XFIR֩39VMpami::pamm XFIRJ;pami pamm,8*YEKtSACtSAC4|#FCRDTeerf *SACXtcLx&knuj<4 knuj44fniC<<SREV D4manLl1rcsLt8'rcsL/muhTX4muhTO7*YEK muhTmuhT*SAC fniCFCRD XtcL SREV SREV SREV  lccFCRDTT::VLLL(<<PPPPdddddddhl-- Fade Out Only --Modified by Kyle Gonyer June 2003 --This is a modified version of director's built in fade in/out behavior --Use this when you have already used the fade bavior on a sprite who already gets triggered by the #fadeactivate message --Basically this behavior is set to recieve a #fadeActivateOutOnly message instead --This message can be used with my Fade in/out on rollover behavior as that specific behavior calls #fadeActivateOutOnly on rollout (mouseleave) -- PROPERTIES -- property pSprite -- sprite object reference property pStart -- time last fade started property pActive -- activity flag for fade action property pCompleteCycles -- counter for fade cycles property pFadeDiff -- difference between maximum and minimum fade values -- author-defined parameters property pFaded -- does sprite begin fade in or out property pAuto -- when does fade begin property pFadeMax -- maximum fade value property pFadeMin -- minimum fade value property pCycles -- number of times to repeat fade property pPeriodBase -- author-defined fade period property pPeriod -- fade period in milliseconds -- EVENT HANDLERS -- on beginSprite me pFaded = resolve(pFaded) pAuto = resolve(pAuto) mInitialize me end beginSprite on resolve (prop) case prop of pFaded: choicesList = ["In", "Out"] lookup = [#in, #out] pAuto: choicesList = ["Automatic", "Click", "Message"] lookup = [#automatic, #click, #message] end case return lookup[findPos(choicesList, prop)] end resolve on prepareFrame me mUpdate me end prepareFrame on mouseUp me if pAuto = #click then mActivate me end mouseUp -- CUSTOM HANDLERS -- on mInitialize me pSprite = sprite (me.spriteNum) -- determine sprite reference pActive = #off -- flag for fade action pCompleteCycles = 0.5 -- initialize cycle counter -- convert user-set period to milliseconds pPeriod = pPeriodBase * 1000 -- ensure that maximum is greater than minimum if pFadeMax < pFadeMin then -- if max is less than min, swap values vMax = pFadeMax pFadeMax = pFadeMin pFadeMin = vMax end if -- determine difference between max and min pFadeDiff = pFadeMax - pFadeMin -- if first fade action is 'in', sprite needs to be faded 'out' first if pFaded = #in then pSprite.blend = pFadeMin else pSprite.blend = pFadeMax end if -- activate sprite if automatic activation is set if pAuto = #automatic then mActivate me end mInitialize on mUpdate me -- only update sprite if active flag is set if pActive <> #off then -- derive current value of millisecond timer vMillis = the milliseconds -- determine milliseconds elapsed since fade start vElapsed = vMillis - pStart -- compare elapsed time to fade period if vElapsed >= pPeriod then -- time has elapsed, fade should finish -- set sprite to value for end of fade action case pActive of #in: pSprite.blend = pFadeMax #out: pSprite.blend = pFadeMin end case -- deactivate activity flag pActive = #off -- increment cycle counter and reverse if necessary mCheckCycle me else -- scale difference between fade values to elapsed time vFadeDiff = integer (pFadeDiff * vElapsed / pPeriod) -- depending on current value of activity flag, set blend -- to starting point of flag action plus or minus scaled -- difference between fade values case pActive of #in: pSprite.blend = pFadeMin + vFadeDiff #out: