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Invasion The Last Crusade.swf

This is the info page for
Flash #69239

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


Text
%

0

=

CONSOLE

APPLY

APPLY

VENGEANCE

Programming

KORTEX

Art

Start Game

Start Game

instructions

instructions

about

about

options

options

STRATEGIES

STRATEGIES

back

back

Start a new game, then click on the names of a few units to
purchase them for your army. When you think you're about ready,
start the game! You'll be on the battlefield. Click on the names of
the units in the deployment bar at the bottom of the screen to send
out one of them to confront the enemy castle. You win a level by
reducing the castle to a flaming pile of rubble.

Start a new game, then click on the names of a few units to
purchase them for your army. When you think you're about ready,
start the game! You'll be on the battlefield. Click on the names of
the units in the deployment bar at the bottom of the screen to send
out one of them to confront the enemy castle. You win a level by
reducing the castle to a flaming pile of rubble.

© 2004 - 2005 Gamesgamesgames.co.uk and Wildfire Designs
Sounds from various sources; death sounds from Caesar III.

It is recommended that you run Invasion 4: The Last Crusade on Flash Player 7 or
above. If the game runs slowly, go into options and tweak the settings a little.

Load a pre-existing file,
or start a new one?

No save file found. Sorry.

New

new

load

load

laod

You don't have any units!

Exceeds population limit

Exceeds population limit

x Infantry

0

100

x Archers

0

100

x Saboteurs

0

100

500

x Rams

0

x Cannons

0

1000

500

x Cavalry

0

Quantity    Soldier        Cost

Upgrade

Building        Cost

Barracks

Fletchery

500

500

Upgrading a building will
make the unit associated
with it do roughly a third
more damage per hit.

Stable

500

Workshop

500

Type in the amount to order!

PURCHASE

PURCHASE

PURCHASE

x Infantry

0

100

x Archers

0

100

500

x Rams

0

x Saboteurs

0

100

x Cannons

0

500

500

x Cavalry

0

Laboratory

500

Quarry

500

x Barracks

0

x Fletchery

0

x Laboratory

0

x Workshop

0

x Quarry

0

x Stable

0

Type in the amount
to order!

Army

Bulk Buy

Bulk Buy

Bulk Buy

Level

1

PRE-BATTLE

Population limit

Currently
owned:

quality

quality

quality

Deploy
Units:

Deploy
Units:

surrender

surrender

surrender

Undeployed
Troops:

Undeployed
Troops:

0

0

0

0

0

0

x Infantry

x Archers

x Rams

x Infantry

x Archers

x Rams

x Saboteurs

x Cannons

x Cavalry

x Saboteurs

x Cannons

x Cavalry

(4)

(5)

(6)

(1)

(2)

(3)

SAVE

SAVE

SAVE

continue campaign

continue campaign

continue campaign

Victory is ours!

Retry

Retry

you've been defeated

<P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFFFFF"><B>Well, there&apos;s a fourth time for everything. I thought Invasion 3 contained everything that <SBR/>you guys wanted, but obviously I was wrong. I read through all of Invasion 3&apos;s reviews on <SBR/>Newgrounds (and replied to most of them), and most people were saying something along <SBR/>the lines of, &quot;It&apos;s unbalanced and easy&quot;. Well, I&apos;ve done a bit of work on the number of <SBR/>arrows coming out of the enemy&apos;s castle, I&apos;ve tweaked prices and damages, I&apos;ve playtested <SBR/>tons of times, and (you&apos;ll love this) - it runs much, MUCH faster. You probably won&apos;t notice <SBR/>the speed enhancements on a good computer, but I&apos;ve worked on optimizing the code for <SBR/>hours and hours on end. The battles won&apos;t lose speed over time, either (that was due to the <SBR/>arrows from the castle - the array controlling them never got reset, since there was no gap in <SBR/>between each round of fire... until now). </B></FONT></P><P ALIGN="CENTER"></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFFFFF"><B>If you&apos;re playing this game through a movie portal such as Newgrounds, review it. I REALLY <SBR/>want to hear what you have to say. Feel free to email me at: <SBR/></B><A HREF="mailto:vengeance@gamesgamesgames.co.uk"><B>vengeance@gamesgamesgames.co.uk</B></A></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFFFFF"><B>Or Kortex at:</B></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFFFFF"><A HREF="mailto:kortex@area526.net"><B>kortex@area526.net</B></A></FONT></P>

