home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
CyberMycha 2006 April
/
SGP.iso
/
dema
/
Keepsake-Demo-en-li-v1.0.exe
/
res
/
auto
/
movies.camera.tcl
< prev
next >
Wrap
Text File
|
2005-10-22
|
52KB
|
1,453 lines
proc aqueduct.corner.enter {} {
setThreadID 4
aqueduct::new pump -repeat
aqueduct::new pump -repeat
aqueduct::new lightWallA -repeat
aqueduct::new pump -repeat
aqueduct::new pump -repeat
aqueduct::new pumpB -repeat
setThreadID 0
}
proc aqueduct.stairsDown.leave {} {
setThreadID 4
wq'widget::delete& aqueduct::pump
wq'widget::delete& aqueduct::pump
wq'widget::delete& aqueduct::lightWallA
wq'widget::delete& aqueduct::pump
wq'widget::delete& aqueduct::pump
wq'widget::delete& aqueduct::pumpB
setThreadID 0
}
proc artRoom.artPuzzleCloseUp.enter {} {
setThreadID 4
artRoom::new awakening -repeat
artRoom::new lightChandelierA -repeat
artRoom::new lightChandelierB -repeat
artRoom::new awakening -repeat
artRoom::new lightChandelierAA -repeat
setThreadID 0
}
proc artRoom.portraitPuzzle.leave {} {
setThreadID 4
wq'widget::delete& artRoom::awakening
wq'widget::delete& artRoom::lightChandelierA
wq'widget::delete& artRoom::lightChandelierB
wq'widget::delete& artRoom::awakening
wq'widget::delete& artRoom::lightChandelierAA
setThreadID 0
}
proc artRoomPassage.sideStairs.enter {} {
setThreadID 4
setThreadID 0
}
proc artRoomPassage.teleportDoorExit.leave {} {
setThreadID 4
setThreadID 0
}
proc basement.entranceStairs.enter {} {
setThreadID 4
basement::new lightLantern -repeat -foreground
basement::new owlAIdle -repeat -foreground
basement::new lightLantern -repeat -foreground
basement::new lightChandelier -repeat
basement::new lightChandelierA -repeat
basement::new lightChandelierB -repeat
basement::new owlAIdle -repeat -foreground
basement::new owlALook -repeat -foreground
basement::new owlARuffle -repeat -foreground
basement::new owlBIdle -repeat -foreground
basement::new owlBLook -repeat -foreground
basement::new owlBRuffle -repeat -foreground
basement::new owlCIdle -repeat -foreground
basement::new owlCLook -repeat -foreground
basement::new owlCRuffle -repeat -foreground
basement::new lightChandelier -repeat
basement::new lightChandelierA -repeat
basement::new lightChandelier -repeat
basement::new lightChandelierA -repeat
basement::new lightChandelierB -repeat
basement::new lightChandelier -repeat -foreground
setThreadID 0
}
proc basement.wineCavePuzzleCloseUp.leave {} {
setThreadID 4
wq'widget::delete& basement::lightLantern
wq'widget::delete& basement::owlAIdle
wq'widget::delete& basement::lightLantern
wq'widget::delete& basement::lightChandelier
wq'widget::delete& basement::lightChandelierA
wq'widget::delete& basement::lightChandelierB
wq'widget::delete& basement::owlAIdle
wq'widget::delete& basement::owlALook
wq'widget::delete& basement::owlARuffle
wq'widget::delete& basement::owlBIdle
wq'widget::delete& basement::owlBLook
wq'widget::delete& basement::owlBRuffle
wq'widget::delete& basement::owlCIdle
wq'widget::delete& basement::owlCLook
wq'widget::delete& basement::owlCRuffle
wq'widget::delete& basement::lightChandelier
wq'widget::delete& basement::lightChandelierA
wq'widget::delete& basement::lightChandelier
wq'widget::delete& basement::lightChandelierA
wq'widget::delete& basement::lightChandelierB
wq'widget::delete& basement::lightChandelier
setThreadID 0
}
proc burningHouse.house.enter {} {
setThreadID 4
setThreadID 0
}
proc burningHouse.house.leave {} {
setThreadID 4
setThreadID 0
}
proc celesteRoom.celesteMain.enter {} {
setThreadID 4
celesteRoom::new lightWallA -repeat -foreground
celesteRoom::new lightChandelierA -repeat
celesteRoom::new lightChandelierB -repeat
celesteRoom::new lightChandelierC -repeat -foreground
setThreadID 0
}
proc celesteRoom.celesteMirror.leave {} {
setThreadID 4
wq'widget::delete& celesteRoom::lightWallA
wq'widget::delete& celesteRoom::lightChandelierA
wq'widget::delete& celesteRoom::lightChandelierB
wq'widget::delete& celesteRoom::lightChandelierC
setThreadID 0
}
proc crescentCoastWaterway.barrel.enter {} {
setThreadID 4
crescentCoastWaterway::new waterA -repeat
crescentCoastWaterway::new waterB -repeat
crescentCoastWaterway::new wheel -repeat
crescentCoastWaterway::new waterA -repeat
crescentCoastWaterway::new waterA -repeat
crescentCoastWaterway::new gearsA -repeat
crescentCoastWaterway::new gearsB -repeat
crescentCoastWaterway::new gearsC -repeat
crescentCoastWaterway::new wheel -repeat
crescentCoastWaterway::new wheel -repeat
crescentCoastWaterway::new gearsA -repeat
crescentCoastWaterway::new gearsB -repeat
crescentCoastWaterway::new gearsC -repeat
crescentCoastWaterway::new gearsD -repeat
crescentCoastWaterway::new waterA -repeat
crescentCoastWaterway::new waterA -repeat
crescentCoastWaterway::new wheelB -repeat
setThreadID 0
}
proc crescentCoastWaterway.underRiver.leave {} {
setThreadID 4
wq'widget::delete& crescentCoastWaterway::waterA
wq'widget::delete& crescentCoastWaterway::waterB
wq'widget::delete& crescentCoastWaterway::wheel
wq'widget::delete& crescentCoastWaterway::waterA
wq'widget::delete& crescentCoastWaterway::waterA
wq'widget::delete& crescentCoastWaterway::gearsA
wq'widget::delete& crescentCoastWaterway::gearsB
wq'widget::delete& crescentCoastWaterway::gearsC
wq'widget::delete& crescentCoastWaterway::wheel
wq'widget::delete& crescentCoastWaterway::wheel
wq'widget::delete& crescentCoastWaterway::gearsA
wq'widget::delete& crescentCoastWaterway::gearsB
