home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
keepsake_demo_en.exe
/
res
/
puzzles
/
garden.camera.tcl
< prev
next >
Wrap
Text File
|
2005-10-29
|
14KB
|
510 lines
proc garden.flag.enter {} {
setThreadID 4
SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
setThreadID 0
}
proc garden.studyBalconyTree.enter {} {
setThreadID 4
SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
SetAmbient 2d ambiance/forest "0 0 0" 0 0
setThreadID 0
}
proc garden.fruitCloseUp.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.fruitCloseUpTaken.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.dinnerRoomStairs.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.dinnerRoomEntrance.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.gardenPanorama.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.puzzleStageBack.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.islandCloseUpTree.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.underDinnerRoom.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.gardenEnd.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.basementEntrance.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.basementDoor.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.gardenLeverTree.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.dollCloseUp.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.dollCloseUpEmpty.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.zakSearch.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.sliderRunes.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.dollFinding.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
dollFinding::new waterfallA -repeat
dollFinding::new waterfallB -repeat
setThreadID 0
}
proc garden.dollFinding.leave {} {
setThreadID 4
wq'widget::delete& dollFinding::waterfallA
wq'widget::delete& dollFinding::waterfallB
setThreadID 0
}
proc garden.driaCloseUp.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
if {[ozGet "puzzleLightRune"] == "complete"} {
driaCloseUp::new runes -repeat
}
setThreadID 0
}
proc garden.driaCloseUp.leave {} {
setThreadID 4
wq'widget::delete& driaCloseUp::runes
setThreadID 0
}
proc garden.fromWindow.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
fromWindow::new waterfall -repeat
setThreadID 0
}
proc garden.fromWindow.leave {} {
setThreadID 4
wq'widget::delete& fromWindow::waterfall
setThreadID 0
}
proc garden.gardenLever.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
if {[ozGet "puzzleLightRune"] == "complete"} {
gardenLever::new runeDriaSuccess -repeat
}
if {[ozGet "puzzleWaterLevel"] == "complete"} {
gardenLever::new waterA -repeat
gardenLever::new waterB -repeat
gardenLever::new waterC -repeat
gardenLever::new waterD -repeat
}
setThreadID 0
}
proc garden.gardenLever.leave {} {
setThreadID 4
wq'widget::delete& gardenLever::runeDriaSuccess
wq'widget::delete& gardenLever::waterA
wq'widget::delete& gardenLever::waterB
wq'widget::delete& gardenLever::waterC
wq'widget::delete& gardenLever::waterD
setThreadID 0
}
proc garden.gardenStage.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
gardenStage::new water -repeat
setThreadID 0
}
proc garden.gardenStage.leave {} {
setThreadID 4
wq'widget::delete& gardenStage::water
setThreadID 0
}
proc garden.gargoyles.enter {} {
setThreadID 4
SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
SetAmbient 2d ambiance/forest "0 0 0" 0 0
if {[ozGet "puzzleLightRune"] == "complete"} {
gargoyles::new runeDriaSuccess -repeat
}
if {[ozGet "puzzleWaterLevel"] == "complete"} {
gargoyles::new waterA -repeat
gargoyles::new waterfallA -repeat
gargoyles::new waterfallB -repeat
}
setThreadID 0
}
proc garden.gargoyles.leave {} {
setThreadID 4
wq'widget::delete& gargoyles::runeDriaSuccess
