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Fuji Wa La Te I Ka - Hyakunin Isshu Karuta
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KARUTA.bin
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csinke6.dir
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00002_Script_2
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1995-11-13
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4KB
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137 lines
on SelectCard
global Karuta,gHuda,gShinkei,gMax,gTeika,premium,gCount¼
,gMotihuda,dtct,hudaNum,gBombMix,gSiTime
if gBombMix = gSiTime then
set gHuda = [102,102]
set x = 2
set gBombMix = gBombMix + random(3)
else
set x = 0
end if
repeat with i = 1 to gMax - x
set listct = count(karuta)
set dtct = random(listct)
set KamiNum = getPropAt(karuta,dtct)
-- preLoadCast KamiNum
-- preLoadCast KamiNum + 300
add gHuda,KamiNum
add gHuda,KamiNum
deleteAt karuta,dtct
if count(gHuda) = gMax then
exit repeat
end if
end repeat
repeat with j = 1 to gMax
set listct = count(gHuda)
set dtct = random(listct)
set hudaNum = getAt(gHuda,dtct)
add gShinkei,hudaNum
deleteAt gHuda,dtct
end repeat
end
on Hantei
global Karuta,gHuda,gBahuda,gMax,gTeika,premium,gCount,gCountC¼
,tugi,hajime,Hazure,clicksprite1,clicksprite2,gCharaNum
if clicksprite1 = clicksprite2 then exit
set goukei = tugi - hajime
if goukei = 0 then
if hajime = 102 and gCount + gCountC < 14 then
CharaAtari
Sound playfile 2,"\S_SINKEI\BOMB_SND"
preLoadCast 88 , 94
repeat with i = 88 to 94
set the castNum of sprite 34 = i
updateStage
end repeat
UnLoadCast 88 , 94
set the type of sprite 33 = 0
cursor 0
set the visible of sprite 48 = 0
set the visible of sprite 36 = 0
set the visible of sprite 37 = 0
set the visible of sprite 38 = 0
set the visible of sprite 40 = 0
set the castNum of sprite 38 = 43
set the castNum of sprite 39 = 59
updateStage
wait 60
StartMovie
go to frame"Select"
else
if gCount + gCountC = 14 then
Atari
else
Atari
go to frame"level1"
end if
end if
else
Hazure
wait 60
set the castNum of sprite 36 = 33
if gCharaNum = 1 then
set the castNum of sprite 37 = 37
else
if gCharaNum = 2 then
set the castNum of sprite 37 = 39
else
if gCharaNum = 3 then
set the castNum of sprite 37 = 41
end if
end if
end if
go to frame"levelC1"
end if
end
on Hyoji
global gMax,gCount,StartTicks,gLimit,jikan,gMekuriSu,gCountC,Kioku
PuppetSprite 38,TRUE
PuppetSprite 39,TRUE
-- put "╟ü╟ì╟í╟²Γ╥Ωε" && gMekuriSu && "Γ╥" into field"╟ü╟ì╟╦Γ╥Ωε"
-- put "Θ∙╟°ΘD" && gCount && "δg" into field"Θ∙╟°ΘD"
-- put "Θ∙╟°ΘDC" && gCountC && "δg" into field"Θ∙╟°ΘDC"
set the castNum of sprite 38 = gCount + 43
set the castNum of sprite 39 = gCountC + 59
-- put Kioku into field"σoΓüΘ√Σæ"
if gCount + gCountC = (gMax / 2) then
set EndTime = the ticks
go to frame"finish"
end if
updateStage
end
on Shohai
global gCount,gCountC
if gCount > gCountC then
go to frame"WinNext"
else
if gCount < gCountC then
go to frame"LoseNext"
end if
end if
end
on ScoreHyoji
global gTeika,gTeika2,gCount,gCountC,gCharaName,gSiLevel
put gCharaName & RETURN & "╟å╟╗╟²" into field "±║δO"
put gCountC && "δg" & RETURN & gCount && "δg" into field "Σl∞µΘD"
wait 30
if gCount > gCountC then
put "╟å╟╗╟²" & "╟├Φⁿ╟°" into field "playerWIN"
YouWin
set gTeika2 = 500 * gSiLevel
put gTeika2 && "╔e╔C╔JΣl∞µ" into field "Σl∞µ╔e╔C╔J"
else
if gCount < gCountC then
put gCharaName & "╟├Φⁿ╟°" into field "playerWIN"
Win
end if
end if