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Text File  |  1994-12-08  |  15KB  |  775 lines

  1. //*** DIG SITE ***
  2.  
  3. { DIGSITE_LOAD
  4.  
  5.     // IF LEX IS WEARING THE REFLECT SUIT MAKE SURE THE BATTERY CONTINUES
  6.     // TO BE DRAINED.    -BKA-
  7.     @Ç¢               PLAYER
  8.     I ( @Ç⌐      (LEXMIR) ) THEN
  9.         {
  10.         ^ä╝                    = @Çì      REFLECTBATTDRAIN
  11.         }
  12.  
  13.     // RESTART BIOREPAIR IF IT IS STILL ACTIVE
  14.     I  ^ïâ        = 1 THEN
  15.         ^Ä₧  = @Çì      BIOREPAIR
  16.  
  17.     @Ç¥   READY_SHRIMP1
  18.     @Ç¥   READY_SHRIMP2
  19.     @Ç¥   READY_DROGG2
  20.     @Çì      TOMB_SPARKLE
  21.  
  22.     // RESET TONFA GUN -BKA
  23.     ^ïÆ             = 0
  24.     ^ïò         = 0
  25.  
  26.     I  ^åô      = 1 THEN
  27.         {
  28.         G  FRM_LDG
  29.         }
  30.  
  31.  
  32.     I  ^åô      = 2 THEN
  33.         {
  34.         //GO DTUBE_PT
  35.         @Ç¢               PLAYER
  36.         M      STAND CONTINUE
  37.         â      
  38.         }
  39.  
  40.     I  ^åô      = 3 THEN
  41.         {
  42.         @Çì      HARD_SUIT_OPEN_DIG
  43.         }
  44.  
  45.     O     $Çö      
  46.  
  47.     {
  48.     I  ^çô              = $Ç╗    THEN         // IF CITY HAS NOT BEEN TURNED ON, ESCHER IS PLACED
  49.         {
  50.         I  @Ç¢              ( ESCHEAD ) = 0 THEN
  51.             {
  52.             F            ( ESCHEAD )
  53.             @Ç¢              ( ESCHEAD )
  54.             }
  55.         Y                 DGS1, DGS2, DGS3, DGS4
  56.         u          CURFIG OFF
  57.         G  ESCHER
  58.         £    295
  59.         M      PRONE3 FREEZE
  60.         }
  61.     E   
  62.         {
  63.         ^â₧         = 2
  64.         ^⥠       = 2
  65.         ^⣠        = 1
  66.         ^⃠                   = 1
  67.         }
  68.     }
  69. }
  70.  
  71. { DGS_LOAD
  72.  
  73.     I  ^îÜ            THEN
  74.         {
  75.         I  @Çû             (^êÄ              ) = $Ç╗    THEN
  76.             ^êÄ               = @Çç     (`⪠       )
  77.         }
  78.  
  79.     I  @Çû             (^êÅ              ) THEN         (^êÅ              )
  80.     
  81.     I  @Çû             (^êÉ              ) THEN         (^êÉ              )
  82.     
  83.     I  ^âæ          = $Ç╗    THEN
  84.     {
  85.         I  ^âÖ               THEN
  86.         {
  87.             I  @Çó            ( ^âÖ               ) = 0 THEN
  88.             {
  89.                 ^âÖ               = @Çì      ESCHER_WHINE
  90.             }
  91.         }
  92.         E   
  93.         {
  94.             ^âÖ               = @Çì      ESCHER_WHINE
  95.         }
  96.     }
  97.  
  98.     I  ^çô              THEN
  99.     {
  100.         I  ^âò        != 0 THEN
  101.         {
  102.             // NOW THIS FLAG SET IN EL_SCENE.SCR -BES
  103.             //_ESCHER_DEAD = _TRUE
  104.  
  105.             ^âò        = 0
  106.  
  107.             // HAVE HAD SOME PROBLEM WITH MULTIPLE HEADS, SO JUST IN CASE... - BAR
  108.  
