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Text File  |  1996-02-07  |  15KB  |  454 lines

  1. "LXWP"
  2. TITLE=KOMODO DRAGON
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2019
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ..SALIVA....
  12. M.I....RUN..
  13. O.X.T..M...H
  14. N..DRAGONS.O
  15. I...E..R.W.M
  16. TASTE...FIRE
  17. O...S....M.S
  18. R....CLAWS..
  19. ***
  20. 1 If a komodo bites you, you can get a bad infection from its ___.((tbs_fnd1))
  21. 4 Komodos can ___ up to 30 miles an hour.((tbs_uni2))
  22. 7 Komodo monitors are also called Komodo ___.((tbs_jig1))
  23. 9 Komodos ___ the air with their tongues.((tbs_hab1))
  24. 10 Komodos may have been the ___-breathing dragons of fairy tales.((tbs_uni1))
  25. 11 A Komodo has wickedly jagged teeth and very heavy ___.((tbs_cls1))
  26. ***
  27. 1 An estimated 5,000 Komodos live wild on ___ Indonesian islands.((tbs_map1))
  28. 2 Spelt in American!  The Komodo has skin that fits its body like a suit of ___.((tbs_cls1))
  29. 3 The big lizard's official name is the Komodo Island ___.((tbs_scr1))
  30. 5 To stay safe from big Komodos, young Komodos go up ___.((tbs_sil1))
  31. 6 As people move to the islands, the Komodo's ___ have become smaller.((tbs_hds01))
  32. 8 A Komodo that ___ between islands might spread a contagious disease.((tbs_MainT))
  33. ***
  34. ;
  35. ;--- Settings
  36. set Inherit=1
  37. set subdir=19
  38. set dll=$dew_19.dll
  39. set tilesize=52
  40.  
  41. ;--- Wave - NONE
  42. ;wave2 w_ANIMAL_SND=$19a_snd1.wav
  43. ;button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  44.  
  45. ;--- Video  NONE
  46. ;quicktime q_mov1=rmovie,$19qtm1.MOV,0
  47. ;button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  48.  
  49. ;-------- Tile bmp defs
  50. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  51. bitmap cursor=gbase,0,0,ts,ts
  52. bitmap hilite=gbase,ts,0,ts,ts
  53. bitmap plaindn=gbase,0,ts,ts,ts
  54. bitmap plain=gbase,ts,ts,ts,ts
  55. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  56. ;
  57. ;Concentration Tile Bitmaps
  58. ; Downs
  59. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  60. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  61. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  62. ;Ups
  63. bitmap tbU_uni1=gbase,0,g4,ts,ts
  64. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  65. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  66. ;
  67. ;Small Tile Bitmaps - for vueclue display (smaller)
  68. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  69. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  70. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  71. ;
  72. ;------------------
  73. ; tileset -- the cursor hilite & however many plain tiles you want
  74. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  75. ;==================
  76. ;--- Done-ness
  77. PICTURE p_MainPhoto=rfull,1000
  78. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  79. group _done=s_done1     ; End of Crossword Game
  80. ;
  81. ;--- BITMAP ASSIGNMENT
  82. ; Look & Feel
  83. XREF BMP_VCBMP=VCLU01                      ; Define the VueClue image here.
  84. XREF BMP_GAMEBAR=GBAR01                    ; Assign common Gamebar
  85. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  86.  
  87. ; Game done stuff
  88. text x_gamedone=Good job!
  89. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  90. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  91. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  92.  
  93. ; CloseUp
  94. BITMAP BMP_CLS0=1201
  95. BITMAP BMP_CLS1=1202
  96. BITMAP BMP_CLS2=1203
  97.  
  98. ; JigSaw
  99. BITMAP BMP_JIG1=1301
  100.  
  101. ; Maps
  102. BITMAP BMP_MAP1A=1401
  103.  
  104. ; Scale Screens
  105. ;p_sclbkgd defined in GAME.DSS
  106. BITMAP BMP_SCLAO=1500     ; Large
  107. BITMAP BMP_SCLAU=1502        ;   Button Up
  108. BITMAP BMP_SCLAD=1504         ;   Button Down
  109. BITMAP BMP_SCLBO=1510     ; Medium
  110. BITMAP BMP_SCLBU=1512         ;   Button Up
  111. BITMAP BMP_SCLBD=1514         ;   Button Down
  112. BITMAP BMP_SCLCO=1520     ; Small
  113. BITMAP BMP_SCLCU=1522         ;   Button Up
  114. BITMAP BMP_SCLCD=1524         ;   Button Down
  115.  
  116. ; Scramble Picture
  117. BITMAP BMP_SCR1=1601
  118.  
  119. ; Sound Picture (if any)
  120. BITMAP BMP_SND1=1700
  121.  
  122. ; Tic-Tac-Toe (bitmaps)
  123. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  124. BITMAP BMP_TIC1x=1801
  125.  
  126. ;BOOKS
  127. XREF BMP_BOK1=BOK01   ;Cant contain clues, all same icon.
  128.  
