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CD-ROM Today - The Disc! 9
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00001_Script_1
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Text File
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1995-01-13
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14KB
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617 lines
-- ò global sets: tack30a, crash30a, Prow30a, o30a
on killlogo
if the mouseDown then
go "in w"
end if
on setLocal
-- nothing
on killLocal
-- nothing
on OrSend
global currentGems, firstOr, o30a, orCount
if currentGems = 0 then
if firstOr = 0 then
set firstOr = 1
set orCount = 1
goOr "oQ0"
else if firstOr = 1 then
goOr "oQ5"
end if
else if currentGems > 0 then
if firstOr = 0 then
set firstOr = 1
set orCount = 1
goOr "oQ0"
else if firstOr = 1 then
if o30a < 2 then
if orCount = 0 then
set orCount = 1
goOr "oQ1"
else if orCount = 1 then
set orCount = 2
goOr "oQ2"
else if orCount = 2 then
set orCount = 0
goOr "oQ3"
end if
else if o30a = 2 then
goOr "oQ4"
else if o30a = 3 then
goOr "endO"
end if
end if
end if
on hintSet
global o30a, Prow30a, gotTack30a
puppetSprite 8, true
puppetSprite 9, true
puppetSprite 10, true
if o30a = 0 then
set the castnum of sprite 8 to the number of cast "freebie"
else if o30a = 1 then
if gotTack30a = 0 then
set the castnum of sprite 8 to the number of cast "hint1a"
else
set the castnum of sprite 8 to the number of cast "hint1b"
end if
else if o30a = 2 then
set the castnum of sprite 8 to the number of cast "hint2"
set the castnum of sprite 9 to the number of cast "upAr"
else if o30a = 3 then
set the castnum of sprite 8 to the number of cast "hint3"
set the castnum of sprite 9 to the number of cast "upAr"
end if
on killOrPup
puppetSprite 8, false
puppetSprite 9, false
puppetSprite 10, false
on hint
global o30a, Prow30a, gotTack30a
if o30a = 0 then
calcScore - 5
set o30a = 1
if gotTack30a = 0 then
set the castnum of sprite 8 to the number of cast "hint1a"
else
set the castnum of sprite 8 to the number of cast "hint1b"
end if
else if o30a = 1 then
calcScore - 5
set o30a = 2
set the castnum of sprite 8 to the number of cast "hint2"
set the castnum of sprite 9 to the number of cast "upAr"
set the castnum of sprite 10 to 0
else if o30a = 2 then
calcScore - 5
set o30a = 3
set the castnum of sprite 8 to the number of cast "hint3"
set the castnum of sprite 9 to the number of cast "upAr"
set the castnum of sprite 10 to 0
end if
on upArrow
global o30a, Prow30a, gotTack30a
if o30a = 2 then
set the castnum of sprite 9 to 0
set the castnum of sprite 10 to the number of cast "downAr"
if gotTack30a = 0 then
set the castnum of sprite 8 to the number of cast "hint1a"
else
set the castnum of sprite 8 to the number of cast "hint1b"
end if
else if o30a = 3 then
if the castnum of sprite 8 = the number of cast "hint3" then
set the castnum of sprite 8 to the number of cast "hint2"
set the castnum of sprite 9 to the number of cast "upAr"
set the castnum of sprite 10 to the number of cast "downAr"
else if the castnum of sprite 8 = the number of cast "hint2" then
set the castnum of sprite 9 to 0
set the castnum of sprite 10 to the number of cast "downAr"
if gotTack30a = 0 then
set the castnum of sprite 8 to the number of cast "hint1a"
else
set the castnum of sprite 8 to the number of cast "hint1b"
end if
end if
end if
on downArrow
global o30a, Prow30a
if o30a = 2 then
set the castnum of sprite 8 to the number of cast "hint2"
set the castnum of sprite 9 to the number of cast "upAr"
set the castnum of sprite 10 to 0
else if o30a = 3 then
if the castnum of sprite 8 = the number of cast "hint1a"¼
or the castnum of sprite 8 = the number of cast "hint1b" then
set the castnum of sprite 8 to the number of cast "hint2"
