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A
Very
Merry Christmas!


<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/11437470?noj=FRM11437470-23DC" width="1" height="1"></div>

FFVII - The Lost Episodes.swf

This is the info page for
Flash #68779

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


Text
Ahriman Productions

The Lost Episodes

BEGIN

BEGIN

BEGIN

STORY

STORY

STORY

TUTORIAL

TUTORIAL

TUTORIAL

I suggest reading the "Tutorial" before clicking begin.

This story takes place
about half-way between
Crisis Core and Final
Fantasy VII.
Cloud is a 2nd Class
SOLDIER & Zack is not
there for some reason.
Sephiroth isn't evil yet.
That's all I've got right
now.
Also, Cloud for some
reason looks like he does
in Kingdom Hearts.
ENJOY!
:D

BACK

BACK

BACK

Battle Info
When Cloud engages an
enemy a battle will
commence.
At this point the
combatants take turns in
taking action until the
battle is won or lost.
There are several things
you must know about the
battle screen.

NEXT

NEXT

NEXT

BASIC INFO

To advance in-game
text, press the Space
Bar.

Cloud

HP:

MP:

640

210

1

2

3

4

5

6

7

Here is the status box.

These are the
components of the
status screen.

Morale
Commands
HP/MP
You

There will be a detailed explanation of
each on the next page.

Morale - is how confident in battle you are
feeling at the time. The "Morale Reel" will
continuously spin numbers until you take
action. When Cloud takes action, it will
randomly generate a number which will
determine how much damage you do etc.

Commands - are the actions you may take in
battle. The resulting outcomes of these
actions are overly affected by the Morale Reel.
These are the list of commands and the
Morale Reels effect on them.

Attack - Increased Damage

Skills - Increased Effect

Magic - Increased Effect
such as damage or healing

Summons - Summon uses a
higher power attack

There will now be an in depth look at the Commands and
the Morale Reel's effect on them.

1: Fully Healed and 3.0
Damage
2: Normal Damage
3: Normal Damage
4: 1.5 Damage
5: Normal Damage
6: 2.0 Damage
7: LIMIT BREAK

1: Fully Healed and 3.0
effect's strength
2: Normal
3: Normal
4: 1.5 Effect's strength
5: Normal
6: 2.0 Effect's Strength
7: LIMIT BREAK

1: Fully Healed and 3.0
Spell's Effect
2: Normal Effect
3: Normal Effect
4: 1.5 Effect's Strength
5: Normal
6: 2.0 Effect's Strength
7: LIMIT BREAK

1: Fully Healed & 3.0
Summon's Damage
2: Normal Summon
3: Normal Summon
4: Level 2 Summon Attack
5: Normal
6: Level 3 Summon Attack
7: Summon's LIMIT BREAK

HP/MP - are your Hit Points &
Magic Points.
HP represents your remaining
health. When it reaches 0, Cloud
will fall.
MP represents how much magic you
have remaining in your body.
Without sufficient MP, Cloud will
be unable to cast spells.

You - This is just a headshot of
Cloud.

7

LIMITS

When Cloud takes action and the Morale Reel
spins a "7", Cloud will feel a surge of energy
through him and unleash this energy in a
powerful attack known as a "LIMIT BREAK".
Limit Breaks are VERY powerful attacks and
come in very handy.
By getting a single Limit Break, you may access a
string of Limit Breaks known as a Limit Chain.
At the end of each attack in the Chain, the word
"COMBO!" will appear somewhere on the screen
for about 1 second. Click this before it disappears
for the next attack in the Chain.

That is all the information I can offer to you at the
present. More information will be given as you progress
through the game.
I hope you enjoy Final Fantasy VII: The Lost Episodes

The Lost Episodes

D

De

Dep

Depl

Deplo

Deploy

Deployi

Deployin

Deploying

Deploying

Deploying S

Deploying SO

Deploying SOL

Deploying SOLD

Deploying SOLDI

Deploying SOLDIE

Deploying SOLDIER

Deploying SOLDIER 2

Deploying SOLDIER 2n

Deploying SOLDIER 2nd

Deploying SOLDIER 2nd

Deploying SOLDIER 2nd C

Deploying SOLDIER 2nd Cl

Deploying SOLDIER 2nd Cla

Deploying SOLDIER 2nd Clas

Deploying SOLDIER 2nd Class

Deploying SOLDIER 2nd Class,

Deploying SOLDIER 2nd Class,

Deploying SOLDIER 2nd Class, C

Deploying SOLDIER 2nd Class, Cl

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Deploying SOLDIER 2nd Class, Cloud

