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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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vikingw.dir
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01653_Script_Cradle To Grave
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1995-09-12
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5KB
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184 lines
global gbeenclicked, gQuest
on VMummRollovers
set gbeenclicked = 0
if (not(CheckClickedStatus(gQuest))) then
if rollover(6) then
VikingCursor
repeat while rollover(6)
if (the mousedown) then
set gbeenclicked = 1
else
if gbeenclicked = 1 then
repeat while gbeenclicked = 1 and (the mouseup)
CradleToGrave
end repeat
end if
end if
end repeat
else
if rollover(7) then
VikingCursor
repeat while rollover(7)
if (the mousedown) then
set gbeenclicked = 1
else
if gbeenclicked = 1 then
puppetsprite 7, true
puppetsound "SV220101.AIF"
updatestage
wait .5
set the LocH of sprite 7 to -250
updatestage
end if
end if
end repeat
else
if rollover(10) then
ArrowCursor
repeat while rollover(10)
set the locH of sprite 11 to 420
set the locV of sprite 11 to 345
updatestage
end repeat
set the locH of sprite 11 to 999
updatestage
else
if rollover(12) then
ArrowCursor
repeat while rollover(12)
set the locH of sprite 13 to 347
set the locV of sprite 13 to 275
updatestage
end repeat
set the locH of sprite 13 to 999
updatestage
else
if rollover(14) then
ArrowCursor
repeat while rollover(14)
set the locH of sprite 15 to 419
set the locV of sprite 15 to 230
updatestage
end repeat
set the locH of sprite 15 to 999
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
RandomQuestion(gQuest)
end
on CradleToGrave
ArrowCursor
puppetsprite 6, true
puppetsprite 8, true
puppetsprite 9, true
set RunThruCount = 0
set gCurrentLoc = the locV of sprite 6
set gFire1 = the castNum of sprite 8
set gFire2 = the castNum of sprite 9
repeat while RunThruCount < 3 and (the MouseUp)
puppetsound "SV402000.AIF"
set the LocV of sprite 6 = gCurrentLoc - 3
updatestage
Wait .3
if the mousedown then
exit repeat
end if
set the castNum of sprite 8 = gFire1 + 1
set the castNum of sprite 9 = gFire2 + 1
set the LocV of sprite 6 = gCurrentLoc - 6
updatestage
Wait .3
if the mousedown then
exit repeat
end if
set the castNum of sprite 8 = gFire1
set the castNum of sprite 9 = gFire2 + 2
set the LocV of sprite 6 = gCurrentLoc - 10
updatestage
Wait .3
if the mousedown then
exit repeat
end if
set the castNum of sprite 9 = gFire2
set the LocV of sprite 6 = gCurrentLoc - 14
updatestage
Wait .3
if the mousedown then
exit repeat
end if
set the castNum of sprite 8 = gFire1 + 1
set the castNum of sprite 9 = gFire2 + 1
set the LocV of sprite 6 = gCurrentLoc - 10
updatestage
Wait .3
if the mousedown then
exit repeat
end if
set the castNum of sprite 8 = gFire1
set the castNum of sprite 9 = gFire2
set the LocV of sprite 6 = gCurrentLoc - 6
updatestage
Wait .3
if the mousedown then
exit repeat
end if
set the castNum of sprite 8 = gFire1 + 1
set the castNum of sprite 9 = gFire2 + 1
set the LocV of sprite 6 = gCurrentLoc - 3
updatestage
wait .3
if the mousedown then
exit repeat
end if
set the castNum of sprite 9 = gFire2 + 2
set the LocV of sprite 6 = gCurrentLoc
updatestage
wait .3
if the mousedown then
exit repeat
end if
set RunThruCount = RunThruCount + 1
end repeat
set the castNum of sprite 8 = gFire1
set the castNum of sprite 9 = gFire2
set the LocV of sprite 6 = gCurrentLoc
updatestage
sound fadeOut 1, 3*60
puppetsprite 6, false
puppetsprite 8, false
puppetsprite 9, false
set gbeenclicked = 0
end
on resetBoatTent
puppetsprite 7, false
set the LocH of sprite 7 to 209
set the LocV of sprite 7 to 316
updatestage
end