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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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00176_Script_176
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1994-11-15
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22KB
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631 lines
on startMovie
global nowFrame
global seeAlsoNess
set seeAlsoness to FALSE
global lastRoll,lastCast
puppetSprite 3, TRUE
repeat with i = 21 to 24
puppetSprite i, TRUE
end repeat
repeat with i = 10 to 14
puppetSprite i, TRUE
end repeat
set the stretch of sprite 23 to FALSE
set the immediate of sprite 23 to TRUE
set lastRoll = 0
set lastCast = 0
end startMovie
on saveLocals
global lastFrame,nowFrame,lastMovie
set lastMovie = "FLWSEO"
set lastFrame = nowFrame
end saveLocals
on seForStep
go to frame "sephiint000°°°" of movie "FLWSEPH"
end seForStep
on seBackStep
go to "setyptow005°°°" of movie "FLWSETY"
end seBackStep
on buttonState
global bflag, FrankNav, dialogOn
if dialogOn = FALSE then
-- don't check global buttons unless mouse is down at bottom
if (the mouseV > 200) or (bFlag = TRUE) then
set bFlag = FALSE
doState
end if
else if dialogOn = TRUE then
if the mouseDown then
if the mouseCast <> the number of cast "glossDialog" then
beep
end if
end if
end if
end buttonState
on isrollPhil
global phiint,org, tec, dem, uni, bal, ref, lig, tru
global nowroll
if (the mouseH >= item 1 of phiint and the mouseH <= item 2 of phiint)¼
and (the mouseV >= item 3 of phiint and the mouseV <= item 4 of phiint) then
set nowroll = "phiint"
set the castNum of sprite 10 to A12
else if (the mouseH >= item 1 of org and the mouseH <= item 2 of org)¼
and (the mouseV >= item 3 of org and the mouseV <= item 4 of org) then
set nowroll = "org"
set the castNum of sprite 10 to A12
else if (the mouseH >= item 1 of tec and the mouseH <= item 2 of tec)¼
and (the mouseV >= item 3 of tec and the mouseV <= item 4 of tec) then
set nowroll = "tec"
set the castNum of sprite 10 to A12
else if (the mouseH >= item 1 of dem and the mouseH <= item 2 of dem)¼
and (the mouseV >= item 3 of dem and the mouseV <= item 4 of dem) then
set nowroll = "dem"
set the castNum of sprite 10 to A12
else if (the mouseH >= item 1 of uni and the mouseH <= item 2 of uni)¼
and (the mouseV >= item 3 of uni and the mouseV <= item 4 of uni) then
set nowroll = "uni"
set the castNum of sprite 10 to A12
else if (the mouseH >= item 1 of bal and the mouseH <= item 2 of bal)¼
and (the mouseV >= item 3 of bal and the mouseV <= item 4 of bal) then
set nowroll = "bal"
set the castNum of sprite 10 to A12
else if (the mouseH >= item 1 of ref and the mouseH <= item 2 of ref)¼
and ( the mouseV >= item 3 of ref and the mouseV <= item 4 of ref) then
set nowroll = "ref"
set the castNum of sprite 10 to A12
else if (the mouseH >= item 1 of lig and the mouseH <= item 2 of lig)¼
and (the mouseV >= item 3 of lig and the mouseV <= item 4 of lig) then
set nowroll = "lig"
set the castNum of sprite 10 to A12
else if (the mouseH >= item 1 of tru and the mouseH <= item 2 of tru)¼
and (the mouseV >= item 3 of tru and the mouseV <= item 4 of tru) then
set nowroll = "tru"
set the castNum of sprite 10 to A12
else
set nowroll = ""
set the castNum of sprite 10 to A22
set the castNum of sprite 11 to A23
set the castNum of sprite 12 to A24
set the castNum of sprite 13 to A25
set the castNum of sprite 14 to A26
end if
updateStage
return nowroll
end isrollPhil
on isrollSite
global sitint,fla,hil, mou
global nowroll
if (the mouseH >= item 1 of sitint and the mouseH <= item 2 of sitint)¼
and (the mouseV >= item 3 of sitint and the mouseV <= item 4 of sitint) then
set nowroll = "sitint"
set the castNum of sprite 11 to A12
else if (the mouseH >= item 1 of fla and the mouseH <= item 2 of fla)¼
and (the mouseV >= item 3 of fla and the mouseV <= item 4 of fla) then
set nowroll = "fla"
set the castNum of sprite 11 to A12
else if (the mouseH >= item 1 of hil and the mouseH <= item 2 of hil)¼
and (the mouseV >= item 3 of hil and the mouseV <= item 4 of hil) then
set nowroll = "hil"
set the castNum of sprite 11 to A12
else if (the mouseH >= item 1 of mou and the mouseH <= item 2 of mou)¼
and (the mouseV >= item 3 of mou and the mouseV <= item 4 of mou) then
set nowroll = "mou"
set the castNum of sprite 11 to A12
else
set nowroll = ""
set the castNum of sprite 10 to A22
set the castNum of sprite 11 to A23