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Deploying SOLDIER 2nd Class, Cloud Str

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Deploying SOLDIER 2nd Class, Cloud Strife

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M

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Mi

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Mis

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Miss

Deploying SOLDIER 2nd Class, Cloud Strife
Missi

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Missio

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Mission

Deploying SOLDIER 2nd Class, Cloud Strife
Mission

Deploying SOLDIER 2nd Class, Cloud Strife
Mission #

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Mission #1

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Mission #10

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Mission #104

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Mission #1047

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Mission #10478

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S

Deploying SOLDIER 2nd Class, Cloud Strife
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Su

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Sur

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Mission #1047889
Surv

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Surve

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Survei

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Surveil

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Surveill

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Surveilla

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Surveillan

Deploying SOLDIER 2nd Class, Cloud Strife
Mission #1047889
Surveillanc

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Surveillance

Deploying SOLDIER 2nd Class, Cloud Strife
Mission #1047889
Surveillance

Deploying SOLDIER 2nd Class, Cloud Strife
Mission #1047889
Surveillance  M

Deploying SOLDIER 2nd Class, Cloud Strife
Mission #1047889
Surveillance  Mo

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Mission #1047889
Surveillance  Mod

Deploying SOLDIER 2nd Class, Cloud Strife
Mission #1047889
Surveillance  Modu

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Deploying SOLDIER 2nd Class, Cloud Strife
Mission #1047889
Surveillance  Module

Deploying SOLDIER 2nd Class, Cloud Strife
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Surveillance  Modules

Deploying SOLDIER 2nd Class, Cloud Strife
Mission #1047889
Surveillance  Modules i

Deploying SOLDIER 2nd Class, Cloud Strife
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Surveillance  Modules in

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Deploying SOLDIER 2nd Class, Cloud Strife
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Initiate

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Initiate M

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Initiate Mi

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Initiate Mis

Deploying SOLDIER 2nd Class, Cloud Strife
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Initiate Mission

Deploying SOLDIER 2nd Class, Cloud Strife
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Initiate Mission

Deploying SOLDIER 2nd Class, Cloud Strife
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Initiate Mission

Cloud

So, this is the Doomtrain...

Advance with Space

I'd better be prepared for combat, there's bound to be security on here.

Guard

Hey you! Show me some authorization!

And if I don't have any?

A tough guy huh? Let's see how tough you SOLDIER punks REALLY
are!

Oh, trust me, you won't be disappointed.

Activating Combat Mode

Target HP:

COMBO!

Conflict Resolved

Obtained Cure!

Never underestimate the power of SOLDIER. Now, I've gotta get to the
front of this train!

There shouldn't be too long before it reaches Midgar.

Radio
Transmission

SOLDIER 2nd Class, Cloud Strife?

Speaking.

You have new orders from the President.

Send them to me.

You are receiving them as we speak. Do not fail this mission.

You're speaking as if I've ever failed a mission.

Don't get cocky. This mission will test your skills like no other.
Therefore, if you pass this mission, you will be rewarded.

Whatever. I'm receiving the orders now. Cloud out.

Sephiroth

Hey, Cloud. Listen, about the Rum & Coke thing. Couldn't be more
confused.

What the hell are you talking about?

Oh, sorry. I was watching Scrubs. Ever seen it? It's hilarious.

What the hell? Have you been drinking?

Maybe just a lot.

You need to stop with the drinking thing. It's pretty lame if you're
supposed to be the ultimate lifeform.

No, I'm not. It's Shadow.

......... Goodbye Sephiroth. And for christ's sake, get off the Elixirs!

But they're so damn good.

... Cloud Out.

???

Incoming Message.
Click the icon to answer the mail.

President

Your orders are as follows:
1. Liberate The Train
2. Get to the front carriage and disable Doomtrain's engines.
3. Engage the train in combat.
4. Defeat the train in combat.
5. Salvage whatever cargo you can from the train.
6. Tell Sephiroth to stay the hell out of my office.

What strange orders...