  109.             :BACK
  110.             I  @Ç¢              ( ESCHEAD ) THEN
  111.                 {
  112.                 K   
  113.                 J    #Çé 
  114.                 }
  115.  
  116.             e          LOGBOOK
  117.             f         COORDS 203 -94 -40
  118.             n             CURITEM ESCHERLOG
  119.             W    5 SECONDS
  120.             i           LEX ESHGON
  121.         }
  122.  
  123.     }
  124. }
  125.  
  126. { ALC_LOAD
  127.     O     $Çì           
  128. //
  129. //    IF @ISHANDLEPLAYING(_SHRIMP_AMBIENT_1) THEN STOPSOUND(_SHRIMP_AMBIENT_1)
  130. //    
  131. //    IF _SHRIMP2_ALIVE THEN 
  132. //        {
  133. //        IF @ISHANDLEPLAYING(_SHRIMP_AMBIENT_2) = _FALSE THEN
  134. //            _SHRIMP_AMBIENT_2 = @AMBIENT(_AMB_SHRIMP, 255, -1024)
  135. //        }
  136. }
  137.  
  138. //{ ALC1_LOAD
  139. //
  140. //    @CALL READY_SHRIMP1             // RE-READY SHRIMP IF ALIVE
  141. //
  142. //}
  143.  
  144. { ALC3_LOAD
  145.  
  146.     W    5 SECONDS
  147.     i           LEX TROOM
  148. }
  149.  
  150.  
  151. { TMB_LOAD
  152.  
  153.     O     $Çè  
  154.     
  155.     I  @Çû             (^êÅ              ) THEN         (^êÅ              )
  156.  
  157.     W    5 SECONDS
  158.     i           LEX CTOMB
  159.  
  160. }
  161.  
  162. { DGS1_LOAD
  163.  
  164.     @Ç¥   ACTIVATE_SHRIMP2
  165.  
  166.     I  ^âí              THEN
  167.     {
  168.         I  @Çó            ( ^âí              ) = 0 THEN
  169.         {
  170.             ^âí              = @Çì      DIGSITE_BLINKIE
  171.         }
  172.     }
  173.     E   
  174.     {
  175.         ^âí              = @Çì      DIGSITE_BLINKIE
  176.     }
  177.  
  178. }
  179.  
  180. { DGS4_LOAD
  181.  
  182.     @Ç¥   ACTIVATE_SHRIMP1
  183. }
  184.  
  185. //*** TOMB USEABLE TRIGGERS ***
  186. // NOTE: THERE ARE LOTS OF ANIMATIONS USED FOR THE TOMB SCENE.  THEY ARE
  187. // DESCRIBED BELOW:
  188. //                      _OPEN_FRAME: PART OF THE TOMB "door"
  189. //                      _BACK_FRAME: SHADOW PART OF THE TOMB "door"
  190. //                      _GLOW_FRAME: ANIM OF THE FORCEFIELD IN TMB1, IE, "longshot"
  191. //                      _ENRG_FRAME: ANIM OF THE FORCEFIELD IN TMB4, IE, "close-up"
  192. //                      _KEY_FRAME:  ANIM OF THE KEY IN TMB3, IE, "close-up"
  193. //                      _OFF_FRAME:  ANIM OF THE FORCEFIELD FADING IN TMB1
  194. //                      _CRAK_FRAME: ANIM OF GLOW BETWEEN THE CRACKS IN THE TOMB "door"
  195.  
  196. { FADEGLOW      // THIS PROCESS GETS CALLED WHEN THE TOMB PUZZLE IS SOLVED
  197.  
  198.     ^âä        = 1
  199.     ^âî         = 0
  200.     :ANIM
  201.     ^âä        ++
  202.     â      
  203.     L    #Çë  20
  204.     ^ââ      = @Çì      KEYGLOW
  205.     W    3 SECONDS
  206. }
  207.  
  208. { GETKEY        // THIS PROCESS GETS CALLED WHEN THE TOMB PUZZLE IS SOLVED
  209.  
