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Text File  |  2005-10-29  |  14KB  |  510 lines

  1. proc garden.flag.enter {} {
  2.     setThreadID 4
  3.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
  4.     setThreadID 0
  5. }
  6.  
  7. proc garden.studyBalconyTree.enter {} {
  8.     setThreadID 4
  9.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
  10.     SetAmbient 2d ambiance/forest "0 0 0" 0 0
  11.     setThreadID 0
  12. }
  13.  
  14. proc garden.fruitCloseUp.enter {} {
  15.     setThreadID 4
  16.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  17.     setThreadID 0
  18. }
  19.  
  20. proc garden.fruitCloseUpTaken.enter {} {
  21.     setThreadID 4
  22.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  23.     setThreadID 0
  24. }
  25.  
  26. proc garden.dinnerRoomStairs.enter {} {
  27.     setThreadID 4
  28.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  29.     setThreadID 0
  30. }
  31.  
  32. proc garden.dinnerRoomEntrance.enter {} {
  33.     setThreadID 4
  34.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  35.     setThreadID 0
  36. }
  37.  
  38. proc garden.gardenPanorama.enter {} {
  39.     setThreadID 4
  40.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  41.     setThreadID 0
  42. }
  43.  
  44. proc garden.puzzleStageBack.enter {} {
  45.     setThreadID 4
  46.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  47.     setThreadID 0
  48. }
  49.  
  50. proc garden.islandCloseUpTree.enter {} {
  51.     setThreadID 4
  52.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  53.     setThreadID 0
  54. }
  55.  
  56. proc garden.underDinnerRoom.enter {} {
  57.     setThreadID 4
  58.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  59.     setThreadID 0
  60. }
  61.  
  62. proc garden.gardenEnd.enter {} {
  63.     setThreadID 4
  64.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  65.     setThreadID 0
  66. }
  67.  
  68. proc garden.basementEntrance.enter {} {
  69.     setThreadID 4
  70.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  71.     setThreadID 0
  72. }
  73.  
  74. proc garden.basementDoor.enter {} {
  75.     setThreadID 4
  76.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  77.     setThreadID 0
  78. }
  79.  
  80. proc garden.gardenLeverTree.enter {} {
  81.     setThreadID 4
  82.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  83.     setThreadID 0
  84. }
  85.  
  86. proc garden.dollCloseUp.enter {} {
  87.     setThreadID 4
  88.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  89.     setThreadID 0
  90. }
  91.  
  92. proc garden.dollCloseUpEmpty.enter {} {
  93.     setThreadID 4
  94.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  95.     setThreadID 0
  96. }
  97.  
  98. proc garden.zakSearch.enter {} {
  99.     setThreadID 4
  100.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  101.     setThreadID 0
  102. }
  103.  
  104. proc garden.sliderRunes.enter {} {
  105.     setThreadID 4
  106.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  107.     setThreadID 0
  108. }
  109.  
  110. proc garden.dollFinding.enter {} {
  111.     setThreadID 4
  112.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  113.     dollFinding::new waterfallA -repeat
  114.     dollFinding::new waterfallB -repeat
  115.     setThreadID 0
  116. }
  117.  
  118. proc garden.dollFinding.leave {} {
  119.     setThreadID 4
  120.     wq'widget::delete& dollFinding::waterfallA
  121.     wq'widget::delete& dollFinding::waterfallB
  122.     setThreadID 0
  123. }
  124.  
  125. proc garden.driaCloseUp.enter {} {
  126.     setThreadID 4
  127.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  128.     if {[ozGet "puzzleLightRune"] == "complete"} {
  129.         driaCloseUp::new runes -repeat
  130.     }
  131.     setThreadID 0
  132. }
  133.  
  134. proc garden.driaCloseUp.leave {} {
  135.     setThreadID 4
  136.     wq'widget::delete& driaCloseUp::runes
  137.     setThreadID 0
  138. }
  139.  
  140. proc garden.fromWindow.enter {} {
  141.     setThreadID 4
  142.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  143.     fromWindow::new waterfall -repeat
  144.     setThreadID 0
  145. }
  146.  
  147. proc garden.fromWindow.leave {} {
  148.     setThreadID 4
  149.     wq'widget::delete& fromWindow::waterfall
  150.     setThreadID 0
  151. }
  152.  
  153. proc garden.gardenLever.enter {} {
  154.     setThreadID 4
  155.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  156.     if {[ozGet "puzzleLightRune"] == "complete"} {
  157.         gardenLever::new runeDriaSuccess -repeat
  158.     }
  159.     if {[ozGet "puzzleWaterLevel"] == "complete"} {
  160.         gardenLever::new waterA -repeat
  161.         gardenLever::new waterB -repeat
  162.         gardenLever::new waterC -repeat
  163.         gardenLever::new waterD -repeat
  164.     }
  165.     setThreadID 0
  166. }
  167.  