wq'widget::delete& gargoyles::waterA
wq'widget::delete& gargoyles::waterfallA
wq'widget::delete& gargoyles::waterfallB
wq'widget::delete& gargoyles::waterfallTree
wq'widget::delete& gargoyles::waterTreeA
setThreadID 0
}
proc garden.gargoylesTree.enter {} {
setThreadID 4
SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
SetAmbient 2d ambiance/forest "0 0 0" 0 0
gargoyles::new waterfallTree -repeat
gargoyles::new waterTreeA -repeat
setThreadID 0
}
proc garden.gargoylesTree.leave {} {
setThreadID 4
wq'widget::delete& gargoyles::runeDriaSuccess
wq'widget::delete& gargoyles::waterA
wq'widget::delete& gargoyles::waterfallA
wq'widget::delete& gargoyles::waterfallB
wq'widget::delete& gargoyles::waterfallTree
wq'widget::delete& gargoyles::waterTreeA
setThreadID 0
}
proc garden.islandCloseUp.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
if {[ozGet "puzzleLightRune"] == "complete"} {
islandCloseUp::new runeDriaSuccess -repeat
}
setThreadID 0
}
proc garden.islandCloseUp.leave {} {
setThreadID 4
wq'widget::delete& islandCloseUp::runeDriaSuccess
setThreadID 0
}
proc garden.magicalTreeGrowing.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.magicalTreeGrowing.leave {} {
setThreadID 4
setThreadID 0
}
proc garden.orlosCloseUp.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
if {[ozGet "puzzleNigilisBean"] == "complete"} {
orlosCloseUp::new runes -repeat
}
setThreadID 0
}
proc garden.orlosCloseUp.leave {} {
setThreadID 4
wq'widget::delete& orlosCloseUp::runes
setThreadID 0
}
proc garden.path.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
if {[ozGet "puzzleWaterLevel"] == "complete"} {
path::new water -repeat
}
setThreadID 0
}
proc garden.path.leave {} {
setThreadID 4
wq'widget::delete& path::water
setThreadID 0
}
proc garden.puzzleSliders.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
setThreadID 0
}
proc garden.puzzleSliders.leave {} {
setThreadID 4
setThreadID 0
}
proc garden.puzzleStageTop.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
puzzleStageTop::new fishesA -repeat
puzzleStageTop::new fishesB -repeat
puzzleStageTop::new fishesC -repeat
puzzleStageTop::new fishesD -repeat
puzzleStageTop::new fishesE -repeat
puzzleStageTop::new fishesF -repeat
puzzleStageTop::new fishesG -repeat
puzzleStageTop::new fishesH -repeat
puzzleStageTop::new fishesI -repeat
setThreadID 0
}
proc garden.puzzleStageTop.leave {} {
setThreadID 4
wq'widget::delete& puzzleStageTop::fishesA
wq'widget::delete& puzzleStageTop::fishesB
wq'widget::delete& puzzleStageTop::fishesC
wq'widget::delete& puzzleStageTop::fishesD
wq'widget::delete& puzzleStageTop::fishesE
wq'widget::delete& puzzleStageTop::fishesF
wq'widget::delete& puzzleStageTop::fishesG
wq'widget::delete& puzzleStageTop::fishesH
wq'widget::delete& puzzleStageTop::fishesI
setThreadID 0
}
proc garden.smallBridge.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
SetAmbient 2d ambiance/windyForest "0 0 0" 0 0
if {[ozGet "puzzleLightRune"] == "complete"} {
smallBridge::new runeDriaSuccess -repeat
}
if {[ozGet "puzzleWaterLevel"] == "complete"} {
smallBridge::new waterA -repeat
smallBridge::new waterB -repeat
}
setThreadID 0
}
proc garden.smallBridge.leave {} {
setThreadID 4
wq'widget::delete& smallBridge::runeDriaSuccess
wq'widget::delete& smallBridge::waterA
wq'widget::delete& smallBridge::waterB
wq'widget::delete& smallBridge::waterTreeA
setThreadID 0
}
proc garden.smallBridgeTree.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
SetAmbient 2d ambiance/windyForest "0 0 0" 0 0
smallBridge::new waterTreeA -repeat
setThreadID 0
}
proc garden.smallBridgeTree.leave {} {
setThreadID 4
wq'widget::delete& smallBridge::runeDriaSuccess
wq'widget::delete& smallBridge::waterA
wq'widget::delete& smallBridge::waterB
