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- on someButton
- put item 1 of the name of cast the castNum of sprite clickOn() into cName
- repeat while stillDown()
- if rollOver(clickOn()) then
- set the castNum of sprite clickOn() = the number of cast (cName & ",D")
- else
- set the castNum of sprite clickOn() = the number of cast (cName & ",U")
- end if
- updatestage
- end repeat
- set the castNum of sprite clickOn() = the number of cast (cName & ",U")
- updatestage
- if rollOver(clickOn()) then return TRUE
- return FALSE
-
- end someButton
-