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Dominus Predator Sim.swf

This is the info page for
Flash #1285

(Click the ID number above for more basic data on this flash file.)


Text
<P ALIGN="LEFT"><FONT FACE="_sans" SIZE="12" COLOR="#000000"> </FONT></P>

DOMINUS

Predator sim

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Continue

!

WARNING!

This game contains highly graphic
illustrated images, coarse language,
and sexually explicit themes
including Bondage, S&M and Punishment.
It is higly recommended that any person who
may take offense to these does not
continue beyond this point.
All illustrated women are at legal age, according to
their original source's legal obligations.

You live in the dark alleys and backstreets, you work
underground trafficking drugs and weapons and you
do odd jobs as a hitman.
You are in your twenties, and have the seasoned body
of a rough upbringing. You're well known to the police
as a sexual predator, and your territory is being
scoured in an attempt to find you.
Your objective is to maintain your sexual satisfaction
through your attacks on women, whilst staying out
of the big house. Remember, you are working
underground, you must pay attention to everything
around you, and be careful not to rub the wrong
people the wrong way.

Your status menu can be accessed by clicking the
triangle button at the top of the screen.
The game does not save. Once your reputation
reaches zero, you've had it. You have 3 months, a
total of 92 days, to make your reputation as high
as possible.
Go to your hideout to rest and heal overnight.
[Or over-day as the case may be]
Get out there and make a name for youself.

MENU

MENU

HP >

RP >

Day No:

Day:

Cash:$

Girls:

Drugs:

Body:

Stash:$

HIDE

HIDE

100

200

MUSIC

LOOP ON

ALL OFF

Hideout

Park

CBD

Back-
streets

Uncle
Johnny's

Industrial
District

MAP

Next

Fight a member
of the Demons.

Fight a member
of the Bloodlust.

Fight a member
of the Yakuza.

OPPONENT
HP >

Fight Boss Ikari's
target.

15

200

1000000

Girls:

Reputation:

Score:

Original game concept by -Hazard-
Design and script by -HaZard-
Music:
Switchblade Symphony - Rain
Aphex Twin - Start as you mean to go on
Endorphin - Grey
Endorphin - Sex and Voilence
Artwork by various artists from games and
sites alike. -HaZard- takes absolutely no
credit for the rendition of any graphics.

Sound FX and other audio taken from various free Sound FX sites.

Special thanks to Klacid for scripting tuition.
Thankyou to all the testers.

I take you up like the sweetest angel.
I take you down like a whore...

Lyrics - Marilyn Manson

Try and earn more than 180-RP and fuck
at least 15 girls to access the bonus
features.

To access the bonus features, go to Uncle
Johnny's, and move you mouse cursor to the
extreme Bottom-left. There is a 1x1 pixel
button, that will lead you to the bonus menu.

Replay >

Try to earn at least 220 reputation and abduct
at least 15 girls to acess the bonus features.

Replay >

End

ActionScript [AS1/AS2]