pSprite.blend = pFadeMax - vFadeDiff end case end if end if end mUpdate on mActivate me -- if pFadeDiff (the difference between pFadeMax and pFadeMin) is 0 -- then fade is never activated if pFadeDiff then -- start fade actions -- test whether sprite should fade in or out as first action case pFaded of -- intiate fade in action #in: mFadeIn me -- initiate fade out action #out: mFadeOut me end case end if end mActivate on mCheckCycle me -- used to determine whether to initiate another fade action -- this is checked after each fade action -- set continuation flag vContinue = FALSE -- check cycle setting case pCycles of -- if value is -1, sprite will cycle forever, set flag to TRUE -1: vContinue = TRUE -- if value is 0, sprite should stop after first fade action 0: vContinue = FALSE otherwise -- any other value will cycle 1 to 10 times -- each fade action increments counter by 0.5 pCompleteCycles = pCompleteCycles + 0.5 -- compare counter to total number of cycles if integer (pCompleteCycles) <= pCycles then -- if counter is less than numberof cycles, continue fading vContinue = TRUE end if end case -- if continuation flag has been set, then determine which way to fade if vContinue then -- compare current blend value to maximum fade if pSprite.blend = pFadeMax then -- if they are equal, fade sprite out mFadeOut me else -- otherwise, fade sprite in mFadeIn me end if end if end mCheckCycle on mFadeIn me mFade me, #in end mFadeIn on mFadeOut me, vTarget mFade me, #out end mFadeOut on mFade me, vInOut -- general-purpose fade handler -- set activity flag pActive = vInOut -- start fade timer pStart = the milliseconds end mFade ---------------------------------------------------- --PUBLIC METHOD --use this method to send a message to the sprite and initiate --the Fade In or Out. --Example: --sendSprite(1, mFadeActivateOutOnly) on mFadeActivateOutOnly me -- message sent to activate sprite if not auto or by click if pAuto = #message then mActivate me end mFadeActivateOutOnly -- AUTHOR-DEFINED PARAMETERS on isOKToAttach (me, aSpriteType, aSpriteNum) case aSpriteType of #graphic: return getPos([#animgif, #bitmap, #flash, #text, #vectorShape], \ sprite(aSpriteNum).member.type) <> 0 #script: return FALSE end case end isOKToAttach on getPropertyDescriptionList me vPDList = [:] setaProp vPDList, #pFaded, [#comment: "Fade out (Only Choice)", #format: #string, \ #default: "In", #range: ["Out"]] setaProp vPDList, #pFadeMax, [#comment: "Maximum Fade Value", #format: #integer, \ #default: 100, #range: [#min: 0, #max: 100]] setaProp vPDList, #pFadeMin, [#comment: "Minimum Fade Value", #format: #integer, \ #default: 40, #range: [#min: 0, #max: 100]] setaProp vPDList, #pAuto, [#comment: "Start automatically, when clicked, or by message?", #format: #string, \ #default: "Message", \ #range: ["Automatic", "Click", "Message"]] setaProp vPDList, #pCycles, [#comment: "Fade cycles (0 = one fade only, -1 = repeat forever)", #format: #integer, \ #default: 0, #range: [#min: -1, #max:10]] setaProp vPDList, #pPeriodBase, [#comment: "Time period for fade (seconds)", \ #format: #integer, #default: 1, #range: [#min: 0, #max: 15]] return vPDList end getPropertyDescriptionList Fade Out Only[#pFaded: [#comment: "Fade out (Only Choice)", #format: #string, #default: "In", #range: ["Out"]], #pFadeMax: [#comment: "Maximum Fade Value", #format: #integer, #default: 100, #range: [#min: 0, #max: 100]], #pFadeMin: [#comment: "Minimum Fade Value", #format: #integer, #default: 40, #range: [#min: 0, #max: 100]], #pAuto: [#comment: "Start automatically, when clicked, or by message?", #format: #string, #default: "Message", #range: ["Automatic", "Click", "Message"]], #pCycles: [#comment: "Fade cycles (0 = one fade only, -1 = repeat forever)", #format: #integer, #default: 0, #range: [#min: -1, #max: 10]], #pPeriodBase: [#comment: "Time period for fade (seconds)", #format: #integer, #default: 1, #range: [#min: 0, #max: 15]]]rEiY,?. .tSAC4 &property spritenum property initialfadelevel -------------------------------------- on mouseenter sendSprite(spritenum, #mFadeActivate) end on mouseleave sendSprite(spritenum, #mFadeActivateOutOnly) end on beginSprite me sprite(spritenum).blend = initialfadelevel end on getPropertyDescriptionList me PDL = [:] setaprop PDL, #initialfadelevel, [#comment:"initial fade level:", #format:#integer, #range: [10, 20, 30, 40, 50, 60], #default: 40] return PDL end Fade in-out on Rollover[#initialfadelevel: [#comment: "initial fade level:", #format: #integer, #range: [10, 20, 30, 40, 50, 60], #default: 40]]rKTT,>[?. .XtcLx` HrcsLttt\h" \tt T*!&$%/#"8Rhjn! nx-1^K7 zT)u ]TVXX x  F  Bq JCVPJCVPKBVKdJDDCREECR!dJDDDCREEECReLLKCWCgBW  KBVJE KBVKaCWPE P?P!J#P"J$J% J$RJ%P$LP%J$J%P&JE JJ%b' JJ$b'JE KBV(  JE }_)RLJ*RLJ"3JdE JJ$b'dE JJ%b'eE PKBV:J&LJ"CW+RJdEJJ%Lb'dE JJ$Lb'e.,- J&&JdE KBVdE KBV eRJ/dA  AR*d RJ!?P!J!CW+J/ AReLJa'J$ KBV KBV0   KEBV KEBV 1KP_)P*2JE KBVKdE3)eE5E6E7E8E9CKCWp:a;CW4BWdE< eBWe=>&CRLEE@DEAEBECDEDDCCBW?LE$E@DEAE+ECAdEDEEEFAdCCBW?LE%E@DEAE+ECA(EDEEEFAdCCBW?LEE@DEAEBECDEDDDDCCBW?LE/E@D EAE+ECEDEEA EFA CCBW?LE#E@D EAE+ECAEDEEEFACCBW?LBWG##"$#(4PhInOut AutomaticClickMessageFade out (Only Choice)Maximum Fade ValueMinimum Fade Value2Start automatically, when clicked, or by message?5Fade cycles (0 = one fade only, -1 = repeat forever)Time period for fade (seconds)rcsL\ \``~LH """c"I $... . 0<>>> 4@tvx<xJEKBWJJE BWJJCWJLb' CRLELE@DEAE+EDA AAA(A2ALLL(<<PPPPdddddddhl-- Fade Out Only --Modified by Kyle Gonyer June 2003 --This is a modified version of director's built in fade in/out behavior --Use this when you have already used the fade bavior on a sprite who already gets triggered by the #fadeactivate message --Basically this behavior is set to recieve a #fadeActivateOutOnly message instead --This message can be used with my Fade in/out on rollover behavior as that specific behavior calls #fadeActivateOutOnly on rollout (mouseleave) -- PROPERTIES -- property pSprite -- sprite object reference property pStart -- time last fade started property pActive -- activity flag for fade action property pCompleteCycles -- counter for fade cycles property pFadeDiff -- difference between maximum and minimum fade values -- author-defined parameters property pFaded -- does sprite begin fade in or out property pAuto -- when does fade begin property pFadeMax -- maximum fade value property pFadeMin -- minimum fade value property pCycles -- number of times to repeat fade property pPeriodBase -- author-defined fade period property pPeriod -- fade period in milliseconds -- EVENT HANDLERS -- on beginSprite me pFaded = resolve(pFaded) pAuto = resolve(pAuto) mInitialize me end beginSprite on resolve (prop) case prop of pFaded: choicesList = ["In", "Out"] lookup = [#in, #out] pAuto: choicesList = ["Automatic", "Click", "Message"] lookup = [#automatic, #click, #message] end case return lookup[findPos(choicesList, prop)] end resolve on prepareFrame me mUpdate me