  210.     I  @ÇÆ                 RTHAND THEN f         GROUND
  211.     M      GET_TOMB_KEY CONTINUE
  212.     W    60
  213.     e          KEY
  214.     // TURN OFF KEYGLOW ANIM
  215.                ^ââ     
  216.     ^âå        = 0
  217.     ^âä        = 0
  218.     f         LTHAND
  219. }
  220.  
  221. { GLOWANIM      // THIS PROCESS IS STARTED AT THE END OF REALTIME PROCESS "TearOffTheDoor"
  222.  
  223.     :ANIM
  224.     I  ^âî         > 24 THEN ^âî         = 1
  225.     ^âî         ++
  226.     I  ^âà         > 5  THEN ^âà         = 1
  227.     ^âà         ++
  228.     â      
  229.     I  ^ì╕          == 0 THEN L    #Çî 
  230. }
  231.  
  232. { KEYGLOW
  233.  
  234.     :ANIM
  235.     I  ^âå        > 5  THEN ^âå        = 1
  236.     I  ^âä        > 22 THEN ^âä        = 21
  237.     ^âä        ++
  238.     ^âå        ++
  239.     â      
  240.     L    #ÇÄ 
  241. }
  242.  
  243. { OPENTOMB_USE
  244.  
  245.     // IF THE TOMB IS OPEN THEN RUN THE TOMB MONITOR
  246.     I  ^âè         != 1 THEN
  247.         {
  248.         I  ^ì╕          == $Ç╝   THEN
  249.             @Çì      SHOWTMB3
  250.         E   
  251.             @Çì      SHOWTMB4
  252.         é     
  253.         }
  254.  
  255.     @Ç¢               PLAYER
  256.     A  OFF
  257.     G  TOMB_LOC WALK
  258.     £    -68 GRADUAL
  259.     M      OPEN_TOMB1
  260.     M      OPEN_TOMB2
  261.     M      OPEN_TOMB3 210 CONTINUE
  262.     @Ç¥   TEAROFFTHEDOOR
  263.     A  ON
  264.  
  265.     W    3 SECONDS
  266.     i           LEX TFIELD
  267. }
  268.  
  269. { SHOWTMB3
  270.  
  271.     //@CALL PUSHBUTTON
  272.     C      TMB3
  273.     @Ç¢               PLAYER
  274.     A  OFF
  275.     W    3 SECONDS
  276.     A  ON
  277.     C      UNLOCK
  278.     //@PROCESS TOMB_MONITOR
  279. }
  280.  
  281. { SHOWTMB4
  282.  
  283.     I  @Çú               THEN é     
  284.     I  @Çä      NOTIN -105,-15 THEN é     
  285.     I  @Ç╗                 CURFIG PAN_LOC > 20 THEN
  286.         {
  287.         G  PAN_LOC WALK 10
  288.         G  PAN_LOC
  289.         }
  290.     E   
  291.         G  PAN_LOC
  292.     £    -60 GRADUAL
  293.     @Ç¥   PUSHBUTTON
  294.     C      TMB4
  295.     @Ç¢               PLAYER
  296.     A  OFF
  297.     W    3 SECONDS
  298.     A  ON
  299.     C      UNLOCK
  300.     @Ç¥   TOMB_MONITOR
  301.     I  ^ì╕          == $Ç╝   THEN 
  302.         @Ç¥   TOMBPUZZLESOLVED
  303.     E   
  304.         W    25 SECONDS
  305.         i           LEX TOMPUZ
  306. }
  307.  
  308. { PUSHBUTTON
  309.  
  310.     W    15
  311.     M      PUSH_BUTTON
  312. }
  313.  
  314. { TOMBPUZZLESOLVED
  315.  
  316.     A  OFF
  317.  
  318.     // CAMERA UNLOCK        // CUT TO LONGSHOT
  319.     @Ç¥   FADEGLOW                  // SHOW FORCEFIELD (FF) FADE OUT
  320.  
  321.     C      TMB3                             // CUT TO CLOSE-UP; SHOW FF OFF AND KEY ANIMATING
  322.     @Ç¢               PLAYER
  323.     A  OFF
  324.     W    3 SECONDS
  325.     A  ON
  326.     C      UNLOCK                   // CUT BACK TO LONGSHOT
  327.  