Frame 2
if (PercentLoaded != 100) { gotoAndStop (1); }
Frame 4
stop();
Frame 5
stop();
Frame 6
stop();
Frame 7
stop(); var reputation = 20; var cash = 200; var week_pro = 1; var stash = 200; var armed = [true, false, false]; var gotgirl = false; var donegirls = 0; var write = "mmmmm-pie."; var body = "None"; var drugs = "Clean"; var energy = 100; var day = 1; var hit_mission = false; var spec_mission = 1; var drugs_hunt = false; var alleygirl = 0; var parkgirl = 0; var marketgirl = 0; var fight_active = false; var opp = 40; var week = "Sat";
Frame 9
stop();
Frame 10
stop(); var write = "You stand atop the building above your basement hideout. The city is again busy. You may see the Quartet in their chambers to work for your reputation, or go to the market and search for fresh girls."; var writeopt1 = "Work for crime Lords."; var writeopt2 = "Central Markets."; var writeopt3 = "";
Frame 11
stop(); var write = "You walk like a ghost throughout the dark backstreets of the city. From here you can wait for girls in the alleys, or go underground to earn money and reputation in fighting clubs."; var writeopt1 = "Wait in the Alleys."; var writeopt2 = "Go fight underground."; var writeopt3 = "";
Frame 12
stop(); var write = "You walk stealthily in the shadows of your local park. Couples stroll, and young girls mope in a lonely daze. You can attempt to abduct a girl, or see Simon, your criminal info source."; var writeopt1 = "Attempt abduction."; var writeopt2 = "See what Simon says."; var writeopt3 = "";
Frame 13
stop(); var write = "The pawn shop owned by John outside of town is well known to you and criminals. Respecting his profession, you don't disclose his identity. He sells under the counter weapons and gives you advice."; var writeopt1 = "Purchase weapon."; var writeopt2 = "Ask for tips."; var writeopt3 = "";
Frame 14
stop(); var write = "You stand across the sreet from the hard-working network of industries that supports your city. You can hide bodies in warehouses here, or pick up drugs to deliver."; var writeopt1 = "Dump body."; var writeopt2 = "Collect drugs."; var writeopt3 = "";
Frame 15
stop(); var write = "This is your hideout. You have renovated an abandoned basement and it is now your comfortable home. Here you may store cash, or have sex with your girl. Click 'map' to leave your hideout."; var writeopt1 = "Manage stash."; var writeopt2 = "Fuck girl."; var writeopt3 = "Rest.";
Frame 16
stop();
Frame 17
stop(); if ((day < 31) && (mission_start == true)) { var spec_mission = 1; } if (((day >= 31) && (day < 61)) && (mission_start == true)) { var spec_mission = 2; } if ((day >= 61) && (mission_start == true)) { var spec_mission = 3; } var energy = (energy - 40); var write = "You stand before the masters of the organized crime in your network. Choose who you want to work for, and they'll decide if you are good enough."; var writeopt1 = ""; var writeopt2 = ""; var writeopt3 = "";
Frame 18
stop(); var write = "Will you accept a drug running mission from Boss Sakura?"; var writeopt1 = ""; var writeopt2 = "Yes."; var writeopt3 = "";
Frame 19
stop(); var write = "Will you accept a hit mission from Boss Ikari?"; var writeopt1 = ""; var writeopt2 = "Yes."; var writeopt3 = "";
Frame 20
stop(); var write = "Will you accept a special mission from Boss Sagara?"; var writeopt1 = ""; var writeopt2 = "Yes."; var writeopt3 = "";
Frame 21
stop(); var write = "Will you buy one of Boss Haga's roses?"; var writeopt1 = ""; var writeopt2 = "Yes."; var writeopt3 = "";
Frame 22
stop(); var write = "You are required to collect a load of fizz from the warehouse. A shipment of mine is in. You will need to bribe the gaurd to get to the stash. Click me to begin."; var writeopt1 = ""; var writeopt2 = ""; var writeopt3 = "";
Frame 23
stop(); if (reputation < 51) { var write = "You might know who I am, but I'll be a monkey's fucking uncle if I've seen your worthless face around here before. Click me to get out"; var writeopt1 = ""; var writeopt2 = ""; var writeopt3 = ""; } if (reputation > 50) { var write = "I'm gonna need you to take out this pest in the back streets. There's always someone causing trouble. Remuneration will be paid back here in cash, as per standard. Click me to get started."; } var writeopt1 = ""; var writeopt2 = ""; var writeopt3 = "";
Frame 24
stop(); if (spec_mission == 0) { var write = "Sorry, I have nothing for you to do right now. Click me to go."; } if (spec_mission == 1) { var write = "I have a special job for you today. You are to escort my son to the strip club. It is his first time, and I'm busy here. He needs a regular such as yourself to show him around to the good chicks. Click me to set off."; } if (spec_mission == 2) { var write = "It's time for you to do another little job for me. You see there is this old house a short distance from here, some friends of mine are being held hostage there. I'll give you the ransom money for it. Click me to go."; } if (spec_mission == 3) { var write = "This is the last mission I will send you on. I'm sending you to a yard where a large shipment of my stock is coming in to be redirected. I want you to oversee its safe departure. Click me to start."; } var writeopt1 = ""; var writeopt2 = ""; var writeopt3 = "";
Frame 25
stop(); if (reputation < 101) { var write = "I'm afraid even I, the man who hears everything, haven't heard much about you. Your reputation is much lower than its potential...I can help you with that. Click me to leave."; var writeopt1 = "$1,000[Good word]"; var writeopt2 = "$500..[Small bribe]"; var writeopt3 = "$2,000[Buy Girl]"; } else if (reputation > 100) { var write = "So you've come to do busines...Good man. I like money, and I love schoolgirls. Hehehe. I can help you build your reputation more. Click me to leave."; var writeopt1 = "$1,000[Good word]"; var writeopt2 = "$500..[Small bribe]"; var writeopt3 = "$2,000[Buy Girl]"; }
Frame 26
stop();
Frame 27
stop();
Frame 28
stop();
Frame 29
stop();
Frame 30
stop(); var write = "You see a girl. Very pretty and all alone. It would take a second to have her. Hopefully she won't make a lot of hassle."; var writeopt1 = "Abduct girl."; var writeopt2 = "Give it a miss."; var wroteopt3 = "";
Frame 31
stop(); var write = "Tonight the alley is dead quiet. It's doubtful that anything will happen."; var writeopt1 = ""; var writeopt2 = "Go back to town."; var wroteopt3 = "";
Frame 32
stop(); var write = " You chase the girl and she makes a run for it. Your experience helps you chase her in a corner, where she is only a sedative away."; var writeopt1 = ""; var writeopt2 = "Go to hideout."; var writeopt3 = "";
Frame 33
stop(); var write = "Shit! The cops cut you off! The bastards must have been called by a resident. That bitch made so much noise!"; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = "";
Frame 34
stop(); var write = "Too bad, you made a gamble that you lost. Now you've lost 3 days to prison, and you have no cash or weapons on you. Go back to your hideout and recooperate."; var writeopt1 = ""; var writeopt2 = "Leave Prison"; var writeopt3 = "";
Frame 35
stop(); var write = "This time you screwed up big. You were caught with a body. You lose 2 weeks and your stash is cleaned out by the cops. Lucky for you, uncle Johnny is willing to pay your bail."; var writeopt1 = ""; var writeopt2 = "Leave Prison."; var writeopt3 = "";
Frame 36
stop(); var write = "You see a young woman atop the park bridge. She appears to be staring at you. Thinking quickly, you make a noise like a cat. The girl walks slowly away acroos to the other side of the bridge."; var writeopt1 = "Ambush her."; var writeopt2 = "Leave the park."; var writeopt3 = "";
Frame 37
stop(); var write = "The park is silent, there is no-one as far as you can see. You are accompanied only by the gentle whispers of the trees in the wind."; var writeopt1 = ""; var writeopt2 = "Leave the Park."; var writeopt3 = "";
Frame 38
stop(); var write = "You see the girl standing under a streetlight, she appears to be searching through her bag. You take the time to hide in the bush. She then walks past toward the park exit, where she falls to your Chloroform."; var writeopt1 = ""; var writeopt2 = "Go to Hideout."; var writeopt3 = "";
Frame 39
stop(); var write = "You walk around the corner with Chloroform ready, right into the officer on patrol. He takes you down, then downtown."; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = "";
Frame 40
stop(); var write = "A weapon can mean the difference between winning and losing a fight. You don't have to pay for the Crow Bar because Johnny has been like a father to you, and he is glad to help. Make your selection."; var writeopt3 = "Crow Bar."; var writeopt1 = "Bowie Knife."; var writeopt2 = "Hand Gun.";
Frame 41
stop(); var write = "A short distance from the warehouse zone, there is wasteland. This is where you dump any trash you may be carrying."; var writeopt1 = "Throw body."; var writeopt2 = "Head back."; var writeopt3 = "";
Frame 42
stop(); var write = "You feel a searing pain on the back of your skull, the night stick of the cop who saw you tresspassing in this area. Hopefully, he won't see the body."; var writeopt2 = "Continue.";
Frame 43
stop(); var write = "You can add or take money from your stash at your hideout. Remember, if it's not in your wallet, it can't be stolen from you."; var writeopt3 = "Deposit $100"; var writeopt1 = "Withdraw $100"; var writeopt2 = "Back";
Frame 44
stop(); var write = "There is a delicious looking vixen on the path. You take the time to observe her for a while, as she buys her goods without the slightest clue that she is being appreciated."; var writeopt1 = "Collect her goods."; var writeopt2 = "Not today."; var writeopt3 = "";
Frame 45
stop(); var write = "Plenty of shoppers as usual, but sadly, no girls are out tonight. In disappointment, you pick off several snacks as you walk around."; var writeopt1 = ""; var writeopt2 = "Leave market"; var writeopt3 = "";
Frame 46
stop(); var write = "Ducking behind a stall as she walks past, you are quick to cover her mouth and pull her behind the main shopping area. As she falls against a wall, you have a cloth sack over her eyes, and she is over your shoulder."; var writeopt1 = ""; var writeopt2 = "Go to Hideout"; var writeopt3 = "";
Frame 47
stop(); var write = "You grab the girl and duck back into the alley behind the stalls. Unfortunately your eyes have not served you well today, and undercover cop has been trailing you from the moment you laid eyes on the girl."; var writeopt2 = "Continue."; var writeopt1 = ""; var writeopt3 = "";
Frame 48
stop(); GirlPics.gotoAndPlay(which_girl); var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = "";
Frame 49
stop(); var write = "Here you can select an opponent to fight for money. People place bets and gamble like this regularly. You can win $100, $300, or $500, based on who you choose to fight. This is where having good weapons will pay off."; var writeopt3 = "Use Crowbar"; var writeopt1 = "Use Knife"; var writeopt2 = "Use Gun";
Frame 50
stop(); var write = "This is Simon's business spot. He will give you the odds of success for your daily actions...for a small fee of course. Also, even if you already know it, he will charge for the info."; var writeopt1 = "Talk to Simon [$100]."; var writeopt2 = "Leave park.";
Frame 51
stop(); var write = "You enter the warehouse and look around. You see workers moving materials, wooden beams and a few palettes. There is nothing benefitial here for you right now."; var writeopt1 = ""; var writeopt2 = "Leave Warehouse."; var writeopt3 = "";
Frame 52
stop(); var write = "What are you doing here? You don't look like one of the nightshift workers. Piss off, you're tresspassing."; var writeopt1 = "Bribe Guard. [$200]"; var writeopt2 = "Leave Warehouse."; var writeopt3 = "";
Frame 53
stop(); var write = "What the Fuck!?! That's a body you're carrying there, pal! You're going down you sick piece of shit!"; var writeopt1 = ""; var writeopt2 = "Continue."; var Writeopt3 = "";
Frame 54
stop(); var write = "Alright, pal. I'm heading out for a smoke, you'd better be gone by the time I get back."; var writeopt1 = ""; var writeopt2 = "Pick up drugs."; var Writeopt3 = "";
Frame 55
stop(); var write = "The guard steps out for a few minutes, you take the time to head to the palette where you know Boss Sakura's delivery is hidden."; var writeopt1 = ""; var writeopt2 = "Leave with drugs."; var Writeopt3 = "";
Frame 56
stop(); var write = "Knowing the dangers of carrying drugs, you make a B-line directly back to Boss Sakura for your payment."; var writeopt1 = ""; var writeopt2 = "Boss Sagara."; var writeopt3 = "";
Frame 57
stop(); var write = "Good work. I shall now distribute this. Your cut in advance is $600. See me again if you want to collect more."; var writeopt1 = ""; var writeopt2 = "Leave."; var writeopt3 = "";
Frame 58
stop(); var write = "After 3 days of recovery, you feel ready to leave your hideout. The bastards also took your weapons and cash once you passed out."; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = "";
Frame 59
stop(); var write = "This time, you bit off more than you could chew. After the immense pain, the world dims, as you feel yourself blacking out."; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = ""; var energy = 0;
Frame 60
stop(); var write = "This is the target that Boss Ikari has set for you this time."; var writeopt3 = "Use Crowbar"; var writeopt1 = "Use Knife"; var writeopt2 = "Use Gun";
Frame 61
stop(); var write = "After your attack, your opponent falls to the ground. You shoulder the body, and head back to Boss Ikari."; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = ""; var hit_mission = false;
Frame 62
stop(); var write = "Thanks fot that, kid. I see you have done well. Here's your $500. I'll spread a good word for you."; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = "";