wq'widget::delete& crescentCoastWaterway::gearsC
wq'widget::delete& crescentCoastWaterway::gearsD
wq'widget::delete& crescentCoastWaterway::waterA
wq'widget::delete& crescentCoastWaterway::waterA
wq'widget::delete& crescentCoastWaterway::wheelB
setThreadID 0
}
proc dinnerHall.dinnerRoomStairs.enter {} {
setThreadID 4
dinnerHall::new lightBallA -repeat
dinnerHall::new lightWallA -repeat
dinnerHall::new lightWallA -repeat
dinnerHall::new lightWallB -repeat
dinnerHall::new lightWallA -repeat
dinnerHall::new lightBallA -repeat -foreground
dinnerHall::new lightBallTakenA -repeat -foreground
dinnerHall::new lightWallA -repeat
dinnerHall::new lightWallCauldronA -repeat
dinnerHall::new lightBallA -repeat -foreground
dinnerHall::new lightBallScrollA -repeat -foreground
dinnerHall::new lightBallTakenA -repeat -foreground
setThreadID 0
}
proc dinnerHall.scroll.leave {} {
setThreadID 4
wq'widget::delete& dinnerHall::lightBallA
wq'widget::delete& dinnerHall::lightWallA
wq'widget::delete& dinnerHall::lightWallA
wq'widget::delete& dinnerHall::lightWallB
wq'widget::delete& dinnerHall::lightWallA
wq'widget::delete& dinnerHall::lightBallA
wq'widget::delete& dinnerHall::lightBallTakenA
wq'widget::delete& dinnerHall::lightWallA
wq'widget::delete& dinnerHall::lightWallCauldronA
wq'widget::delete& dinnerHall::lightBallA
wq'widget::delete& dinnerHall::lightBallScrollA
wq'widget::delete& dinnerHall::lightBallTakenA
setThreadID 0
}
proc dragonvaleAcademy.doorBell.enter {} {
setThreadID 4
dragonvaleAcademy::new waterFallA -repeat
dragonvaleAcademy::new fountainA -repeat
dragonvaleAcademy::new fountainB -repeat
dragonvaleAcademy::new fountainA -repeat
dragonvaleAcademy::new fountainB -repeat
dragonvaleAcademy::new fountainA -repeat
dragonvaleAcademy::new fountainB -repeat
dragonvaleAcademy::new fountainC -repeat
dragonvaleAcademy::new fountainD -repeat
dragonvaleAcademy::new fountainA -repeat
dragonvaleAcademy::new waterFallA -repeat
dragonvaleAcademy::new waterFallB -repeat
setThreadID 0
}
proc dragonvaleAcademy.toElvandarForest.leave {} {
setThreadID 4
wq'widget::delete& dragonvaleAcademy::waterFallA
wq'widget::delete& dragonvaleAcademy::fountainA
wq'widget::delete& dragonvaleAcademy::fountainB
wq'widget::delete& dragonvaleAcademy::fountainA
wq'widget::delete& dragonvaleAcademy::fountainB
wq'widget::delete& dragonvaleAcademy::fountainA
wq'widget::delete& dragonvaleAcademy::fountainB
wq'widget::delete& dragonvaleAcademy::fountainC
wq'widget::delete& dragonvaleAcademy::fountainD
wq'widget::delete& dragonvaleAcademy::fountainA
wq'widget::delete& dragonvaleAcademy::waterFallA
wq'widget::delete& dragonvaleAcademy::waterFallB
setThreadID 0
}
proc dragonvaleHallway.topPasserelleLeft.enter {} {
setThreadID 4
dragonvaleHallway::new lightChandelier1A -repeat
dragonvaleHallway::new lightChandelier1C -repeat
dragonvaleHallway::new lightChandelier2A -repeat
dragonvaleHallway::new lightWallA -repeat
dragonvaleHallway::new lightWallA -repeat
dragonvaleHallway::new lightWallB -repeat
setThreadID 0
}
proc dragonvaleHallway.trialDoorShatter.leave {} {
setThreadID 4
wq'widget::delete& dragonvaleHallway::lightChandelier1A
wq'widget::delete& dragonvaleHallway::lightChandelier1C
wq'widget::delete& dragonvaleHallway::lightChandelier2A
wq'widget::delete& dragonvaleHallway::lightWallA
wq'widget::delete& dragonvaleHallway::lightWallA
wq'widget::delete& dragonvaleHallway::lightWallB
setThreadID 0
}
proc elvandarGlade.elvandar.enter {} {
setThreadID 4
elvandarGlade::new elvandarSleep -repeat
elvandarGlade::new elvandarTalkA -repeat
elvandarGlade::new elvandarTalkB -repeat
elvandarGlade::new elvandarTalkSmile -repeat
elvandarGlade::new elvandarTrance -repeat
elvandarGlade::new elvandarWake -repeat
setThreadID 0
}
proc elvandarGlade.flowerGrowing.leave {} {
setThreadID 4
wq'widget::delete& elvandarGlade::elvandarSleep
wq'widget::delete& elvandarGlade::elvandarTalkA
wq'widget::delete& elvandarGlade::elvandarTalkB
wq'widget::delete& elvandarGlade::elvandarTalkSmile
wq'widget::delete& elvandarGlade::elvandarTrance
wq'widget::delete& elvandarGlade::elvandarWake
setThreadID 0
}
proc elvandarPathway.bridge.enter {} {
setThreadID 4
elvandarPathway::new riverA -repeat
elvandarPathway::new riverB -repeat
elvandarPathway::new river -repeat
elvandarPathway::new riverA -repeat
elvandarPathway::new riverB -repeat
elvandarPathway::new riverA -repeat
elvandarPathway::new riverB -repeat
elvandarPathway::new riverA -repeat
elvandarPathway::new riverB -repeat
elvandarPathway::new riverGrownA -repeat
elvandarPathway::new riverGrownB -repeat
elvandarPathway::new river -repeat
elvandarPathway::new riverA -repeat
elvandarPathway::new riverB -repeat
elvandarPathway::new riverGrownA -repeat
elvandarPathway::new riverGrownB -repeat
setThreadID 0
}
proc elvandarPathway.forestB02.leave {} {
setThreadID 4
wq'widget::delete& elvandarPathway::riverA
wq'widget::delete& elvandarPathway::riverB
wq'widget::delete& elvandarPathway::river
wq'widget::delete& elvandarPathway::riverA
wq'widget::delete& elvandarPathway::riverB
wq'widget::delete& elvandarPathway::riverA
wq'widget::delete& elvandarPathway::riverB
wq'widget::delete& elvandarPathway::riverA
wq'widget::delete& elvandarPathway::riverB
wq'widget::delete& elvandarPathway::riverGrownA
wq'widget::delete& elvandarPathway::riverGrownB
wq'widget::delete& elvandarPathway::river
wq'widget::delete& elvandarPathway::riverA
