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The Ultimate Frank Lloyd…ght - America's Architect
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Ultimate Frank Lloyd Wright, The - America's Architect (1994)(Microsoft Home).iso
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flwat06.dir
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00126_Script_126
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1994-11-15
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12KB
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340 lines
on startMovie
global nowFrame, lastFrame, currMM, reEntry, stateOn, stepNow, dialogOn
global rolledAlready, thumbTrack, showText, switchState,jmpFrame
set dialogOn = FALSE
set stepNow = FALSE
set switchState = FALSE
set stateOn = FALSE
set rolledAlready = FALSE
set showText = FALSE
set nowFrame = "atusa000000n°°"
set currMM = "FLWWW"
puppetSprite 21, TRUE
puppetSprite 22, TRUE
puppetSprite 23, TRUE
set the immediate of sprite 23 to TRUE
set the stretch of sprite 23 to FALSE
if reEntry = TRUE then
reSetLocals
end if
set the keyDownScript to "if dialogOn = TRUE then if the keyCode = 13 then closeDialog"
end startMovie
on stepMovie
global nowFrame,currFrame
if nowFrame <> currFrame then
seeAlsoList
set currFrame = nowFrame
end if
end stepMovie
on stopMovie
put " " into field "seeAlsoText"
end stopMovie
on reSetLocals
global reEntry
puppetSprite 10, TRUE
set reEntry = FALSE
end reSetLocals
on scrollRoll
global switchState
if rollover(13) then
set the forecolor of sprite 13 to 228
else
set the forecolor of sprite 13 to 255
end if
if rollover(14) then
set the forecolor of sprite 14 to 228
else
set the forecolor of sprite 14 to 255
end if
if the frame > 14 and the frame < 28 then
if the castNum of sprite 7 = 443 then
if the castNum of sprite 13 <> the number of cast "nextTxUp" then
set the castNum of sprite 13 to the number of cast "nextTxRt"
end if
set the castNum of sprite 14 to the number of cast "prevTxNull"
else if the castNum of sprite 7 = 442 then
set the castNum of sprite 13 to the number of cast "nextTxNull"
if the castNum of sprite 14 <> the number of cast "prevTxUp" then
set the castNum of sprite 14 to the number of cast "prevTxRt"
end if
end if
end if
if the frame > 31 and the frame < 81 then
if the castNum of sprite 7 = 440 then
if the castNum of sprite 13 <> the number of cast "nextTxUp" then
set the castNum of sprite 13 to the number of cast "nextTxRt"
end if
set the castNum of sprite 14 to the number of cast "prevTxNull"
else if the castNum of sprite 7 = 436 then
set the castNum of sprite 13 to the number of cast "nextTxNull"
if the castNum of sprite 14 <> the number of cast "prevTxUp" then
set the castNum of sprite 14 to the number of cast "prevTxRt"
end if
else
if the castNum of sprite 13 <> the number of cast "nextTxUp" then
set the castNum of sprite 13 to the number of cast "nextTxRt"
end if
if the castNum of sprite 14 <> the number of cast "prevTxUp" then
set the castNum of sprite 14 to the number of cast "prevTxRt"
end if
end if
end if
if the frame > 126 and the frame < 153 then
if the castNum of sprite 7 = 419 then
if the castNum of sprite 13 <> the number of cast "nextTxUp" then
set the castNum of sprite 13 to the number of cast "nextTxRt"
end if
set the castNum of sprite 14 to the number of cast "prevTxNull"
else if the castNum of sprite 7 = 417 then
set the castNum of sprite 13 to the number of cast "nextTxNull"
if the castNum of sprite 14 <> the number of cast "prevTxUp" then
set the castNum of sprite 14 to the number of cast "prevTxRt"
end if
else
if the castNum of sprite 13 <> the number of cast "nextTxUp" then
set the castNum of sprite 13 to the number of cast "nextTxRt"
end if
if the castNum of sprite 14 <> the number of cast "prevTxUp" then