set the castNum of sprite 12 to A24
set the castNum of sprite 13 to A25
set the castNum of sprite 14 to A26
end if
updateStage
return nowroll
end isrollSite
on isrollPatt
global patint,geo, col,sou,mus,cul,nat
global nowroll
if (the mouseH >= item 1 of patint and the mouseH <= item 2 of patint)¼
and (the mouseV >= item 3 of patint and the mouseV <= item 4 of patint) then
set nowroll = "patint"
set the castNum of sprite 12 to A12
else if (the mouseH >= item 1 of geo and the mouseH <= item 2 of geo)¼
and (the mouseV >= item 3 of geo and the mouseV <= item 4 of geo) then
set nowroll = "geo"
set the castNum of sprite 12 to A12
else if (the mouseH >= item 1 of col and the mouseH <= item 2 of col)¼
and (the mouseV >= item 3 of col and the mouseV <= item 4 of col) then
set nowroll = "col"
set the castNum of sprite 12 to A12
else if (the mouseH >= item 1 of sou and the mouseH <= item 2 of sou)¼
and (the mouseV >= item 3 of sou and the mouseV <= item 4 of sou) then
set nowroll = "sou"
set the castNum of sprite 12 to A12
else if (the mouseH >= item 1 of mus and the mouseH <= item 2 of mus)¼
and (the mouseV >= item 3 of mus and the mouseV <= item 4 of mus) then
set nowroll = "mus"
set the castNum of sprite 12 to A12
else if (the mouseH >= item 1 of cul and the mouseH <= item 2 of cul)¼
and (the mouseV >= item 3 of cul and the mouseV <= item 4 of cul) then
set nowroll = "cul"
set the castNum of sprite 12 to A12
else if (the mouseH >= item 1 of nat and the mouseH <= item 2 of nat)¼
and (the mouseV >= item 3 of nat and the mouseV <= item 4 of nat) then
set nowroll = "nat"
set the castNum of sprite 12 to A12
else
set nowroll = ""
set the castNum of sprite 10 to A22
set the castNum of sprite 11 to A23
set the castNum of sprite 12 to A24
set the castNum of sprite 13 to A25
set the castNum of sprite 14 to A26
end if
updateStage
return nowroll
end isrollPatt
on isrollMate
global matint,woo,sto,gla, bri,cop,con,rei
global nowroll
if (the mouseH >= item 1 of matint and the mouseH <= item 2 of matint)¼
and (the mouseV >= item 3 of matint and the mouseV <= item 4 of matint) then
set nowroll = "matint"
set the castNum of sprite 13 to A12
else if (the mouseH >= item 1 of woo and the mouseH <= item 2 of woo)¼
and (the mouseV >= item 3 of woo and the mouseV <= item 4 of woo) then
set nowroll = "woo"
set the castNum of sprite 13 to A12
else if (the mouseH >= item 1 of sto and the mouseH <= item 2 of sto)¼
and (the mouseV >= item 3 of sto and the mouseV <= item 4 of sto) then
set nowroll = "sto"
set the castNum of sprite 13 to A12
else if (the mouseH >= item 1 of gla and the mouseH <= item 2 of gla)¼
and (the mouseV >= item 3 of gla and the mouseV <= item 4 of gla) then
set nowroll = "gla"
set the castNum of sprite 13 to A12
else if (the mouseH >= item 1 of bri and the mouseH <= item 2 of bri)¼
and (the mouseV >= item 3 of bri and the mouseV <= item 4 of bri) then
set nowroll = "bri"
set the castNum of sprite 13 to A12
else if (the mouseH >= item 1 of cop and the mouseH <= item 2 of cop)¼
and (the mouseV >= item 3 of cop and the mouseV <= item 4 of cop) then
set nowroll = "cop"
set the castNum of sprite 13 to A12
else if (the mouseH >= item 1 of cop and the mouseH <= item 2 of con)¼
and (the mouseV >= item 3 of cop and the mouseV <= item 4 of con) then
set nowroll = "con"
set the castNum of sprite 13 to A12
else if (the mouseH >= item 1 of rei and the mouseH <= item 2 of rei)¼
and (the mouseV >= item 3 of rei and the mouseV <= item 4 of rei) then
set nowroll = "rei"
set the castNum of sprite 13 to A12
else
set nowroll = ""
set the castNum of sprite 10 to A22
set the castNum of sprite 11 to A23
set the castNum of sprite 12 to A24
set the castNum of sprite 13 to A25
set the castNum of sprite 14 to A26
end if
updateStage
return nowroll
end isrollMate
on isrollType
global typint,atr, hea, tow
global nowroll
if (the mouseH >= item 1 of typint and the mouseH <= item 2 of typint)¼
and (the mouseV >= item 3 of typint and the mouseV <= item 4 of typint) then
set nowroll = "typint"
set the castNum of sprite 14 to A12
else if (the mouseH >= item 1 of atr and the mouseH <= item 2 of atr)¼
and (the mouseV >= item 3 of atr and the mouseV <= item 4 of atr) then
set nowroll = "atr"
set the castNum of sprite 14 to A12
else if (the mouseH >= item 1 of hea and the mouseH <= item 2 of hea)¼
and (the mouseV >= item 3 of hea and the mouseV <= item 4 of hea) then
set nowroll = "hea"
set the castNum of sprite 14 to A12