I've gotta liberate the train first. Look out guards! Here comes Cloud!

Don't mess with SOLDIER...

It'd probably be quicker if I just jumped down here...

I hope there's not too many carriages left...

What the hell just happened?..... Who did that?

*groan* Owww..... my legs......

The train's gone.... I failed... The mission's over....

Yes you did, Cloud. You failed Shinra and SOLDIER. If that train had
been filled with explosives, we'd all be dead.

Damn it! That's the 2nd time I've failed a VR today!

VR
Module

Ending simulation.
Mission status = Failed.

Sephiroth

Cloud. Tell me. Why did you fail?

Cloud

Because you cut the train in half!

True but.... apart from that.

You cut the train in half! Everything was going fine until then!

On the contrary... You were too cocky. You were too enthusiastic, you
didn't keep your cool and you weren't careful.

How?! Give me one example!

For one, you don't answer your phone during a mission. No matter what
the circumstances may be.

I was receiving orders!

Any good SOLDIER would have received them from the President
before heading towards his destination.

Whatever. I'm done with training today.

Oh, no you're not.

I'm not ready to fight you yet!

Really? Well, let's test that theory shall we?

Cloud is exhausted! Morale will drop!

4

Defeated...

I... Told... You I..... Wasn't Ready.....

Yes you did. And you were right. You are not yet worthy of my skills. If
you want to prove yourself, enter that VR again and defeat the train!

I'm not ready to do anything right now... I just fought you, who can do
anything after that?

Very, very few people. And you'll be feeling 10 times worse if you don't
get in there and fight the Doomtrain!

Why are you pushing this? I need a break...

If you defeat the Doomtrain, it will yeild it's Summon Materia.

grrr....... Fine. I'll go kill the stupid Doomtrain. Can I just skip the
"liberating" part and just fight the train?

Oh, he's gone.... Well, I guess it's time to send you to the scrap heap,
Doomtrain!

Time to kick some giant train a-

Cloud! What did I say about being too cocky?! Just fight the damn
thing! It's a train! It doesn't know what you're saying!

Roger that.

Defence Up

RETRY

RETRY

RETRY

LEVEL UP!

LEVEL UP!

LEVEL UP!

LEVEL UP!

LEVEL UP!

Obtained Doomtrain!

NOW I'm done with training for today.

Yes, you are this time.

Can I go now?

Not quite. I want to test your abilities again. Fight me.

What?! Why?! What part of this don't you get?! I'M TIRED!

Yes, I know. You're also angry. Which is why I want to test your
abilities again.

Why?! What does being angry have to do with anything?!

You'll see. Come over here and fight me again. Now!

Fine! THEN I'm going to bed!

Cloud is enraged! Morale will spike!

Doomtrain

16

There! Happy?! I fought you! And won! NOW can I go to bed?!

Yes. But you need to understand this.

*groan* What is it?

Did you notice how much easier it was to fight while you were angry?

Yeah...

It was because of your anger that your morale was so high. Hence,
allowing you to perform much stronger attacks against your opponents.

I understand. I'll see you tomorrow, Sephiroth.

Final Fantasy VII: The Lost Episodes
Part One
All animation by AhrimanProductions
Cloud sprites ripped by Nemu
Zero sprites ripped by Evildude666
Train sprites ripped by SmithyCGN
Forest Background ripped by Unknown
"Training Room" Background ripped by Ryan914
Sephiroth sprites made by AhrimanProductions & RickyTheHedgehog
All Music by Square Enix. Got from www.squaresound.com
SoundFx by various people. Got from www.flashkit.com/soundfx
Doomtrain attack animation by RickyTheHedgehog
This took 3 and a half days
File Details:
15.0 fps
2050 frames
1 Scene
19 Layers
136.6 seconds long in the timeline

ActionScript [AS1/AS2]