  328.     ^âà         = 0
  329.     //_OPEN_FRAME = 65
  330.     ^âë         = 65
  331.  
  332.     @Ç¥   GETKEY                    // SHOW LEX GRABBING KEY
  333.     A  ON
  334. }
  335.  
  336. { TOMB_SPARKLE
  337.  
  338.     :ANIM
  339.     I  ^âè         >= 5 THEN
  340.         {
  341.         ^âê         = 0
  342.         é     
  343.         }
  344.     I  ^âê         == 5 THEN ^âê         = 1
  345.     â      
  346.     ^âê         ++
  347.     L    #Çò        // RUN ANIM FOREVER
  348. }
  349.  
  350. [ TEAROFFTHEDOOR
  351.  
  352.     00:00 ^âè         = 1
  353.         @Çì      GLOWANIM
  354.         ^âë         = 1
  355.     00:02 ^âè         = 2
  356.         ^âë         = 2
  357.           @Çå   (`Ç┤       , 255, 2048)
  358.     00:04 ^âè         = 3
  359.         ^âë         = 3
  360.     00:05 ^âè         = 4
  361.         ^âë         = 4
  362.     00:06 ^âè         = 5
  363.         ^âë         = 5
  364.     00:07 ^âè         = 6
  365.         ^âë         = 6
  366.     00:08 ^âè         = 7
  367.         ^âë         = 7
  368.     00:09 ^âè         = 8
  369.         ^âë         = 8
  370.     00:10 ^âè         = 9
  371.         ^âë         = 9
  372.     00:11 ^âè         = 10
  373.         ^âë         = 10
  374.     00:12 ^âè         = 11
  375.         ^âë         = 11
  376.     00:14 ^âè         = 12
  377.         ^âë         = 12
  378.     00:16 ^âè         = 13
  379.         ^âë         = 13
  380.     00:18 ^âè         = 14
  381.         ^âë         = 14
  382.     00:19 ^âè         = 15
  383.         ^âë         = 15
  384.     00:20 ^âè         = 16
  385.         ^âë         = 16
  386.     00:21 ^âè         = 17
  387.         ^âë         = 17
  388.     00:22 ^âè         = 18
  389.         ^âë         = 18
  390.     00:23 ^âè         = 19
  391.         ^âë         = 19
  392.     00:24 ^âè         = 20
  393.         ^âë         = 20
  394.     00:27 ^âè         = 21
  395.         ^âë         = 21
  396.     01:00 ^âè         = 22
  397.         ^âë         = 22
  398.     01:03 ^âè         = 23
  399.         ^âë         = 23
  400.     01:06 ^âè         = 24
  401.         ^âë         = 24
  402.     01:09 ^âè         = 25
  403.         ^âë         = 25
  404.     01:12 ^âè         = 26
  405.         ^âë         = 26
  406.     01:18 ^âè         = 27
  407.         ^âë         = 27
  408.     02:00 ^âè         = 28
  409.         ^âë         = 28
  410.     02:12 ^âè         = 29
  411.         ^âë         = 29
  412.     02:24 ^âè         = 30
  413.         ^âë         = 30
  414.     03:06 ^âè         = 31
  415.         ^âë         = 31
  416.     03:10 ^âè         = 32
  417.         ^âë         = 32
  418.     03:14 ^âè         = 33
  419.         ^âë         = 33
  420.     03:18 ^âï         = 1
  421.         ^âè         = 0
  422.         ^âë         = 34
  423.     03:24 ^âï         = 2
  424.         ^âë         = 35
  425.     04:00 ^âï         = 3
  426.         ^âë         = 36
  427.     04:03 ^âï         = 4
  428.         ^âë         = 37
  429.     04:06 ^âï         = 5
  430.         ^âë         = 38
  431.     04:09 ^âï         = 6
  432.         ^âë         = 39
  433.     04:12 ^âï         = 7
  434.         ^âë         = 40
  435.     04:16 ^âï         = 8
  436.         ^âë         = 41
  437.     04:20 ^âï         = 9
  438.         ^âë         = 42
  439.     04:24 ^âï         = 10
  440.         ^âë         = 43