wq'widget::delete& smallBridge::waterTreeA
setThreadID 0
}
proc garden.smallIsland.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
SetAmbient 2d ambiance/windyForest "0 0 0" 0 0
if {[ozGet "puzzleLightRune"] == "complete"} {
smallIsland::new runeDriaSuccess -repeat
}
if {[ozGet "puzzleWaterLevel"] == "complete"} {
smallIsland::new waterA -repeat
smallIsland::new waterB -repeat
smallIsland::new waterC -repeat
smallIsland::new waterD -repeat
smallIsland::new waterE -repeat
smallIsland::new waterF -repeat
}
setThreadID 0
}
proc garden.smallIsland.leave {} {
setThreadID 4
wq'widget::delete& smallIsland::runeDriaSuccess
wq'widget::delete& smallIsland::waterA
wq'widget::delete& smallIsland::waterB
wq'widget::delete& smallIsland::waterC
wq'widget::delete& smallIsland::waterD
wq'widget::delete& smallIsland::waterE
wq'widget::delete& smallIsland::waterF
wq'widget::delete& smallIsland::waterTreeA
wq'widget::delete& smallIsland::waterTreeB
wq'widget::delete& smallIsland::waterTreeC
wq'widget::delete& smallIsland::waterTreeD
wq'widget::delete& smallIsland::waterTreeE
wq'widget::delete& smallIsland::waterTreeF
setThreadID 0
}
proc garden.smallIslandTree.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
SetAmbient 2d ambiance/windyForest "0 0 0" 0 0
smallIsland::new waterTreeA -repeat
smallIsland::new waterTreeB -repeat
smallIsland::new waterTreeC -repeat
smallIsland::new waterTreeD -repeat
smallIsland::new waterTreeE -repeat
smallIsland::new waterTreeF -repeat
setThreadID 0
}
proc garden.smallIslandTree.leave {} {
setThreadID 4
wq'widget::delete& smallIsland::runeDriaSuccess
wq'widget::delete& smallIsland::waterA
wq'widget::delete& smallIsland::waterB
wq'widget::delete& smallIsland::waterC
wq'widget::delete& smallIsland::waterD
wq'widget::delete& smallIsland::waterE
wq'widget::delete& smallIsland::waterF
wq'widget::delete& smallIsland::waterTreeA
wq'widget::delete& smallIsland::waterTreeB
wq'widget::delete& smallIsland::waterTreeC
wq'widget::delete& smallIsland::waterTreeD
wq'widget::delete& smallIsland::waterTreeE
wq'widget::delete& smallIsland::waterTreeF
setThreadID 0
}
proc garden.stageStairs.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
stageStairs::new fishesA -repeat
stageStairs::new fishesB -repeat
stageStairs::new fishesC -repeat
setThreadID 0
}
proc garden.stageStairs.leave {} {
setThreadID 4
wq'widget::delete& stageStairs::fishesA
wq'widget::delete& stageStairs::fishesB
wq'widget::delete& stageStairs::fishesC
setThreadID 0
}
proc garden.studyBalcony.enter {} {
setThreadID 4
SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
studyBalcony::new waterFallA -repeat
studyBalcony::new waterFallB -repeat
setThreadID 0
}
proc garden.studyBalcony.leave {} {
setThreadID 4
wq'widget::delete& studyBalcony::waterFallA
wq'widget::delete& studyBalcony::waterFallB
setThreadID 0
}
proc garden.undarCloseUp.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
if {[ozGet "puzzleWaterLevel"] == "complete"} {
undarCloseUp::new runes -repeat
}
setThreadID 0
}
proc garden.undarCloseUp.leave {} {
setThreadID 4
wq'widget::delete& undarCloseUp::runes
setThreadID 0
}
proc garden.waterfall.enter {} {
setThreadID 4
SetAmbient 2d ambiance/forest "0 0 0" 0 1
waterfall::new waterfallA -repeat
waterfall::new waterfallB -repeat
waterfall::new waterfallC -repeat
waterfall::new waterfallD -repeat
waterfall::new waterfallE -repeat
waterfall::new waterfallF -repeat
setThreadID 0
}
proc garden.waterfall.leave {} {
setThreadID 4
wq'widget::delete& waterfall::waterfallA
wq'widget::delete& waterfall::waterfallB
wq'widget::delete& waterfall::waterfallC
wq'widget::delete& waterfall::waterfallD
wq'widget::delete& waterfall::waterfallE
wq'widget::delete& waterfall::waterfallF
setThreadID 0
}