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How Would You Survive?
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How Would You Survive (1995)(Grolier)[Mac-PC].iso
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01963_Script_Viking Maps
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Text File
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1995-09-13
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10KB
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358 lines
on VMapRollover
repeat while rollover(6)
VikingCursor
if the mouseV > 285 and the mouseV < 345 then
if the mouseH > 59 and the MouseH < 124 then
set the castnum of sprite 6 = the number of cast "PV080500.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "Map1"
abort
end if
else
if the mouseH > 124 and the MouseH < 188 then
set the castnum of sprite 6 = the number of cast "PV080600.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map2"
abort
end if
end if
end if
else
if the mouseV > 345 and the mouseV < 404 then
if the mouseH > 59 and the MouseH < 124 then
set the castnum of sprite 6 = the number of cast "PV080700.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map3"
abort
end if
else
if the mouseH > 124 and the MouseH < 188 then
set the castnum of sprite 6 = the number of cast "PV080800.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map4"
abort
end if
end if
end if
end if
end if
end repeat
if rollover(41) then
HandCursor
else
if rollover(42) then
HandCursor
else
ArrowCursor
end if
end if
end
on VMap1Rollover
repeat while rollover(6)
VikingCursor
if the mouseV > 285 and the mouseV < 345 then
if the mouseH > 59 and the MouseH < 124 then
set the castnum of sprite 6 = the number of cast "PV080500.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "Map1"
abort
end if
else
if the mouseH > 124 and the MouseH < 188 then
set the castnum of sprite 6 = the number of cast "PV080600.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map2"
abort
end if
end if
end if
else
if the mouseV > 345 and the mouseV < 404 then
if the mouseH > 59 and the MouseH < 124 then
set the castnum of sprite 6 = the number of cast "PV080700.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map3"
abort
end if
else
if the mouseH > 124 and the MouseH < 188 then
set the castnum of sprite 6 = the number of cast "PV080800.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map4"
abort
end if
end if
end if
end if
end if
end repeat
if rollover(8) then
VikingCursor
else
if rollover(9) then
VikingCursor
else
if rollover(10) then
VikingCursor
else
if rollover(11) then
VikingCursor
else
if rollover(12) then
VikingCursor
else
ArrowCursor
end if
end if
end if
end if
end if
end
on VMap2Rollover
repeat while rollover(6)
VikingCursor
if the mouseV > 285 and the mouseV < 345 then
if the mouseH > 59 and the MouseH < 124 then
set the castnum of sprite 6 = the number of cast "PV080500.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "Map1"
abort
end if
else
if the mouseH > 124 and the MouseH < 188 then
set the castnum of sprite 6 = the number of cast "PV080600.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map2"
abort
end if
end if
end if
else
if the mouseV > 345 and the mouseV < 404 then
if the mouseH > 59 and the MouseH < 124 then
set the castnum of sprite 6 = the number of cast "PV080700.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map3"
abort
end if
else
if the mouseH > 124 and the MouseH < 188 then
set the castnum of sprite 6 = the number of cast "PV080800.PIC"
updatestage
if (the mousedown) then
puppetsprite 2, false
go "map4"
abort
end if
end if
end if
end if
end if
end repeat
if rollover(8) then
VikingCursor
else
if rollover(9) then
VikingCursor
else
if rollover(10) then
VikingCursor
else
if rollover(12) then
VikingCursor
else
ArrowCursor
end if
end if
end if
end if
end
on WindBlow
ArrowCursor
puppetsound "SV082400.AIF"
set gSprite = 8
