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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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EGYPTW.DIR
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01714_Script_Entertainment
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Text File
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1995-09-13
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7KB
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219 lines
global gQuest, gBeenClicked
on EEnterRollovers
set gBeenClicked = 0
if (not(CheckClickedStatus(gQuest))) then
if rollover(5) then
repeat while rollover(5)
EgyptCursor
puppetsprite 27, true
set the locH of sprite 27 to 552
set the locV of sprite 27 to 260
updatestage
if the mousedown then
set GBeenClicked = 1
else
if gBeenClicked = 1 then
repeat while gBeenClicked = 1
Boomerang
end repeat
end if
end if
end repeat
set the locH of sprite 27 to 952
puppetsprite 27, false
updatestage
else
if rollover(7) then
ArrowCursor
repeat while rollover(7)
EgyptCursor
puppetsprite 22, true
set the locH of sprite 22 to 391
set the locV of sprite 22 to 232
updatestage
if the mousedown then
set GBeenClicked = 1
else
if gBeenClicked = 1 then
repeat while gBeenClicked = 1
AnimateLoopFast 7, 818, 6, "SE370802.AIF (kids)", 2
end repeat
end if
end if
end repeat
ArrowCursor
set the locH of sprite 22 to 991
puppetsprite 22, false
updatestage
else
if rollover(6) then
repeat while rollover(6)
EgyptCursor
set the locH of sprite 28 to 544
set the locV of sprite 28 to 165
updatestage
if the mousedown then
set GBeenClicked = 1
else
if gBeenClicked = 1 then
repeat while gBeenClicked = 1
AnimateLoop 6, 815, 2, "SE370701.AIF (drawer)", 1
end repeat
end if
end if
end repeat
set the locH of sprite 28 to 944
updatestage
else
if rollover(8) then
ArrowCursor
repeat while rollover(8)
set the locH of sprite 9 to 510
set the locV of sprite 9 to 317
updatestage
end repeat
set the locH of sprite 9 to 910
updatestage
else
if rollover(10) then
arrowcursor
repeat while rollover(10)
set the locH of sprite 11 to 303
set the locV of sprite 11 to 249
updatestage
end repeat
set the locH of sprite 11 to 903
updatestage
else
if rollover(16) then
ArrowCursor
repeat while rollover(16)
set the locH of sprite 17 to 151
set the locV of sprite 17 to 361
updatestage
end repeat
set the locH of sprite 17 to 951
updatestage
else
if rollover(18) then
ArrowCursor
repeat while rollover(18)
set the locH of sprite 19 to 300
set the locV of sprite 19 to 149
updatestage
end repeat
set the locH of sprite 19 to 900
updatestage
else
if rollover(20) then
ArrowCursor
repeat while rollover(20)
set the locH of sprite 21 to 455
set the locV of sprite 21 to 320
updatestage
end repeat
set the locH of sprite 21 to 955
updatestage
else
if rollover(25) then
ArrowCursor
repeat while rollover(25)
set the locH of sprite 26 to 385
set the locV of sprite 26 to 358
updatestage
end repeat
set the locH of sprite 26 to 985
updatestage
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
end if
end if
end if
end if
RandomQuestion(gQuest)
end
on Boomerang
ArrowCursor
set gAnimationcast1 = 824
set gAnimationcast2 = 828
set gAnimationcast3 = 832
set count = 0
puppetsound "SE37901.AIF"
repeat while count < 1 and (the mouseUp)
set the castnum of sprite 3 = gAnimationcast1 + 1
updatestage
wait .3
set the castnum of sprite 3 = gAnimationcast1 + 2
set the castnum of sprite 4 = gAnimationcast3 + 1
updatestage
wait .3
set the castnum of sprite 3 = gAnimationcast1 + 3
set the castnum of sprite 4 = gAnimationcast3 + 2
updatestage
wait .3
set the castnum of sprite 3 = gAnimationcast1 + 2
updatestage
wait .3
set the castnum of sprite 3 = gAnimationcast1 + 1
set the castnum of sprite 4 = gAnimationcast3 + 3
updatestage
wait .3
set the visible of sprite 3 = 0
set the castnum of sprite 2 = gAnimationcast2 + 1
set the castnum of sprite 4 = gAnimationcast3 + 3
puppetsound "SE370905.AIF (Boomerang)"
updatestage
wait .3
set the castnum of sprite 2 = gAnimationcast2 + 2
updatestage
wait .3
set the castnum of sprite 2 = gAnimationcast2 + 3
set the castnum of sprite 4 = gAnimationcast3 + 2
updatestage
wait .3
set the castnum of sprite 2 = gAnimationcast2
set the castnum of sprite 4 = gAnimationcast3 + 3
puppetsound "SE37902.AIF"
updatestage
wait 1
set the castnum of sprite 3 = gAnimationcast1 + 1
set the castnum of sprite 4 = gAnimationcast3 + 2
updatestage
wait .3
set the castnum of sprite 3 = gAnimationcast1 + 2
updatestage
puppetsound "SE37901.AIF"
wait .3
set the castnum of sprite 3 = gAnimationcast1 + 3
updatestage
wait .3
set count = count + 1
end repeat
set the visible of sprite 3 = 1
set the castnum of sprite 3 = gAnimationcast1
set the castnum of sprite 2 = gAnimationcast2
set the castnum of sprite 4 = gAnimationcast3
updatestage
sound fadeout 1, 2*60
set gBeenClicked = 0
end