  168. proc garden.gardenLever.leave {} {
  169.     setThreadID 4
  170.     wq'widget::delete& gardenLever::runeDriaSuccess
  171.     wq'widget::delete& gardenLever::waterA
  172.     wq'widget::delete& gardenLever::waterB
  173.     wq'widget::delete& gardenLever::waterC
  174.     wq'widget::delete& gardenLever::waterD
  175.     setThreadID 0
  176. }
  177.  
  178. proc garden.gardenStage.enter {} {
  179.     setThreadID 4
  180.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  181.     gardenStage::new water -repeat
  182.     setThreadID 0
  183. }
  184.  
  185. proc garden.gardenStage.leave {} {
  186.     setThreadID 4
  187.     wq'widget::delete& gardenStage::water
  188.     setThreadID 0
  189. }
  190.  
  191. proc garden.gargoyles.enter {} {
  192.     setThreadID 4
  193.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
  194.     SetAmbient 2d ambiance/forest "0 0 0" 0 0
  195.     if {[ozGet "puzzleLightRune"] == "complete"} {
  196.         gargoyles::new runeDriaSuccess -repeat
  197.     }
  198.     if {[ozGet "puzzleWaterLevel"] == "complete"} {
  199.         gargoyles::new waterA -repeat
  200.         gargoyles::new waterfallA -repeat
  201.         gargoyles::new waterfallB -repeat
  202.     }
  203.     setThreadID 0
  204. }
  205.  
  206. proc garden.gargoyles.leave {} {
  207.     setThreadID 4
  208.     wq'widget::delete& gargoyles::runeDriaSuccess
  209.     wq'widget::delete& gargoyles::waterA
  210.     wq'widget::delete& gargoyles::waterfallA
  211.     wq'widget::delete& gargoyles::waterfallB
  212.     wq'widget::delete& gargoyles::waterfallTree
  213.     wq'widget::delete& gargoyles::waterTreeA
  214.     setThreadID 0
  215. }
  216.  
  217. proc garden.gargoylesTree.enter {} {
  218.     setThreadID 4
  219.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
  220.     SetAmbient 2d ambiance/forest "0 0 0" 0 0
  221.     gargoyles::new waterfallTree -repeat
  222.     gargoyles::new waterTreeA -repeat
  223.     setThreadID 0
  224. }
  225.  
  226. proc garden.gargoylesTree.leave {} {
  227.     setThreadID 4
  228.     wq'widget::delete& gargoyles::runeDriaSuccess
  229.     wq'widget::delete& gargoyles::waterA
  230.     wq'widget::delete& gargoyles::waterfallA
  231.     wq'widget::delete& gargoyles::waterfallB
  232.     wq'widget::delete& gargoyles::waterfallTree
  233.     wq'widget::delete& gargoyles::waterTreeA
  234.     setThreadID 0
  235. }
  236.  
  237. proc garden.islandCloseUp.enter {} {
  238.     setThreadID 4
  239.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  240.     if {[ozGet "puzzleLightRune"] == "complete"} {
  241.         islandCloseUp::new runeDriaSuccess -repeat
  242.     }
  243.     setThreadID 0
  244. }
  245.  
  246. proc garden.islandCloseUp.leave {} {
  247.     setThreadID 4
  248.     wq'widget::delete& islandCloseUp::runeDriaSuccess
  249.     setThreadID 0
  250. }
  251.  
  252. proc garden.magicalTreeGrowing.enter {} {
  253.     setThreadID 4
  254.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  255.     setThreadID 0
  256. }
  257.  
  258. proc garden.magicalTreeGrowing.leave {} {
  259.     setThreadID 4
  260.     setThreadID 0
  261. }
  262.  
  263. proc garden.orlosCloseUp.enter {} {
  264.     setThreadID 4
  265.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  266.     if {[ozGet "puzzleNigilisBean"] == "complete"} {
  267.         orlosCloseUp::new runes -repeat
  268.     }
  269.     setThreadID 0
  270. }
  271.  
  272. proc garden.orlosCloseUp.leave {} {
  273.     setThreadID 4
  274.     wq'widget::delete& orlosCloseUp::runes
  275.     setThreadID 0
  276. }
  277.  
  278. proc garden.path.enter {} {
  279.     setThreadID 4
  280.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  281.     if {[ozGet "puzzleWaterLevel"] == "complete"} {
  282.         path::new water -repeat
  283.     }
  284.     setThreadID 0
  285. }
  286.  