end prepareFrame on mouseUp me if pAuto = #click then mActivate me end mouseUp -- CUSTOM HANDLERS -- on mInitialize me pSprite = sprite (me.spriteNum) -- determine sprite reference pActive = #off -- flag for fade action pCompleteCycles = 0.5 -- initialize cycle counter -- convert user-set period to milliseconds pPeriod = pPeriodBase * 1000 -- ensure that maximum is greater than minimum if pFadeMax < pFadeMin then -- if max is less than min, swap values vMax = pFadeMax pFadeMax = pFadeMin pFadeMin = vMax end if -- determine difference between max and min pFadeDiff = pFadeMax - pFadeMin -- if first fade action is 'in', sprite needs to be faded 'out' first if pFaded = #in then pSprite.blend = pFadeMin else pSprite.blend = pFadeMax end if -- activate sprite if automatic activation is set if pAuto = #automatic then mActivate me end mInitialize on mUpdate me -- only update sprite if active flag is set if pActive <> #off then -- derive current value of millisecond timer vMillis = the milliseconds -- determine milliseconds elapsed since fade start vElapsed = vMillis - pStart -- compare elapsed time to fade period if vElapsed >= pPeriod then -- time has elapsed, fade should finish -- set sprite to value for end of fade action case pActive of #in: pSprite.blend = pFadeMax #out: pSprite.blend = pFadeMin end case -- deactivate activity flag pActive = #off -- increment cycle counter and reverse if necessary mCheckCycle me else -- scale difference between fade values to elapsed time vFadeDiff = integer (pFadeDiff * vElapsed / pPeriod) -- depending on current value of activity flag, set blend -- to starting point of flag action plus or minus scaled -- difference between fade values case pActive of #in: pSprite.blend = pFadeMin + vFadeDiff #out: pSprite.blend = pFadeMax - vFadeDiff end case end if end if end mUpdate on mActivate me -- if pFadeDiff (the difference between pFadeMax and pFadeMin) is 0 -- then fade is never activated if pFadeDiff then -- start fade actions -- test whether sprite should fade in or out as first action case pFaded of -- intiate fade in action #in: mFadeIn me -- initiate fade out action #out: mFadeOut me end case end if end mActivate on mCheckCycle me -- used to determine whether to initiate another fade action -- this is checked after each fade action -- set continuation flag vContinue = FALSE -- check cycle setting case pCycles of -- if value is -1, sprite will cycle forever, set flag to TRUE -1: vContinue = TRUE -- if value is 0, sprite should stop after first fade action 0: vContinue = FALSE otherwise -- any other value will cycle 1 to 10 times -- each fade action increments counter by 0.5 pCompleteCycles = pCompleteCycles + 0.5 -- compare counter to total number of cycles if integer (pCompleteCycles) <= pCycles then -- if counter is less than numberof cycles, continue fading vContinue = TRUE end if end case -- if continuation flag has been set, then determine which way to fade if vContinue then -- compare current blend value to maximum fade if pSprite.blend = pFadeMax then -- if they are equal, fade sprite out mFadeOut me else -- otherwise, fade sprite in mFadeIn me end if end if end mCheckCycle on mFadeIn me mFade me, #in end mFadeIn on mFadeOut me, vTarget mFade me, #out end mFadeOut on mFade me, vInOut -- general-purpose fade handler -- set activity flag pActive = vInOut -- start fade timer pStart = the milliseconds end mFade ---------------------------------------------------- --PUBLIC