Frame 63
stop(); var write = "Go and get yourself some weapons if you want to do that."; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = "";
Frame 64
stop();
Frame 65
stop(); var write = "Well, it looks like it's time for us to decide how useful you are to us. Step through that door over there to see how well you did."; var writeopt1 = ""; var writeopt2 = "Go through door."; var writeopt3 = "";
Frame 66
stop(); var write = "You walk in, the room has an eerie silence. You then hear the voices of the Quartet. There is silence again. Then..."; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = "";
Frame 67
stop(); var write = "You hear the voices of the quartet. Sakura: You have not proven yourself the master of crime we thought you were, although you are not useless. We are prepared to let you live."; var writeopt1 = ""; var writeopt2 = "Final Score."; var writeopt3 = "";
Frame 68
stop(); var write = "You hear the Quartet talking lowly. Then you are addressed. Sakura:- Well done. We hold your talents in high regard. We are prepared to have you work for us permanently."; var writeopt1 = ""; var writeopt2 = "Accept."; var writeopt3 = "";
Frame 69
stop(); var write = "You have been assassinated. You couldn't cut it. Your reputation or girl count was too low. You need to work a lot harder next time you play."; var writeopt1 = ""; var writeopt2 = "Final Score."; var writeopt3 = "";
Frame 70
stop(); var write = "CONGRATULATIONS!!! You have done well enough to earn the bonus features! When at Uncle Johnny's, roll over the extreme bottom left of the screen. You will find a 1X1 pixel bonuses button!"; var writeopt1 = ""; var writeopt2 = "Final Score."; var writeopt3 = "";
Frame 71
stop(); var write = "Sorry you didn't do so well. Please play again."; var writeopt1 = ""; var writeopt2 = "Continue."; var writeopt3 = "";
Frame 72
stop();
Frame 74
stop(); var tscore = (donegirls * reputation); var writeopt2 = "Continue."; var write = ""; var writeopt1 = ""; var writeopt3 = "";
Frame 75
stop(); stop();
Frame 80
stop(); var write = "Congratulations on finding the bonus content, boy. Click that button check it out."; var writeopt1 = ""; var writeopt2 = "Check it out."; var writeopt3 = "";
Frame 81
stop(); var write = "Please select which bonus you want to do."; var writeopt1 = "Slideshow."; var writeopt2 = "Game slogans."; var writeopt3 = "Bash-Man.";
Frame 82
stop();
Frame 83
stop();
Frame 84
stop();
Frame 85
stop(); var write = "So you've come to do busines...Good man. I like money, and I love schoolgirls. Hehehe. I can help you build your reputation more. Click me to leave."; var writeopt1 = "$1,000[Good word]"; var writeopt2 = "$500..[Small bribe]"; var writeopt3 = "$2,000[Buy Girl]";
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(enabledFlag) : true); this.tabEnabled = (this.focusEnabled = enabledFlag); if ((!this.enable) && (this.focused)) { Selection.setFocus(undefined); } }; FUIComponentClass.prototype.getEnabled = function () { return(this.enable); }; FUIComponentClass.prototype.setSize = function (w, h) { this.width = w; this.height = h; this.focusRect.removeMovieClip(); }; FUIComponentClass.prototype.setChangeHandler = function (chng, obj) { this.handlerObj = ((obj == undefined) ? (this._parent) : (obj)); this.changeHandler = chng; }; FUIComponentClass.prototype.invalidate = function (methodName) { this.methodTable[methodName] = true; this.onEnterFrame = this.cleanUI; }; FUIComponentClass.prototype.cleanUI = function () { if (this.methodTable.setSize) { this.setSize(this.width, this.height); } else { this.cleanUINotSize(); } this.methodTable = new Object(); delete this.onEnterFrame; }; FUIComponentClass.prototype.cleanUINotSize = function () { for (var funct in this.methodTable) { this[funct](); } }; FUIComponentClass.prototype.drawRect = function (x, y, w, h) { var inner = this.styleTable.focusRectInner.value; var outer = this.styleTable.focusRectOuter.value; if (inner == undefined) { inner = 16777215 /* 0xFFFFFF */; } if (outer == undefined) { outer = 0; } this.createEmptyMovieClip("focusRect", 1000); this.focusRect.controller = this; this.focusRect.lineStyle(1, outer); this.focusRect.moveTo(x, y); this.focusRect.lineTo(x + w, y); this.focusRect.lineTo(x + w, y + h); this.focusRect.lineTo(x, y + h); this.focusRect.lineTo(x, y); this.focusRect.lineStyle(1, inner); this.focusRect.moveTo(x + 1, y + 1); this.focusRect.lineTo((x + w) - 1, y + 1); this.focusRect.lineTo((x + w) - 1, (y + h) - 1); this.focusRect.lineTo(x + 1, (y + h) - 1); this.focusRect.lineTo(x + 1, y + 1); }; FUIComponentClass.prototype.pressFocus = function () { this.tabFocused = false; this.focusRect.removeMovieClip(); Selection.setFocus(this); }; FUIComponentClass.prototype.drawFocusRect = function () { this.drawRect(-2, -2, this.width + 4, this.height + 4); }; FUIComponentClass.prototype.myOnSetFocus = function () { this.focused = true; Key.addListener(this.keyListener); if (this.tabFocused) { this.drawFocusRect(); } }; FUIComponentClass.prototype.myOnKillFocus = function () { this.tabFocused = true; this.focused = false; this.focusRect.removeMovieClip(); Key.removeListener(this.keyListener); }; FUIComponentClass.prototype.executeCallBack = function () { this.handlerObj[this.changeHandler](this); }; FUIComponentClass.prototype.updateStyleProperty = function (styleFormat, propName) { this.setStyleProperty(propName, styleFormat[propName], styleFormat.isGlobal); }; FUIComponentClass.prototype.setStyleProperty = function (propName, value, isGlobal) { if (value == "") { return(undefined); } var tmpValue = parseInt(value); if (!isNaN(tmpValue)) { value = tmpValue; } var global = ((arguments.length > 2) ? (isGlobal) : false); if (this.styleTable[propName] == undefined) { this.styleTable[propName] = new Object(); this.styleTable[propName].useGlobal = true; } if (this.styleTable[propName].useGlobal || (!global)) { this.styleTable[propName].value = value; if (this.setCustomStyleProperty(propName, value)) { } else if (propName == "embedFonts") { this.invalidate("setSize"); } else if (propName.subString(0, 4) == "text") { if (this.textStyle == undefined) { this.textStyle = new TextFormat(); } var textProp = propName.subString(4, propName.length); this.textStyle[textProp] = value; this.invalidate("setSize"); } else { for (var j in this.styleTable[propName].coloredMCs) { var myColor = new Color(this.styleTable[propName].coloredMCs[j]); if (this.styleTable[propName].value == undefined) { var myTObj = {ra:"100", rb:"0", ga:"100", gb:"0", ba:"100", bb:"0", aa:"100", ab:"0"}; myColor.setTransform(myTObj); } else { myColor.setRGB(value); } } } this.styleTable[propName].useGlobal = global; } }; FUIComponentClass.prototype.registerSkinElement = function (skinMCRef, propName) { if (this.styleTable[propName] == undefined) { this.styleTable[propName] = new Object(); this.styleTable[propName].useGlobal = true; } if (this.styleTable[propName].coloredMCs == undefined) { this.styleTable[propName].coloredMCs = new Object(); } this.styleTable[propName].coloredMCs[skinMCRef] = skinMCRef; if (this.styleTable[propName].value != undefined) { var myColor = new Color(skinMCRef); myColor.setRGB(this.styleTable[propName].value); } }; _global.FStyleFormat = function () { this.nonStyles = {listeners:true, isGlobal:true, isAStyle:true, addListener:true, removeListener:true, nonStyles:true, applyChanges:true}; this.listeners = new Object(); this.isGlobal = false; if (arguments.length > 0) { for (var i in arguments[0]) { this[i] = arguments[0][i]; } } }; _global.FStyleFormat.prototype = new Object(); FStyleFormat.prototype.addListener = function () { var arg = 0; while (arg < arguments.length) { var mcRef = arguments[arg]; this.listeners[arguments[arg]] = mcRef; for (var i in this) { if (this.isAStyle(i)) { mcRef.updateStyleProperty(this, i.toString()); } } arg++; } }; FStyleFormat.prototype.removeListener = function (component) { this.listeners[component] = undefined; for (var prop in this) { if (this.isAStyle(prop)) { if (component.styleTable[prop].useGlobal == this.isGlobal) { component.styleTable[prop].useGlobal = true; var value = (this.isGlobal ? undefined : (globalStyleFormat[prop])); component.setStyleProperty(prop, value, true); } } } }; FStyleFormat.prototype.applyChanges = function () { var count = 0; for (var i in this.listeners) { var component = this.listeners[i]; if (arguments.length > 0) { var j = 0; while (j < arguments.length) { if (this.isAStyle(arguments[j])) { component.updateStyleProperty(this, arguments[j]); } j++; } } else { for (var j in this) { if (this.isAStyle(j)) { component.updateStyleProperty(this, j.toString()); } } } } }; FStyleFormat.prototype.isAStyle = function (name) { return((this.nonStyles[name] ? false : true)); }; #endinitclip
Symbol 38 MovieClip [FBoundingBoxSymbol] Frame 1
var component = _parent; component.registerSkinElement(boundingBox, "background"); stop();
Symbol 38 MovieClip [FBoundingBoxSymbol] Frame 2
component.registerSkinElement(boundingBox2, "backgroundDisabled"); stop();
Symbol 41 MovieClip [FPushButtonSymbol] Frame 1
#initclip 3 function FPushButtonClass() { this.init(); } FPushButtonClass.prototype = new FUIComponentClass(); Object.registerClass("FPushButtonSymbol", FPushButtonClass); FPushButtonClass.prototype.init = function () { super.setSize(this._width, this._height); this.boundingBox_mc.unloadMovie(); this.attachMovie("fpb_states", "fpbState_mc", 1); this.attachMovie("FLabelSymbol", "fLabel_mc", 2); this.attachMovie("fpb_hitArea", "fpb_hitArea_mc", 3); super.init(); this.btnState = false; this.setClickHandler(this.clickHandler); this._xscale = 100; this._yscale = 100; this.setSize(this.width, this.height); if (this.label != undefined) { this.setLabel(this.label); } this.ROLE_SYSTEM_PUSHBUTTON = 43; this.STATE_SYSTEM_PRESSED = 8; this.EVENT_OBJECT_STATECHANGE = 32778; this.EVENT_OBJECT_NAMECHANGE = 32780; this._accImpl.master = this; this._accImpl.stub = false; this._accImpl.get_accRole = this.get_accRole; this._accImpl.get_accName = this.get_accName; this._accImpl.get_accState = this.get_accState; this._accImpl.get_accDefaultAction = this.get_accDefaultAction; this._accImpl.accDoDefaultAction = this.accDoDefaultAction; }; FPushButtonClass.prototype.setHitArea = function (w, h) { var hit = this.fpb_hitArea_mc; this.hitArea = hit; hit._visible = false; hit._width = w; hit._height = ((arguments.length > 1) ? (h) : (hit._height)); }; FPushButtonClass.prototype.setSize = function (w, h) { w = ((w < 6) ? 6 : (w)); if (arguments.length > 1) { if (h < 6) { h = 6; } } super.setSize(w, h); this.setLabel(this.getLabel()); this.arrangeLabel(); this.setHitArea(w, h); this.boundingBox_mc._width = w; this.boundingBox_mc._height = h; this.drawFrame(); if (this.focused) { super.myOnSetFocus(); } this.initContentPos("fLabel_mc"); }; FPushButtonClass.prototype.arrangeLabel = function () { var label = this.fLabel_mc; var h = this.height; var w = (this.width - 2); var b = 1; this.fLabel_mc.setSize(w - (b * 4)); label._x = b * 3; label._y = (h / 2) - (label._height / 2); }; FPushButtonClass.prototype.getLabel = function () { return(this.fLabel_mc.labelField.text); }; FPushButtonClass.prototype.setLabel = function (label) { this.fLabel_mc.setLabel(label); this.txtFormat(); this.arrangeLabel(); if (Accessibility.isActive()) { Accessibility.sendEvent(this, 0, this.EVENT_OBJECT_NAMECHANGE); } }; FPushButtonClass.prototype.getEnabled = function () { return(this.enabled); }; FPushButtonClass.prototype.setEnabled = function (enable) { if (enable || (enable == undefined)) { this.gotoFrame(1); this.drawFrame(); this.flabel_mc.setEnabled(true); this.enabled = true; super.setEnabled(true); } else { this.gotoFrame(4); this.drawFrame(); this.flabel_mc.setEnabled(false); this.enabled = false; super.setEnabled(false); } }; FPushButtonClass.prototype.txtFormat = function () { var txtS = this.textStyle; var sTbl = this.styleTable; txtS.align = ((sTbl.textAlign.value == undefined) ? ((txtS.align = "center")) : undefined); txtS.leftMargin = ((sTbl.textLeftMargin.value == undefined) ? ((txtS.leftMargin = 1)) : undefined); txtS.rightMargin = ((sTbl.textRightMargin.value == undefined) ? ((txtS.rightMargin = 1)) : undefined); if (this.fLabel_mc._height > this.height) { super.setSize(this.width, this.fLabel_mc._height); } else { super.setSize(this.width, this.height); } this.fLabel_mc.labelField.setTextFormat(this.textStyle); this.setEnabled(this.enable); }; FPushButtonClass.prototype.drawFrame = function () { var b = 1; var x1 = 0; var y1 = 0; var x2 = this.width; var y2 = this.height; var mc_array = ["up_mc", "over_mc", "down_mc", "disabled_mc"]; var frame = mc_array[this.fpbState_mc._currentframe - 1]; var mc = "frame"; var i = 0; while (i < 6) { x1 = x1 + ((i % 2) * b); y1 = y1 + ((i % 2) * b); x2 = x2 - (((i + 1) % 2) * b); y2 = y2 - (((i + 1) % 2) * b); var w = (Math.abs(x1 - x2) + (2 * b)); var h = (Math.abs(y1 - y2) + (2 * b)); this.fpbState_mc[frame][mc + i]._width = w; this.fpbState_mc[frame][mc + i]._height = h; this.fpbState_mc[frame][mc + i]._x = x1 - b; this.fpbState_mc[frame][mc + i]._y = y1 - b; i++; } }; FPushButtonClass.prototype.setClickHandler = function (chng, obj) { this.handlerObj = ((arguments.length < 2) ? (this._parent) : (obj)); this.clickHandler = chng; }; FPushButtonClass.prototype.executeCallBack = function () { this.handlerObj[this.clickHandler](this); }; FPushButtonClass.prototype.initContentPos = function (mc) { this.incrVal = 1; this.initx = this[mc]._x - (this.getBtnState() * this.incrVal); this.inity = this[mc]._y - (this.getBtnState() * this.incrVal); this.togx = this.initx + this.incrVal; this.togy = this.inity + this.incrVal; }; FPushButtonClass.prototype.setBtnState = function (state) { this.btnState = state; if (state) { this.fLabel_mc._x = this.togx; this.fLabel_mc._y = this.togy; } else { this.fLabel_mc._x = this.initx; this.fLabel_mc._y = this.inity; } }; FPushButtonClass.prototype.getBtnState = function () { return(this.btnState); }; FPushButtonClass.prototype.myOnSetFocus = function () { this.focused = true; super.myOnSetFocus(); }; FPushButtonClass.prototype.onPress = function () { this.pressFocus(); this.fpbState_mc.gotoAndStop(3); this.drawFrame(); this.setBtnState(true); if (Accessibility.isActive()) { Accessibility.sendEvent(this, 0, this.EVENT_OBJECT_STATECHANGE, true); } }; FPushButtonClass.prototype.onRelease = function () { this.fpbState_mc.gotoAndStop(2); this.drawFrame(); this.executeCallBack(); this.setBtnState(false); if (Accessibility.isActive()) { Accessibility.sendEvent(this, 0, this.EVENT_OBJECT_STATECHANGE, true); } }; FPushButtonClass.prototype.onRollOver = function () { this.fpbState_mc.gotoAndStop(2); this.drawFrame(); }; FPushButtonClass.prototype.onRollOut = function () { this.fpbState_mc.gotoAndStop(1); this.drawFrame(); }; FPushButtonClass.prototype.onReleaseOutside = function () { this.setBtnState(false); this.fpbState_mc.gotoAndStop(1); this.drawFrame(); }; FPushButtonClass.prototype.onDragOut = function () { this.setBtnState(false); this.fpbState_mc.gotoAndStop(1); this.drawFrame(); }; FPushButtonClass.prototype.onDragOver = function () { this.setBtnState(true); this.fpbState_mc.gotoAndStop(3); this.drawFrame(); }; FPushButtonClass.prototype.myOnKeyDown = function () { if ((Key.getCode() == 32) && (this.pressOnce == undefined)) { this.onPress(); this.pressOnce = 1; } }; FPushButtonClass.prototype.myOnKeyUp = function () { if (Key.getCode() == 32) { this.onRelease(); this.pressOnce = undefined; } }; FPushButtonClass.prototype.get_accRole = function (childId) { return(this.master.ROLE_SYSTEM_PUSHBUTTON); }; FPushButtonClass.prototype.get_accName = function (childId) { return(this.master.getLabel()); }; FPushButtonClass.prototype.get_accState = function (childId) { if (this.pressOnce) { return(this.master.STATE_SYSTEM_PRESSED); } return(this.master.STATE_SYSTEM_DEFAULT); }; FPushButtonClass.prototype.get_accDefaultAction = function (childId) { return("Press"); }; FPushButtonClass.prototype.accDoDefaultAction = function (childId) { this.master.onPress(); this.master.onRelease(); }; #endinitclip boundingBox_mc._visible = false; deadPreview._visible = false;
Symbol 56 MovieClip Frame 1
fscommand ("trapallkeys", "false"); _root.stop(); _root.PercentLoaded = (_root.getBytesLoaded() / _root.getBytesTotal()) * 100; if (_root.PercentLoaded == 100) { _root.gotoandplay(4); } fscommand ("showmenu", "false");
Symbol 56 MovieClip Frame 2
gotoAndPlay (1);
Symbol 64 Button
on (release) { play(); }
Symbol 85 Button
on (release) { gotoAndPlay (2); }
Symbol 101 Button
on (release) { gotoAndPlay (1); }
Symbol 114 MovieClip Frame 1
if (_root.armed[0] == false) { play(); } else { gotoAndPlay (3); }
Symbol 114 MovieClip Frame 2
gotoAndPlay (1);
Symbol 114 MovieClip Frame 3
if (_root.armed[0] == false) { gotoAndPlay (1); } else { play(); }
Symbol 114 MovieClip Frame 4
gotoAndPlay (3);
Symbol 117 MovieClip Frame 1
if (_root.armed[1] == false) { play(); } else { gotoAndPlay (3); }
Symbol 117 MovieClip Frame 2
gotoAndPlay (1);
Symbol 117 MovieClip Frame 3
if (_root.armed[1] == false) { gotoAndPlay (1); } else { play(); }
Symbol 117 MovieClip Frame 4
gotoAndPlay (1);
Symbol 120 MovieClip Frame 1
if (_root.armed[2] == false) { play(); } else { gotoAndPlay (3); }
Symbol 120 MovieClip Frame 2
gotoAndPlay (1);
Symbol 120 MovieClip Frame 3
if (_root.armed[2] == false) { gotoAndPlay (1); } else { play(); }
Symbol 120 MovieClip Frame 4
gotoAndPlay (3);
Symbol 121 MovieClip Frame 1
stop();
Symbol 121 MovieClip Frame 2
stop();
Symbol 126 MovieClip Frame 10
stop();
Symbol 127 Button
on (release) { play(); }
Symbol 130 MovieClip Frame 10
stop();
Symbol 133 Button
on (release) { gotoAndPlay (1); }
Symbol 134 MovieClip Frame 2
stop();
Symbol 134 MovieClip Frame 3
stop();
Symbol 136 MovieClip Frame 1
stop(); _root.week = "Sat";
Symbol 136 MovieClip Frame 2
stop(); _root.week = "Sun";
Symbol 136 MovieClip Frame 3
stop(); _root.week = "Mon";
Symbol 136 MovieClip Frame 4
stop(); _root.week = "Tue";
Symbol 136 MovieClip Frame 5
stop(); _root.week = "Wed";
Symbol 136 MovieClip Frame 6
stop(); _root.week = "Thu";
Symbol 136 MovieClip Frame 7
stop(); _root.week = "Fri";
Symbol 148 Button
on (release) { _root.gotoAndPlay(15); }
Symbol 153 Button
on (release) { _root.gotoAndPlay(12); }
Symbol 158 Button
on (release) { _root.gotoandplay(10); }
Symbol 163 Button
on (release) { if (_root.hit_mission == true) { _root.gotoAndPlay(60); } else { _root.gotoAndPlay(11); } }
Symbol 168 Button
on (release) { _root.gotoAndPlay(13); }
Symbol 173 Button
on (release) { _root.gotoAndPlay(14); }
Symbol 174 MovieClip Frame 1
stop();
Symbol 184 Button
on (press) { var marketgirl = random(5); } on (release) { if (energy < 20) { var write = "You can't go there, you are too tired. Go to your Hideout and rest."; } else if ((marketgirl == 2) && (energy > 19)) { gotoAndPlay (44); var energy = (energy - 20); } else if (energy > 19) { gotoAndPlay (45); var energy = (energy - 20); } }
Symbol 185 Button
on (release) { if (energy < 20) { var write = "You are too tired to do this. Go to your Hideout and rest."; } if (energy > 19) { var energy = (energy - 20); gotoAndPlay (17); } }
Symbol 196 Button
on (release) { gotoAndStop (9); }
Symbol 199 Button
on (release) { if (energy < 20) { var write = "You can't do this, you are too tired. Go to your Hideout and rest."; } else if (((_root.armed[0] == false) && (_root.armed[1] == false)) && (_root.armed[2] == false)) { var write = "You are not armed! You can't fight until you acquire a weapon."; } else { gotoAndPlay (49); var energy = (energy - 20); } }
Symbol 200 Button
on (press) { var alleygirl = random(5); } on (release) { if (energy < 20) { var write = "You are too tired to go there. Go to your Hideout and rest."; } else if (alleygirl == 2) { gotoAndPlay (30); var energy = (energy - 20); } else { gotoAndPlay (31); var energy = (energy - 20); } }
Symbol 204 Button
on (release) { if (energy < 20) { var write = "You are too tired go to see him. Go to your hideout and rest."; } else { gotoAndPlay (50); var energy = (energy - 20); } }
Symbol 205 Button
on (press) { var parkgirl = random(5); } on (release) { if (energy < 20) { var write = "You can't because you are too tired. Go to your hideout and rest."; } else if (parkgirl == 2) { gotoAndPlay (36); var energy = (energy - 20); } else { gotoAndPlay (37); var energy = (energy - 20); } }
Symbol 228 Button
on (release) { var writeopt3 = ""; if (energy < 20) { var write = "We'll talk later, boy. For now, go home and rest, you look like shit."; } else { if (reputation < 51) { var write = "'Keep building up that reputation boy, you may not be able to get by without it.'"; var energy = (energy - 20); } if ((reputation > 50) && (reputation < 126)) { var write = "'Not bad, boy. Now don't forget to save money, you never know when you might get busted. Simon is good with odds, he might be able to tell you how likely it is'"; var energy = (energy - 20); } if ((reputation > 100) && (reputation < 125)) { var write = "'I'm hearing a lot of talk about you, boy. Good work. I think you should be alright if you have around 30n days left of your probation.'"; var energy = (energy - 20); } } }
Symbol 229 Button
on (release) { if (energy < 20) { var write = "Geez, boy. You look beat. Go home and get some rest."; } else { gotoAndPlay (40); var energy = (energy - 20); } }
Symbol 231 Button
on (release) { gotoAndPlay (80); }
Symbol 235 Button
on (release) { if (energy < 20) { var write = "You are too tired for that. Go to your hideout and rest."; } else if ((drugs_hunt == true) && (_root.body == "Carrying")) { var energy = (energy - 20); gotoAndPlay (53); } else if (drugs_hunt == false) { var energy = (energy - 20); gotoAndPlay (51); } else if (drugs_hunt == true) { var energy = (energy - 20); gotoAndPlay (52); } }
Symbol 236 Button
on (release) { if (energy < 20) { var write = "You are too tired to do this. Go to your Hideout and rest first."; } else { gotoAndPlay (41); var energy = (energy - 20); } }
Symbol 240 MovieClip Frame 1
stop();
Symbol 241 Button
on (press) { var which_girl = random(30); } on (release) { if (gotgirl == true) { gotoAndPlay (48); } if (gotgirl == false) { gotoAndStop (15); var write = "You have no girls with you. Go out and hunt."; } if ((gotgirl == false) && (justfucked == true)) { gotoAndStop (15); var write = "That girl has already served her purpose. Go out and hunt."; } }
Symbol 242 Button
on (release) { gotoAndPlay (43); }
Symbol 243 Button
on (release) { if (day == 31) { var spec_mission = 2; } if (day == 61) { var spec_mission = 3; } if (day > 91) { gotoAndPlay (65); } var day = (day + 1); var energy = 100; var write = "You rest and recover from any wounds you bare. You have a full night ahead of you, and the drive to make something of it. Click the 'map' button to leave your hideout."; Blind.play(); var week_pro = (week_pro + 1); if (week_pro == 8) { var week_pro = 1; } daynames.gotoAndPlay(week_pro); }
Symbol 244 Button
on (release) { if (gotgirl == false) { gotoAndStop (9); } if (gotgirl == true) { var write = "You have a girl with you! You can't leave before you taste the fruits of your labour."; } var justfucked = false; stop(); }
Symbol 251 Button
on (release) { gotoAndPlay (19); }
Symbol 255 Button
on (release) { gotoAndPlay (20); }
Symbol 259 Button
on (release) { gotoAndPlay (21); }
Symbol 263 Button
on (release) { gotoAndPlay (18); }
Symbol 265 Button
on (release) { gotoAndPlay (22); }
Symbol 267 Button
on (release) { gotoAndPlay (23); }
Symbol 269 Button
on (release) { gotoAndPlay (24); }
Symbol 271 Button
on (release) { gotoAndPlay (25); }
Symbol 272 Button
on (release) { gotoAndPlay (9); } on (release) { var drugs_hunt = true; }
Symbol 273 Button
on (release) { if (((armed[0] == false) && (armed[1] == false)) && (armed[2] == false)) { gotoAndPlay (63); } else if (reputation > 50) { var hit_mission = true; gotoAndPlay (9); } else if (reputation < 50) { var hit_mission = false; gotoAndPlay (9); } }
Symbol 274 Button
on (release) { if (spec_mission == 0) { gotoAndPlay (9); } if (spec_mission == 1) { gotoAndPlay (26); } if (spec_mission == 2) { gotoAndPlay (27); } if (spec_mission == 3) { gotoAndPlay (28); } }
Symbol 275 Button
on (release) { if (gotgirl == true) { gotoAndPlay (15); } else if (gotgirl == false) { gotoAndPlay (9); } }
Symbol 276 Button
on (release) { if (cash > 499) { var write = "Done."; var cash = (cash - 500); var reputation = (reputation + 5); } else { var write = "You don't have enough for this."; } }
Symbol 277 Button
on (release) { if (cash > 999) { var cash = (cash - 1000); var write = "Done."; var reputation = (reputation + 12); } else { var write = "You can not afford this."; } }
Symbol 278 Button
on (release) { if (cash > 1999) { var cash = (cash - 2000); var write = "Done."; var gotgirl = true; var reputation = (reputation + 20); } else { var write = "Sorry, you can't afford her."; } }
Symbol 279 Button
on (release) { play(); }
Symbol 282 Button
on (release) { gotoAndPlay (8); }
Symbol 302 Button
on (release) { _root.write = "Move along now, I'm sure you have plenty to do."; }
Symbol 303 Button
on (release) { _root.cash = _root.cash + 200; _root.reputation = _root.reputation + 15; _root.spec_mission = 0; _root.energy = (_root.energy = 0); _root.gotoAndPlay(8); }
Symbol 304 MovieClip Frame 2
stop(); _root.write = "You are escorted to a vehicle, where you are asked about which destination you are going to."; _root.writeopt1 = ""; _root.writeopt2 = "Continue"; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 3
stop(); _root.write = "You take the kid to a place you know well. The owner owes you a favour so she gives you and the kid an hour to yourselves."; _root.writeopt1 = "Go to VIP lounge."; _root.writeopt2 = "Look around."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 4
stop(); _root.write = "You bump into Ritsuko, she has grown a full cup size since last time you were here. Her schoolgirl act is a real crowd pleaser."; _root.writeopt1 = "Go to VIP lounge."; _root.writeopt2 = "Look around."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 5
stop(); _root.write = "Delighted to see you, Minami props herself up on the table where you are sitting, and falls seductively into your lap."; _root.writeopt1 = "Go to VIP lounge."; _root.writeopt2 = "Look around."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 6
stop(); _root.write = "That is Madam Hikari, the gorgeous owner of the club. After a brief chat, she hands you a bundle of cash, thanking you for your services the last time you were here."; _root.writeopt1 = "Go to VIP lounge."; _root.writeopt2 = "Look around."; _root.writeopt3 = ""; _root.cash = _root.cash + 500;
Symbol 304 MovieClip Frame 7
stop(); _root.write = "You go to your old favourite seat for a few minutes. Next stop is the VIP lounge."; _root.writeopt1 = ""; _root.writeopt2 = "Go to VIP lounge."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 8
stop(); _root.write = "You take the kid with you, and head to the private lounge. It's time to see some old friends."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 9
stop(); _root.write = "This is Futaba, she can do amazing things with her hips."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 10
stop(); _root.write = "You don't know this girl, but she appears to be making the kid quite happy."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 11
stop(); _root.write = "Finally, you see Motoko, you've seen her after-hours plenty of times."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 12
stop(); _root.write = "On the way back to the city, you talk with the kid. Apparently he had a great time."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 304 MovieClip Frame 13