GGG

GGG

GGG

SFDT

INVASION SETTINGS
Default Quality:
This determines the quality of the visuals for the battles. The higher it is, the slower it goes.
Weather:
What do you like better? Clouds, or speed?
Sounds:
Turn this off to mute the game.
Auto-saving:
Don't want to keep pressing 'save' all the time? No problem. Just turn this on.

Note: according to some tests on Flash Kit, running the Flash Player in Internet Explorer works a lot
better on PCs, since IE is built into the operating system and is therefore given more of the
computer's CPU and RAM handling to play with. See if it makes a difference.

ON

OFF

/

HIGH

MEDIUM

LOW

Campaign Mode, or Skirmish?

CAMPAIGN

CAMPAIGN

CAMPAIGN

SKIRMISH

SKIRMISH

SKIRMISH

Strategy

Are you finding Invasion 4 a little tougher than the other Invasions? That wouldn't surprise me. Well,
here are a few tips to get you going...
1.) 2 cannons are more powerful than 10 archers, but if you upgrade those archers, you're upgrading 10
archers... as opposed to upgrading only 2 cannons. In other words, archers may begin to get better than
cannons if you upgrade them enough, so keep a bit of spare gold lying around.
2.) Upgrades add an extra 30% of damage to the specified unit. However, this doesn't mean that getting
two upgrades will give you 130% damage, then 173.3% damage. It just gives you 130% damage, then 160%
damage, then 190% damage, and so on.
3.) The oil pots kill a random number of people at the base of the castle, ranging from 1 to the number of
the level. So at higher levels, melee (close-range) units stand will last longer... provided that they can get
past the arrows.
4.) In the lower levels, it's generally a good idea to use cavalry instead of infantry. They're bigger targets
and cost more than twice the amount, but they make up for it in speed and the number of arrows they
can take. If you had 10 infantry going through a burst of arrows, most of them would die. However, a well
spaced-out group of cavalry may only take one hit each, leaving all of them alive to assault the castle.
5.) Cavalry move at almost exactly the same speed as saboteurs. You can use the cavalry as a safeguard or
meat wall for the saboteurs if you deploy them a second or two prior to them.
6.) Since many factors such as unit speed and the velocity of arrows are randomised, it's generally a good
idea to retry a strategy if you only lost the level by a very small amount.

Next

Next

Next

Back

Back

<P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>7.)</B><FONT COLOR="#FFFFFF"><B> Saboteurs are only effective if they can live long enough to reach the castle. Consider whether it <SBR/>would be better to spend extra on saboteurs, or to spend extra on an escort to defend them. Find a <SBR/>decent ratio of defenders to offenders.</B></FONT></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>8.)</B><FONT COLOR="#FFFFFF"><B> Only buy stuff if you absolutely need it. See if there&apos;s a possibility of saving money.</B></FONT></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>9.)</B><FONT COLOR="#FFFFFF"><B> Hold down the appropriate number keys to deploy units whilst you&apos;re entering the battle. Speed in <SBR/>deployment can be the difference between winning or losing a battle.</B></FONT></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>10.)</B><FONT COLOR="#FFFFFF"><B> Keep trying new strategies. There may be a better/faster/cheaper way of winning a battle than the <SBR/>one you&apos;re currently using. Sometimes different units are better for different levels.</B></FONT></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>11.) </B><FONT COLOR="#FFFFFF"><B>Go to </B><FONT COLOR="#0000FF"><A HREF="http://www.galacforums.com/GGG_Forums/index.php"><B>gamesgamesgames.co.uk&apos;s forums</B></A></FONT><B> and see if anyone has posted any decent tips or tricks. As of <SBR/>the time of writing, the forums haven&apos;t been very active... so don&apos;t get your hopes up too much.</B></FONT></FONT></P>

