nm I figured something out.
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function room_RepExec()
{
if ((((but1 == true && (but2 == true) && (but3 == true) && (but4 == true)))))
lev1 = true;
}
function hbut1_AnyClick()
{
sClick.Play();{
but1 = true;
but2 = false;
but3 = false;
but4 = false;
}
if (((but2 == true) && (but4 == true) && (but3 == true))){
sClick.Play();
but1 = true;
cJojo.Say("Coordinates ready");
}}
function hbut2_AnyClick()
{
sClick.Play();
but2 = true;
but1 = false;
but3 = false;
but4 = false;
}
function hbut3_AnyClick()
{
sClick.Play();{
but3 = true;
but1 = false;
but2 = false;
but4 = false;
}
if ((but2 == true) && (but4 == true)){
sClick.Play();
but3 = true;
}}
function hbut4_AnyClick()
{
sClick.Play();{
but4 = true;
but1 = false;
but2 = false;
but3 = false;
}
if (but2 == true){
sClick.Play();
but4 = true;
}}
function hlev1_AnyClick()
{
if (Verbs.UsedAction(eGA_Push)) {
cJojo.Say("I need coordinates first.");
}
if (lev1 == true){
cJojo.Say("Engage!");
sRocket.Play();
}
else if(Verbs.UsedAction(eGA_Pull)) {
cJojo.Say("I'm already Disengaged.");
}
else if(Verbs.UsedAction(eGA_Open)) {
cJojo.Say("What would that do?");
}
else if(Verbs.UsedAction(eGA_Close)) {
cJojo.Say("What would that do?");
}
}
function hTopDrawer_AnyClick()
{
if (Verbs.UsedAction(eGA_WalkTo)) {
}else if(Verbs.UsedAction(eGA_Pull)) {
player.Say("Try Opening it.");
}else if(Verbs.UsedAction(eGA_Push)) {
player.Say("I don't need to Push that");
}else if(Verbs.UsedAction(eGA_Open)) {
player.Say("Okay.");
sDrawer.Play();
player.Say("There was a Fork in the Drawer.");
player.AddInventory(iFork);
Fork1 = true;
}if (Fork1 == true){
player.Say("Nothing Else.");
}else if(Verbs.UsedAction(eGA_Close)) {
player.Say("Already closed.");
}
}
function room_Load()
{
aFog.Stop();
sAirplane.Play();
player.Transparency = 100;
gMain.Visible = false;
}
function room_AfterFadeIn()
{
Wait(200);
aOrcus.Play();
player.Move(35, 188, eBlock);
}
function hHotspot1_UseInv()
{
if (player.ActiveInventory == (iLasso))
player.Say("Okay.");
object[1].Visible = true;
sLever.Play();
object[2].Visible = true;
object[3].Visible = true;
sLadder.Play();
object[0].Visible = true;
RestoreWalkableArea(6);
}
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