stop(); _root.write = "My son quite enjoyed the trip. Thankyou for that, I'll see that you get recognition for it. Oh, and don't forget to check in every now and then for jobs to do."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 305 Button
on (release) { gotoAndPlay (3); }
Symbol 306 Button
on (release) { gotoAndPlay (35); }
Symbol 308 MovieClip Frame 1
stop(); if (_root.energy > 0) { play(); } else { specmission2.gotoAndPlay(11); }
Symbol 308 MovieClip Frame 2
stop(); if (_root.energy > 0) { play(); } else { specmission2.gotoAndPlay(11); }
Symbol 308 MovieClip Frame 3
stop(); if (_root.energy > 0) { play(); } else { specmission2.gotoAndPlay(11); }
Symbol 308 MovieClip Frame 4
stop(); if (_root.energy > 0) { gotoAndPlay (1); } else { specmission2.gotoAndPlay(11); }
Symbol 311 Button
on (release) { gotoAndPlay (5); }
Symbol 312 Button
on (release) { gotoAndPlay (4); }
Symbol 313 Button
on (release) { gotoAndPlay (7); }
Symbol 314 Button
on (release) { gotoAndPlay (6); }
Symbol 318 Button
on (release) { gotoAndPlay (14); }
Symbol 319 Button
on (release) { gotoAndPlay (13); }
Symbol 321 Button
on (release) { gotoAndPlay (8); }
Symbol 322 Button
on (release) { gotoAndPlay (9); }
Symbol 323 Button
on (release) { gotoAndPlay (15); }
Symbol 324 Button
on (release) { gotoAndPlay (10); }
Symbol 325 Button
on (release) { gotoAndPlay (11); }
Symbol 326 Button
on (release) { _root.write = "I'm sure you can do better than that."; }
Symbol 327 MovieClip Frame 15
stop();
Symbol 328 Button
on (release) { _root.energy = 100; _root.reputation = _root.reputation - 20; _root.armed = [false, false, false]; _root.day = _root.day + 14; _root.spec_mission = 0; _root.gotoAndPlay(15); }
Symbol 330 Button
on (release) { gotoAndPlay (4); _root.twice = true; }
Symbol 331 Button
on (release) { gotoAndPlay (17); }
Symbol 332 Button
on (release) { gotoAndPlay (16); }
Symbol 337 Button
on (release) { gotoAndPlay (18); }
Symbol 338 Button
on (release) { gotoAndPlay (19); }
Symbol 339 Button
on (release) { _root.write = "Terrific work. I look forward to you working for me again."; }
Symbol 340 Button
on (release) { _root.cash = _root.cash + 1000; _root.reputation = _root.reputation + 20; _root.armed[2] = true; _root.spec_mission = 0; _root.gotoAndPlay(8); }
Symbol 341 Button
on (release) { _root.write = "Thanks. It's good to know my friend is safe."; }
Symbol 342 Button
on (release) { _root.cash = _root.cash + 700; _root.reputation = _root.reputation + 12; _root.armed[2] = true; _root.spec_mission = 0; _root.gotoAndPlay(8); }
Symbol 343 Button
on (release) { gotoAndPlay (37); }
Symbol 344 Button
on (release) { gotoAndPlay (36); }
Symbol 345 Button
on (release) { gotoAndPlay (38); }
Symbol 347 MovieClip Frame 2
_root.energy = 60; stop(); _root.write = "Again, you are escorted in Boss Sagara's car to the destination. You don't see a lot on the way. You feel the car slow to a stop. You are handed a pistol by the driver."; _root.writeopt3 = ""; _root.writeopt1 = "Look through window."; _root.writeopt2 = "Explode out of car."; _root.armed[2] = true;
Symbol 347 MovieClip Frame 3
stop(); _root.write = "You throw open the door and leap from the car. You feel the sting of a bullet as it cruises through your arm. You suddenly feel weaker."; _root.writeopt3 = ""; _root.writeopt1 = "Hide behind tree."; _root.writeopt2 = "Get back in the car."; _root.energy = _root.energy - 20;
Symbol 347 MovieClip Frame 4
stop(); _root.write = "Ducking behind the tree, you hear noises coming from the window at your front left. At least you know where he is."; _root.writeopt1 = "Shoot at the window."; _root.writeopt2 = "Call for backup."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 5
stop(); _root.write = "As you open the car door and sit in again, you are as sitting duck, as you feel another bullet, this time sailing through shallow flesh on your thigh."; _root.writeopt1 = "Get out other door."; _root.writeopt2 = "Shoot out of window."; _root.writeopt3 = ""; _root.energy = _root.energy - 20;
Symbol 347 MovieClip Frame 6
stop(); _root.write = "You fire off a few rounds at the window. Which is replied by a volley at the tree. You are lucky to escape a bulet that skims across your forehead."; _root.writeopt1 = ""; _root.writeopt2 = "Call for backup."; _root.writeopt3 = ""; _root.energy = _root.energy - 20;
Symbol 347 MovieClip Frame 7
stop(); _root.write = "You call out to the driver for a backup volley, he lets off a few rounds at the window, giving you enough time to run around behind the car for cover."; _root.writeopt2 = "Offer the ransom."; _root.writeopt1 = ""; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 8
stop(); _root.write = "You stand, puff your chest up, and yell clearly that you want to exchange the ransom for the hostage. You are told to drop your gun and throw the bag of cash in front of the house."; _root.writeopt1 = "Agree and comply."; _root.writeopt2 = "Try and shoot him."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 9
stop(); _root.write = "You decide to try your luck, so you jump up behind the car take aim. Your last thought is wondering if that hard smack on your head was a bullet, and if you will live to find out."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 10
stop(); _root.write = "As you come to, you can vaguely make out your Hideout. The good news is, you're alive. You feel your head, and find out that youe were shot, but luckily, you only fell into a coma."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 11
stop(); _root.write = "You awaken, sore, to find Boss Sagara there. He says you have been in bed for 2 weeks, unconscious. Although this failure has disappointed Boss Sagara, He still sees potential in you."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 13
stop(); _root.write = "You clamber over the back seat and hastily get out the other side door. You stand behind the car and peek over the roof."; _root.writeopt1 = ""; _root.writeopt2 = "Offer ransom."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 14
stop(); _root.write = "You hurridly wind down the window and fire desperately at the house windows. You hear a pained yell as you land a hit."; _root.writeopt1 = "Hide beind tree."; _root.writeopt2 = "Get out other side."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 15
stop(); _root.write = "Hesitantly, you throw your gun, and the bag of cash out in front of the house. The enemy comes out and walks to the bag. He picks it up, turns, and trips up, landing flat on his face."; _root.writeopt1 = "Attack the enemy."; _root.writeopt2 = "Wait and see."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 16
stop(); _root.write = "With a surge of Adrenaline, you fly out from behind the car, and nail the enemy in the face. Totally unconscious, you toss him in the boot, and go get Boss Sagara's friend."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 17
stop(); _root.write = "You decide to wait. After the enemy gets up, he signals to someone inside the house, and Boss Sagara's friend is walked over to the car. He gets in, and you head back to Boss Sagara."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 18
stop(); _root.write = "Managing to recover Boss Sagara's friend, and capturing the enemy, has made him very happy. You are rewarded with $1,000 and a great word from Boss Sagara."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 19
stop(); _root.write = "Happy to see his friend safe, Boss Sagara rewards you with $700 and a firm handshake."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = "";
Symbol 347 MovieClip Frame 35
stop(); _root.write = "Through the dim blue of the window, you see a condemned old house. It looks almost like you could push it over yourself."; _root.writeopt3 = ""; _root.writeopt1 = "Get out of car."; _root.writeopt2 = "Talk to driver.";
Symbol 347 MovieClip Frame 36
stop(); _root.write = "You open the door, and get out of the car as professionally as you can. Hearing a bullet ricochet off the roof, professionalism is forgotten and you run behind the car for cover."; _root.writeopt3 = ""; _root.writeopt1 = "Crawl under car."; _root.writeopt2 = "Fire at the house.";
Symbol 347 MovieClip Frame 37
stop(); _root.write = "You lean forward and ask the driver for advice. He tells you that the enemy means business, but will always keep to a deal."; _root.writeopt3 = ""; _root.writeopt1 = "Get out of car."; _root.writeopt2 = "Shoot out of window.";
Symbol 347 MovieClip Frame 38
stop(); _root.write = "You quietly open the door not facing the house, and slip out and under the car. The vantage point is not quite as good as you expected it to be."; _root.writeopt3 = ""; _root.writeopt1 = "Sprint to tree."; _root.writeopt2 = "Get back in car.";
Symbol 347 MovieClip Frame 39
stop(); _root.write = "As you open hurry into the car again, you are slow getting your body in. You hear a shot, then take a fleshwound in your shoulder."; _root.writeopt1 = "Hide behind the tree."; _root.writeopt2 = "Shoot out of window."; _root.writeopt3 = ""; _root.energy = _root.energy - 20;
Symbol 348 Button
on (release) { gotoAndPlay (6); }
Symbol 349 Button
on (release) { gotoAndPlay (5); }
Symbol 350 Button
on (release) { gotoAndPlay (7); }
Symbol 351 Button
on (release) { gotoAndPlay (9); }
Symbol 354 Button
on (release) { gotoAndPlay (8); }
Symbol 357 Button
on (release) { gotoAndPlay (10); }
Symbol 358 Button
on (release) { gotoAndPlay (11); }
Symbol 363 Button
on (release) { gotoAndPlay (13); }
Symbol 364 Button
on (release) { gotoAndPlay (12); }
Symbol 365 Button
on (release) { gotoAndPlay (14); }
Symbol 366 Button
on (release) { gotoAndPlay (40); }
Symbol 367 Button
on (release) { gotoAndPlay (15); }
Symbol 370 Button
on (release) { gotoAndPlay (16); }
Symbol 375 Button
on (release) { gotoAndPlay (18); }
Symbol 376 Button
on (release) { gotoAndPlay (17); }
Symbol 379 Button
on (release) { gotoAndPlay (19); }
Symbol 382 Button
on (release) { gotoAndPlay (21); }
Symbol 383 Button
on (release) { gotoAndPlay (20); }
Symbol 386 Button
on (release) { gotoAndPlay (22); }
Symbol 389 Button
on (release) { gotoAndPlay (23); }
Symbol 392 Button
on (release) { gotoAndPlay (24); }
Symbol 395 Button
on (release) { gotoAndPlay (26); }
Symbol 396 Button
on (release) { gotoAndPlay (25); }
Symbol 399 Button
on (release) { gotoAndPlay (27); }
Symbol 402 Button
on (release) { gotoAndPlay (28); }
Symbol 405 Button
on (release) { gotoAndPlay (30); }
Symbol 406 Button
on (release) { gotoAndPlay (29); }
Symbol 407 Button
on (release) { _root.cash = _root.cash + 1000; _root.reputation = _root.reputation + 10; gotoAndPlay (31); }
Symbol 408 Button
on (release) { gotoAndPlay (31); }
Symbol 409 Button
on (release) { gotoAndPlay (32); }
Symbol 410 Button
on (release) { gotoAndPlay (33); }
Symbol 411 Button
on (release) { gotoAndPlay (34); }
Symbol 412 Button
on (release) { _root.write = "Get a move on, you have less than 30 days left."; }
Symbol 413 Button
on (release) { _root.gotoAndPlay(15); _root.gotgirl = true; }
Symbol 414 Button
on (release) { _root.write = "Not too bad, just some routine transactions going on today. It's a bit boring sometimes, but the pay is enough to keep almost anyone in it."; }
Symbol 415 Button
on (release) { gotoAndPlay (38); }
Symbol 416 Button
on (release) { gotoAndPlay (36); }
Symbol 417 Button
on (release) { gotoAndPlay (4); }
Symbol 427 MovieClip Frame 3
stop(); _root.write = "You get into Boss Sagara's transport, and head toward the warf. The driver winds down the centre divider to speak to you."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Continue.";
Symbol 427 MovieClip Frame 4
stop(); _root.write = "Hey, mate. I hear you're really into the chicks, y'know, I hear your heavily into sex...more than most guys usually are?"; _root.writeopt3 = ""; _root.writeopt1 = "And what about it?"; _root.writeopt2 = "Not me, sorry.";
Symbol 427 MovieClip Frame 5
stop(); _root.write = "Good to hear, mate. Sagara wants you to be fully focussed on the mission, so he provided some in-car entertainment to make sure you get everything out of your system before we get there."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Continue.";
Symbol 427 MovieClip Frame 6
stop(); _root.write = "Oh, I see. I guess this chick Sagara hired to give you some releif can stay in the front seat with me then, hehehe."; _root.writeopt3 = ""; _root.writeopt1 = "On second thought..."; _root.writeopt2 = "Whatever";
Symbol 427 MovieClip Frame 7
stop(); _root.write = "A sexy young vixen climbs over the divider, you see her gorgeous tits in the dim light seeping through the thick window-tint. You reach for her and take her bra off."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Continue.";
Symbol 427 MovieClip Frame 8
stop(); _root.write = "As she steps over you, you get a great view of her before she lowers herself onto you. You admire her flesh in the dim light."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Continue.";
Symbol 427 MovieClip Frame 9
stop(); _root.write = "You tell the driver you have no interest in the Pro. You start to regret your decision as you begin to hear the driver enjoying your stress relief."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Continue.";
Symbol 427 MovieClip Frame 10
stop(); _root.write = "Feeling the car slow to a halt, you begin to wonder what kind of operation you will be overseeing. The door is opened for you."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Get out.";
Symbol 427 MovieClip Frame 11
stop(); _root.write = "Good afternoon sir. You're the guy Boss Sagara sent, aren't you? Great, let's get started."; _root.writeopt3 = ""; _root.writeopt1 = "What is happening?"; _root.writeopt2 = "What am I here for?";
Symbol 427 MovieClip Frame 12
stop(); _root.write = "Today we are receiving 6 containers of weapons, 4 containers of various poisons and chemicals, and 2 containers of foreign liquors. We'd get more, but the boat was full."; _root.writeopt3 = ""; _root.writeopt1 = "Who are you then?"; _root.writeopt2 = "What am I here for?";