set gSprite2 = 11
set gCast = 38
set gCast2 = 30
puppetsprite 8, true
puppetsprite 11, true
set the castNum of sprite gSprite = gCast
set the castNum of sprite gSprite2 = gCast2
set theCast2 = the castNum of sprite gSprite2
set theCast = the castNum of sprite gSprite
set the castNum of sprite gSprite = theCast + 1
updatestage
wait .5
set the castNum of sprite gSprite = theCast + 2
updatestage
wait .5
set the castNum of sprite gSprite = theCast + 3
set the castNum of sprite gSprite2 = theCast2 + 1
updatestage
wait .8
set the castNum of sprite gSprite = theCast
set the castNum of sprite gSprite2 = theCast2 + 2
updatestage
wait .5
set the castNum of sprite gSprite2 = theCast2
updatestage
Puppetsound 0
puppetsprite 8, false
puppetsprite 11, false
end
on SeaMonsterBlows
ArrowCursor
puppetsound "SV082400.AIF"
set gSprite2 = 8
set gSprite = 9
set gSprite3 = 10
set gCast = 46
set gCast2 = 42
set gCast3 = 52
puppetsprite 8, true
puppetsprite 9, true
puppetsprite 10, true
puppetsprite 11, true
set the castNum of sprite gSprite = gCast
set the castNum of sprite gSprite2 = gCast2
set the castNum of sprite gSprite3 = gCast3
set theCast3 = the castNum of sprite gSprite3
set theCast2 = the castNum of sprite gSprite2
set theCast = the castNum of sprite gSprite
set the castNum of sprite gSprite2 = theCast2 + 1
updatestage
wait .3
set the castNum of sprite gSprite2 = theCast2 + 2
updatestage
wait .3
set the castNum of sprite gSprite = theCast + 1
set the castNum of sprite gSprite2 = theCast2 + 3
updatestage
wait .3
set the castNum of sprite gSprite = theCast + 2
set the castNum of sprite gSprite2 = theCast2
set the castNum of sprite gSprite3 = theCast3 + 1
updatestage
wait .3
set the castNum of sprite gSprite = theCast + 3
updatestage
wait .3
set the castNum of sprite gSprite = theCast + 4
updatestage
wait .3
set the castNum of sprite gSprite3 = theCast3
set the castNum of sprite gSprite = theCast + 5
updatestage
wait .5
Puppetsound 0
puppetsprite 8, false
puppetsprite 9, false
puppetsprite 10, false
puppetsprite 11, false
end
on Camels whichsprite, whichCast, whichsprite2, whichCast2,whichsound
ArrowCursor
puppetsound whichsound
set gSprite = whichsprite
set gSprite2 = whichsprite2
set gCast = whichCast
set gCast2 = whichCast2
set the castNum of sprite gSprite = gCast
set RunThruCount = 0
repeat while RunThruCount < 2 and (the MouseUp)
set the castNum of sprite gSprite = gCast + 1
updatestage
wait .5
set the castNum of sprite gSprite = gCast
updatestage
wait .5
set the castNum of sprite gSprite2 = gCast2 + 1
set the castNum of sprite gSprite = gCast + 1
updatestage
wait .5
set the castNum of sprite gSprite = gCast
updatestage
wait .5
set the castNum of sprite gSprite2 = gCast2
set the castNum of sprite gSprite = gCast + 1
updatestage
wait .5
set the castNum of sprite gSprite = gCast
updatestage
wait .5
set RunThruCount = RunThruCount + 1
end repeat
set the castnum of sprite whichsprite = gCast
set the castNum of sprite gSprite2 = gCast2
updatestage
Sound Fadeout 1, 1*60
set gbeenclicked = 0
end
on Whales whichsprite, whichCast, whichsprite2, whichCast2, whichsound
ArrowCursor
set gSprite = whichsprite
set gCast = whichCast
set the castNum of sprite gSprite = gCast
set gSprite2 = whichsprite2
set gCast2 = whichCast2
set the castNum of sprite gSprite2 = gCast2
set the castNum of sprite gSprite = gCast + 1
set the castNum of sprite gSprite2 = gCast2 + 1
updatestage
wait .3
set the castNum of sprite gSprite = gCast + 2
set the castNum of sprite gSprite2 = gCast2 + 2
updatestage
wait .3
puppetsound whichsound
set the castNum of sprite gSprite = gCast + 3
set the castNum of sprite gSprite2 = gCast2 + 3
updatestage
wait 1
set the castNum of sprite gSprite = gCast
set the castNum of sprite gSprite2 = gCast2
updatestage
Puppetsound 0
set gbeenclicked = 0
end
on ResetVMaps
set the castnum of sprite 6 = the number of cast "PV080500.PIC"
go "MapX"
end