wq'widget::delete& elvandarPathway::riverB
wq'widget::delete& elvandarPathway::riverGrownA
wq'widget::delete& elvandarPathway::riverGrownB
setThreadID 0
}
proc enchantedCrossway.alcove.enter {} {
setThreadID 4
enchantedCrossway::new lightChandelierA -repeat
enchantedCrossway::new lightChandelierB -repeat
enchantedCrossway::new lightWallA -repeat
enchantedCrossway::new lightWallB -repeat
enchantedCrossway::new lightWall -repeat
enchantedCrossway::new lightWallA -repeat
enchantedCrossway::new lightWallB -repeat
enchantedCrossway::new lightWallC -repeat
enchantedCrossway::new lightChandelierA -repeat
enchantedCrossway::new lightChandelierB -repeat
enchantedCrossway::new lightChandelierA -repeat
enchantedCrossway::new lightChandelierB -repeat
enchantedCrossway::new lightChandelierC -repeat
enchantedCrossway::new lightChandelier1A -repeat -foreground
enchantedCrossway::new lightChandelier2A -repeat
enchantedCrossway::new lightChandelier2B -repeat
enchantedCrossway::new lightBallA -repeat -foreground
enchantedCrossway::new lightWall -repeat
enchantedCrossway::new lightChandelierA -repeat
enchantedCrossway::new lightWallA -repeat
enchantedCrossway::new lightWallB -repeat
enchantedCrossway::new lightWallA -repeat -foreground
enchantedCrossway::new lightWallB -repeat
enchantedCrossway::new lightWall -repeat
enchantedCrossway::new lightBallA -repeat
enchantedCrossway::new lightWallB -repeat
enchantedCrossway::new lightChandelierA -repeat
enchantedCrossway::new lightChandelier1A -repeat
enchantedCrossway::new lightChandelier2A -repeat
setThreadID 0
}
proc enchantedCrossway.trialDoorShatter.leave {} {
setThreadID 4
wq'widget::delete& enchantedCrossway::lightChandelierA
wq'widget::delete& enchantedCrossway::lightChandelierB
wq'widget::delete& enchantedCrossway::lightWallA
wq'widget::delete& enchantedCrossway::lightWallB
wq'widget::delete& enchantedCrossway::lightWall
wq'widget::delete& enchantedCrossway::lightWallA
wq'widget::delete& enchantedCrossway::lightWallB
wq'widget::delete& enchantedCrossway::lightWallC
wq'widget::delete& enchantedCrossway::lightChandelierA
wq'widget::delete& enchantedCrossway::lightChandelierB
wq'widget::delete& enchantedCrossway::lightChandelierA
wq'widget::delete& enchantedCrossway::lightChandelierB
wq'widget::delete& enchantedCrossway::lightChandelierC
wq'widget::delete& enchantedCrossway::lightChandelier1A
wq'widget::delete& enchantedCrossway::lightChandelier2A
wq'widget::delete& enchantedCrossway::lightChandelier2B
wq'widget::delete& enchantedCrossway::lightBallA
wq'widget::delete& enchantedCrossway::lightWall
wq'widget::delete& enchantedCrossway::lightChandelierA
wq'widget::delete& enchantedCrossway::lightWallA
wq'widget::delete& enchantedCrossway::lightWallB
wq'widget::delete& enchantedCrossway::lightWallA
wq'widget::delete& enchantedCrossway::lightWallB
wq'widget::delete& enchantedCrossway::lightWall
wq'widget::delete& enchantedCrossway::lightBallA
wq'widget::delete& enchantedCrossway::lightWallB
wq'widget::delete& enchantedCrossway::lightChandelierA
wq'widget::delete& enchantedCrossway::lightChandelier1A
wq'widget::delete& enchantedCrossway::lightChandelier2A
setThreadID 0
}
proc enchantedHallway.bookCorner.enter {} {
setThreadID 4
enchantedHallway::new lightCandle -repeat -foreground
enchantedHallway::new lightLanter -repeat
enchantedHallway::new lightCandleA1 -repeat -foreground
enchantedHallway::new lightCandleA2 -repeat -foreground
enchantedHallway::new lightCandleB -repeat
enchantedHallway::new lightChandelier -repeat
enchantedHallway::new lightChandelierBack -repeat
enchantedHallway::new lightChandelierBack -repeat
setThreadID 0
}
proc enchantedHallway.stairsLow.leave {} {
setThreadID 4
wq'widget::delete& enchantedHallway::lightCandle
wq'widget::delete& enchantedHallway::lightLanter
wq'widget::delete& enchantedHallway::lightCandleA1
wq'widget::delete& enchantedHallway::lightCandleA2
wq'widget::delete& enchantedHallway::lightCandleB
wq'widget::delete& enchantedHallway::lightChandelier
wq'widget::delete& enchantedHallway::lightChandelierBack
wq'widget::delete& enchantedHallway::lightChandelierBack
setThreadID 0
}
proc facadeWalkway.dragonSpotting.enter {} {
setThreadID 4
facadeWalkway::new wheel -repeat
facadeWalkway::new fountain -repeat
setThreadID 0
}
proc facadeWalkway.smallFountain.leave {} {
setThreadID 4
wq'widget::delete& facadeWalkway::wheel
wq'widget::delete& facadeWalkway::fountain
setThreadID 0
}
proc forge.forgeAltarPuzzle.enter {} {
setThreadID 4
forge::new forgeA -repeat -foreground
forge::new forgeB -repeat -foreground
forge::new forgeC -repeat
forge::new forgeD -repeat
forge::new forgeA -repeat
forge::new forgeB -repeat
setThreadID 0
}
proc forge.forgeTop.leave {} {
setThreadID 4
wq'widget::delete& forge::forgeA
wq'widget::delete& forge::forgeB
wq'widget::delete& forge::forgeC
wq'widget::delete& forge::forgeD
wq'widget::delete& forge::forgeA
wq'widget::delete& forge::forgeB
setThreadID 0
}
proc garden.dollFinding.enter {} {
setThreadID 4
garden::new waterfallA -repeat
garden::new waterfallB -repeat
garden::new runes -repeat
garden::new waterfall -repeat
garden::new runeDriaLoop -repeat
garden::new runeDriaStart -repeat
garden::new runeDriaSuccess -repeat
garden::new runeOrlosLoop -repeat
garden::new runeOrlosStart -repeat
garden::new runeUndarLoop -repeat
garden::new runeUndarStart -repeat
garden::new waterA -repeat
garden::new waterB -repeat