METHOD --use this method to send a message to the sprite and initiate --the Fade In or Out. --Example: --sendSprite(1, mFadeActivateOutOnly) on mFadeActivateOutOnly me -- message sent to activate sprite if not auto or by click if pAuto = #message then mActivate me end mFadeActivateOutOnly -- AUTHOR-DEFINED PARAMETERS on isOKToAttach (me, aSpriteType, aSpriteNum) case aSpriteType of #graphic: return getPos([#animgif, #bitmap, #flash, #text, #vectorShape], \ sprite(aSpriteNum).member.type) <> 0 #script: return FALSE end case end isOKToAttach on getPropertyDescriptionList me vPDList = [:] setaProp vPDList, #pFaded, [#comment: "Fade out (Only Choice)", #format: #string, \ #default: "In", #range: ["Out"]] setaProp vPDList, #pFadeMax, [#comment: "Maximum Fade Value", #format: #integer, \ #default: 100, #range: [#min: 0, #max: 100]] setaProp vPDList, #pFadeMin, [#comment: "Minimum Fade Value", #format: #integer, \ #default: 40, #range: [#min: 0, #max: 100]] setaProp vPDList, #pAuto, [#comment: "Start automatically, when clicked, or by message?", #format: #string, \ #default: "Message", \ #range: ["Automatic", "Click", "Message"]] setaProp vPDList, #pCycles, [#comment: "Fade cycles (0 = one fade only, -1 = repeat forever)", #format: #integer, \ #default: 0, #range: [#min: -1, #max:10]] setaProp vPDList, #pPeriodBase, [#comment: "Time period for fade (seconds)", \ #format: #integer, #default: 1, #range: [#min: 0, #max: 15]] return vPDList end getPropertyDescriptionList Fade Out Only[#pFaded: [#comment: "Fade out (Only Choice)", #format: #string, #default: "In", #range: ["Out"]], #pFadeMax: [#comment: "Maximum Fade Value", #format: #integer, #default: 100, #range: [#min: 0, #max: 100]], #pFadeMin: [#comment: "Minimum Fade Value", #format: #integer, #default: 40, #range: [#min: 0, #max: 100]], #pAuto: [#comment: "Start automatically, when clicked, or by message?", #format: #string, #default: "Message", #range: ["Automatic", "Click", "Message"]], #pCycles: [#comment: "Fade cycles (0 = one fade only, -1 = repeat forever)", #format: #integer, #default: 0, #range: [#min: -1, #max: 10]], #pPeriodBase: [#comment: "Time period for fade (seconds)", #format: #integer, #default: 1, #range: [#min: 0, #max: 15]]]rEiY,?. .tSAC4 &property spritenum property initialfadelevel -------------------------------------- on mouseenter sendSprite(spritenum, #mFadeActivate) end on mouseleave sendSprite(spritenum, #mFadeActivateOutOnly) end on beginSprite me sprite(spritenum).blend = initialfadelevel end on getPropertyDescriptionList me PDL = [:] setaprop PDL, #initialfadelevel, [#comment:"initial fade level:", #format:#integer, #range: [10, 20, 30, 40, 50, 60], #default: 40] return PDL end Fade in-out on Rollover[#initialfadelevel: [#comment: "initial fade level:", #format: #integer, #range: [10, 20, 30, 40, 50, 60], #default: 40]]rKTT,>[?. .tSAC_ QUrrr--On Click Member Change --authored by Kyle Gonyer June 2003 --attach this behavior to a sprite that uses the "On Click Member Change" it will look at the same list that is tracking the on-off condition and fade the graphic in on "click on" and off on "click off". --You will also need to use the "Set initial fade Level", "Fade In/Out", and "Fade Out Only" behaviors property myOriginalMember, myClickSwapMember property mFadeActivate property mFadeActivateOutOnly on mouseup global glist if glist [#myOriginalMember]=1 then sendsprite(1, #mFadeActivate) if glist [#myClickSwapMember]=1 then sendsprite(1, #mFadeActivateOutOnly) end if end if end ----------------------------------------- on getPropertyDescriptionList PDL=[:] setaprop PDL, #myClickSwapMember, [#comment: "What is the name of the button member that appears on click?",#format: #graphic, #default: member "Pick your member"] setaprop PDL, #myOriginalMember, [#comment: "What is the name of the button member on click-back ?