  287. proc garden.path.leave {} {
  288.     setThreadID 4
  289.     wq'widget::delete& path::water
  290.     setThreadID 0
  291. }
  292.  
  293. proc garden.puzzleSliders.enter {} {
  294.     setThreadID 4
  295.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  296.     setThreadID 0
  297. }
  298.  
  299. proc garden.puzzleSliders.leave {} {
  300.     setThreadID 4
  301.     setThreadID 0
  302. }
  303.  
  304. proc garden.puzzleStageTop.enter {} {
  305.     setThreadID 4
  306.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  307.     puzzleStageTop::new fishesA -repeat
  308.     puzzleStageTop::new fishesB -repeat
  309.     puzzleStageTop::new fishesC -repeat
  310.     puzzleStageTop::new fishesD -repeat
  311.     puzzleStageTop::new fishesE -repeat
  312.     puzzleStageTop::new fishesF -repeat
  313.     puzzleStageTop::new fishesG -repeat
  314.     puzzleStageTop::new fishesH -repeat
  315.     puzzleStageTop::new fishesI -repeat
  316.     setThreadID 0
  317. }
  318.  
  319. proc garden.puzzleStageTop.leave {} {
  320.     setThreadID 4
  321.     wq'widget::delete& puzzleStageTop::fishesA
  322.     wq'widget::delete& puzzleStageTop::fishesB
  323.     wq'widget::delete& puzzleStageTop::fishesC
  324.     wq'widget::delete& puzzleStageTop::fishesD
  325.     wq'widget::delete& puzzleStageTop::fishesE
  326.     wq'widget::delete& puzzleStageTop::fishesF
  327.     wq'widget::delete& puzzleStageTop::fishesG
  328.     wq'widget::delete& puzzleStageTop::fishesH
  329.     wq'widget::delete& puzzleStageTop::fishesI
  330.     setThreadID 0
  331. }
  332.  
  333. proc garden.smallBridge.enter {} {
  334.     setThreadID 4
  335.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  336.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 0
  337.     if {[ozGet "puzzleLightRune"] == "complete"} {
  338.         smallBridge::new runeDriaSuccess -repeat
  339.     }
  340.     if {[ozGet "puzzleWaterLevel"] == "complete"} {
  341.         smallBridge::new waterA -repeat
  342.         smallBridge::new waterB -repeat
  343.     }
  344.     setThreadID 0
  345. }
  346.  
  347. proc garden.smallBridge.leave {} {
  348.     setThreadID 4
  349.     wq'widget::delete& smallBridge::runeDriaSuccess
  350.     wq'widget::delete& smallBridge::waterA
  351.     wq'widget::delete& smallBridge::waterB
  352.     wq'widget::delete& smallBridge::waterTreeA
  353.     setThreadID 0
  354. }
  355.  
  356. proc garden.smallBridgeTree.enter {} {
  357.     setThreadID 4
  358.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  359.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 0
  360.     smallBridge::new waterTreeA -repeat
  361.     setThreadID 0
  362. }
  363.  
  364. proc garden.smallBridgeTree.leave {} {
  365.     setThreadID 4
  366.     wq'widget::delete& smallBridge::runeDriaSuccess
  367.     wq'widget::delete& smallBridge::waterA
  368.     wq'widget::delete& smallBridge::waterB
  369.     wq'widget::delete& smallBridge::waterTreeA
  370.     setThreadID 0
  371. }
  372.  
  373. proc garden.smallIsland.enter {} {
  374.     setThreadID 4
  375.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  376.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 0
  377.     if {[ozGet "puzzleLightRune"] == "complete"} {
  378.         smallIsland::new runeDriaSuccess -repeat
  379.     }
  380.     if {[ozGet "puzzleWaterLevel"] == "complete"} {
  381.         smallIsland::new waterA -repeat
  382.         smallIsland::new waterB -repeat
  383.         smallIsland::new waterC -repeat
  384.         smallIsland::new waterD -repeat
  385.         smallIsland::new waterE -repeat
  386.         smallIsland::new waterF -repeat
  387.     }
  388.     setThreadID 0
  389. }
  390.  
  391. proc garden.smallIsland.leave {} {
  392.     setThreadID 4
  393.     wq'widget::delete& smallIsland::runeDriaSuccess
  394.     wq'widget::delete& smallIsland::waterA
  395.     wq'widget::delete& smallIsland::waterB
  396.     wq'widget::delete& smallIsland::waterC
  397.     wq'widget::delete& smallIsland::waterD
  398.     wq'widget::delete& smallIsland::waterE
  399.     wq'widget::delete& smallIsland::waterF
  400.     wq'widget::delete& smallIsland::waterTreeA
  401.     wq'widget::delete& smallIsland::waterTreeB
  402.     wq'widget::delete& smallIsland::waterTreeC
  403.     wq'widget::delete& smallIsland::waterTreeD
  404.     wq'widget::delete& smallIsland::waterTreeE
  405.     wq'widget::delete& smallIsland::waterTreeF
  406.     setThreadID 0
  407. }
  408.  