garden::new waterC -repeat
garden::new waterD -repeat
garden::new water -repeat
garden::new runeDriaSuccess -repeat
garden::new waterA -repeat
garden::new waterfallA -repeat
garden::new waterfallB -repeat
garden::new waterfallTree -repeat
garden::new waterTreeA -repeat
garden::new runeDriaLoop -repeat
garden::new runeDriaStart -repeat
garden::new runeDriaSuccess -repeat
garden::new runeOrlosLoop -repeat
garden::new runeOrlosStart -repeat
garden::new runeUndarLoop -repeat
garden::new runeUndarStart -repeat
garden::new runes -repeat
garden::new water -repeat
garden::new fishesA -repeat
garden::new fishesB -repeat
garden::new fishesC -repeat
garden::new fishesD -repeat
garden::new fishesE -repeat
garden::new fishesF -repeat
garden::new fishesG -repeat
garden::new fishesH -repeat
garden::new fishesI -repeat
garden::new runeDriaLoop -repeat
garden::new runeDriaStart -repeat
garden::new runeDriaSuccess -repeat
garden::new runeOrlosLoop -repeat
garden::new runeOrlosStart -repeat
garden::new runeUndarLoop -repeat
garden::new runeUndarStart -repeat
garden::new waterA -repeat
garden::new waterB -repeat
garden::new waterTreeA -repeat
garden::new runeDriaLoop -repeat
garden::new runeDriaStart -repeat
garden::new runeDriaSuccess -repeat
garden::new runeOrlosLoop -repeat
garden::new runeOrlosStart -repeat
garden::new runeUndarLoop -repeat
garden::new runeUndarStart -repeat
garden::new waterA -repeat
garden::new waterB -repeat
garden::new waterC -repeat
garden::new waterD -repeat
garden::new waterE -repeat
garden::new waterF -repeat
garden::new waterTreeA -repeat
garden::new waterTreeB -repeat
garden::new waterTreeC -repeat
garden::new waterTreeD -repeat
garden::new waterTreeE -repeat
garden::new waterTreeF -repeat
garden::new fishesA -repeat
garden::new fishesB -repeat
garden::new fishesC -repeat
garden::new waterFallA -repeat
garden::new waterFallB -repeat
garden::new runes -repeat
garden::new waterfallA -repeat
garden::new waterfallB -repeat
garden::new waterfallC -repeat
garden::new waterfallD -repeat
garden::new waterfallE -repeat
garden::new waterfallF -repeat
setThreadID 0
}
proc garden.waterfall.leave {} {
setThreadID 4
wq'widget::delete& garden::waterfallA
wq'widget::delete& garden::waterfallB
wq'widget::delete& garden::runes
wq'widget::delete& garden::waterfall
wq'widget::delete& garden::runeDriaLoop
wq'widget::delete& garden::runeDriaStart
wq'widget::delete& garden::runeDriaSuccess
wq'widget::delete& garden::runeOrlosLoop
wq'widget::delete& garden::runeOrlosStart
wq'widget::delete& garden::runeUndarLoop
wq'widget::delete& garden::runeUndarStart
wq'widget::delete& garden::waterA
wq'widget::delete& garden::waterB
wq'widget::delete& garden::waterC
wq'widget::delete& garden::waterD
wq'widget::delete& garden::water
wq'widget::delete& garden::runeDriaSuccess
wq'widget::delete& garden::waterA
wq'widget::delete& garden::waterfallA
wq'widget::delete& garden::waterfallB
wq'widget::delete& garden::waterfallTree
wq'widget::delete& garden::waterTreeA
wq'widget::delete& garden::runeDriaLoop
wq'widget::delete& garden::runeDriaStart
wq'widget::delete& garden::runeDriaSuccess
wq'widget::delete& garden::runeOrlosLoop
wq'widget::delete& garden::runeOrlosStart
wq'widget::delete& garden::runeUndarLoop
wq'widget::delete& garden::runeUndarStart
wq'widget::delete& garden::runes
wq'widget::delete& garden::water
wq'widget::delete& garden::fishesA
wq'widget::delete& garden::fishesB
wq'widget::delete& garden::fishesC
wq'widget::delete& garden::fishesD
wq'widget::delete& garden::fishesE
wq'widget::delete& garden::fishesF
wq'widget::delete& garden::fishesG
wq'widget::delete& garden::fishesH
wq'widget::delete& garden::fishesI
wq'widget::delete& garden::runeDriaLoop
wq'widget::delete& garden::runeDriaStart
wq'widget::delete& garden::runeDriaSuccess
wq'widget::delete& garden::runeOrlosLoop
wq'widget::delete& garden::runeOrlosStart
wq'widget::delete& garden::runeUndarLoop
wq'widget::delete& garden::runeUndarStart
wq'widget::delete& garden::waterA
wq'widget::delete& garden::waterB
wq'widget::delete& garden::waterTreeA
wq'widget::delete& garden::runeDriaLoop
wq'widget::delete& garden::runeDriaStart
wq'widget::delete& garden::runeDriaSuccess
wq'widget::delete& garden::runeOrlosLoop
wq'widget::delete& garden::runeOrlosStart
wq'widget::delete& garden::runeUndarLoop
wq'widget::delete& garden::runeUndarStart
wq'widget::delete& garden::waterA
wq'widget::delete& garden::waterB
wq'widget::delete& garden::waterC
wq'widget::delete& garden::waterD
wq'widget::delete& garden::waterE
wq'widget::delete& garden::waterF
wq'widget::delete& garden::waterTreeA
wq'widget::delete& garden::waterTreeB
wq'widget::delete& garden::waterTreeC
wq'widget::delete& garden::waterTreeD
wq'widget::delete& garden::waterTreeE
wq'widget::delete& garden::waterTreeF
wq'widget::delete& garden::fishesA
wq'widget::delete& garden::fishesB
wq'widget::delete& garden::fishesC
wq'widget::delete& garden::waterFallA
wq'widget::delete& garden::waterFallB
wq'widget::delete& garden::runes
wq'widget::delete& garden::waterfallA
wq'widget::delete& garden::waterfallB
wq'widget::delete& garden::waterfallC
wq'widget::delete& garden::waterfallD
wq'widget::delete& garden::waterfallE
wq'widget::delete& garden::waterfallF
setThreadID 0
}
proc gardenWatch.alley.enter {} {
setThreadID 4
gardenWatch::new waterFallA -repeat
gardenWatch::new waterFallB -repeat
gardenWatch::new waterfall -repeat