(should be your Original)",#format: #graphic, #default: member "Pick your member"] return PDL end On Click Graphic Fade In-Out[#myClickSwapMember: [#comment: "What is the name of the button member that appears on click?", #format: #graphic, #default: (member -1 of castLib 1)], #myOriginalMember: [#comment: "What is the name of the button member on click-back ?(should be your Original)", #format: #graphic, #default: (member -1 of castLib 1)]]Pie,>?. .tSAC 5555IIIIII]]]]]]aei --Custom global list to track the condition of multiple members. This current movie behavior is prepared to handle the toggling of up to 4 mutliple checkboxes. Just add more list if needed. -------------------------------------- on prepareMovie global glist, glist2, glist3, glist4 set glist = [#myOriginalMember:0, #myClickSwapMember:1] set glist2 =[#myOriginalMember:0, #myClickSwapMember:1] set glist3 = [#myOriginalMember:0, #myClickSwapMember:1] set glist4 =[#myOriginalMember:0, #myClickSwapMember:1] end#Global List for Multi Member Changeu3q99,>ؼ?. .tSAC | 444444HHHHHHLPT--Sets inintial fade level between 0 - 90 in steps of 10 --good for when your sprite has the (Fade Out Only) and the (Fade in/out) behavior attached at the same time. --Unfortunately this combination causes the sprite to be set at 100% initially, which may not be what you want. I am still not sure what is causing this. --The "Set Initial Fade Level" behavior will however, over ride that. To make it override, you must have it be the last behavior added to your fade sprite. --The behavior is also a good way to set any blend level, although your property inspector can do the same. --With that fact, you might only need this behavior if setting blend level via the property inspector is not sufficient. ---------------------------------------- property spritenum property initialfadelevel -------------------------------------- on beginSprite me sprite(spritenum).blend = initialfadelevel end on getPropertyDescriptionList me PDL = [:] setaprop PDL, #initialfadelevel, [#comment:"initial fade level:", #format:#integer, #range: [0, 10, 15, 20, 30, 40, 50, 60, 70, 80, 90], #default: 40] return PDL end Set Initial Fade Level[#initialfadelevel: [#comment: "initial fade level:", #format: #integer, #range: [0, 10, 15, 20, 30, 40, 50, 60, 70, 80, 90], #default: 40]]i,>[?. .tSAC" v--On Click Member Change For Multiple Members --authored by Kyle Gonyer June 2003 --Used for on/off buttons where members must change on click and then change back on 2nd click. --The ability to use with more than one member makes this behavior suited for checkboxes in Multiple Choice Quizes where more than 1 answer is needed for it to be correct. --Important!, You MUST use this behavior with its accompanying movie behavior "Multiple Global List For Member Change". The movie script is required to keep track of the on/off state of the clicks for 2 seperate members that are changing their sprites (such as a pair of check boxes) --attach this behavior to the 2nd sprite that you want to change its appearance (swap its