Frame 2
stop();
Frame 3
stop();
Frame 4
stop();
Frame 5
stop();
Frame 6
stop();
Frame 7
stop();
Frame 8
stop();
Frame 9
stop();
Frame 10
stop();
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stop();
Frame 238
stop();
Frame 239
stop();
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stop();
Frame 241
stop();
Frame 259
stop();
Frame 260
stop();
Frame 280
HP = 640; MP = 50; enemyHP = 210;
Frame 281
stop();
Frame 282
_root.morale = 1 + random(7);
Frame 283
if (_root.morale == 1) { _root.HP = 640; } if (_root.morale == 7) { gotoAndPlay ("limit"); }
Frame 293
if (_root.morale == 1) { _root.enemyHP = _root.enemyHP - 180; } if (_root.morale == 2) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 3) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 4) { _root.enemyHP = _root.enemyHP - 90; } if (_root.morale == 5) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 6) { _root.enemyHP = _root.enemyHP - 120; }
Frame 295
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win"); }
Frame 323
_root.enemyHP = _root.enemyHP - 140;
Frame 337
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win"); }
Frame 340
_root.enemyHP = _root.enemyHP - 120;
Frame 356
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win"); }
Frame 366
_root.enemyHP = _root.enemyHP - 200;
Frame 369
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win"); }
Frame 377
_root.HP = _root.HP - 70;
Frame 385
gotoAndPlay ("cloud");
Frame 386
stop();
Frame 387
stop();
Frame 388
stop();
Frame 389
stop();
Frame 390
stop();
Frame 391
stop();
Frame 392
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stop();
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stop();
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stop();
Frame 409
stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
Frame 610
stop();
Frame 611
stop();
Frame 640
stop();
Frame 641
stop();
Frame 651
stop();
Frame 709
stop();
Frame 710
HP = 640; MP = 50; enemyHP = 4056;
Frame 711
if (_root.HP >> 640 /* shift 0 */) { _root.HP == 640; } stop();
Frame 712
_root.morale = 1 + random(4);
Frame 713
if (_root.morale == 1) { _root.HP = 640; }
Frame 723
if (_root.morale == 1) { _root.enemyHP = _root.enemyHP - 180; } if (_root.morale == 2) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 3) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 4) { _root.enemyHP = _root.enemyHP - 90; }
Frame 737
if (_root.enemyHP >> 3500 /* shift 12 */) { gotoAndPlay ("cloud2"); } if (_root.enemyHP <= 3500) { gotoAndPlay ("enemy2"); }
Frame 744
stop();
Frame 745
_root.morale = 1 + random(4); if ((_root.MP - 4) <= 0) { gotoAndPlay ("cloud2"); }
Frame 746
if (_root.morale == 1) { _root.HP = 640; } _root.MP = _root.MP - 4;
Frame 755
if (_root.morale == 2) { _root.HP = _root.HP + 180; } if (_root.morale == 3) { _root.HP = _root.HP + 180; } if (_root.morale == 4) { _root.HP = _root.HP + 270; }
Frame 757
if (_root.enemyHP >> 3500 /* shift 12 */) { gotoAndPlay ("cloud2"); } if (_root.enemyHP <= 3500) { gotoAndPlay ("enemy2"); }
Frame 760
_root.HP = _root.HP - 80;
Frame 766
_root.HP = _root.HP - 80;
Frame 774
_root.HP = _root.HP - 80;
Frame 784
_root.HP = _root.HP - 80;
Frame 793
_root.HP = _root.HP - 80;
Frame 804
if (_root.HP >> 0) { gotoAndPlay ("cloud2"); } if (_root.HP <= 0) { gotoAndPlay ("lose"); }
Frame 805
play();
Frame 856
stop();
Frame 857
stop();
Frame 858
stop();
Frame 859
stop();
Frame 860
stop();
Frame 861
stop();
Frame 920
stop();
Frame 933
stop();
Frame 934
stop();
Frame 935
stop();
Frame 993
HP = 640; MP = 50; enemyHP = 1423;
Frame 994
stop();
Frame 995
_root.morale = 1 + random(7);
Frame 996
if (_root.morale == 1) { _root.HP = 640; } if (_root.morale == 7) { gotoAndPlay ("limit4"); }
Frame 1006
if (_root.morale == 1) { _root.enemyHP = _root.enemyHP - 90; } if (_root.morale == 2) { _root.enemyHP = _root.enemyHP - 30; } if (_root.morale == 3) { _root.enemyHP = _root.enemyHP - 30; } if (_root.morale == 4) { _root.enemyHP = _root.enemyHP - 45; } if (_root.morale == 5) { _root.enemyHP = _root.enemyHP - 30; } if (_root.morale == 6) { _root.enemyHP = _root.enemyHP - 60; }
Frame 1008
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy3"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win2"); }
Frame 1036
_root.enemyHP = _root.enemyHP - 140;
Frame 1050
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy3"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win2"); }