gardenWatch::new fishesA -repeat
gardenWatch::new fishesB -repeat
gardenWatch::new fishesC -repeat
setThreadID 0
}
proc gardenWatch.outsideGardenWatch.leave {} {
setThreadID 4
wq'widget::delete& gardenWatch::waterFallA
wq'widget::delete& gardenWatch::waterFallB
wq'widget::delete& gardenWatch::waterfall
wq'widget::delete& gardenWatch::fishesA
wq'widget::delete& gardenWatch::fishesB
wq'widget::delete& gardenWatch::fishesC
setThreadID 0
}
proc grandHall.circletCloseUp.enter {} {
setThreadID 4
grandHall::new lightBall -repeat -foreground
grandHall::new lightBall -repeat -foreground
grandHall::new fountainA -repeat
grandHall::new lightBall -repeat -foreground
grandHall::new fountainA -repeat -foreground
grandHall::new fountainB -repeat -foreground
grandHall::new fountainC -repeat -foreground
grandHall::new fountainD -repeat -foreground
grandHall::new fountainE -repeat -foreground
grandHall::new fountainF -repeat -foreground
grandHall::new fountainG -repeat -foreground
grandHall::new lightBallA -repeat -foreground
grandHall::new lightBallB -repeat
grandHall::new fountainA -repeat
grandHall::new lightBallA -repeat
grandHall::new fountainA -repeat
grandHall::new fountainB -repeat
grandHall::new lightBall -repeat
grandHall::new lightChandelier -repeat
grandHall::new fountain -repeat
grandHall::new fountainA -repeat
grandHall::new fountainB -repeat
grandHall::new fountainC -repeat
grandHall::new lightBall -repeat
grandHall::new lightBall -repeat
grandHall::new fountainA -repeat
grandHall::new lightBallA -repeat -foreground
grandHall::new lightBall -repeat
grandHall::new fountainA -repeat -foreground
grandHall::new fountainB -repeat -foreground
grandHall::new fountainC -repeat -foreground
grandHall::new fountainD -repeat -foreground
grandHall::new fountainE -repeat -foreground
grandHall::new fountainF -repeat -foreground
grandHall::new fountainH -repeat -foreground
grandHall::new lightBall -repeat
grandHall::new fountainA -repeat
setThreadID 0
}
proc grandHall.zakNotes.leave {} {
setThreadID 4
wq'widget::delete& grandHall::lightBall
wq'widget::delete& grandHall::lightBall
wq'widget::delete& grandHall::fountainA
wq'widget::delete& grandHall::lightBall
wq'widget::delete& grandHall::fountainA
wq'widget::delete& grandHall::fountainB
wq'widget::delete& grandHall::fountainC
wq'widget::delete& grandHall::fountainD
wq'widget::delete& grandHall::fountainE
wq'widget::delete& grandHall::fountainF
wq'widget::delete& grandHall::fountainG
wq'widget::delete& grandHall::lightBallA
wq'widget::delete& grandHall::lightBallB
wq'widget::delete& grandHall::fountainA
wq'widget::delete& grandHall::lightBallA
wq'widget::delete& grandHall::fountainA
wq'widget::delete& grandHall::fountainB
wq'widget::delete& grandHall::lightBall
wq'widget::delete& grandHall::lightChandelier
wq'widget::delete& grandHall::fountain
wq'widget::delete& grandHall::fountainA
wq'widget::delete& grandHall::fountainB
wq'widget::delete& grandHall::fountainC
wq'widget::delete& grandHall::lightBall
wq'widget::delete& grandHall::lightBall
wq'widget::delete& grandHall::fountainA
wq'widget::delete& grandHall::lightBallA
wq'widget::delete& grandHall::lightBall
wq'widget::delete& grandHall::fountainA
wq'widget::delete& grandHall::fountainB
wq'widget::delete& grandHall::fountainC
wq'widget::delete& grandHall::fountainD
wq'widget::delete& grandHall::fountainE
wq'widget::delete& grandHall::fountainF
wq'widget::delete& grandHall::fountainH
wq'widget::delete& grandHall::lightBall
wq'widget::delete& grandHall::fountainA
setThreadID 0
}
proc hallOfTrials.guardianClose.enter {} {
setThreadID 4
hallOfTrials::new lightBeamFirstA -repeat
hallOfTrials::new lightBeamFirstB -repeat
hallOfTrials::new lightBeamNoneA -repeat
hallOfTrials::new lightBeamNoneB -repeat
hallOfTrials::new lightBeamSecondA -repeat
hallOfTrials::new lightBeamSecondB -repeat
hallOfTrials::new lightBeamFirstA -repeat
hallOfTrials::new lightBeamFirstB -repeat
hallOfTrials::new lightBeamFirstC -repeat
hallOfTrials::new lightBeamNoneA -repeat
hallOfTrials::new lightBeamNoneB -repeat
hallOfTrials::new lightBeamNoneC -repeat
hallOfTrials::new lightBeamSecondA -repeat
hallOfTrials::new lightBeamSecondB -repeat
hallOfTrials::new lightBeamSecondC -repeat
hallOfTrials::new lightBallA -repeat
hallOfTrials::new lightBeamFirstA -repeat
hallOfTrials::new lightBeamFirstB -repeat
hallOfTrials::new lightBeamFirstC -repeat
hallOfTrials::new lightBeamNoneA -repeat
hallOfTrials::new lightBeamNoneB -repeat
hallOfTrials::new lightBeamNoneC -repeat
hallOfTrials::new lightBeamSecondA -repeat
hallOfTrials::new lightBeamSecondB -repeat
hallOfTrials::new lightBeamSecondC -repeat
setThreadID 0
}
proc hallOfTrials.guardianSide.leave {} {
setThreadID 4
wq'widget::delete& hallOfTrials::lightBeamFirstA
wq'widget::delete& hallOfTrials::lightBeamFirstB
wq'widget::delete& hallOfTrials::lightBeamNoneA
wq'widget::delete& hallOfTrials::lightBeamNoneB
wq'widget::delete& hallOfTrials::lightBeamSecondA
wq'widget::delete& hallOfTrials::lightBeamSecondB
wq'widget::delete& hallOfTrials::lightBeamFirstA
wq'widget::delete& hallOfTrials::lightBeamFirstB
wq'widget::delete& hallOfTrials::lightBeamFirstC
wq'widget::delete& hallOfTrials::lightBeamNoneA
wq'widget::delete& hallOfTrials::lightBeamNoneB
wq'widget::delete& hallOfTrials::lightBeamNoneC
wq'widget::delete& hallOfTrials::lightBeamSecondA
wq'widget::delete& hallOfTrials::lightBeamSecondB