member) on click. You will receive pulldown menus that allow you to type in the name of the list in the "Multiple Global List For Member Change" behavior that will be doing the tracking. The default is currently named glist2. --This behavior will work well when you want to trigger certain actions depending on if it is your first or second click such as a check box being checked or unchecked. With this behavior, the list is tracking your actions using 0's and 1's as (true or false) or in a checkboxes case: (checked and unchecked). --You can add more member change elements by adding more list to the global list behavior and changing the reference to it. For an example: if you add a 3rd list (glist3), then you would drag this behavior to the 3rd member and type in glist3 into this behaviors parameters dialogue box. --If you are new to list and our examining the global list, then the way to understand it is the item in the list after the "#" is the property and the item after the ":" is the value. In this examaple only the values are being replaced in the list. property spriteNum property myClickSwapMember property myOriginalMember global glist, glist2, glist3 property myglistreference -- the glist reference property mylistname ---------------------------------------------------- on beginSprite (me) -- get a reference to the list stored in the globals using the name -- specified in the getPropertyDescriptionList dialog myglistreference = (the globals)[mylistname] if voidP(myglistreference) then -- if we cannot find the global, then show a warning and stop the movie alert "Error locating a global variable called " & mylistname halt end if end on mousedown -- global mylistname --reference the list with these conditions using mylistname as a property that represents the the name of the list if sprite(spriteNum).member=member(myOriginalMember)then myglistreference[#myOriginalMember]=1 if sprite(spriteNum).member=member(myOriginalMember)then myglistreference[#myClickSwapMember]=0 if sprite(spriteNum).member=member(myClickSwapMember)then myglistreference[#myOriginalMember]=0 if sprite(spriteNum).member=member(myClickSwapMember)then myglistreference[#myClickSwapMember]=1 end if end if end if end if end ------------------------------------------------ on mouseup --displays a certain member depending on what the list says. The list will say if it should display the clicked or un-clicked member --global mylistname if myglistreference[#myOriginalMember]=1 then sprite(spriteNum).member = myClickSwapMember if myglistreference[#myClickSwapMember]=1 then sprite(spriteNum).member = myOriginalMember end if end if end ----------------------------------------- on getPropertyDescriptionList PDL=[:] PDL [#myClickSwapMember]= [#comment: "Display which member on click?",#format: #graphic, #default: member "Pick your member"] PDL [#myOriginalMember]= [#comment: "Display which member on click-back ?(should be your Original)",#format: #graphic, #default: member "Pick your member"] PDL [#mylistname]= [#comment: "Choose the name of the glist from the Global List for Member Change behavior that coincides with this sprite:",#format: #symbol, #default: #glist] return PDL end On Click Member Change[#myClickSwapMember: [#comment: "Display which member on click?", #format: #graphic, #default: (member -1 of castLib 1)], #myOriginalMember: [#comment: "Display which member on click-back ?