Frame 1053
_root.enemyHP = _root.enemyHP - 120;
Frame 1069
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy3"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win2"); }
Frame 1079
_root.enemyHP = _root.enemyHP - 200;
Frame 1082
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy3"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win2"); }
Frame 1083
if (_root.morale == 1) { _root.enemyHP = _root.enemyHP - 180; } if (_root.morale == 2) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 3) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 4) { _root.enemyHP = _root.enemyHP - 90; }
Frame 1089
stop();
Frame 1090
_root.morale = 1 + random(7); if ((_root.MP - 4) <= 0) { gotoAndPlay ("cloud3"); }
Frame 1091
if (_root.morale == 1) { _root.HP = 640; } if (_root.morale == 7) { gotoAndPlay ("curelimit"); } _root.MP = _root.MP - 4;
Frame 1100
if (_root.morale == 2) { _root.HP = _root.HP + 180; } if (_root.morale == 3) { _root.HP = _root.HP + 180; } if (_root.morale == 4) { _root.HP = _root.HP + 270; } if (_root.morale == 5) { _root.HP = _root.HP + 180; } if (_root.morale == 6) { _root.HP = _root.HP + 360; }
Frame 1102
gotoAndPlay ("enemy3");
Frame 1106
_root.HP = _root.HP - 25;
Frame 1112
_root.HP = _root.HP - 25;
Frame 1120
_root.HP = _root.HP - 25;
Frame 1131
_root.HP = _root.HP - 25;
Frame 1143
_root.HP = _root.HP - 25;
Frame 1152
if (_root.HP >> 0) { gotoAndPlay ("cloud3"); } if (_root.HP <= 0) { gotoAndPlay ("lose2"); }
Frame 1164
_root.HP = 1280;
Frame 1173
gotoAndPlay ("enemy3");
Frame 1174
play();
Frame 1265
stop();
Frame 1336
stop();
Frame 1395
stop();
Frame 1396
stop();
Frame 1397
stop();
Frame 1398
stop();
Frame 1399
stop();
Frame 1400
stop();
Frame 1401
stop();
Frame 1402
stop();
Frame 1403
stop();
Frame 1475
stop();
Frame 1476
HP = 920; MP = 80; enemyHP = 4056;
Frame 1477
stop();
Frame 1478
_root.morale = 6 + random(2);
Frame 1479
if (_root.morale == 7) { gotoAndPlay ("limit7"); }
Frame 1489
if (_root.morale == 6) { _root.enemyHP = _root.enemyHP - 120; }
Frame 1491
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy4"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win3"); }
Frame 1519
_root.enemyHP = _root.enemyHP - 140;
Frame 1533
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy4"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win3"); }
Frame 1536
_root.enemyHP = _root.enemyHP - 120;
Frame 1552
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy4"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win3"); }
Frame 1562
_root.enemyHP = _root.enemyHP - 200;
Frame 1565
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy5"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win3"); }
Frame 1566
if (_root.morale == 1) { _root.enemyHP = _root.enemyHP - 180; } if (_root.morale == 2) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 3) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 4) { _root.enemyHP = _root.enemyHP - 90; }
Frame 1572
stop();
Frame 1573
_root.morale = 6 + random(2); if ((_root.MP - 4) <= 0) { gotoAndPlay ("cloud4"); }
Frame 1574
if (_root.morale == 7) { gotoAndPlay ("curelimit2"); } _root.MP = _root.MP - 4;
Frame 1583
if (_root.morale == 2) { _root.HP = _root.HP + 180; } if (_root.morale == 3) { _root.HP = _root.HP + 180; } if (_root.morale == 4) { _root.HP = _root.HP + 270; } if (_root.morale == 5) { _root.HP = _root.HP + 180; } if (_root.morale == 6) { _root.HP = _root.HP + 360; }
Frame 1585
gotoAndPlay ("enemy4");
Frame 1586
_root.HP = _root.HP - 25;
Frame 1597
_root.HP = 1840;
Frame 1606
gotoAndPlay ("enemy4");
Frame 1607
if (_root.morale == 1) { _root.enemyHP = _root.enemyHP - 180; } if (_root.morale == 2) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 3) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 4) { _root.enemyHP = _root.enemyHP - 90; }
Frame 1613
stop();
Frame 1614
_root.morale = 6 + random(2); if ((_root.MP - 16) <= 0) { gotoAndPlay ("cloud4"); }
Frame 1615
if (_root.morale == 7) { gotoAndPlay ("doomlimit"); } _root.MP = _root.MP - 16;
Frame 1621
_root.enemyHP = _root.enemyHP - 210;
Frame 1633
_root.enemyHP = _root.enemyHP - 210;
Frame 1653
_root.enemyHP = _root.enemyHP - 210;
Frame 1666
_root.enemyHP = _root.enemyHP - 210;
Frame 1681
_root.enemyHP = _root.enemyHP - 210;
Frame 1700
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy4"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win3"); }