wq'widget::delete& hallOfTrials::lightBeamSecondC
wq'widget::delete& hallOfTrials::lightBallA
wq'widget::delete& hallOfTrials::lightBeamFirstA
wq'widget::delete& hallOfTrials::lightBeamFirstB
wq'widget::delete& hallOfTrials::lightBeamFirstC
wq'widget::delete& hallOfTrials::lightBeamNoneA
wq'widget::delete& hallOfTrials::lightBeamNoneB
wq'widget::delete& hallOfTrials::lightBeamNoneC
wq'widget::delete& hallOfTrials::lightBeamSecondA
wq'widget::delete& hallOfTrials::lightBeamSecondB
wq'widget::delete& hallOfTrials::lightBeamSecondC
setThreadID 0
}
proc hallway.activationCloseUp.enter {} {
setThreadID 4
setThreadID 0
}
proc hallway.hallwayStairs.leave {} {
setThreadID 4
setThreadID 0
}
proc interface.talkPop.enter {} {
setThreadID 4
setThreadID 0
}
proc interface.talkPop.leave {} {
setThreadID 4
setThreadID 0
}
proc movies.introduction.enter {} {
setThreadID 4
setThreadID 0
}
proc movies.introduction.leave {} {
setThreadID 4
setThreadID 0
}
proc laboratory.laboratoryBridge.enter {} {
setThreadID 4
setThreadID 0
}
proc laboratory.laboratoryMain.leave {} {
setThreadID 4
setThreadID 0
}
proc library.aquaA.enter {} {
setThreadID 4
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat -foreground
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallA -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallA -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallC -repeat
library::new lightBallA -repeat
library::new lightBallB -repeat
library::new lightBallA -repeat
setThreadID 0
}
proc library.solariumC.leave {} {
setThreadID 4
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallC
wq'widget::delete& library::lightBallA
wq'widget::delete& library::lightBallB
wq'widget::delete& library::lightBallA
setThreadID 0
}
proc mainBuilding.activationDragonLair.enter {} {
setThreadID 4
mainBuilding::new lightChandelierA -repeat
mainBuilding::new lightChandelierA -repeat
mainBuilding::new lightWallA -repeat
mainBuilding::new lightBallA -repeat
mainBuilding::new lightWallA -repeat
mainBuilding::new lightBallA -repeat
mainBuilding::new lightChandelierA -repeat
mainBuilding::new lightChandelierA -repeat
mainBuilding::new lightChandelierA -repeat
mainBuilding::new lightWallA -repeat
mainBuilding::new lightChandelierA -repeat
mainBuilding::new lightChandelierA -repeat
mainBuilding::new lightChandelierA -repeat
mainBuilding::new lightChandelierA -repeat
setThreadID 0
}
proc mainBuilding.studentQuartersTeleport.leave {} {
setThreadID 4
wq'widget::delete& mainBuilding::lightChandelierA
wq'widget::delete& mainBuilding::lightChandelierA
wq'widget::delete& mainBuilding::lightWallA
wq'widget::delete& mainBuilding::lightBallA
wq'widget::delete& mainBuilding::lightWallA
wq'widget::delete& mainBuilding::lightBallA
wq'widget::delete& mainBuilding::lightChandelierA
wq'widget::delete& mainBuilding::lightChandelierA
wq'widget::delete& mainBuilding::lightChandelierA
wq'widget::delete& mainBuilding::lightWallA
wq'widget::delete& mainBuilding::lightChandelierA
wq'widget::delete& mainBuilding::lightChandelierA
wq'widget::delete& mainBuilding::lightChandelierA
wq'widget::delete& mainBuilding::lightChandelierA
setThreadID 0
}
proc mill.barrels.enter {} {
setThreadID 4
mill::new lightChandelierBack -repeat
mill::new lightChandelier -repeat
mill::new lightChandelier -repeat -foreground
mill::new lightChandelierBack -repeat
mill::new lightChandelierBack -repeat
setThreadID 0
}
proc mill.wheelBarrow.leave {} {
setThreadID 4
wq'widget::delete& mill::lightChandelierBack
wq'widget::delete& mill::lightChandelier
wq'widget::delete& mill::lightChandelier
wq'widget::delete& mill::lightChandelierBack
wq'widget::delete& mill::lightChandelierBack
setThreadID 0
}
proc millStoreRoom.closet.enter {} {
setThreadID 4
millStoreRoom::new lightWallA -repeat
millStoreRoom::new lightWallA -repeat
millStoreRoom::new lightWallB -repeat
millStoreRoom::new lightWallA -repeat
setThreadID 0
}
proc millStoreRoom.zakBurst.leave {} {
setThreadID 4
wq'widget::delete& millStoreRoom::lightWallA
wq'widget::delete& millStoreRoom::lightWallA
wq'widget::delete& millStoreRoom::lightWallB
wq'widget::delete& millStoreRoom::lightWallA
setThreadID 0
}
proc millwalkway.stairsLow.enter {} {
setThreadID 4
millwalkway::new waterFallA -repeat
setThreadID 0
}
proc millwalkway.stairsLow.leave {} {
setThreadID 4
wq'widget::delete& millwalkway::waterFallA
setThreadID 0
}
proc observatory.lensCloseUp.enter {} {
setThreadID 4
observatory::new solarSystemA -repeat
observatory::new solarSystemB -repeat
observatory::new solarSystemC -repeat
observatory::new solarSystemD -repeat
observatory::new solarSystem -repeat
observatory::new awakening -repeat
observatory::new lightChandelierA -repeat
observatory::new solarSystem -repeat
observatory::new solarSystemA -repeat
setThreadID 0
}
proc observatory.telescopeCloseUp.leave {} {
setThreadID 4
wq'widget::delete& observatory::solarSystemA
wq'widget::delete& observatory::solarSystemB
wq'widget::delete& observatory::solarSystemC
wq'widget::delete& observatory::solarSystemD
wq'widget::delete& observatory::solarSystem
wq'widget::delete& observatory::awakening
wq'widget::delete& observatory::lightChandelierA
wq'widget::delete& observatory::solarSystem
wq'widget::delete& observatory::solarSystemA
setThreadID 0
}
proc oracle.bridgeA.enter {} {
setThreadID 4
oracle::new numberGlowLoop -repeat
oracle::new numberGlowLoop -repeat