set the castnum of sprite 9 to the number of cast "upAr"
set the castnum of sprite 10 to the number of cast "downAr"
else if the castnum of sprite 8 = the number of cast "hint2" then
set the castnum of sprite 8 to the number of cast "hint3"
set the castnum of sprite 9 to the number of cast "upAr"
set the castnum of sprite 10 to 0
end if
end if
on bk
global mode
if mode = 3 then
lookitem "Looks like Greece"
end if
on you
global mode
if mode = 3 then
nothing
end if
on gags
global Prow30a
if Prow30a = 0 then
set Prow30a = 1
go "Q5"
else if Prow30a = 1 then
set Prow30a = 2
go "Q7"
else if Prow30a = 2 then
set Prow30a = 4
go "Q8"
else if Prow30a = 4 then
set Prow30a = 7
go "Q9"
else if Prow30a = 7 then
set Prow30a = 8
go "Q6"
else if Prow30a = 8 then
go "Q6"
end if
on earlyGag
go "boat"
on w1
global mode
if mode = 3 then
bk
end if
on w2
global mode, cont, tack30a
if mode = 0 then
go "w*barrel"
else if mode = 1 then
if tack30a = 0 then
set cont = 1
go "w*barrel"
else if tack30a > 0 then
lookitem "The barrel is empty"
end if
else if mode = 3 then
if tack30a > 0 then
lookitem "The barrel is empty"
else
lookitem "Looks like a barrel of hardtack"
end if
end if
on cw2
global cont
if cont = 1 then
set cont = 0
go "get hardtack"
end if
on c2w2 -- "get hardtack"
global tack30a, gotTack30a
set tack30a = 1
set gotTack30a = 1
addInventory "h30a"
on w3
global mode
if mode = 1 then
doSound "30AA12"
else if mode = 3 then
lookitem "Looks like a bell"
end if
on w4
global mode, cont
if mode = 2 then
set cont = 1
go "w*boat"
else if mode = 3 then
lookitem "Looks like a sailor"
end if
on cw4 -- "w*boat", "barrel*boat"
global cont, crash30a, Prow30a
if cont = 1 then
set cont = 0
if crash30a < 2 then
go "Q1"
else if crash30a > 1 and crash30a < 20 then
go "Q3"
else
go "Q4"
end if
else if cont = 2 then
set cont = 0
gags
else if cont = 3 then
set cont = 0
go "shoo bird"
else if cont = 4 then
set cont = 0
doSound "grabInventory"
go "feed bird"
else if cont = 5 then
set cont = 0
doSound "grabInventory"
go "throw cake"
else
go "boat"
end if
on c2w4
global tack30a
if tack30a = 2 then
go "ready"
else
go "boat"
end if
on c2w4alt -- "Q1"
global mode, crash30a, Prow30a
set crash30a = 1
if Prow30a = 0 then
set Prow30a = 1
else if Prow30a = 1 then
set Prow30a = 2
end if
set mode = 1
set the castNum of sprite 24 to the number of cast ("control" & string(mode))
cursor (500 + mode)
updateStage
go "boat"
on w5
global mode
if mode = 0 or mode = 1 then
go "w*boat"
else if mode = 3 then
lookitem "Looks like a boat"
end if
on w6
global mode, cont
if mode = 3 then
lookitem "Looks like the prow"
end if
on w7
global mode, cont, invcurrent
if mode = 1 or mode = 2 then
set cont = 3
go "w*boat"
else if mode = 4 and invcurrent = "h30a" then
set cont = 4
go "w*boat"
else if mode = 3 then
lookitem "Looks like a bird"
end if
on w8
global mode, invcurrent, tack30a, crash30a, cont
if mode = 4 and invcurrent = "h30a" then
set tack30a = 2
if crash30a <> 21 then
set crash30a = 20
end if
set cont = 5
go "w*boat"
else if mode = 3 then
lookitem "Looks like a gap"
end if
on b1
global mode
if mode = 3 then
bk
end if
on b2
global mode, tack30a
if mode = 1 then
if tack30a = 0 then
go "get hardtack"
else if tack30a > 0 then
lookitem "The barrel is empty"
end if
else if mode = 3 then
if tack30a > 0 then
lookitem "The barrel is empty"
else
lookitem "Looks like a barrel of hardtack"
end if
end if
on b4
global mode, cont
if mode = 2 then
set cont = 1
go "barrel*boat"
else if mode = 3 then
lookitem "Looks like a sailor"
end if
on b5
global mode
if mode = 0 or mode = 1 then
go "barrel*boat"
else if mode = 3 then
lookitem "Looks like a boat"
end if
on b6
global mode, cont
if mode = 3 then
lookitem "Looks like the prow"
end if