Symbol 427 MovieClip Frame 13
stop(); _root.write = "Boss Sagara sent you to talk to the inspectors if they arrive. We set this up to look like it was delivered too early so we could avoid them. Boss Sagara wants you to cover it all up."; _root.writeopt3 = ""; _root.writeopt1 = "What is happening?"; _root.writeopt2 = "Who are you then?";
Symbol 427 MovieClip Frame 14
stop(); _root.write = "I am Max, another of Boss Sagara's employees. I work the finances down here at the docks. Would you care to inspect the cargo now, sir?"; _root.writeopt3 = "Ask questions again."; _root.writeopt1 = "Inspect Cargo."; _root.writeopt2 = "Meet him in a second.";
Symbol 427 MovieClip Frame 15
stop(); _root.write = "You follow Max down a ramp where you see some boats for the smaller goods. Looking like regular boats, you imagine these ones are used to transport high-risk cargo."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Keep going.";
Symbol 427 MovieClip Frame 16
stop(); _root.write = "He shows you the contents of the weapons containers. Everything appears to be in order."; _root.writeopt3 = ""; _root.writeopt1 = "What are these for?"; _root.writeopt2 = "Inspect chemicals.";
Symbol 427 MovieClip Frame 17
stop(); _root.write = "these are heading to Sagara's personal attack squad. He likes to always be well prepared. He's storming a rival clans' base soon. These guns may have a part in that."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Inspect chemicals.";
Symbol 427 MovieClip Frame 18
stop(); _root.write = "You head further down the dock and Max calls for a container to be lowered to you. His men jump straight to the task."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Go on.";
Symbol 427 MovieClip Frame 19
stop(); _root.write = "After it is safely on the ground, Max unlocks the boltlock and you follow him inside the container. He explains the filing system, and that most jars are falsely labelled for inconspicuosity."; _root.writeopt3 = ""; _root.writeopt1 = "How are these used?"; _root.writeopt2 = "Next bay.";
Symbol 427 MovieClip Frame 20
stop(); _root.write = "The main things made from these are Chloroform - much like the kind you use, cyanide, Ecstasy and many solutions with paralyzing vapour."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Next bay.";
Symbol 427 MovieClip Frame 21
stop(); _root.write = "We have one of our buyers coming along today too, so we decked this container out almost like a mini showroom. There is a demonstration being prepared in the next container."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Head on through.";
Symbol 427 MovieClip Frame 22
stop(); _root.write = "You are led through to the display table. It looks fantastic though you really have no idea what is going on."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Inspect the liquor.";
Symbol 427 MovieClip Frame 23
stop(); _root.write = "Following Max you make your way further down the docks to an area with smaller crates in it. At the end, there is an open container, Max waltzes in."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Go in.";
Symbol 427 MovieClip Frame 24
stop(); _root.write = "This is one of the Alcohol crates, sir. We have a lot of grog imported for financial benefit, but also, because we find the imported liquor has an excellent quality standard."; _root.writeopt3 = ""; _root.writeopt1 = "So, what is in here?"; _root.writeopt2 = "Look more.";
Symbol 427 MovieClip Frame 25
stop(); _root.write = "We have an abundance of variety. Famous and infamous Bourbons, Vodkas, Schnapps, liquers, wines, ciders, creams, ports, beers and champagne. We also import 19 brands of Absinthe."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Look more.";
Symbol 427 MovieClip Frame 26
stop(); _root.write = "You take a quick walk around and inpect the bottles for any imperfections. You begin to wonder how they are kept so safe when they are stacked like a shop on a boat voyage."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Go back outside.";
Symbol 427 MovieClip Frame 27
stop(); _root.write = "As you head back toward the office, you you more apparatus and containers. You wonder what's in them all if what you just looked at is the kind of stuff you can get shipped over."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Back to office.";
Symbol 427 MovieClip Frame 28
stop(); _root.write = "Well, sir, I guess we're lucky. We got away without having to deal with the authorities. Anyway, how did you like the facilities here?"; _root.writeopt3 = ""; _root.writeopt1 = "Quite good."; _root.writeopt2 = "Not that great.";
Symbol 427 MovieClip Frame 29
stop(); _root.write = "Excellent! Thankyou, sir. We try to keep everything above standard. Oh, by the way, Boss Sagara asked me to give a thousand dollars for your help today. Thankyou, sir, see you later."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Head out to car.";
Symbol 427 MovieClip Frame 30
stop(); _root.write = "I'm sorry, sir. I'll take things up a notch then. Hopefully I will have everything up to scratch before Boss Sagara comes down here next. See you later then, sir."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Head out to car.";
Symbol 427 MovieClip Frame 31
stop(); _root.write = "When you get out to the car, you find the driver waiting."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Go home.";
Symbol 427 MovieClip Frame 32
stop(); _root.write = "You get into the car, and snooze lighlty on the lengthy trip home."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Continue.";
Symbol 427 MovieClip Frame 33
stop(); stop(); _root.write = "Hey! You in the back! Wake up, we're back in the city."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "See Sagara.";
Symbol 427 MovieClip Frame 34
stop(); _root.write = "So I hear you didn't have to deal with the authorities after all. Good, then my shipment is safe. Here, I have something of a 'thankyou' gift for you. We found her at a club, Have fun."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Go to Hideout.";
Symbol 427 MovieClip Frame 35
stop(); _root.write = "Frame 35"; _root.writeopt3 = ""; _root.writeopt1 = "How's work?"; _root.writeopt2 = "Ready to inspect.";
Symbol 427 MovieClip Frame 36
stop();
Symbol 427 MovieClip Frame 37
stop();
Symbol 427 MovieClip Frame 38
stop();
Symbol 427 MovieClip Frame 39
stop();
Symbol 427 MovieClip Frame 40
stop(); _root.write = "You stand in the open air and take a deep breath. The salty wind makes you feel nostalgic, and you remember some of your past achievments."; _root.writeopt3 = ""; _root.writeopt1 = ""; _root.writeopt2 = "Go see Max.";
Symbol 432 Button
on (release) { gotoAndPlay (9); }
Symbol 433 Button
on (press) { var cop = random(5); } on (release) { if (cop == 2) { gotoAndPlay (33); } else { gotoAndPlay (32); } }
Symbol 438 Button
on (release) { gotoAndPlay (15); var gotgirl = true; }
Symbol 441 Button
on (release) { gotoAndPlay (34); var gotgirl = false; var day = (day + 3); var cash = 0; var armed = [false, false, false]; var p3jump = true; var reputation = (reputation - 40); }
Symbol 444 Button
on (release) { var week_pro = (week_pro + 3); if (week_pro == 8) { var week_pro = 1; } if (week_pro == 9) { var week_pro = 2; } if (week_pro == 10) { var week_pro = 3; } daynames.gotoAndStop(week_pro); var energy = 100; gotoAndPlay (9); }
Symbol 445 Button
on (release) { gotoAndPlay (9); var energy = 100; }
Symbol 450 Button
on (press) { var cop = random(5); } on (release) { if (cop == 2) { gotoAndPlay (39); } else { gotoAndPlay (38); } }
Symbol 455 Button
on (release) { gotoAndPlay (15); var gotgirl = true; }
Symbol 460 Button
on (release) { gotoAndPlay (34); var cash = 0; var day = (day + 3); var armed = [false, false, false]; var reputation = (reputation - 40); var p3jump = true; var gotgirl = false; }
Symbol 461 Button
on (release) { if (armed[2] == true) { var write = "You've got one of those already."; } if ((cash > 999) && (armed[2] == false)) { armed[2] = true; var cash = (cash - 1000); var write = "You're lookin' pretty mean, boy. Takes me back to my hunting days ya 'know?. Blow off a few caps for me while you're at it will you? [Hand Gun added, check menu.]"; } if ((cash < 1000) && (armed[2] == false)) { var write = "I'm sorry, boy. That one's gonna cost you $1,000."; } }
Symbol 462 Button
on (release) { if (armed[1] == true) { var write = "You've already got that one, boy."; } if ((cash > 399) && (armed[1] == false)) { armed[1] = true; var cash = (cash - 400); var write = "I'll bet those bastards who come and hassle you won't expect to get knifed! Aint that right, boy? Heheh. [Bowie Knife added, check menu.]"; } if ((cash < 400) && (armed[1] == false)) { var write = "I'm sorry, boy. I can't let that one go for less than $400."; } }
Symbol 463 Button
on (release) { if (armed[0] == true) { var write = "You have already got one of those."; } if (armed[0] == false) { var write = "Here you go, boy. One shiny new whacker. Now you can go out and bust some kneecaps. [Crow Bar added, check menu.]"; armed[0] = true; } }
Symbol 466 Button
on (press) { var cop = random(5); } on (release) { if ((bad == true) && (cop == 2)) { gotoAndPlay (42); } else { gotoAndPlay (14); } }
Symbol 467 Button
on (release) { if (body == "Carrying") { var write = "You hurl the body onto the mountians of garbage below. Dusting your hands, you feel slightly better after throwing away the trash."; var body = "None"; var bad = true; } else { var write = "You are not carrying a body, you do not need to be here"; var bad = false; } }
Symbol 468 Button
on (release) { gotoAndPlay (34); var cash = 0; var gotgirl = false; var armed = [false, false, false]; var reputation = (reputation - 40); var day = (day + 3); }
Symbol 471 Button
on (release) { gotoAndPlay (15); }
Symbol 472 Button
on (release) { if (stash > 99) { var stash = (stash - 100); var cash = (cash + 100); var write = "$100 has been taken from your stash."; } if (stash < 100) { var cash = (cash + 0); var stash = (stash - 0); var write = "There is not enough in your stash."; } }
Symbol 473 Button
on (release) { if (cash > 99) { var cash = (cash - 100); var write = "$100 has been added to your stash."; var stash = (stash + 100); } if (cash < 100) { var cash = (cash - 0); var stash = (stash + 0); var write = "You don't have enough on you."; } }
Symbol 478 Button
on (release) { gotoAndPlay (9); }
Symbol 479 Button
on (press) { var cop = random(5); } on (release) { if (cop == 2) { gotoAndPlay (47); } else { gotoAndPlay (46); } }
Symbol 548 Button
on (release) { _root.gotoAndPlay(81); }
Symbol 549 MovieClip Frame 1
stop(); _root.write = "Leading the bitch around, you make her realize just how little control she really has.";
Symbol 549 MovieClip Frame 2
stop(); _root.write = "With her arms bound and legs tied to the foot of your bed, she can do nothing as you enter her from behind.";
Symbol 549 MovieClip Frame 3
stop(); _root.write = "Time for a little science experiment. She will be begging at your feet once she has a shot of your love drug.";
Symbol 549 MovieClip Frame 4
stop(); _root.write = "Throwing her to the floor, you bind her well. She smiles as if that will make it hurt less.";
Symbol 549 MovieClip Frame 5
stop(); _root.write = "Massaging her pussy with a chain, you pull her down onto all fours and tie her hands to the floor.";
Symbol 549 MovieClip Frame 6
stop(); _root.write = "Struggling weakly, the suspended girl falls prey to your appreciative eyes.";
Symbol 549 MovieClip Frame 7
stop(); _root.write = "Gagging the bitch, you take her ability to scream, as you clamp down hard on her rosey nipples.";
Symbol 549 MovieClip Frame 8
stop(); _root.write = "A maid's outfit and a chemistry set. You get creative.";
Symbol 549 MovieClip Frame 9
stop(); _root.write = "Flailing madly, the bitch kicks you several times. You throw her on the bed, and show her that struggling is to no avail.";
Symbol 549 MovieClip Frame 10
stop(); _root.write = "She looks so cute in her uniform, you can't help but chain her up by the neck.";
Symbol 549 MovieClip Frame 11
stop(); _root.write = "You dare not tear such a pretty dress. She falls bound, as you carefully lift her skirt.";
Symbol 549 MovieClip Frame 12
stop(); _root.write = "After you tie her hands behind her back, you bend her over your desk and prepare to penetrate her.";
Symbol 549 MovieClip Frame 13
stop(); _root.write = "Glad to find a quiet one, you tie her, revealing her teasing body.";
Symbol 549 MovieClip Frame 14
stop(); _root.write = "All dressed up and pretty, she leaves her juices on the floor. The girl cries in shame as she gets more and more aroused from the dubious position she is in.";
Symbol 549 MovieClip Frame 15
stop(); _root.write = "You chain her to the roof, lift her legs up and part her lips.";
Symbol 549 MovieClip Frame 16
stop(); _root.write = "Bound and wrapped in leather, she is the image of an angel... An angel just for you.";
Symbol 549 MovieClip Frame 17
stop(); _root.write = "As you throw her on the bed and push your way into her, she understands that struggling will only make it worse.";
Symbol 549 MovieClip Frame 18
stop(); _root.write = "Stripping her of her garb, you are delighted to find her intimate piercings. She struggles at first, but moans as she succumbs to your toys.";
Symbol 549 MovieClip Frame 19
stop(); _root.write = "This bitch has a big mouth. You answer her insults by gagging her, and taking her to your cellar.";
Symbol 549 MovieClip Frame 20
stop(); _root.write = "Cuffing her, you push her down on to her knees, then you grab her waist, and she falls forward as you venture inside.";
Symbol 549 MovieClip Frame 21
stop(); _root.write = "With her arms behind her head, her tits are framed by rope and ready for some fun.";
Symbol 549 MovieClip Frame 22
