprite 24, false puppetsprite 24, true set the controller of cast (the castnum of sprite 24) to 0 set the movierate of sprite 24 to 0 set the locH of sprite 24 to the locH of sprite 20 updatestage set the movierate of sprite 24 to 1 cursor -1 end ifend ifglobal markIF MARK > 50 then pupoff go to frame 1ELSE if mark = the frame then go to frame 2 else SET THE MOVIERATE OF SPRITE 24 TO 0 SET THE LOCH OF SPRITE 24 TO -300 updatestage go to mark puppetsprite 20, true puppetsprite 19, true puppetsprite 9, true puppetsprite 10, true puppetsprite 1, false puppetsprite 23, false puppetsprite 24, false updatestage SET THE INK OF SPRITE 9 TO WHICHBUTTON1 SET THE INK OF SPRITE 10 TO WHICHBUTTON2 set the castnum of sprite 20 to whichpicture set the castnum of sprite 19 to whichcaption updatestage end ifEND IFGLOBAL WHICHSLIDESHOWif the castnum of sprite 20 = the number of cast "THET2..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 10, TRUE SET THE INK OF SPRITE 10 TO 8 puppetsprite 19, true set the castnum of sprite 20 to the number of cast "THET2..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 SET WHICHSLIDESHOW TO "THEATRESHOW" puppettransition 11, 0, 40 cursor -1end ifif the castnum of sprite 20 = the number of cast "PAINTPOT..sm" then nothingelse cursor 4 puppetsprite 20, true puppetsprite 9, FALSE puppetsprite 19, true puppetsprite 10, FALSE set the castnum of sprite 20 to the number of cast "PAINTPOT..sm" set the castnum of sprite 19 to the castnum of sprite 20 + 294 puppettransition 11, 0, 40 cursor -1end if