(should be your Original)", #format: #graphic, #default: (member -1 of castLib 1)], #mylistname: [#comment: "Choose the name of the glist from the Global List for Member Change behavior that coincides with this sprite:", #format: #symbol, #default: #gList]]73,>?. .XtcL` !R\!Rp!3!4!4 !3rcsLttt\h" \tt T*!&$%/#"8Rhjn! nx-1^K7 zT)u ]TVXX x  F  Bq JCVPJCVPKBVKdJDDCREECR!dJDDDCREEECReLLKCWCgBW  KBVJE KBVKaCWPE P?P!J#P"J$J% J$RJ%P$LP%J$J%P&JE JJ%b' JJ$b'JE KBV(  JE }_)RLJ*RLJ"3JdE JJ$b'dE JJ%b'eE PKBV:J&LJ"CW+RJdEJJ%Lb'dE JJ$Lb'e.,- J&&JdE KBVdE KBV eRJ/dA  AR*d RJ!?P!J!CW+J/ AReLJa'J$ KBV KBV0   KEBV KEBV 1KP_)P*2JE KBVKdE3)eE5E6E7E8E9CKCWp:a;CW4BWdE< eBWe=>&CRLEE@DEAEBECDEDDCCBW?LE$E@DEAE+ECAdEDEEEFAdCCBW?LE%E@DEAE+ECA(EDEEEFAdCCBW?LEE@DEAEBECDEDDDDCCBW?LE/E@D EAE+ECEDEEA EFA CCBW?LE#E@D EAE+ECAEDEEEFACCBW?LBWG##"$#(4PhInOut AutomaticClickMessageFade out (Only Choice)Maximum Fade ValueMinimum Fade Value 2Start automatically, when clicked, or by message?5Fade cycles (0 = one fade only, -1 = repeat forever) Time period for fade (seconds)trcsL\ \``~LH """c"I $... . 0<>>> 4@tvx<xJEKBWJJE BWJJCWJLb' CRLELE@DEAE+EDA AAA(A2AWhat is the name of the button member that appears on click?Pick your memberOWhat is the name of the button member on click-back ?(should be your Original)rcsL\\\\Q1EOEPACONEOEPACOREOEPACOSEOEPACOTNRST rcsL444\4\``L X =  JCWJLb' CRLELE@DEAE+EDA AAAA(A2ADisplay which member on click-back ?(should be your Original)nChoose the name of the glist from the Global List for Member Change behavior that coincides with this sprite:manLVBB^ beginSpriteresolve prepareFramemouseUp mInitializemUpdate mActivate mCheckCyclemFadeInmFadeOutmFademFadeActivateOutOnly isOKToAttachgetPropertyDescriptionListpFadedpAutomeinout automaticclickmessagereturnfindPosgetAtproplookup choiceslistpSpritesprite spriteNumpActiveoffpCompleteCyclespPeriod pPeriodBasepFadeMaxpFadeMin pFadeDiffblendvMax milliSecondspStartintegervElapsed vFadeDiffvMillispCycles vContinuevTargetvInOutgraphicgetPosanimGifbitmapflashtext vectorShapemembertypescript aSpriteType aSpriteNumsetaPropcommentformatstringdefaultrangeminmaxvPDList mouseEnter mouseLeave sendSprite mFadeActivateinitialfadelevelPDLgListmyOriginalMembermyClickSwapMember prepareMoviegList2gList3glist4 mouseDownmyglistreferenceglobals mylistnamevoidpalerthaltsetAtsymbolSREV AmuhT^ 11\ 0U00+++1 0Z+++V+1Z~66ZZ++VV11Z`Z6Z6Z6[2++VV+Z6T66Z06ZZ+1V11Z60Z6Z606+V+6066T66Z6Z++VV+1ZZ6Z0Z60Z7++VV[Z60Z66Z[+1V11660Z06Z1\\+V1\Z6[Z`++1V++[Z01+ +\V1\1\31V\\ \V\\+1+\VVV+++\V\VVV ++\\###+ ###+V\#1V\muhT  \bb\\b\\b\\b\b\b\b\b\b\\b\b\\b\\b\b\\\\+++\b\bb\\b\\bb\\b\ b\\b\\b\~\bb+\\b\ b\\b\~U\\\b\\b\b\\b\\\b\+\\]\b\\\~b\\Y///\[\\ b)++ҫ\b\U/)|YM WӁb\\֭ \\b\MV V\\b\b+YՉɏV4cb\\\)..-Y\b\\b\Y V-b]\b\\\SM-\\\b\bY +U+\\b\+Y/-/+b\\\ M++\b\\b\b\Y+\\bb\b\ T\b\\\b\\b\\b\\+b\\\b\b\b++++\b\\b\b\b\\b\\ VVV\\bb\b\\b\\b\b\\bb++\b\\\b\b\\b\ b\b\b\\\b\b\b\\b\ V\b\\b\b\b\b\\b\\b\bV\\bb\b\b\\b\b\b\\\\b\\b\b\\b\\b\b\\++VV\b\\b\b\\b\b\\b\b\\b\b\b\\b\\b\b\\b\ b\\b\\b\\b\\muhTD ,W{{{{W,1[{-[0W,,1 -[&V,%P{,,P{Ѧz,P,P\{\,Pс{\,V{,,I|\{,,{V%\ - {%,  0-    7,--,1[[NHN[1,{|z݉t|# # # * #***U*0H?#"HTT**U*V0H#H0**U* **T$?#"HTT**+U#$UUUUN1*U**0l#HTT#muhT \\  0Z  7V 00Zౄ0##0Z6~`  $ ``Z2 `1`ZԄ0G0` #]Z #0  Ԅ6 1+~172\ \7 1\ \ 17VV1V++1+\ 1 "# \ ###+##\# \     pamm-*XFIR֩pami W!pamm:LX!*YEKR;tSACF=tSAC42]FCRDTV<tSACfknuj"XtcLknuj D4)tSAC_n`fniCl<SREV ֗manLVxrcsLtnrcsLmuhTX4muhTO7tSACitSAC"oknuj,knuj<4knuj44 rcsL rcsLrcsL4rcsLĐmuhT^muhT PmuhTDbmuhTknujknujT knuj<<!*SAC&=knujknuj4|#$knujx&%knujt8'&knuj/'knujl1(