else if (the mouseH >= item 1 of tow and the mouseH <= item 2 of tow)¼
and (the mouseV >= item 3 of tow and the mouseV <= item 4 of tow) then
set nowroll = "tow"
set the castNum of sprite 14 to A12
else
set nowroll = ""
set the castNum of sprite 10 to A22
set the castNum of sprite 11 to A23
set the castNum of sprite 12 to A24
set the castNum of sprite 13 to A25
set the castNum of sprite 14 to A26
end if
updateStage
return nowroll
end isrollType
on locCheck spriteNum
global nowroll
if the mouseH >= 22 and the mouseH <= (22 + 97) then
set nowroll = isrollPhil()
isrollPhil()
philroll(nowroll,3)
else if the mouseH >= 142 and the mouseH <= (142 + 87) then
set nowroll = isrollSite()
siteroll(nowroll,3)
else if the mouseH >= 268 and the mouseH <= (268 + 94) then
set nowroll = isrollPatt()
pattroll(nowroll,3)
else if the mouseH >= 392 and the mouseH <= (392 + 92) then
set nowroll = isrollMate()
materoll(nowroll,3)
else if the mouseH >= 521 and the mouseH <= (521 + 70) then
set nowroll = isrollType()
typeroll(nowroll,3)
else
set the castNum of sprite 10 to A22
set the castNum of sprite 11 to A23
set the castNum of sprite 12 to A24
set the castNum of sprite 13 to A25
set the castNum of sprite 14 to A26
end if
updateStage
end locCheck
on philroll nowroll,spriteNum
global flashtimer,phiint
set flashtimer = FALSE
set cName = A88
set resetCname = A51
if nowroll = "phiint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "org" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "tec" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "dem" then
set the castNum of sprite spriteNum to cName + 3
else if nowroll = "uni" then
set the castNum of sprite spriteNum to cName + 4
else if nowroll = "bal" then
set the castNum of sprite spriteNum to cName + 5
else if nowroll = "ref" then
set the castNum of sprite spriteNum to cName + 6
else if nowroll = "lig" then
set the castNum of sprite spriteNum to cName + 7
else if nowroll = "tru" then
set the castNum of sprite spriteNum to cName + 8
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end philroll
on siteroll nowroll,spriteNum
global flashtimer,sitint
set flashtimer = FALSE
set cName = B21
set resetCname = A51
if nowroll = "sitint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "fla" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "hil" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "mou" then
set the castNum of sprite spriteNum to cName + 3
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end siteroll
on pattroll nowroll,spriteNum
global flashtimer,patint
set flashtimer = FALSE
set cName = B25
set resetCname = A51
if nowroll = "patint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "geo" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "col" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "sou" then
set the castNum of sprite spriteNum to cName + 7
else if nowroll = "mus" then
set the castNum of sprite spriteNum to cName + 4
else if nowroll = "cul" then
set the castNum of sprite spriteNum to cName + 5
else if nowroll = "nat" then
set the castNum of sprite spriteNum to cName + 6
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end pattroll
on materoll nowroll,spriteNum
global flashtimer,matint
set flashtimer = FALSE
set cName = B35
set resetCname = A51
if nowroll = "matint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "woo" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "sto" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "gla" then
set the castNum of sprite spriteNum to cName + 3
else if nowroll = "bri" then
set the castNum of sprite spriteNum to cName + 4
else if nowroll = "cop" then
set the castNum of sprite spriteNum to cName + 5
else if nowroll = "con" then
set the castNum of sprite spriteNum to cName + 6
else if nowroll = "rei" then
set the castNum of sprite spriteNum to cName + 7
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end materoll
on typeroll nowroll,spriteNum
global flashtimer,typint
set flashtimer = FALSE
set cName = B45
set resetCname = A51
if nowroll = "typint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "atr" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "hea" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "tow" then
set the castNum of sprite spriteNum to cName + 3
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end typeroll
on isPress spriteNum
global nowFrame,rollFlag, nextMov, lastMovie
set restate = A51
set buttonSucess = FALSE