stop(); _root.write = "Still unconscious while you tie her up, she rouses to the pleasant hum of something you found in her bag.";
Symbol 549 MovieClip Frame 23
stop(); _root.write = "Still in her uniform with a hot miniskirt, you bind her, and pull apart her knees to reveal her pretty white panties.";
Symbol 549 MovieClip Frame 24
stop(); _root.write = "You lead her around your home like a dog. She has learned to sit, stay, roll over, and now you pull her closer to give her a treat.";
Symbol 549 MovieClip Frame 25
stop(); _root.write = "Annoyed that the girl has spoken back to you, you set up your camera and record your achievement.";
Symbol 549 MovieClip Frame 26
stop(); _root.write = "Searching her bag, you find her ID, her alcohol serving license, her car keys, and a 6ft whip. The satisfaction of watcing her squirm as you strike her is almost too good to handle.";
Symbol 549 MovieClip Frame 27
stop(); _root.write = "Denying the pleasure, she whimpers gently. You see her body tremble with every stroke.";
Symbol 549 MovieClip Frame 28
stop(); _root.write = "This bitch can see now, that it would've been far better if she'd have just kept her mouth shut.";
Symbol 549 MovieClip Frame 29
stop(); _root.write = "As you take her on your bed, she realizes with every thrust, just what it means to be a woman.";
Symbol 549 MovieClip Frame 30
stop(); _root.write = "It's so easy when they don't wear panties. In a second, you have her on your lounge. As she holds her legs up, you realize the girl actually likes these kinds of situations.";
Symbol 550 Button
on (release) { var reputation = (reputation + 10); var gotgirl = false; var donegirls = (donegirls + 1); var energy = 0; var justfucked = true; gotoAndPlay (15); }
Symbol 554 Button
on (release) { gotoAndPlay (3); _root.fight_active = true; _root.opp = 40; }
Symbol 555 Button
on (release) { gotoAndPlay (5); _root.fight_active = true; _root.opp = 100; }
Symbol 556 Button
on (release) { gotoAndPlay (7); _root.fight_active = true; _root.opp = 150; }
Symbol 557 Button
on (release) { _root.write = "You haven't selected anyone to shoot."; }
Symbol 558 Button
on (release) { _root.write = "You haven't selected anyone to stab."; }
Symbol 559 Button
on (release) { _root.write = "You haven't selected anyone to hit."; }
Symbol 571 Button
on (release) { if (_root.armed[2] == true) { _root.opp = _root.opp - 90; _root.write = "You whip out your sidearm and feed him a serve of lead."; Bang.play(); gotoAndStop (4); } else { _root.write = "You don't have this weapon."; } }
Symbol 572 Button
on (release) { if (_root.armed[1] == true) { _root.opp = _root.opp - 40; _root.write = "You lunge forward at your opponent and slice him well with your blade."; Cut.play(); gotoAndStop (4); } else { _root.write = "You don't have this weapon."; } }
Symbol 573 Button
on (release) { if (_root.armed[0] == true) { _root.opp = _root.opp - 20; _root.write = "You brutally smash your opponent in the face with your Crow Bar."; BarHit.play(); gotoAndStop (4); } else { _root.write = "Author note: I scripted this to disallow fights if you are not armed. If you are reading this, I guess I fucked up."; } }
Symbol 578 MovieClip Frame 1
stop();
Symbol 581 MovieClip Frame 1
stop();
Symbol 585 MovieClip Frame 3
stop();
Symbol 587 MovieClip Frame 1
stop();
Symbol 591 Button
on (release) { if (_root.opp < 1) { _root.gotoAndPlay(8); } if (_root.opp > 0) { FightSequence.gotoAndStop(3); } }
Symbol 594 Button
on (release) { if (_root.armed[2] == true) { _root.opp = _root.opp - 90; _root.write = "You whip out your sidearm and feed him a serve of lead."; Bang.play(); gotoAndStop (6); } else { _root.write = "You don't have this weapon."; } }
Symbol 595 Button
on (release) { if (_root.armed[1] == true) { _root.opp = _root.opp - 40; _root.write = "You lunge forward at your opponent and slice him well with your blade."; Cut.play(); gotoAndStop (6); } else { _root.write = "You don't have this weapon."; } }
Symbol 596 Button
on (release) { if (_root.armed[0] == true) { _root.opp = _root.opp - 20; _root.write = "You brutally smash your opponent in the face with your Crow Bar."; BarHit.play(); gotoAndStop (6); } else { _root.write = "Author note: I scripted this to disallow fights if you are not armed. If you are reading this, I guess I fucked up."; } }
Symbol 597 Button
on (release) { if (_root.opp < 1) { _root.gotoAndPlay(8); } if (_root.opp > 0) { FightSequence.gotoAndStop(5); } }
Symbol 600 Button
on (release) { if (_root.armed[2] == true) { _root.opp = _root.opp - 90; _root.write = "You whip out your sidearm and feed him a serve of lead."; Bang.play(); gotoAndStop (8); } else { _root.write = "You don't have this weapon."; } }
Symbol 601 Button
on (release) { if (_root.armed[1] == true) { _root.opp = _root.opp - 40; _root.write = "You lunge forward at your opponent and slice him well with your blade."; Cut.play(); gotoAndStop (8); } else { _root.write = "You don't have this weapon."; } }
Symbol 602 Button
on (release) { if (_root.armed[0] == true) { _root.opp = _root.opp - 20; _root.write = "You brutally smash your opponent in the face with your Crow Bar."; BarHit.play(); gotoAndStop (8); } else { _root.write = "Author note: I scripted this to disallow fights if you are not armed. If you are reading this, I guess I fucked up."; } }
Symbol 603 Button
on (release) { if (_root.opp < 1) { _root.gotoAndPlay(8); } if (_root.opp > 0) { FightSequence.gotoAndStop(7); } }
Symbol 604 MovieClip Frame 1
stop();
Symbol 604 MovieClip Frame 2
_root.write = "";
Symbol 604 MovieClip Frame 3
stop(); if (_root.energy < 1) { _root.cash = 0; _root.armed = [false, false, false]; _root.gotgirl = false; _root.reputation = _root.reputation - 5; _root.day = _root.day + 3; _root.gotoAndPlay(59); }
Symbol 604 MovieClip Frame 4
stop(); if (_root.opp > 0) { _root.write = "Your opponent recovers from the attack and slams a club hard into your chest. You lose 10 energy."; _root.energy = _root.energy - 10; gotoAndPlay (3); } if (_root.opp < 1) { _root.write = "After your attack, your opponent falls to the ground. You are handed your reward money and you head off."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = ""; _root.cash = _root.cash + 100; _root.reputation = _root.reputation + 1; }
Symbol 604 MovieClip Frame 5
stop(); if (_root.energy < 1) { _root.cash = 0; _root.armed = [false, false, false]; _root.gotgirl = false; _root.reputation = _root.reputation - 5; _root.day = _root.day + 3; _root.gotoAndPlay(59); }
Symbol 604 MovieClip Frame 6
stop(); if (_root.opp > 0) { _root.write = "Your opponent recovers from the attack and shreds you with a Hunting knife. You lose 20 energy."; _root.energy = _root.energy - 20; gotoAndPlay (5); } if (_root.opp < 1) { _root.write = "After your attack, your opponent falls to the ground. You are handed your reward money and you head off."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = ""; _root.cash = _root.cash + 300; _root.reputation = _root.reputation + 2; }
Symbol 604 MovieClip Frame 7
stop(); if (_root.energy < 1) { _root.cash = 0; _root.armed = [false, false, false]; _root.gotgirl = false; _root.reputation = _root.reputation - 5; _root.day = _root.day + 3; _root.gotoAndPlay(59); }
Symbol 604 MovieClip Frame 8
stop(); if (_root.opp > 0) { _root.write = "Your opponent recovers from the attack and fires a few rounds into you. You lose 50 energy."; _root.energy = _root.energy - 50; gotoAndPlay (7); } if (_root.opp < 1) { _root.write = "After your attack, your opponent falls to the ground. You are handed your reward money and you head off."; _root.writeopt1 = ""; _root.writeopt2 = "Continue."; _root.writeopt3 = ""; _root.cash = _root.cash + 500; _root.reputation = _root.reputation + 4; }
Symbol 609 Button
on (release) { if (cash < 100) { var write = "Sorry, mate. You can't afford that info right now."; } else if ((cash > 99) && (reputation < 51)) { var cash = (cash - 100); var write = "You have a one in five chance of finding a girl in the backstreets or park."; } else if (((cash > 99) && (reputation < 101)) && (reputation > 50)) { var cash = (cash - 100); var write = "You have a one in five chance of getting busted whenever you try to abduct someone or handle drugs."; } else if (((cash > 99) && (reputation < 151)) && (reputation > 100)) { var cash = (cash - 100); var write = "You have a remote chance of preying on a specific girl twice. I have counted thirty suitable targets in this city for what you're doing."; } else if ((cash > 99) && (reputation > 151)) { var cash = (cash - 100); var write = "Boss Sagara has a new special mission for you at the start of each of the 3 months."; } }
Symbol 612 Button
on (release) { gotoAndPlay (14); }
Symbol 615 Button
on (release) { if (cash > 199) { var cash = (cash - 200); gotoAndPlay (54); } if (cash < 200) { var write = "You'd better back out, pal. If you're not gone in 3 seconds, I'll take more than just what's in your wallet."; } }
Symbol 616 Button
on (release) { gotoAndPlay (35); var cash = 0; var stash = 0; var day = (day + 14); var armed = [false, false, false]; var reputation = (reputation - 60); var gotgirl = false; var body = "None"; }
Symbol 617 Button
on (release) { gotoAndPlay (55); }
Symbol 620 Button
on (release) { var drugs = "Carrying"; var drugs_hunt = false; gotoAndPlay (56); }
Symbol 621 Button
on (release) { gotoAndPlay (57); }
Symbol 622 Button
on (release) { var write = "If you don't mind, I have business to attend to."; var writeopt1 = ""; var writeopt2 = "Leave."; var writeopt3 = ""; }
Symbol 623 Button
on (release) { var cash = (cash + 600); var reputation = (reputation + 2); var drugs = "Clean."; gotoAndPlay (8); }
Symbol 624 Button
on (release) { gotoAndPlay (15); var energy = 100; }
Symbol 625 Button
on (release) { gotoAndPlay (58); }
Symbol 626 Button
on (release) { gotoAndPlay (3); _root.fight_active = true; _root.opp = random(200); }
Symbol 632 Button
on (release) { if (_root.armed[2] == true) { _root.opp = _root.opp - 90; _root.write = "You whip out your sidearm and feed him a serve of lead."; Bang.play(); gotoAndStop (4); } else { _root.write = "You don't have this weapon."; } }
Symbol 633 Button
on (release) { if (_root.armed[1] == true) { _root.opp = _root.opp - 40; _root.write = "You lunge forward at your opponent and slice him well with your blade."; Cut.play(); gotoAndStop (4); } else { _root.write = "You don't have this weapon."; } }
Symbol 634 Button
on (release) { if (_root.armed[0] == true) { _root.opp = _root.opp - 20; _root.write = "You brutally smash your opponent in the face with your Crow Bar."; BarHit.play(); gotoAndStop (4); } else { _root.write = "Author note: I scripted this to disallow fights if you are not armed. If you are reading this, I guess I fucked up."; } }
Symbol 635 Button
on (release) { if (_root.opp < 1) { _root.gotoAndPlay(61); } if (_root.opp > 0) { FightSequence.gotoAndStop(3); } }
Symbol 636 MovieClip Frame 1
stop();
Symbol 636 MovieClip Frame 2
_root.write = "";
Symbol 636 MovieClip Frame 3
stop(); if (_root.energy < 1) { _root.cash = 0; _root.armed = [false, false, false]; _root.gotgirl = false; _root.reputation = _root.reputation - 5; _root.hit_mission = false; _root.day = _root.day + 3; _root.gotoAndPlay(59); }
Symbol 636 MovieClip Frame 4
stop(); if (_root.opp > 0) { _root.write = "Your opponent recovers from the attack and belts you in the face with his brass knuckles."; _root.energy = _root.energy - random(40); gotoAndPlay (3); } if (_root.opp < 1) { _root.gotoAndPlay(61); _root.body = "Carrying"; }
Symbol 637 Button
on (release) { gotoAndPlay (62); }
Symbol 638 Button
on (release) { var write = "Get a move on. Time is money."; }
Symbol 639 Button
on (release) { var cash = (cash + 500); var hit_mission = false; var body = "Carrying"; gotoAndPlay (9); }
Symbol 640 Button
on (release) { var write = "Probation's over, how do you think you went?"; }
Symbol 641 Button
on (release) { var write = "That's it for you, it's up to us now."; }
Symbol 642 Button
on (release) { var write = "Time to check out what your name is worth."; }
Symbol 643 Button
on (release) { var write = "Let's see how you did."; }
Symbol 644 Button
on (release) { if ((reputation > 220) && (donegirls > 14)) { gotoAndPlay (68); } else if (((reputation > 180) && (reputation < 221)) && (donegirls > 10)) { gotoAndPlay (67); } else { gotoAndPlay (66); } }
Symbol 647 Button
on (release) { gotoAndPlay (69); }
Symbol 648 Button
on (release) { gotoAndPlay (74); }
Symbol 649 Button
on (release) { gotoAndPlay (70); }
Symbol 651 MovieClip Frame 21
stop();
Symbol 652 Button
on (release) { gotoAndPlay (74); var bonus_show = false; }
Symbol 653 Button
on (release) { gotoAndPlay (74); var bonus_show = true; }
Symbol 654 Button
on (release) { gotoAndPlay (75); var bonus_show = false; }
Symbol 674 MovieClip Frame 1
if (_root.bonus_show == true) { gotoAndPlay (5); if (_root.bonus_show == false) { gotoAndPlay (3); } }
Symbol 674 MovieClip Frame 3
stop();
Symbol 674 MovieClip Frame 9
stop();
Symbol 675 Button
on (release) { _root.gotoAndPlay(1); }
Symbol 680 MovieClip Frame 725
stop();
Symbol 681 Button
on (release) { gotoAndPlay (81); }
Symbol 684 Button
on (release) { var write = "1)You should be greatful, this could be worse. 2)A woman is every man's right. 3)There is nothing wrong with collecting what you are owed."; }
Symbol 685 Button
on (release) { gotoAndPlay (82); }
Symbol 686 Button
on (release) { gotoAndPlay (83); }
Symbol 687 Button
on (release) { _root.write = "You whip out your sidearm and feed him a serve of lead."; Bang.play(); }
Symbol 688 Button
on (release) { _root.write = "You lunge forward at your opponent and slice him well with your blade."; Cut.play(); }
Symbol 689 Button
on (release) { _root.write = "You brutally smash your opponent in the face with your Crow Bar."; BarHit.play(); }
Symbol 690 MovieClip Frame 1
stop(); _root.write = ""; _root.writeopt1 = "Knife him!"; _root.writeopt2 = "Shoot him!"; _root.writeopt3 = "Whack him!";