  441.     04:28 ^âï         = 11
  442.         ^âë         = 44
  443.           @Çå   (`Ç▒     , 100)
  444.     05:02 ^âï         = 12
  445.         ^âë         = 45
  446.     05:06 ^âï         = 13
  447.         ^âë         = 46
  448.     05:10 ^âï         = 14
  449.         ^âë         = 47
  450.           @Çå   (`Ç▒     , 160)
  451.     05:14 ^âï         = 15
  452.         ^âë         = 48
  453.     05:18 ^âï         = 16
  454.         ^âë         = 49
  455.     05:24 ^âï         = 17
  456.         ^âë         = 50
  457.     05:28 ^âï         = 18
  458.         ^âë         = 51
  459.     06:02 ^âï         = 19
  460.         ^âë         = 52
  461.     06:06 ^âï         = 20
  462.         ^âë         = 53
  463.     06:10 ^âï         = 21
  464.         ^âë         = 54
  465.     06:14 ^âï         = 22
  466.         ^âë         = 55
  467.           @Çå   (`Ç▒     )
  468.     06:18 ^âï         = 23
  469.         ^âë         = 56
  470.     06:22 ^âï         = 24
  471.         ^âë         = 57
  472.     06:26 ^âï         = 25
  473.         ^âë         = 58
  474.     07:00 ^âï         = 26
  475.         ^âë         = 59
  476.     07:04 ^âï         = 27
  477.         ^âë         = 60
  478.     07:08 ^âï         = 28
  479.         ^âë         = 61
  480.     07:12 ^âï         = 29
  481.         ^âë         = 62
  482.     07:16 ^âï         = 30
  483.         ^âë         = 63
  484.     07:20 ^âï         = 31
  485.         ^âë         = 64
  486.     07:24 ^âï         = 32
  487.         ^âë         = 65
  488.         ^âî         = 1
  489.     07:25 ^âç        = $é╗      
  490.           ^âï         = 33
  491. ]
  492.  
  493.  
  494. // *** DIGSITE USABLE TRIGGERS***
  495.  
  496. { FRM_LDG_USE
  497.  
  498.     ^åÆ    = 2
  499.     S         BEACH
  500. }
  501.  
  502. { TO_TUNS_USE
  503.  
  504.     ^åö      = 1
  505.     S         TUNROOM
  506. }
  507.  
  508.  
  509. //{ HRDSUIT
  510. //      @CALL DS_HARDSUITMACHINE
  511. //}
  512. //
  513. //{ GUNMACH_USE
  514. //      @CALL DS_GUNMACHINE
  515. //}
  516. //
  517. // THIS PROCESS OPENS AND CLOSES THE HARDSUIT MACHINE
  518. //{   DS_GUNMACHINE
  519. //
  520. //  SHOW GUN ANIMATION
  521. //      _GUNM_FRAME = 4
  522. //      WAIT 10
  523. //      _GUNM_FRAME --
  524. //      WAIT 20
  525. //      _GUNM_FRAME --
  526. //      WAIT 10
  527. //      _GUNM_FRAME --
  528. //      WAIT 10
  529. //
  530. //      _GUNM_FRAME = 4
  531. //      :RECEIVE_LOOP
  532. //      _GUNM_FRAME --
  533. //      SUSPEND
  534. //      IF _GUNM_FRAME > 1 THEN
  535. //              JUMP RECEIVE_LOOP
  536. //}
  537. //
  538. // THIS PROCESS OPENS AND CLOSES THE HARDSUIT MACHINE
  539. //{   DS_HARDSUITMACHINE
  540. //      
  541. //      AI OFF
  542. //      GO SUITCNTR WALK        // WALK LEX TO TRIGGER INSIDE HARDSUIT MACHINE
  543. //      @CALL HARD_SUIT_CLOSE
  544. //              
  545. //      IF @ISMYFORM(LEX) THEN
  546. //                      {
  547. //                      CHANGEMYFORM(HARD)
  548. //                      @SETCURRENTFIGURE(PLAYER)
  549. //                      }
  550. //              ELSE
  551. //                      {
  552. //                      CHANGEMYFORM(LEX)
  553. //                      @SETCURRENTFIGURE(PLAYER)
  554. //                      }
  555. //              
  556. //      @CALL HARD_SUIT_OPEN
  557. //}
  558. //
  559.  