Frame 1701
if (_root.morale == 1) { _root.enemyHP = _root.enemyHP - 180; } if (_root.morale == 2) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 3) { _root.enemyHP = _root.enemyHP - 60; } if (_root.morale == 4) { _root.enemyHP = _root.enemyHP - 90; }
Frame 1708
_root.enemyHP = _root.enemyHP - 210;
Frame 1720
_root.enemyHP = _root.enemyHP - 210;
Frame 1729
_root.enemyHP = _root.enemyHP - 210;
Frame 1740
_root.enemyHP = _root.enemyHP - 210;
Frame 1746
_root.enemyHP = _root.enemyHP - 210;
Frame 1756
_root.enemyHP = _root.enemyHP - 210;
Frame 1767
_root.enemyHP = _root.enemyHP - 210;
Frame 1776
_root.enemyHP = _root.enemyHP - 210;
Frame 1781
_root.enemyHP = _root.enemyHP - 210;
Frame 1791
_root.enemyHP = _root.enemyHP - 210;
Frame 1810
if (_root.enemyHP >> 0) { gotoAndPlay ("enemy5"); } if (_root.enemyHP <= 0) { gotoAndPlay ("win3"); }
Frame 1811
if (_root.morale == 1) { _root.HP = 640; }
Frame 1813
_root.HP = _root.HP - 80;
Frame 1819
_root.HP = _root.HP - 80;
Frame 1827
_root.HP = _root.HP - 80;
Frame 1837
_root.HP = _root.HP - 80;
Frame 1846
_root.HP = _root.HP - 80;
Frame 1857
if (_root.HP >> 0) { gotoAndPlay ("cloud4"); } if (_root.HP <= 0) { gotoAndPlay ("lose3"); }
Frame 1909
_root.HP = _root.HP / 2;
Frame 1931
if (_root.HP >> 0) { gotoAndPlay ("cloud4"); } if (_root.HP <= 0) { gotoAndPlay ("lose3"); }
Frame 1932
play();
Frame 2023
stop();
Frame 2024
stop();
Frame 2025
stop();
Frame 2026
stop();
Frame 2027
stop();
Frame 2028
stop();
Frame 2029
stop();
Frame 2030
stop();
Frame 2031
stop();
Frame 2050
stop();
Symbol 14 Button
on (release) { getURL ("http://ahrimanproductions.newgrounds.com/"); }
Symbol 21 Button
on (release) { _root.play(); }
Symbol 22 MovieClip Frame 1
_root.stop(); PercentLoaded = (_root.getBytesLoaded() / _root.getBytesTotal()) * 100; if (PercentLoaded != 100) { bar._xscale = PercentLoaded; } else { gotoAndStop ("loaded"); }
Symbol 22 MovieClip Frame 2
gotoAndPlay (1);
Symbol 34 Button
on (release) { gotoAndPlay (12); }
Symbol 38 Button
on (release) { play(); }
Symbol 42 Button
on (release) { gotoAndPlay (4); }
Symbol 51 Button
on (release) { gotoAndPlay (2); }
Symbol 56 Button
on (release) { play(); }
Symbol 240 Button
on (keyPress "<Space>") { play(); }
Symbol 270 Button
on (release) { play(); }
Symbol 294 MovieClip Frame 7
stop();
Symbol 316 MovieClip Frame 11
stop();
Symbol 320 Button
on (release) { gotoAndPlay ("limit2"); }
Symbol 327 MovieClip Frame 6
stop();
Symbol 332 MovieClip Frame 4
stop();
Symbol 333 Button
on (release) { gotoAndPlay ("limit3"); }
Symbol 342 MovieClip Frame 13
stop();
Symbol 358 MovieClip Frame 10
stop();
Symbol 387 Button
on (release) { play(); }
Symbol 410 Button
on (keyPress "<Space>") { play(); }
Symbol 502 MovieClip Frame 5
stop();
Symbol 509 Button
on (release) { gotoAndPlay ("magic"); }
Symbol 521 Button
on (release) { gotoAndPlay ("attack2"); }
Symbol 528 Button
on (release) { if ((_root.MP - 4) <= 0) { trace("Out of MP!"); } if ((_root.MP - 4) >= 0) { gotoAndPlay ("cure"); mp - 4; } }
Symbol 531 MovieClip Frame 5
stop();
Symbol 547 MovieClip Frame 7
stop();
Symbol 562 MovieClip Frame 47
stop();
Symbol 567 MovieClip Frame 4
stop();
Symbol 593 Button
on (release) { gotoAndPlay ("magic2"); }
Symbol 605 Button
on (release) { gotoAndPlay ("limit5"); }
Symbol 606 Button
on (release) { gotoAndPlay ("limit6"); }
Symbol 610 Button
on (release) { gotoAndPlay ("attack3"); }
Symbol 614 Button
on (release) { if ((_root.MP - 4) <= 0) { trace("Out of MP!"); } if ((_root.MP - 4) >= 0) { gotoAndPlay ("cure2"); mp - 4; } }
Symbol 659 Button
on (release) { gotoAndPlay ("setup3"); }
Symbol 666 MovieClip Frame 11
stop();
Symbol 688 Button
on (release) { gotoAndPlay ("magic3"); }
Symbol 689 Button
on (release) { gotoAndPlay ("summon"); }
Symbol 701 Button
on (release) { gotoAndPlay ("limit8"); }
Symbol 702 Button
on (release) { gotoAndPlay ("limit9"); }
Symbol 706 Button
on (release) { gotoAndPlay ("attack4"); }
Symbol 709 Button
on (release) { if ((_root.MP - 4) <= 0) { trace("Out of MP!"); } if ((_root.MP - 4) >= 0) { gotoAndPlay ("cure3"); mp - 4; } }
Symbol 728 Button
on (release) { if ((_root.MP - 16) <= 0) { trace("Out of MP!"); } if ((_root.MP - 16) >= 0) { gotoAndPlay ("doomtrain"); mp - 16; } }
Symbol 736 MovieClip Frame 50
stop();
Symbol 774 Button
on (release) { gotoAndPlay ("setup4"); }