oracle::new numberGlowLoop -repeat
oracle::new numberGlowLoop -repeat
setThreadID 0
}
proc oracle.oracleIslandF.leave {} {
setThreadID 4
wq'widget::delete& oracle::numberGlowLoop
wq'widget::delete& oracle::numberGlowLoop
wq'widget::delete& oracle::numberGlowLoop
wq'widget::delete& oracle::numberGlowLoop
setThreadID 0
}
proc pantry.freezer.enter {} {
setThreadID 4
pantry::new frostRuneA -repeat
pantry::new frostRuneA -repeat
setThreadID 0
}
proc pantry.resetLiftCloseUp.leave {} {
setThreadID 4
wq'widget::delete& pantry::frostRuneA
wq'widget::delete& pantry::frostRuneA
setThreadID 0
}
proc preview.vision2.enter {} {
setThreadID 4
setThreadID 0
}
proc preview.vision4.leave {} {
setThreadID 4
setThreadID 0
}
proc principalOffice.activationBottle.enter {} {
setThreadID 4
principalOffice::new lightBallA -repeat
principalOffice::new activation -repeat
principalOffice::new lightBallA -repeat
principalOffice::new activation -repeat -foreground
principalOffice::new activationStrange -repeat -foreground
setThreadID 0
}
proc principalOffice.principalRoom.leave {} {
setThreadID 4
wq'widget::delete& principalOffice::lightBallA
wq'widget::delete& principalOffice::activation
wq'widget::delete& principalOffice::lightBallA
wq'widget::delete& principalOffice::activation
wq'widget::delete& principalOffice::activationStrange
setThreadID 0
}
proc principalSkyway.hallwayArtRoom.enter {} {
setThreadID 4
setThreadID 0
}
proc principalSkyway.hallwaySkyway.leave {} {
setThreadID 4
setThreadID 0
}
proc movies.promotion.enter {} {
setThreadID 4
setThreadID 0
}
proc movies.promotion.leave {} {
setThreadID 4
setThreadID 0
}
proc sanctuary.celesteSide.enter {} {
setThreadID 4
sanctuary::new loop -repeat
sanctuary::new loop -repeat
setThreadID 0
}
proc sanctuary.puppetBalls.leave {} {
setThreadID 4
wq'widget::delete& sanctuary::loop
wq'widget::delete& sanctuary::loop
setThreadID 0
}
proc sanctuaryExterior.containers.enter {} {
setThreadID 4
sanctuaryExterior::new gateLooping -repeat
sanctuaryExterior::new gateLoopingLarge0 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge1 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge10 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge11 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge12 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge2 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge3 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge4 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge5 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge6 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge7 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge8 -repeat -foreground
sanctuaryExterior::new gateLoopingLarge9 -repeat -foreground
sanctuaryExterior::new lightChandelierA -repeat
sanctuaryExterior::new gateLooping -repeat
sanctuaryExterior::new lightChandelierAA -repeat
sanctuaryExterior::new lightChandelierBA -repeat
setThreadID 0
}
proc sanctuaryExterior.sanExtRightStairs.leave {} {
setThreadID 4
wq'widget::delete& sanctuaryExterior::gateLooping
wq'widget::delete& sanctuaryExterior::gateLoopingLarge0
wq'widget::delete& sanctuaryExterior::gateLoopingLarge1
wq'widget::delete& sanctuaryExterior::gateLoopingLarge10
wq'widget::delete& sanctuaryExterior::gateLoopingLarge11
wq'widget::delete& sanctuaryExterior::gateLoopingLarge12
wq'widget::delete& sanctuaryExterior::gateLoopingLarge2
wq'widget::delete& sanctuaryExterior::gateLoopingLarge3
wq'widget::delete& sanctuaryExterior::gateLoopingLarge4
wq'widget::delete& sanctuaryExterior::gateLoopingLarge5
wq'widget::delete& sanctuaryExterior::gateLoopingLarge6
wq'widget::delete& sanctuaryExterior::gateLoopingLarge7
wq'widget::delete& sanctuaryExterior::gateLoopingLarge8
wq'widget::delete& sanctuaryExterior::gateLoopingLarge9
wq'widget::delete& sanctuaryExterior::lightChandelierA
wq'widget::delete& sanctuaryExterior::gateLooping
wq'widget::delete& sanctuaryExterior::lightChandelierAA
wq'widget::delete& sanctuaryExterior::lightChandelierBA
setThreadID 0
}
proc secretLibrary.secretLibraryMain.enter {} {
setThreadID 4
secretLibrary::new lightBallA -repeat
secretLibrary::new lightBallA -repeat
setThreadID 0
}
proc secretLibrary.secretLibraryTable.leave {} {
setThreadID 4
wq'widget::delete& secretLibrary::lightBallA
wq'widget::delete& secretLibrary::lightBallA
setThreadID 0
}
proc skyway.celesteStar.enter {} {
setThreadID 4
setThreadID 0
}
proc skyway.skywayCeleste.leave {} {
setThreadID 4
setThreadID 0
}
proc solarium.flowerCloseUp.enter {} {
setThreadID 4
solarium::new awakening -repeat
solarium::new awakeningAutumn -repeat
solarium::new awakeningSpring -repeat
solarium::new awakeningWinter -repeat
solarium::new awakening -repeat
solarium::new awakeningAutumn -repeat
solarium::new awakeningSpring -repeat
solarium::new awakeningWinter -repeat
setThreadID 0
}
proc solarium.solariumStairs.leave {} {
setThreadID 4
wq'widget::delete& solarium::awakening
wq'widget::delete& solarium::awakeningAutumn
wq'widget::delete& solarium::awakeningSpring
wq'widget::delete& solarium::awakeningWinter
wq'widget::delete& solarium::awakening
wq'widget::delete& solarium::awakeningAutumn
wq'widget::delete& solarium::awakeningSpring
wq'widget::delete& solarium::awakeningWinter
setThreadID 0
}
proc teleports.atrium.enter {} {
setThreadID 4
setThreadID 0
}
proc teleports.watchTower.leave {} {
setThreadID 4
setThreadID 0
}
