if rollOver(getAt(getAt(ARTGraphicsList, g), 1)) then
if the mouseDown and (getAt(getAt(ARTGraphicsList, g), 3) = 0) then
setAt(getAt(ARTGraphicsList, g), 3, 1)
if g = 1 then
if ARTWhichGraphics <> 1 then
set ARTWhichGraphics to 1
set ARTComp to 0
set LitTempList to getAt(ARTGraphicsList, g)
repeat with x = 4 to count(LitTempList)
set TwoLitTempList to getAt(LitTempList, x)
set the castNum of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 2)
set the locH of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 3)
set the locV of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 4)
set the ink of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 5)
end repeat
updateStage()
end if
else
if g = 2 then
if ARTWhichGraphics <> 2 then
set ARTComp to 0
set ARTWhichGraphics to 2
set LitTempList to getAt(ARTGraphicsList, g)
repeat with x = 4 to count(LitTempList)
set TwoLitTempList to getAt(LitTempList, x)
set the castNum of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 2)
set the locH of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 3)
set the locV of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 4)
set the ink of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 5)
end repeat
updateStage()
end if
else
if g = 3 then
if ARTWhichGraphics <> 3 then
set ARTComp to 1
set ARTWhichGraphics to 3
set LitTempList to getAt(ARTGraphicsList, g)
repeat with x = 4 to count(LitTempList)
set TwoLitTempList to getAt(LitTempList, x)
set the castNum of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 2)
set the locH of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 3)
set the locV of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 4)
set the ink of sprite getAt(TwoLitTempList, 1) to getAt(TwoLitTempList, 5)
end repeat
updateStage()
end if
end if
end if
end if
repeat with f = 1 to count(ARTGraphicsList)
if (getAt(getAt(ARTGraphicsList, f), 3) = 1) and (f <> g) then
set LastPlace to f
setAt(getAt(ARTGraphicsList, f), 3, 0)
end if
end repeat
end if
if getAt(getAt(ARTGraphicsList, g), 2) = 0 then
set the castNum of sprite getAt(getAt(ARTGraphicsList, g), 1) to the castNum of sprite getAt(getAt(ARTGraphicsList, g), 1) + 1
setAt(getAt(ARTGraphicsList, g), 2, 1)
repeat with f = 1 to count(ARTGraphicsList)
if (getAt(getAt(ARTGraphicsList, f), 2) = 1) and (f <> g) and (getAt(getAt(ARTGraphicsList, f), 3) = 0) then
set the castNum of sprite getAt(getAt(ARTGraphicsList, f), 1) to the castNum of sprite getAt(getAt(ARTGraphicsList, f), 1) - 1
setAt(getAt(ARTGraphicsList, f), 2, 0)
end if
end repeat
end if
end if
end repeat
repeat with g = 1 to count(ARTGraphicsList)
if not rollOver(getAt(getAt(ARTGraphicsList, g), 1)) then
if (getAt(getAt(ARTGraphicsList, g), 2) = 1) and (getAt(getAt(ARTGraphicsList, g), 3) = 0) then
set the castNum of sprite getAt(getAt(ARTGraphicsList, g), 1) to the castNum of sprite getAt(getAt(ARTGraphicsList, g), 1) - 1
setAt(getAt(ARTGraphicsList, g), 2, 0)
end if
end if
end repeat
if ARTWhichGraphics = 2 then
repeat with z = 1 to count(ARTGraphicsLocList)
if (the mouseH > getAt(getAt(ARTGraphicsLocList, z), 1)) and (the mouseH < getAt(getAt(ARTGraphicsLocList, z), 2)) and (the mouseV > getAt(getAt(ARTGraphicsLocList, z), 3)) and (the mouseV < getAt(getAt(ARTGraphicsLocList, z), 4)) then
set the locH of sprite ArtGraphicsBoxSprite to getAt(getAt(ARTGraphicsBoxList, z), 1)
set the locV of sprite ArtGraphicsBoxSprite to getAt(getAt(ARTGraphicsBoxList, z), 2)
updateStage()
if the mouseDown and (IFLCanChange = 1) then
repeat with b = 39 to 48
if rollOver(b) and (b <> IFLArtsNameSprite) then
set ARTNoGo to 1
end if
end repeat
if ARTNoGo = 0 then
set IFLCanChange to 0
set ARTGraphicsVeiwFrame to z
set ARTImageGO to 0
ARTLeaveArts(3)
end if
next repeat
end if
set ARTNoGo to 0
end if
end repeat
if (the mouseH < getAt(getAt(ARTGraphicsLocList, 1), 1)) or (the mouseH > getAt(getAt(ARTGraphicsLocList, 4), 2)) or (the mouseV < getAt(getAt(ARTGraphicsLocList, 1), 3)) or (the mouseV > getAt(getAt(ARTGraphicsLocList, 16), 4)) then
set the locH of sprite ArtGraphicsBoxSprite to 2000
updateStage()
end if
end if
if (ARTWhichGraphics = 1) or (ARTWhichGraphics = 2) then
if (the mouseH < 64) and (the mouseH > 28) and (the mouseV < 289) and (the mouseV > 253) then
set the castNum of sprite 48 to getAt(getAt(getAt(ARTGraphicsList, ARTWhichGraphics), 6), 2)
set the ink of sprite 48 to 36
set the locH of sprite 48 to 317
set the locV of sprite 48 to 189
put the ink of sprite 48 = 0
updateStage()
repeat while (the mouseH < 64) and (the mouseH > 28) and (the mouseV < 289) and (the mouseV > 253)
end repeat
set the locH of sprite 48 to 2000
updateStage()
end if
end if
if ARTWhichGraphics = 1 then
repeat with z = 1 to count(ARTGraphicsLocList)
if (the mouseH > getAt(getAt(ARTGraphicsLocList, z), 1)) and (the mouseH < getAt(getAt(ARTGraphicsLocList, z), 2)) and (the mouseV > getAt(getAt(ARTGraphicsLocList, z), 3)) and (the mouseV < getAt(getAt(ARTGraphicsLocList, z), 4)) then
set the locH of sprite ArtGraphicsBoxSprite to getAt(getAt(ARTGraphicsBoxList, z), 1)
set the locV of sprite ArtGraphicsBoxSprite to getAt(getAt(ARTGraphicsBoxList, z), 2)
updateStage()
if the mouseDown and (IFLCanChange = 1) then
repeat with b = 39 to 48
if rollOver(b) and (b <> IFLArtsNameSprite) then
set ARTNoGo to 1
end if
end repeat
if ARTNoGo = 0 then
set IFLCanChange to 0
set ARTGraphicsVeiwFrame to z
set ARTImageGO to 0
ARTLeaveArts(3)
end if
next repeat
end if
set ARTNoGo to 0
end if
end repeat
if (the mouseH < getAt(getAt(ARTGraphicsLocList, 1), 1)) or (the mouseH > getAt(getAt(ARTGraphicsLocList, 4), 2)) or (the mouseV < getAt(getAt(ARTGraphicsLocList, 1), 3)) or (the mouseV > getAt(getAt(ARTGraphicsLocList, 16), 4)) then
set the locH of sprite ArtGraphicsBoxSprite to 2000