I noticed that quite a few of the resource links should be deleted, mainly because they are no longer available or go elsewhere,
Someone needs to keep an eye open.
barefoot
Someone needs to keep an eye open.
barefoot
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if (player.ActiveInventory == iKey)
object[2].Visible = true;
mouse.UseModeGraphic(eModeWalkto);
cwilly.Say("Yes, got it!!")
function region1_Standing()
{
if(player.HasInventory(ifakeinv1)&& player.HasInventory(ifakeinv2)&& player.HasInventory(ifakeinv3))
{
cindy_bones.Say("Yes, done them all, let's get them gates open");
region[1].Enabled = false;
}
}
function region2_WalksOnto()
{
if (player.PreviousRoom==61)
object[2].Move(42, 497, 4, eBlock, eAnywhere);
if (player.PreviousRoom==61)
cindy_bones.Say("We've done that task!");
else
if (player.HasInventory (irod)) {
}
if (player.PreviousRoom==59)
Display("You enter into the next room cautiously");
if (player.PreviousRoom==59)
cprof_plum.ChangeRoom(60, 321, 355);
if (player.PreviousRoom==59)
cindy_bones.ChangeRoom(60, 331, 345);
}
function room_RepExec()
{
if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
Display("Game Over");
if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
Display("Come on sonny!!");
if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
cindy_bones.ChangeRoom(54);
}
if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
Display("Game Over");
function room_AfterFadeIn()
{
cprof_plum.FollowCharacter(cindy_bones, 10, 92);
Display("The water gradually flows out filling the pit");
cindy_bones.Say("I think the waters speeding out a bit!");
cprof_plum.Say("Yes, its really starting to pour out!");
object[1].Move(227, 341, -15, eBlock, eAnywhere);
SetNextScreenTransition(eTransitionInstant);
cindy_bones.ChangeRoom(47);
}
DisplayTopBar(25, 8, 7, "Weight Task", "9.92080 lbs")
if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
function region2_Standing()
{
if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
Display("The Scales drop just enough to release the door");
if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
cindy_bones.Say("Yes,Ive done it");
if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
object[12].Move(425, 293, 4, eBlock, eAnywhere);
if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
object[0].Move(206, 203, 4, eBlock, eAnywhere);
if (!o44sc.Visible && !o35sc.Visible && !o22sc.Visible &&o28sc.Visible && o17sc.Visible)
cindy_bones.Walk(254, 284, eBlock);
}
if (keycode==eKey4) {
cindy_bones.SetWalkSpeed(20, 20);
}
function room_AfterFadeIn()
{
Display("Clue: You are going to have to hurry!");
SetTimer(1, 320);
object[0].Move(80, 397, 4, eNoBlock, eAnywhere);
if (cindy_bones.IsCollidingWithObject(object[0]) == 1)
Display("You've been squashed. It's the end of your journey!!");
cindy_bones.ChangeView(17);
}
function oyellcirc_Interact()
{
int ran=Random(5);
if (ran==0) object[1].Move(134, 292, 4, eBlock, eAnywhere);
else if (ran==1) object[1].Move(206, 285, 4, eBlock, eAnywhere);
else if (ran==2) object[1].Move(269, 284, 4, eBlock, eAnywhere);
else if (ran==3) object[1].Move(320, 274, 4, eBlock, eAnywhere);
else if (ran==4) object[1].Move(360, 294, 4, eBlock, eAnywhere);
else if (ran==5) object[1].Move(217, 344, 4, eBlock, eAnywhere);
else object[1].Move(146, 298, 4, eBlock, eAnywhere);
}
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