  409. proc garden.smallIslandTree.enter {} {
  410.     setThreadID 4
  411.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  412.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 0
  413.     smallIsland::new waterTreeA -repeat
  414.     smallIsland::new waterTreeB -repeat
  415.     smallIsland::new waterTreeC -repeat
  416.     smallIsland::new waterTreeD -repeat
  417.     smallIsland::new waterTreeE -repeat
  418.     smallIsland::new waterTreeF -repeat
  419.     setThreadID 0
  420. }
  421.  
  422. proc garden.smallIslandTree.leave {} {
  423.     setThreadID 4
  424.     wq'widget::delete& smallIsland::runeDriaSuccess
  425.     wq'widget::delete& smallIsland::waterA
  426.     wq'widget::delete& smallIsland::waterB
  427.     wq'widget::delete& smallIsland::waterC
  428.     wq'widget::delete& smallIsland::waterD
  429.     wq'widget::delete& smallIsland::waterE
  430.     wq'widget::delete& smallIsland::waterF
  431.     wq'widget::delete& smallIsland::waterTreeA
  432.     wq'widget::delete& smallIsland::waterTreeB
  433.     wq'widget::delete& smallIsland::waterTreeC
  434.     wq'widget::delete& smallIsland::waterTreeD
  435.     wq'widget::delete& smallIsland::waterTreeE
  436.     wq'widget::delete& smallIsland::waterTreeF
  437.     setThreadID 0
  438. }
  439.  
  440. proc garden.stageStairs.enter {} {
  441.     setThreadID 4
  442.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  443.     stageStairs::new fishesA -repeat
  444.     stageStairs::new fishesB -repeat
  445.     stageStairs::new fishesC -repeat
  446.     setThreadID 0
  447. }
  448.  
  449. proc garden.stageStairs.leave {} {
  450.     setThreadID 4
  451.     wq'widget::delete& stageStairs::fishesA
  452.     wq'widget::delete& stageStairs::fishesB
  453.     wq'widget::delete& stageStairs::fishesC
  454.     setThreadID 0
  455. }
  456.  
  457. proc garden.studyBalcony.enter {} {
  458.     setThreadID 4
  459.     SetAmbient 2d ambiance/windyForest "0 0 0" 0 1
  460.     studyBalcony::new waterFallA -repeat
  461.     studyBalcony::new waterFallB -repeat
  462.     setThreadID 0
  463. }
  464.  
  465. proc garden.studyBalcony.leave {} {
  466.     setThreadID 4
  467.     wq'widget::delete& studyBalcony::waterFallA
  468.     wq'widget::delete& studyBalcony::waterFallB
  469.     setThreadID 0
  470. }
  471.  
  472. proc garden.undarCloseUp.enter {} {
  473.     setThreadID 4
  474.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  475.     if {[ozGet "puzzleWaterLevel"] == "complete"} {
  476.         undarCloseUp::new runes -repeat
  477.     }
  478.     setThreadID 0
  479. }
  480.  
  481. proc garden.undarCloseUp.leave {} {
  482.     setThreadID 4
  483.     wq'widget::delete& undarCloseUp::runes
  484.     setThreadID 0
  485. }
  486.  
  487. proc garden.waterfall.enter {} {
  488.     setThreadID 4
  489.     SetAmbient 2d ambiance/forest "0 0 0" 0 1
  490.     waterfall::new waterfallA -repeat
  491.     waterfall::new waterfallB -repeat
  492.     waterfall::new waterfallC -repeat
  493.     waterfall::new waterfallD -repeat
  494.     waterfall::new waterfallE -repeat
  495.     waterfall::new waterfallF -repeat
  496.     setThreadID 0
  497. }
  498.  
  499. proc garden.waterfall.leave {} {
  500.     setThreadID 4
  501.     wq'widget::delete& waterfall::waterfallA
  502.     wq'widget::delete& waterfall::waterfallB
  503.     wq'widget::delete& waterfall::waterfallC
  504.     wq'widget::delete& waterfall::waterfallD
  505.     wq'widget::delete& waterfall::waterfallE
  506.     wq'widget::delete& waterfall::waterfallF
  507.     setThreadID 0
  508. }
  509.  
  510.