set the castNum of sprite 14 to the number of cast "prevTxRt"
end if
end if
end if
updateStage
end scrollRoll
on multiScreenPup
puppetSprite 7, TRUE
puppetSprite 8, TRUE
puppetSprite 11, TRUE
puppetSprite 13, TRUE
puppetSprite 14, TRUE
end multiScreenPup
on saveLocals
global lastFrame, nowFrame, lastMovie
set lastFrame = nowFrame
set lastMovie = "FLWAT"
end saveLocals
on buttonState
global FrankNav
global thumbTrack, thumbFrame, bflag, dialogOn
if dialogOn = FALSE then
glassCheck
scrollRoll
-- don't check global buttons unless mouse is down at bottom
if (the mouseV > 300) or (bFlag = TRUE) then
FrankNav(doState)
end if
end if
end buttonState
on atForStep
puppetSprite 7, FALSE
puppetSprite 8, FALSE
puppetSprite 11, FALSE
puppetSprite 13, FALSE
puppetSprite 14, FALSE
if the frame = 152 then
go to frame 6
else if the frame > 195 then
go to frame 170
else
go to marker(+1)
end if
updateStage
end atForStep
on atBackStep
puppetSprite 7, FALSE
puppetSprite 8, FALSE
puppetSprite 11, FALSE
puppetSprite 13, FALSE
puppetSprite 14, FALSE
if the frame = 6 then
go to frame 152
else if the frame = 170 then
go to frame 196
else
go to marker(-1)
end if
updateStage
end atBackStep
on textRoll txHt
global origLocV, rolledAlready, topHat, horNess, dialogOn, SeeAlsoBox
if dialogOn = FALSE and SeeAlsoBox = FALSE then
set topHat = txHt
if rolledAlready = FALSE then
set origLocV = the locV of sprite 8
end if
if the mouseH < 414 and the mouseV > 366 and the mouseV < 429 then
set the locV of sprite 8 to txHt
set rolledAlready = TRUE
else if the mouseH > 414 or the mouseV > 429 or the mouseV < topHat then
set the locV of sprite 8 to origLocV
end if
end if
end textRoll
on usaRoll
global stateOn
if rollover(2) then
if the mouseH > 273 and the mouseH < 300 and the mouseV > 213 and the mouseV < 255 then
set the castNum of sprite 9 to the number of cast A26
set the castNum of sprite 8 to the number of cast G17
else if the mouseH > 84 and the mouseH < 131 and the mouseV > 188 and the mouseV < 243 then
set the castNum of sprite 9 to the number of cast A27
set the castNum of sprite 8 to the number of cast G18
else if the mouseH > 38 and the mouseH < 94 and the mouseV > 131 and the mouseV < 224 then
set the castNum of sprite 9 to the number of cast A28
set the castNum of sprite 8 to the number of cast G21
else if the mouseH > 237 and the mouseH < 263 and the mouseV > 113 and the mouseV < 148 then
set the castNum of sprite 9 to the number of cast A57
set the castNum of sprite 8 to the number of cast G44
else if the mouseH > 280 and the mouseH < 343 and the mouseV > 243 and the mouseV < 291 then
set the castNum of sprite 9 to the number of cast A31
set the castNum of sprite 8 to the number of cast G22
else if the mouseH > 248 and the mouseH < 276 and the mouseV > 150 and the mouseV < 199 then
set the castNum of sprite 9 to the number of cast A32
set the castNum of sprite 8 to the number of cast G23
else if the mouseH > 272 and the mouseH < 293 and the mouseV > 154 and the mouseV < 191 then
set the castNum of sprite 9 to the number of cast A33
set the castNum of sprite 8 to the number of cast G24
else if the mouseH > 215 and the mouseH < 257 and the mouseV > 142 and the mouseV < 170 then
set the castNum of sprite 9 to the number of cast A34
set the castNum of sprite 8 to the number of cast G25
else if the mouseH > 178 and the mouseH < 230 and the mouseV > 172 and the mouseV < 200 then
set the castNum of sprite 9 to the number of cast A35
set the castNum of sprite 8 to the number of cast G26
else if the mouseH > 325 and the mouseH < 360 and the mouseV > 161 and the mouseV < 178 then
set the castNum of sprite 9 to the number of cast A36
set the castNum of sprite 8 to the number of cast G27
else if (the mouseH > 250 and the mouseH < 305 and the mouseV > 126 and the mouseV < 158)¼
