--macro gameInit puppetSprite 7, TRUE set the width of sprite 7 = 0 puppetSprite 8, TRUE set the width of sprite 8 = 252 global damagePoint, recoveryTime, prevmH, prevmV put 0 into damagePoint put 0 into recoveryTime put 0 into prevmH put 0 into prevmVmacro checkClick global clickedItem put EMPTY into clickedItem if clickOn() = 10 then put item 1 of the name of cast the castNum of sprite clickOn() into clickedItem cursor 131 else cursor 128 exit end ifmacro moveMuchi global clickedItem, ichigeki put FALSE into ichigeki if rollOver(3) or rollOver(4) then put TRUE into ichigeki if ichigeki then if clickedItem = "MUCHI" then set the castNum of sprite 10 = the number of cast "MUCHI,2" updateStage set the castNum of sprite 10 = the number of cast "MUCHI,0" updateStage end if else if clickedItem = "MUCHI" then set the castNum of sprite 10 = the number of cast "MUCHI,1" updateStage set the castNum of sprite 10 = the number of cast "MUCHI,0" updateStage end if end ifmacro checkDamage global damagePoint, clickedItem, ichigeki, mH, mV, prevmH, prevmV cursor 128 moveMuchi put the mouseH into mH put the mouseV into mV if abs(prevmH - mH) + abs(prevmV - mV) < 5 then exit put mH into prevmH put mV into prevmV put 0 into hitPosition repeat with spNum = 1 to 2 if sprite 10 within spNum then put spNum into hitPosition end repeat if hitPosition = 0 then exit put random(7) into hitRate if ichigeki then sounds("Hooa") go to "hit" if hitRate = 3 then put 50 into hitPoint else put 25 into hitPoint end if else if hitRate = 1 or hitRate = 4 then go to "hit" put 20 into hitPoint else put 10 into hitPoint end if end if if hitPosition = 0 then put hitPoint * 0 into hitPoint if hitPosition = 1 then put hitPoint * 1.5 into hitPoint if hitPosition = 2 then put hitPoint * 1.2 into hitPosition put damagePoint + hitPoint into damagePoint damageDisplaymacro recovery global damagePoint, recoveryTime if recoveryTime = 0 then put gameTimer() into recoveryTime put gameTimer() - recoveryTime into recoveryTimeRate put gameTimer() into recoveryTime put -0.12 * recoveryTimeRate into recoveryPoint put recoveryPoint + damagePoint into damagePoint damageDisplaymacro judge global damagePoint, muchiStatus if damagePoint >= (252 * 0.9) then put FALSE into muchiStatus when mouseDown then nothing when mouseUp then nothing go to "fail" exit end if if damagePoint >= (252 * 0.7) and damagePoint <= (252 * 0.75) then when mouseDown then nothing when mouseUp then nothing go to "success" exit end ifmacro damageDisplay global damagePoint if damagePoint <= 0 then put 0 into damagePoint if damagePoint >= 252 then put 252 into damagePoint set the width of sprite 7 = damagePoint judgemacro timeDisplay put 250 - integer(gameTimer() * 250 / 5400) into timeCounter if timeCounter <= 0 then when mouseDown then nothing when mouseUp then nothing go to "timeOut" exit end if set the width of sprite 8 = timeCountermacro gameTimer global startTime put (ticks() - startTime) into gameTime return gameTime
-- VIDEOmacro videoButton videoControl global lastVideo if videoControl = "stop" then go to marker(0) + 2 if videoControl = "play" then if lastVideo then go to marker(-3) exit else go to marker(0) + 1 end if end ifmacro setVideo videoNum unLoad set the startTime of sprite 23 = 0 set the movieTime of sprite 23 = 1 puppetSprite 23,TRUE set the castNum of sprite 23 to videoNum updateStagemacro playVideo if the movieTime of sprite 23 >= (the stopTime of sprite 23) - 5 then puppetSprite 23, FALSE go to marker(1) end ifmacro stopVideo if the type of sprite 23 <> 0 then set the movieRate of sprite 23 = 0
Script Channel Commands
--------------------
moveableSpritego to marker(-1) + 2cursor 128gameInitput ticks() into startTimeif item 1 of systemData = "Macintosh" then set the colorDepth = value(item 2 of systemData) updateStage repeat with n = 1 to 500 put n * n into m end repeatend ifwhen mouseDown then nothingwhen mouseUp then nothingcursor 128go to movie "ENDTTL"setVideo A61put FALSE into lastVideoinitgo to the framepuppetSound 0when mouseDown then nothingwhen mouseUp then nothingput TRUE into muchiStatusrepeat with n = 1 to 24 puppetSprite n, FALSEend repeatupdateStagerecoverygo to "gameIdle"timeDisplaywhen mouseDown then checkClickwhen mouseUp then checkDamagerecoveryツ go to the frame--puppetSound "Hooa"recoverysetVideo A62go to marker(-2) + 2puppetSound "M17"puppetTransition 23go to marker(-3) + 3playVideogo to the framestopVideoset the locV of sprite 23 = -1000updateStagerepeat with n = 1 to 24 puppetSprite n, FALSEend repeatupdateStagestopVideogo to the framepuppetTransition 23go to "init"put TRUE into lastVideostopVideogo to the framereleaseDisplay