set resetCastNo = A31
--added by RLEE
set lastOver = 0
set nowPress = isrollPhil()
if nowPress = "phiint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSEPH"
end if
if nowPress <> "" and nowPress <> "phiint" then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 10
set resetCast = resetCastNo
put "phi" & nowPress into clickasset
set nextMov = "FLWSEPH"
set buttonSucess = TRUE
repeat while the stillDown
if isrollPhil() = nowPress then
put "phi" into secName
set lastOver = 1
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 10
set resetCast = resetCastNo
put "phi" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollPhil() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
set nowPress = isrollSite()
if nowPress = "sitint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSESI"
end if
if nowPress <> "" and nowPress <> "sitint" and¼
lastOver <> 1 and lastOver <> 3 and lastOver <> 4 and lastOver <> 5 then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 11
set resetCast = resetCastNo + 1
put "sit" & nowPress into clickasset
set nextMov = "FLWSESI"
set buttonSucess = TRUE
updateStage
repeat while the stillDown
if isrollSite() = nowPress then
set lastOver = 2
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 11
set resetCast = resetCastNo + 1
put "sit" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollSite() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
set nowPress = isrollPatt()
if nowPress = "patint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSEPA"
end if
if nowPress <> "" and nowPress <> "patint" and ¼
lastOver <> 1 and lastOver <> 2 and lastOver <> 4 and lastOver <> 5 then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 12
set resetCast = resetCastNo + 2
put "pat" & nowPress into clickasset
set nextMov = "FLWSEPA"
updateStage
set buttonSucess = TRUE
repeat while the stillDown
-- if (isrollPatt() = nowPress) or (buttonSucess = TRUE) then
if (isrollPatt() = nowPress) then
set lastOver = 3
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 12
set resetCast = resetCastNo + 2
put "pat" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollPatt() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
set nowPress = isrollMate()
if nowPress = "matint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSEMA"
end if
if nowPress <> "" and nowPress <> "matint" and¼
lastOver <> 1 and lastOver <> 2 and lastOVer <> 3 then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 13
set resetCast = resetCastNo + 3
put "mat" & nowPress into clickasset
set nextMov = "FLWSEMA"
set buttonSucess = TRUE
updateStage
repeat while the stillDown
if isrollMate() = nowPress then
set lastOver = 4
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 13
set resetCast = resetCastNo + 3
put "mat" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollMate() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
set nowPress = isrollType()
if nowPress = "typint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSETY"
end if
if nowPress <> "" and nowPress <> "typint" and¼
lastOver <> 1 and lastOver <> 2 and lastOver <> 3 and lastOver <> 4 then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 14
set resetCast = resetCastNo + 4
put "typ" & nowPress into clickasset
set nextMov = "FLWSETY"
set buttonSucess = TRUE
updateStage
repeat while the stillDown
if isrollType() = nowPress then
set lastOver to 5
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 14
set resetCast = resetCastNo + 4
put "typ" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollType() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
if buttonSucess = TRUE then
set the ink of sprite spriteNum to 8
if spriteNum = 3 then
set the castNum of sprite spriteNum to restate
updateStage
puppetSprite spriteNum, FALSE
else
put the timer + 10 into time
set the castNum of sprite spriteNum to restate
updateStage
repeat while the timer < time
end repeat
puppetSprite spriteNum,FALSE
end if
if clickasset = "patsou" then
set clickasset = "patmus"
end if
put "se" & clickasset & "000°°°" into jmpFrame
if chars(nowFrame,3,5) <> "mai" then resetHit
set rollFlag = FALSE
set the ink of sprite spriteNum to 8
puppetTransition 23
puppetSprite 2, FALSE
puppetSprite 4, FALSE
puppetSprite 5, FALSE
go to frame jmpFrame of movie nextMov
end if
end isPress
on resetHit
set hitSp = A22
repeat with i = 0 to 4
set the castNum of sprite (i+10) to (hitSp + i)
updateStage
end repeat
end resetHit