proc teleportTowerBase.magicalDoor.enter {} {
setThreadID 4
teleportTowerBase::new lightBallAA -repeat
teleportTowerBase::new lightBallBA -repeat
teleportTowerBase::new lightBallCA -repeat
teleportTowerBase::new lightBallDA -repeat
teleportTowerBase::new lightBallA -repeat
teleportTowerBase::new lightBallA -repeat
setThreadID 0
}
proc teleportTowerBase.teleportViewD.leave {} {
setThreadID 4
wq'widget::delete& teleportTowerBase::lightBallAA
wq'widget::delete& teleportTowerBase::lightBallBA
wq'widget::delete& teleportTowerBase::lightBallCA
wq'widget::delete& teleportTowerBase::lightBallDA
wq'widget::delete& teleportTowerBase::lightBallA
wq'widget::delete& teleportTowerBase::lightBallA
setThreadID 0
}
proc trialRoom.bookPuzzleFar.enter {} {
setThreadID 4
setThreadID 0
}
proc trialRoom.zakEntrance.leave {} {
setThreadID 4
setThreadID 0
}
proc tutorial.cabinetCloseUp.enter {} {
setThreadID 4
tutorial::new waterfallA -repeat
tutorial::new waterfallB -repeat
tutorial::new waterfallA -repeat
setThreadID 0
}
proc tutorial.mustavioWagon.leave {} {
setThreadID 4
wq'widget::delete& tutorial::waterfallA
wq'widget::delete& tutorial::waterfallB
wq'widget::delete& tutorial::waterfallA
setThreadID 0
}
proc visions.vision1.enter {} {
setThreadID 4
setThreadID 0
}
proc visions.vision7.leave {} {
setThreadID 4
setThreadID 0
}
proc watchTower.watchTowerAction.enter {} {
setThreadID 4
watchTower::new action -repeat
watchTower::new action -repeat
watchTower::new action -repeat
setThreadID 0
}
proc watchTower.watchTowerTopStairs.leave {} {
setThreadID 4
wq'widget::delete& watchTower::action
wq'widget::delete& watchTower::action
wq'widget::delete& watchTower::action
setThreadID 0
}
proc movies.watchTowerAction.enter {} {
setThreadID 4
setThreadID 0
}
proc movies.watchTowerAction.leave {} {
setThreadID 4
setThreadID 0
}
proc whisperingStairway.bellsCloseUp.enter {} {
setThreadID 4
whisperingStairway::new lightBallA -repeat
whisperingStairway::new lightWallA -repeat
whisperingStairway::new lightWallB -repeat
whisperingStairway::new lightBallClosedA -repeat
whisperingStairway::new lightBallOpenA -repeat
whisperingStairway::new lightWallA -repeat
whisperingStairway::new lightBallA -repeat
whisperingStairway::new lightBallA -repeat -foreground
whisperingStairway::new lightBallA -repeat -foreground
whisperingStairway::new lightBallAlphaB -repeat -foreground
whisperingStairway::new lightBallB -repeat
whisperingStairway::new lightBallA -repeat
whisperingStairway::new lightBallB -repeat
whisperingStairway::new lightBallA -repeat
whisperingStairway::new lightWallA -repeat -foreground
whisperingStairway::new lightWallB -repeat
whisperingStairway::new lightWallA -repeat
whisperingStairway::new lightBallA -repeat
whisperingStairway::new lightBallB -repeat
whisperingStairway::new lightBallA -repeat
whisperingStairway::new lightBallB -repeat -foreground
setThreadID 0
}
proc whisperingStairway.trialEntrance.leave {} {
setThreadID 4
wq'widget::delete& whisperingStairway::lightBallA
wq'widget::delete& whisperingStairway::lightWallA
wq'widget::delete& whisperingStairway::lightWallB
wq'widget::delete& whisperingStairway::lightBallClosedA
wq'widget::delete& whisperingStairway::lightBallOpenA
wq'widget::delete& whisperingStairway::lightWallA
wq'widget::delete& whisperingStairway::lightBallA
wq'widget::delete& whisperingStairway::lightBallA
wq'widget::delete& whisperingStairway::lightBallA
wq'widget::delete& whisperingStairway::lightBallAlphaB
wq'widget::delete& whisperingStairway::lightBallB
wq'widget::delete& whisperingStairway::lightBallA
wq'widget::delete& whisperingStairway::lightBallB
wq'widget::delete& whisperingStairway::lightBallA
wq'widget::delete& whisperingStairway::lightWallA
wq'widget::delete& whisperingStairway::lightWallB
wq'widget::delete& whisperingStairway::lightWallA
wq'widget::delete& whisperingStairway::lightBallA
wq'widget::delete& whisperingStairway::lightBallB
wq'widget::delete& whisperingStairway::lightBallA
wq'widget::delete& whisperingStairway::lightBallB
setThreadID 0
}
proc wineCave.bigKeg.enter {} {
setThreadID 4
wineCave::new lightWallA -repeat
wineCave::new lightWallA -repeat
wineCave::new lightWallMustavioA -repeat
wineCave::new lightWallA -repeat
wineCave::new lightWallA -repeat
wineCave::new lightWallA -repeat
wineCave::new lightWallCauldronA -repeat
wineCave::new lightBallA -repeat
wineCave::new lightWallA -repeat -foreground
wineCave::new lightWallB -repeat
wineCave::new lightBallA -repeat
wineCave::new lightWallA -repeat -foreground
wineCave::new lightWallB -repeat
wineCave::new lightBallA -repeat
wineCave::new lightWallA -repeat
wineCave::new lightBallA -repeat -foreground
wineCave::new lightWallA -repeat
wineCave::new lightWallB -repeat
wineCave::new lightWallC -repeat
setThreadID 0
}
proc wineCave.wineRack.leave {} {
setThreadID 4
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightWallMustavioA
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightWallCauldronA
wq'widget::delete& wineCave::lightBallA
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightWallB
wq'widget::delete& wineCave::lightBallA
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightWallB
wq'widget::delete& wineCave::lightBallA
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightBallA
wq'widget::delete& wineCave::lightWallA
wq'widget::delete& wineCave::lightWallB
wq'widget::delete& wineCave::lightWallC
setThreadID 0
}