  129. ; Threats
  130. ; Main - Man
  131. BITMAP BMP_MAINTPIC=5030     ; Threat Picture - Hunter 1
  132. XREF BMP_MAIN_ANI=AHDS01     ; Threat Animation - Hunter 1
  133. XREF BMP_MAINTILE=THDS01
  134. XREF tbU_mT=tbU_HDS01        ; Threat Tile
  135. XREF tbD_mT=tbD_HDS01        ; Threat Tile
  136. XREF tbs_mT=tbs_HDS01        ; Threat Tile
  137.  
  138. ; 19 - Extra Framed Pictures
  139. PICTURE p_PIC01=rfull,2001    ; HAB1 - In Grass
  140. PICTURE p_PIC02=rfull,2002    ; SIL1 - Big & little
  141. PICTURE p_PIC03=rfull,2003    ; UNI2 - Big guy on beach
  142.  
  143. ;;BITMAP BMP_BKP1=3500          ; komodo - not used
  144.  
  145. ;VueClue definition
  146. ;--- VC_?? up to 10 actions. Drawn in order.
  147. rect rVC1=0,0,52,48
  148. rect rVC3=572,0,52,48
  149. rect rVCrvw=52,0,52,48
  150. screen s_rvw=rgame,null      ; Redefined later in script
  151.  
  152. rect vc_01=104,0,416,48                           ; this one's for the vc text
  153. rect rVcbk=0,0,624,48                             ; rect for vc background
  154. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  155. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  156. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  157. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  158. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  159.  
  160. ;TEXT FILE =========================
  161. include thetext=$xew\dew_19.xew
  162. include wave_19=$inc\wave_19.inc
  163.  
  164. ;--- Scramble game
  165. PICTURE p_scr1=rgame,BMP_SCR1
  166. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  167. showtext st_scramble3=rbotctr,font20,v,ds_yb,x_scr1
  168. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  169. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  170. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  171. group g_scr1=s_scr1,s_scr2,s_scr3
  172.  
  173. ;--- WordFind
  174. rect rGrid=70,65,300,300
  175. rect rWl=460,120,200,400
  176. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  177. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  178. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  179. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  180. group g_fnd1=s_fnd1,s_fnd2
  181.  
  182. ;--- Jigsaw
  183. PICTURE p_jig1=rgame,BMP_JIG1
  184. showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
  185. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
  186. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  187. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  188. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  189. group g_jig1=s_jig0,s_jig1,s_jig2
  190.  
  191. ;--- Screen Definitions
  192. ;CONCENTRATION SCREENS
  193. ;--- Eat - Con
  194. showtext st_eat1=rcon,font22,v,black,x_eat1
  195. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  196.  
  197. ;--- Hut - Con   REWIRED TO USE PIC01
  198. showtext st_hab1=rpictext,mapfont,v,black,x_hab1
  199. waveque wq_hab1=w_snap,w_hab1
  200. screen s_hutcon=rfull,(p_pic01,st_xs_snap,st_hab1,b_Cont_c2),wq_hab1
  201.  
  202. ;--- Mov1 - Con
  203. ;showtext st_mov1=rcon,font22,l,white,x_mov1
  204. ;screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  205.  
  206. ;--- Uni1 - Book
  207. PICTURE p_bok1=rfull,BMP_BOK1
  208. rect rbokpg1=90,84,182,279
  209. rect rbokpg2=343,84,187,280
  210. rect rbok1pic=350,190,175,150
  211. PICTURE p_bok1pic=rbok1pic,BMP_BKP1
  212. showtext st_bok1=rbokpg1,font18,l,black,x_uni1
  213. showtext st_bok1a=rbokpg2,font18,l,black,x_uni1a
  214. screen s_unicon1=rfull,(p_bok1,p_bok1pic,st_bok1,st_bok1a,b_cont),w_uni1
  215.  
  216. ;--- Uni2 - Con   REWIRED TO USE PIC03
  217. rect r19uni2text=39,354,532,75
  218. showtext st_uni2=r19uni2text,mapfont,v,black,x_uni2
  219. waveque wq_uni2=w_snap,w_uni2
  220. screen s_unicon2=rfull,(p_pic03,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
  221.  
  222. ;--- Sil - Con   REWIRED TO USE PIC02
  223. showtext st_sil1=rpictext,mapfont,v,black,x_sil1
  224. waveque wq_sil1=w_snap,w_sil1
  225. screen s_silcon=rfull,(p_pic02,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
  226.  
  227. ;DYKs & WOWs (Now Fast Facts & Snapshots)
  228. ;NEW FORMATS
  229. ;FAC1
  230. showtext st_fac1=rFactTxt,font22,v,black,x_fac1
  231. waveque wq_fac1=w_fact,w_fac1
  232. msgbox s_fac1=rfact,(p_fact1,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
  233. ;FAC2
  234. showtext st_fac2=rFactTxt,font22,v,black,x_fac2
  235. waveque wq_fac2=w_fact,w_fac2
  236. msgbox s_fac2=rfact,(p_fact1,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
  237.  
  238. ;ACTIVITY SCREENS
  239. ;--- Scale Screen
  240. rect rscaleAsk=30,30,390,144
  241. rect rscaletext=50,175,320,235
  242. rect rsclhow=76,106,300,50
  243. PICTURE p_scale1=rscale,BMP_SCLAO
  244. PICTURE p_scale2=rscale,BMP_SCLBO
  245. PICTURE p_scale3=rscale,BMP_SCLCO
  246. text x_sclhow=Choose your answer!
  247. showtext st