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- on RESLeave y
- global IFLButtonList, IFLResourcesNameSprite, ADDADCOntTwo, ADDAdCount, RESMasterList, ADDADvertSprite, IFLHeadInkList
- set the castNum of sprite 41 to 32
- set the locH of sprite 35 to 2000
- updateStage()
- repeat with f = 1 to count(RESMasterList)
- set TwochangeSprite to getAt(RESMasterList, f)
- if count(TwochangeSprite) > 2 then
- setAt(TwochangeSprite, 2, the castNum of sprite getAt(TwochangeSprite, 1))
- setAt(TwochangeSprite, 5, the ink of sprite getAt(TwochangeSprite, 1))
- setAt(TwochangeSprite, 3, the locH of sprite getAt(TwochangeSprite, 1))
- setAt(TwochangeSprite, 4, the locV of sprite getAt(TwochangeSprite, 1))
- else
- setAt(TwochangeSprite, 2, 0)
- end if
- if y = 1 then
- if getAt(TwochangeSprite, 1) <> 2 then
- set the locH of sprite getAt(TwochangeSprite, 1) to 2000
- set the locV of sprite getAt(TwochangeSprite, 1) to 2000
- end if
- next repeat
- end if
- set the locH of sprite getAt(TwochangeSprite, 1) to 2000
- set the locV of sprite getAt(TwochangeSprite, 1) to 2000
- end repeat
- if y = 1 then
- set the castNum of sprite IFLResourcesNameSprite to the castNum of sprite IFLResourcesNameSprite + 1
- end if
- set the locH of sprite ADDADvertSprite to 2000
- if y = 2 then
- set the locH of sprite 1 to 2000
- repeat with f = 1 to count(IFLButtonList)
- set ThisTempList to getAt(IFLButtonList, f)
- setAt(ThisTempList, 2, the castNum of sprite getAt(ThisTempList, 1))
- if getAt(ThisTempList, 1) = IFLResourcesNameSprite then
- setAt(ThisTempList, 3, the locH of sprite getAt(ThisTempList, 1))
- setAt(ThisTempList, 4, the locV of sprite getAt(ThisTempList, 1))
- end if
- end repeat
- repeat with f = 1 to count(IFLHeadInkList)
- set InkTempList to getAt(IFLHeadInkList, f)
- setAt(InkTempList, 2, the ink of sprite getAt(ThisTempList, 1))
- end repeat
- repeat with t = 39 to 47
- set the locH of sprite t to 2000
- end repeat
- set the castNum of sprite IFLResourcesNameSprite to getAt(getAt(IFLButtonList, 3), 5)
- set ADDADCOntTwo to 0
- set ADDAdCount to 0
- set the locH of sprite ADDADvertSprite to 2000
- ADDLOADAdd()
- end if
- updateStage()
- end
-
- on RESReturn y
- global RESMasterList, IFLButtonList, IFLResourcesNameSprite, ESprite, IFLHeadInkList
- puppetSound(0)
- if y = 1 then
- repeat with g = 1 to 9
- set the castNum of sprite IFLResourcesNameSprite to the castNum of sprite IFLResourcesNameSprite - 1
- updateStage()
- end repeat
- end if
- repeat with f = 1 to count(RESMasterList)
- set TwochangeSprite to getAt(RESMasterList, f)
- if count(TwochangeSprite) > 2 then
- set the castNum of sprite getAt(TwochangeSprite, 1) to getAt(TwochangeSprite, 2)
- set the locH of sprite getAt(TwochangeSprite, 1) to getAt(TwochangeSprite, 3)
- set the locV of sprite getAt(TwochangeSprite, 1) to getAt(TwochangeSprite, 4)
- set the ink of sprite getAt(TwochangeSprite, 1) to getAt(TwochangeSprite, 5)
- set the visible of sprite getAt(TwochangeSprite, 1) to 1
- next repeat
- end if
- set the locH of sprite getAt(TwochangeSprite, 1) to 2000
- end repeat
- if y = 1 then
- set the castNum of sprite IFLResourcesNameSprite to the castNum of sprite IFLResourcesNameSprite - 1
- end if
- if y = 2 then
- repeat with f = 1 to count(IFLButtonList)
- set TwochangeSprite to getAt(IFLButtonList, f)
- set the castNum of sprite getAt(TwochangeSprite, 1) to getAt(TwochangeSprite, 2)
- set the locH of sprite getAt(TwochangeSprite, 1) to getAt(TwochangeSprite, 3)
- set the locV of sprite getAt(TwochangeSprite, 1) to getAt(TwochangeSprite, 4)
- end repeat
- repeat with f = 1 to count(IFLHeadInkList)
- set TwochangeSprite to getAt(IFLHeadInkList, f)
- set the ink of sprite getAt(TwochangeSprite, 1) to getAt(TwochangeSprite, 2)
- end repeat
- end if
- set the locH of sprite 1 to 325
- set the locV of sprite 1 to 271
- if y = 2 then
- set the castNum of sprite 1 to the number of member "IFLStaticBackground"
- set the ink of sprite 1 to 36
- repeat with f = 39 to 47
- set the ink of sprite f to 36
- end repeat
- end if
- ADDAdvertBreak(3)
- updateStage()
- go("RESSection")
- end
-