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How Would You Survive?
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How Would You Survive (1995)(Grolier)[Mac-PC].iso
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AZTECW.DIR
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01709_Script_Entertainment
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1995-09-12
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8KB
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319 lines
global gQuest, gBeenClicked
on AEntertainRollover1
set gBeenClicked = 0
if (not(CheckClickedStatus(gQuest))) then
if rollover(9) or rollover(2) then
repeat while rollover(9) or rollover(2)
AztecCursor
puppetsprite 12, true
set the locH of sprite 12 to 419
set the locV of sprite 12 to 220
updatestage
if the mousedown then
set GBeenClicked = 1
else
if gBeenClicked = 1 then
repeat while gBeenClicked = 1
AnimateFire
end repeat
end if
end if
end repeat
set the locH of sprite 12 to 919
puppetsprite 12, false
updatestage
else
if the mousecast = the castnum of sprite 3 then
repeat while the mousecast = the castnum of sprite 3
AztecCursor
if the mousedown then
set GBeenClicked = 1
else
if gBeenClicked = 1 then
repeat while gBeenClicked = 1
AnimateLoopFast 3, 871, 5, 0, 3
end repeat
end if
end if
end repeat
ArrowCursor
else
if rollover(13) then
ArrowCursor
repeat while rollover(13)
set the locH of sprite 14 to 439
set the locV of sprite 14 to 352
updatestage
end repeat
set the locH of sprite 14 to 939
updatestage
else
if rollover(10) then
ArrowCursor
repeat while rollover(10)
set the locH of sprite 11 to 418
set the locV of sprite 11 to 281
updatestage
end repeat
else
if rollover(40) then
HandCursor
else
if rollover(41) then
HandCursor
else
if rollover(42) then
HandCursor
else
ArrowCursor
end if
end if
end if
end if
end if
end if
end if
end if
RandomQuestion(gQuest)
end
on AEntertainRollover2
set gBeenClicked = 0
if (not(CheckClickedStatus(gQuest))) then
if rollover(9) or the mousecast = the castnum of sprite 3 then
repeat while rollover(9) or the mousecast = the castnum of sprite 3
AztecCursor
puppetsprite 13, true
set the locH of sprite 13 to 154
set the locV of sprite 13 to 221
updatestage
if the mousedown then
set GBeenClicked = 1
else
if gBeenClicked = 1 then
repeat while gBeenClicked = 1
AnimateEagleFly
end repeat
end if
end if
end repeat
ArrowCursor
set the locH of sprite 13 to 954
puppetsprite 13, false
updatestage
else
if the mousecast = the castnum of sprite 10 then
repeat while the mousecast = the castnum of sprite 10
AztecCursor
puppetsprite 11, true
set the locH of sprite 11 to 384
set the locV of sprite 11 to 231
updatestage
if the mousedown then
set GBeenClicked = 1
else
if gBeenClicked = 1 then
repeat while gBeenClicked = 1
AnimateLoopFast 10, 888, 11, "SA280600.AIF", 1
end repeat
end if
end if
end repeat
set the locH of sprite 11 to 984
puppetsprite 11, false
updatestage
ArrowCursor
else
if rollover(39) then
HandCursor
else
if rollover(41) then
HandCursor
else
if rollover(42) then
HandCursor
else
ArrowCursor
end if
end if
end if
end if
end if
end if
RandomQuestion(gQuest)
end
on AnimateFire
ArrowCursor
set gAnimationcast1 = 860
set gAnimationcast2 = 865
set count = 0
puppetsound "SA280401.AIF"
repeat while count < 8 and (the mouseUp)
set the castnum of sprite 9 = gAnimationcast1 + 1
set the castnum of sprite 2 = gAnimationcast2 + 1
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast1 + 2
set the castnum of sprite 2 = gAnimationcast2 + 2
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast1 + 3
set the castnum of sprite 2 = gAnimationcast2 + 3
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast1 + 4
set the castnum of sprite 2 = gAnimationcast2 + 4
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set count = count + 1
end repeat
set the castnum of sprite 9 = gAnimationcast1
set the castnum of sprite 2 = gAnimationcast2
updatestage
sound fadeout 1, 2*60
set gBeenClicked = 0
end
on AnimateEagleFly
ArrowCursor
set gAnimationcast1 = 883
set gAnimationcast2 = 880
set count = 0
puppetsound "SA280500.AIF"
updatestage
wait .5
repeat while soundBusy(1) and (the mouseUp)
set the castnum of sprite 3 = gAnimationcast1 + 1
set the castnum of sprite 9 = gAnimationcast2 + 1
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast2 + 2
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 3 = gAnimationcast1 + 2
set the castnum of sprite 9 = gAnimationcast2 + 1
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast2
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 3 = gAnimationcast1 + 3
set the castnum of sprite 9 = gAnimationcast2 + 1
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast2 + 2
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 3 = gAnimationcast1 + 4
set the castnum of sprite 9 = gAnimationcast2 + 1
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast2
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 3 = gAnimationcast1 + 3
set the castnum of sprite 9 = gAnimationcast2 + 1
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast2 + 2
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 3 = gAnimationcast1 + 2
set the castnum of sprite 9 = gAnimationcast2 + 1
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 9 = gAnimationcast2 + 1
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 3 = gAnimationcast1 + 1
set the castnum of sprite 9 = gAnimationcast2 + 2
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set the castnum of sprite 3 = gAnimationcast1
set the castnum of sprite 9 = gAnimationcast2
updatestage
wait .1
if (the mousedown) then
exit repeat
end if
set count = count + 1
end repeat
set the castnum of sprite 3 = gAnimationcast1
set the castnum of sprite 9 = gAnimationcast2
updatestage
sound fadeout 1, 2*60
set gBeenClicked = 0
end