Library Items

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Instance Names

"bar"Symbol 22 MovieClip Frame 1Symbol 4 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.

Labels

"setup"Frame 280
"cloud"Frame 281
"attack"Frame 284
"limit"Frame 296
"limit2"Frame 338
"limit3"Frame 357
"enemy"Frame 370
"win"Frame 386
"setup2"Frame 710
"cloud2"Frame 711
"attack2"Frame 714
"magic"Frame 738
"cure"Frame 745
"enemy2"Frame 758
"lose"Frame 805
"setup3"Frame 993
"cloud3"Frame 994
"attack3"Frame 997
"limit4"Frame 1009
"limit5"Frame 1051
"limit6"Frame 1070
"magic2"Frame 1083
"cure2"Frame 1090
"enemy3"Frame 1103
"curelimit"Frame 1153
"lose2"Frame 1174
"win2"Frame 1266
"setup4"Frame 1476
"cloud4"Frame 1477
"attack4"Frame 1480
"limit7"Frame 1492
"limit8"Frame 1534
"limit9"Frame 1553
"magic3"Frame 1566
"cure3"Frame 1573
"curelimit2"Frame 1586
"summon"Frame 1607
"doomtrain"Frame 1614
"doomlimit"Frame 1701
"enemy4"Frame 1811
"enemy5"Frame 1858
"lose3"Frame 1932
"win3"Frame 2024
"loaded"Symbol 22 MovieClip Frame 3

Dynamic Text Variables

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http://swfchan.com/14/68779/info.shtml
Created: 10/4 -2019 19:58:11 Last modified: 10/4 -2019 19:58:11 Server time: 23/12 -2024 00:50:08