  560.  
  561.  
  562. // TRIGGER TO RUN WHEN LEX WALKS INTO THE HARDSUIT MACHINE
  563. {  SUITTES2
  564.     {
  565.     // IF THE HARDSUIT MACHINE IS NOT DAMAGED   MAKE IT WORK
  566.     I  ^⃠                   = 0 THEN
  567.         {
  568.         I  ^üå                   = 1 THEN
  569.             {
  570.             ^üå                   = 0
  571.             @Çì      HARDSUITMACHINE
  572.             }
  573.         
  574.         // IF THE PLAYER HAS NOT MOVED AT LEAST THREE METERS FROM THE
  575.         // SUITTEST TRIGGER DOSN'T START THE HARDSUIT PROCESS AGAIN
  576.         : TEST
  577.         â      
  578.         I  @Çá              (CURFIG SUITTES2) < 300 THEN
  579.             {
  580.             J    #ÇÜ 
  581.             }
  582.         
  583.         // PLAYER IS NOW MORE THAN THREE METERS FROM SUITTEST TRIGGER
  584.         ^üå                   = 1
  585.         }
  586.     E   
  587.         {
  588.         W    5 SECONDS
  589.         i           LEX SEALED
  590.         }
  591.     }
  592. }
  593.  
  594.  
  595. // THIS PROCESS OPENS AND CLOSES THE HARDSUIT MACHINE
  596. {   HARDSUITMACHINE
  597.     {
  598.     // FREEZE LEX
  599.     I  (@Ç¢               PLAYER) THEN
  600.         {
  601.         A  OFF
  602.         o         
  603.         }
  604.     //@@@ TRANSLATE F
  605.     //ELSE CAPTION("Can't find Lex /FFrench here /GKann Lex nicht finden.")
  606.  
  607.     // RUN HARDSUIT MACHINE ANIMATION
  608.     @Ç¥   HARD_SUIT_CLOSE_DIG 
  609.     
  610.     // CHECK FOR THE CURRENT FORM AND CHANGE IT
  611.     I  (@Ç⌐       LEX) OR (@Ç⌐       LEXMIR) THEN
  612.         {
  613.         ù            HARD
  614.         }
  615.     E   
  616.         {
  617.         ù            LEX
  618.         }
  619.  
  620.     ^åÆ    = 3
  621.  
  622.     S         BEACH SUITTES3
  623.     }
  624.  
  625.  
  626. }
  627.  
  628. { DIGTUBE_KEY_USE
  629.  
  630.     I  ( @ÇÅ     ( ^骠      , 4 ) = 0) THEN
  631.     {
  632.  
  633. // PREVENT CAMERA CHANGES...
  634.  
  635.         C      DGS1
  636.  
  637.         £    BLINK GRADUAL
  638.         M      USE_KEY1
  639.  
  640. // MAKE SURE THE FLAG THAT OPENS THE TUBE IS NOW SET
  641. // TURN OFF THE BLINKIE
  642.  
  643.         a      ( ^骠      , 4 ) = 1
  644.                    ^âí             
  645.         ^âá         = 2
  646.         ^âó         = 1
  647.         ^âú         = 1
  648.         ^é┤         = 1
  649.         ^鬠        = 1
  650.  
  651.         W    2
  652.  
  653.         M      USE_KEY2
  654.  
  655.     }
  656.     @Çì      THE_DIGTUBE
  657.  
  658. }
  659.  
  660. { DIGTOOB_KEY_USE
  661.  
  662.     @Çì      DIGTUBE_KEY_USE
  663.  