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Instance Names

"daynames"Frame 8Symbol 136 MovieClip
"Blind"Frame 15Symbol 240 MovieClip
"GirlPics"Frame 48Symbol 549 MovieClip
"BonusGirls"Frame 82Symbol 549 MovieClip
"labelField"Symbol 5 MovieClip [FLabelSymbol] Frame 1Symbol 4 EditableText
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"frame3"Symbol 26 MovieClip Frame 1Symbol 23 MovieClip
"frame4"Symbol 26 MovieClip Frame 1Symbol 24 MovieClip
"frame5"Symbol 26 MovieClip Frame 1Symbol 25 MovieClip
"frame1"Symbol 32 MovieClip Frame 1Symbol 27 MovieClip
"frame2"Symbol 32 MovieClip Frame 1Symbol 28 MovieClip
"frame3"Symbol 32 MovieClip Frame 1Symbol 29 MovieClip
"frame4"Symbol 32 MovieClip Frame 1Symbol 30 MovieClip
"frame5"Symbol 32 MovieClip Frame 1Symbol 31 MovieClip
"up_mc"Symbol 33 MovieClip [fpb_states] Frame 1Symbol 14 MovieClip
"over_mc"Symbol 33 MovieClip [fpb_states] Frame 2Symbol 20 MovieClip
"down_mc"Symbol 33 MovieClip [fpb_states] Frame 3Symbol 26 MovieClip
"disabled_mc"Symbol 33 MovieClip [fpb_states] Frame 4Symbol 32 MovieClip
"boundingBox"Symbol 38 MovieClip [FBoundingBoxSymbol] Frame 1Symbol 36 MovieClip
"boundingBox2"Symbol 38 MovieClip [FBoundingBoxSymbol] Frame 2Symbol 36 MovieClip
"boundingBox_mc"Symbol 41 MovieClip [FPushButtonSymbol] Frame 1Symbol 38 MovieClip [FBoundingBoxSymbol]
"deadPreview"Symbol 41 MovieClip [FPushButtonSymbol] Frame 1Symbol 40 MovieClip
"BarHit"Symbol 604 MovieClip Frame 3Symbol 578 MovieClip
"Cut"Symbol 604 MovieClip Frame 3Symbol 581 MovieClip
"Bang"Symbol 604 MovieClip Frame 3Symbol 587 MovieClip
"BarHit"Symbol 636 MovieClip Frame 3Symbol 578 MovieClip
"Cut"Symbol 636 MovieClip Frame 3Symbol 581 MovieClip
"Bang"Symbol 636 MovieClip Frame 3Symbol 587 MovieClip
"BarHit"Symbol 690 MovieClip Frame 1Symbol 578 MovieClip
"Cut"Symbol 690 MovieClip Frame 1Symbol 581 MovieClip
"Bang"Symbol 690 MovieClip Frame 1Symbol 587 MovieClip

Special Tags

Protect (24)Timeline Frame 10 bytes ""
ExportAssets (56)Timeline Frame 1Symbol 2 as "fpb_hitArea"
ExportAssets (56)Timeline Frame 1Symbol 5 as "FLabelSymbol"
ExportAssets (56)Timeline Frame 1Symbol 33 as "fpb_states"
ExportAssets (56)Timeline Frame 1Symbol 34 as "FUIComponentSymbol"
ExportAssets (56)Timeline Frame 1Symbol 38 as "FBoundingBoxSymbol"
ExportAssets (56)Timeline Frame 1Symbol 41 as "FPushButtonSymbol"

Labels

#"Symbol_10"Symbol 2 MovieClip [fpb_hitArea] Frame 1
"Symbol_32"Symbol 5 MovieClip [FLabelSymbol] Frame 1
"up"Symbol 33 MovieClip [fpb_states] Frame 1
"over"Symbol 33 MovieClip [fpb_states] Frame 2
"down"Symbol 33 MovieClip [fpb_states] Frame 3
"disabled"Symbol 33 MovieClip [fpb_states] Frame 4
"Symbol_36"Symbol 34 MovieClip [FUIComponentSymbol] Frame 1
"enabled"Symbol 38 MovieClip [FBoundingBoxSymbol] Frame 1
"disabled"Symbol 38 MovieClip [FBoundingBoxSymbol] Frame 2

Dynamic Text Variables

_root.cashSymbol 102 EditableText""
_root.weekSymbol 103 EditableText""
_root.daySymbol 104 EditableText""
_root.donegirlsSymbol 105 EditableText""
_root.drugsSymbol 106 EditableText""
_root.bodySymbol 107 EditableText""
_root.energySymbol 108 EditableText"100"
_root.reputationSymbol 109 EditableText"200"
_root.stashSymbol 110 EditableText""
_root.writeSymbol 186 EditableText""
_root.writeopt1Symbol 187 EditableText""
_root.writeopt2Symbol 188 EditableText""
_root.writeopt3Symbol 189 EditableText""
_root.oppSymbol 590 EditableText""
_root.donegirlsSymbol 659 EditableText"15"
_root.reputationSymbol 660 EditableText"200"
_root.tscoreSymbol 661 EditableText"1000000"




http://swfchan.com/1/1285/info.shtml
Created: 16/3 -2019 01:24:15 Last modified: 16/3 -2019 01:24:15 Server time: 22/12 -2024 04:11:02