on b7
global mode, cont, invcurrent
if mode = 1 or mode = 2 then
set cont = 3
go "barrel*boat"
else if mode = 4 and invcurrent = "h30a" then
set cont = 4
go "barrel*boat"
else if mode = 3 then
lookitem "Looks like a bird"
end if
on b8
global mode, invcurrent, tack30a, crash30a, cont
if mode = 4 and invcurrent = "h30a" then
set tack30a = 2
if crash30a <> 21 then
set crash30a = 20
end if
set cont = 5
go "barrel*boat"
else if mode = 3 then
lookitem "Looks like a gap"
end if
on s1
global mode
if mode = 3 then
bk
end if
on s2
global mode, cont, tack30a
if mode = 0 then
go "boat*barrel"
else if mode = 1 then
if tack30a = 0 then
set cont = 1
go "boat*barrel"
else if tack30a > 0 then
lookitem "The barrel is empty"
end if
else if mode = 3 then
if tack30a > 0 then
lookitem "The barrel is empty"
else
lookitem "Looks like a barrel of hardtack"
end if
end if
on cs2
global cont
if cont = 1 then
set cont = 0
go "get hardtack"
else
go "barrel"
end if
on s2alt
global mode
if mode = 0 then
go "boat*barrel"
else if mode = 3 then
bk
end if
on s4
global mode, crash30a
if mode = 2 then
if crash30a < 2 then
go "Q1"
else if (crash30a > 1) and not (crash30a >= 20) then
go "Q3"
else if crash30a >= 20 then
go "Q4"
end if
else if mode = 3 then
lookitem "Looks like a sailor"
end if
on s5
global mode, tack30a, invOff, doom30a
if mode = 1 then
if tack30a < 2 then
if doom30a = 0 then
set doom30a = 1
end if
go "row"
else if tack30a = 2 then
set invOff = 1
set tack30a = 1
go "row2"
end if
else if mode = 3 then
lookitem "Looks like a boat"
end if
on cs5
global crash30a, invoff
if crash30a = 1 then
set crash30a = 2
else if crash30a = 2 then
set crash30a = 3
else if crash30a = 3 then
set crash30a = 4
end if
set the castnum of sprite 24 to 0
set invoff = 1
killinventory
go "Olympus"
on cs5alt
go the frame
on s6
global mode, cont
if mode = 3 then
lookitem "Looks like the prow"
end if
on s7
global mode, invcurrent
if mode = 1 or mode = 2 then
go "shoo bird"
else if mode = 4 and invcurrent = "h30a" then
doSound "grabInventory"
go "feed bird"
else if mode = 3 then
lookitem "Looks like a bird"
end if
on s8
global mode, invcurrent, tack30a, crash30a
if mode = 0 then
if tack30a < 2 then
go "row"
else if tack30a = 2 then
set invOff = 1
set tack30a = 1
go "row2"
end if
else if mode = 4 and invcurrent = "h30a" then
set tack30a = 2
if crash30a <> 21 then
set crash30a = 20
end if
doSound "grabInventory"
go "throw cake"
else if mode = 3 then
lookitem "Looks like a gap"
end if
on cs8
global mode, invoff
set mode = 1
set the castNum of sprite 24 to the number of cast ("control" & string(mode))
cursor (500 + mode)
-- go "ready"
set invoff = 1
killinventory
go "row2"
on r2
global mode
if mode = 3 then
lookitem "Looks like a barrel of hardtack"
end if
on r8
global mode, tack30a, invOff
if mode = 0 then
if tack30a < 2 then
go "row"
else if tack30a = 2 then
set invOff = 1
set tack30a = 1
go "row2"
end if
else if mode = 3 then
lookitem "Looks like a gap"
end if
on bonus
global crash30a
if crash30a = 20 then
set crash30a = 21
calcScore2 + 50
lookitem2 "50 bonus points!"
end if
on lookItem2 theRap
set the text of cast "lookRap" to theRap
set the textFont of field "lookRap" to "ercolano"
set the type of sprite 19 to 16
set the ink of sprite 19 to 36
set the castNum of sprite 19 to the number of cast "lookRap"
updateStage
set tt = the ticks
repeat while tt + 150 > the ticks
nothing
end repeat
set the castNum of sprite 19 to the number of cast "placeHolder"
updateStage
on invOn
global invOff
set invOff = 0
on ZeusHint
global Prow30a
if Prow30a < 2 then
go "Q20"
else if Prow30a >= 2 and Prow30a < 8 then
go "Q30"
else if Prow30a = 8 then
go "Q40"
end if
on hintDone
go "fade out2"
on cHintDone
global mode
go "in from Olympus"
setglobalall