  664. }
  665.  
  666. { DIGTOOB_USE
  667.  
  668. // WORK ONLY IF THE DIGTUBE HAS BEEN TURNED ON
  669.  
  670.     I  ( @ÇÅ     ( ^骠      , 4 ) = 1) THEN
  671.     {
  672.         @Çì      THE_DIGTUBE
  673.     }
  674.     E   
  675.     {
  676.         i           LEX NOKEY
  677.     }
  678.  
  679. }
  680.  
  681. [ DIGSITE_BLINKIE
  682.  
  683.     ó               DGS1
  684.     
  685.     :BLINK_AGAIN
  686.     //IF ( @GETFLAG( _TUBESOPEN, 4 ) = 0)  THEN
  687.     I  ^îù           = 0 THEN
  688.     {
  689.         00:00 ^âá         = 1
  690.         00:03 ^âá         = 2
  691.     }
  692.     00:05 ò            
  693.           J    #Çá        
  694.  
  695. ]
  696.  
  697.  
  698.  
  699. // REAL-TIME PROCESSES
  700.  
  701. [ HARD_SUIT_CLOSE_DIG
  702.  
  703.     00:00 ^âÄ         = 1
  704.           ^âÅ         = 1
  705.           @Çå    `â¿      
  706.     00:04 ^âÄ         = 2
  707.           ^âÅ         = 2
  708.     00:08 ^âÄ         = 3
  709.           ^âÅ         = 3
  710.     00:12 ^âÄ         = 4
  711.           ^âÅ         = 4
  712.     00:16 ^âÄ         = 5
  713.           ^âÅ         = 5
  714.     00:20 ^âÄ         = 6
  715.           ^âÅ         = 6
  716.     00:24 ^âÄ         = 7
  717.           ^âÅ         = 7
  718.     00:28 ^âÄ         = 8
  719.           ^âÅ         = 8
  720.     01:02 ^âÄ         = 9
  721.           ^âÅ         = 9
  722.     01:06 ^âÄ         = 10
  723.           ^âÅ         = 10
  724.     01:10 ^âÄ         = 11
  725.           ^âÅ         = 11
  726.     01:14 ^âÄ         = 12
  727.           ^âÅ         = 12
  728.     01:18 ^âÄ         = 13
  729.           ^âÅ         = 13
  730.     01:22 ^âÄ         = 14
  731.           ^âÅ         = 14
  732.     01:26 ^âÄ         = 15
  733.           ^âÅ         = 15
  734.     02:00 ^âÄ         = 16
  735.           ^âÅ         = 16
  736.     02:04 ^âÄ         = 17
  737.           ^âÅ         = 17
  738.     02:08 ^âÄ         = 18
  739.           ^âÅ         = 18
  740.     02:12 ^âÄ         = 19
  741.           ^âÅ         = 19
  742.     02:16 ^âÄ         = 20
  743.           ^âÅ         = 20
  744.     02:20 ^âÄ         = 21
  745.           ^âÅ         = 21
  746.     02:24 ^âÄ         = 22
  747.           ^âÅ         = 22
  748.     02:28 ^âÄ         = 23
  749.           ^âÅ         = 23
  750.     03:02 ^âÄ         = 24
  751.           ^âÅ         = 24
  752.     03:06 ^âÄ         = 25
  753.           ^âÅ         = 25
  754. ]      
  755.  
  756. [ HARD_SUIT_OPEN_DIG
  757.     
  758.     00:00 @Çè               (^âÄ        , -1, 25, 1, 4)    
  759.     00:00 @Çè               (^âÅ        , -1, 25, 1, 4)    
  760.     00:00 @Çå    `â¿      
  761.           A  ON         
  762. ]
  763.  
  764. { TOMBCLUE
  765.  
  766.     I  ^ì╕          != 1 AND ^âè         != 1 THEN
  767.         {
  768.         W    10 SECONDS
  769.         i           LEX TKEY
  770.         }
  771.  
  772. }
  773.  
  774. //$ 26 - version number
  775.