or (the mouseV > 106 and the mouseV < 158 and the mouseH > 276 and the mouseH < 305) then
set the castNum of sprite 9 to the number of cast A41
set the castNum of sprite 8 to the number of cast G28
else if the mouseH > 211 and the mouseH < 247 and the mouseV > 93 and the mouseV < 145 then
set the castNum of sprite 9 to the number of cast A43
set the castNum of sprite 8 to the number of cast G31
else if the mouseH > 220 and the mouseH < 267 and the mouseV > 167 and the mouseV < 207 then
set the castNum of sprite 9 to the number of cast A44
set the castNum of sprite 8 to the number of cast G32
else if the mouseH > 320 and the mouseH < 363 and the mouseV > 114 and the mouseV < 154 then
set the castNum of sprite 9 to the number of cast A45
set the castNum of sprite 8 to the number of cast G34
else if the mouseH > 363 and the mouseH < 374 and the mouseV > 108 and the mouseV < 133 then
set the castNum of sprite 9 to the number of cast A46
set the castNum of sprite 8 to the number of cast G33
else if the mouseH > 290 and the mouseH < 319 and the mouseV > 149 and the mouseV < 182 then
set the castNum of sprite 9 to the number of cast A47
set the castNum of sprite 8 to the number of cast G35
else if the mouseH > 171 and the mouseH < 230 and the mouseV > 197 and the mouseV < 229 then
set the castNum of sprite 9 to the number of cast A48
set the castNum of sprite 8 to the number of cast G36
else if the mouseH > 315 and the mouseH < 356 and the mouseV > 142 and the mouseV < 169 then
set the castNum of sprite 9 to the number of cast A51
set the castNum of sprite 8 to the number of cast G37
else if the mouseH > 306 and the mouseH < 341 and the mouseV > 207 and the mouseV < 234 then
set the castNum of sprite 9 to the number of cast A53
set the castNum of sprite 8 to the number of cast G38
else if the mouseH > 142 and the mouseH < 238 and the mouseV > 201 and the mouseV < 295 then
set the castNum of sprite 9 to the number of cast A54
set the castNum of sprite 8 to the number of cast G41
else if the mouseH > 97 and the mouseH < 136 and the mouseV > 145 and the mouseV < 194 then
set the castNum of sprite 9 to the number of cast A55
set the castNum of sprite 8 to the number of cast G42
else if the mouseH > 303 and the mouseH < 355 and the mouseV > 168 and the mouseV < 198 then
set the castNum of sprite 9 to the number of cast A56
set the castNum of sprite 8 to the number of cast G43
else
set the castNum of sprite 9 to the number of cast A58
set the castNum of sprite 8 to the number of cast G46
end if
updateStage
end if
end usaRoll
on glassCheck
global stateOn, adjLoc
if the frame > 157 and the frame < 161 then
if rollover(2) then
cursor 130
else
cursor -1
end if
else
cursor -1
end if
if the frame < 157 then
if rollOver(10) then
set the castNum of sprite 10 to A13
else
set the castNum of sprite 10 to A12
end if
end if
updateStage
end glassCheck
on dummyScript
put 2 + 2 into four
end dummyScript
on ill1
global switchState
if switchState = FALSE then
set the castNum of sprite 7 to the number of cast "ill1"
set the castNum of sprite 11 to the number of cast G11
end if
end ill1
on ill2
global switchState
if switchState = FALSE then
set the castNum of sprite 7 to the number of cast "ill2"
set the castNum of sprite 11 to the number of cast G11
end if
end ill2
on ill3
global switchState
if switchState = FALSE then
set the castNum of sprite 7 to the number of cast "ill3"
set the castNum of sprite 11 to the number of cast G11
end if
end ill3
on ill4
global switchState
if switchState = FALSE then
set the castNum of sprite 7 to the number of cast "ill4"
set the castNum of sprite 11 to the number of cast G11
end if
end ill4
on ill5
global switchState
if switchState = FALSE then
set the castNum of sprite 7 to the number of cast "ill5"
set the castNum of sprite 11 to the number of cast G11
end if
end ill5