USERNAME:

LEVEL:

GOLD LEFT:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

If no scores are visible, then you are, for whatever reason, unable to access the PHP scripts on the gamesgamesgames.co.uk server.
Special thanks to Glen Rhodes for writing a tutorial on making PHP high score tables.

ActionScript [AS1/AS2]

Frame 1
function enemyArrowFunc() { _root.enemyArrow.duplicateMovieClip("newEnemyArrow" + _root.enemyArrowNum, _root.depth++, {_x:461, _y:230, here:true}); _root.enemyArrowNum++; _root.enemyArrows[_root.enemyArrowNum] = 1; } function deploy(troop) { _root.troopsAlive++; _root[troop + "Number"]++; _root[troop + "Array"][_root[troop + "Number"]] = 1; if (troop != "ram") { _root[troop + "Clip"].duplicateMovieClip(troop + _root[troop + "Number"], _root.depth++, {_x:_root[troop + "Clip"]._x + random(20), _y:_root[troop + "Clip"]._y - random(20)}); } else { _root[troop + "Clip"].duplicateMovieClip(troop + _root[troop + "Number"], _root.depth++, {_x:_root[troop + "Clip"]._x + random(20), _y:_root[troop + "Clip"]._y}); } } function changeLevel(frame) { clearScreen(); gotoAndStop(frame); cursor._visible = true; Mouse.hide(); } function clearScreen() { i = 1; while (i <= _root.depth) { removeMovieClip(_root["newEnemyArrow" + i]); removeMovieClip(_root["newArrow" + i]); removeMovieClip(_root["infantry" + i]); removeMovieClip(_root["archer" + i]); removeMovieClip(_root["cavalry" + i]); removeMovieClip(_root["ram" + i]); removeMovieClip(_root["mangonel" + i]); removeMovieClip(_root["trebuchet" + i]); removeMovieClip(_root["newWater" + i]); removeMovieClip(_root["newExplosion" + i]); removeMovieClip(_root["newCannonball" + i]); removeMovieClip(_root["jedi" + i]); i++; } _root.jediArray = new Array(); _root.enemyArrows = new Array(); _root.trebuchetArray = new Array(); _root.infantryArray = new Array(); _root.Arrows = new Array(); _root.mangonelArray = new Array(); _root.ramArray = new Array(); _root.cavalryArray = new Array(); _root.archerArray = new Array(); _root.cannonballs = new Array(); } function loadGame() { bulks = new Array("infBulk", "archBulk", "cavBulk", "ramBulk", "mangoBulk", "trebBulk", "barracksBulk", "fletcheryBulk", "alchemistBulk", "workshopBulk", "stableBulk", "quarryBulk"); cannonballs = new Array(); enemyArrows = new Array(); trebuchetArray = new Array(); infantryArray = new Array(); Arrows = new Array(); mangonelArray = new Array(); ramArray = new Array(); cavalryArray = new Array(); archerArray = new Array(); jediArray = new Array(); archFireChance = 50; cavDamage = 80; infCost = 200; archCost = 200; archDamage = 4.1; cavCost = 300; mangoCost = 500; infSpeed = 1.5; archSpeed = 1.75; ramSpeed = (mangoSpeed = 0.75); enemyArrowType = 2; infDamage = 2.5; ramCost = (trebCost = 500); ramDamage = 10; arrowType = 1; cavSpeed = 3; mangoDamage = 10; trebDamage = 4.3; trebSpeed = 3; jediSpeed = 2.5; jediDamage = 10; gold = InvasionSettings.data.gold; infAvailable = (cavAvailable = (archAvailable = (ramAvailable = (mangoAvailable = (trebAvailable = true))))); enemyHP = InvasionSettings.data.level * _root.castleHP; level = InvasionSettings.data.level; archUpgrades = InvasionSettings.data.archUpgrades; infUpgrades = InvasionSettings.data.infUpgrades; ramUpgrades = InvasionSettings.data.ramUpgrades; cavUpgrades = InvasionSettings.data.cavUpgrades; mangoUpgrades = InvasionSettings.data.mangoUpgrades; trebUpgrades = InvasionSettings.data.trebUpgrades; infCount = InvasionSettings.data.infCount; archCount = InvasionSettings.data.archCount; ramCount = InvasionSettings.data.ramCount; cavCount = InvasionSettings.data.cavCount; mangoCount = InvasionSettings.data.mangoCount; trebCount = InvasionSettings.data.trebCount; arrowNum = (jediNumber = (enemyArrowNum = (boltNumber = (troopCount = (troopsAlive = (infantryNumber = (archerNumber = (cavalryNumber = (ramNumber = (mangonelNumber = (trebuchetNumber = (archBulk = (infBulk = (ramBulk = (cavBulk = (mangoBulk = (trebBulk = (explosionNum = 0)))))))))))))))))); nextFrame(); } archerUnits = new Array("archer", "mangonel"); rangeShorts = new Array("arch", "mango"); missiles = new Array("Arrow", "Cannonball"); missileArrays = new Array("Arrows", "cannonballs"); multiHP = new Array("ram", "trebuchet", "mangonel"); singleHP = new Array("cavalry", "infantry", "archer"); unitsArray = new Array("infantry", "archer", "ram", "cavalry", "mangonel", "trebuchet"); shortNames = new Array("inf", "arch", "ram", "cav", "mango", "treb"); sameyUnits = new Array("infantry", "trebuchet", "cavalry"); hit = hitTest; _root.onEnterFrame = function () { if (_currentframe != 5) { clearScreen(); _root.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.jediNumber = (_root.infantryNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = 0)))))))))); } if (_currentframe == 4) { for (var i in bulks) { if (_root[bulks[i]] == "") { _root[bulks[i]] = 0; } } maxPop = level * 10; _root.goldField.text = ("You have " + _root.gold) + " gold."; troopsLeft = ((((infCount + archCount) + cavCount) + ramCount) + mangoCount) + trebCount; popLimit = (troopsLeft + " Out of: ") + maxPop; } else if (_currentframe == 5) { InvasionFrames++; arrowFrameDelay--; _root.hBar._width = (_root.enemyHP / _root.enemyHPmax) * 200; if (((_root.enemyHP / _root.enemyHPmax) * 200) > 1) { _root.castle.gotoAndStop(Math.round((_root.enemyHP / _root.enemyHPmax) * 100)); } else { changeLevel(6); } for (var i in unitsArray) { if (Key.isDown(49 - (-i))) { if (_root[shortNames[i] + "Count"] > 0) { deploy(_root.unitsArray[i]); _root[shortNames[i] + "Count"]--; } } } troopsLeft = ((((infCount + archCount) + cavCount) + ramCount) + mangoCount) + trebCount; if (arrowFrameDelay <= 0) { arrowsDetected = 0; for (var i in enemyArrows) { if (_root["newEnemyArrow" + i].here) { arrowsDetected++; } } if (arrowsDetected == 0) { enemyArrowNum = 1; enemyArrows = new Array(1, 1); spurt = true; if (arrowsFired != arrowsToFire) { _root.enemyArrowFunc(); arrowsFired++; } else { arrowFrameDelay = arrowFrameDelayInit; arrowsFired = 0; spurt = false; } } else if (spurt) { if (arrowsFired != arrowsToFire) { _root.enemyArrowFunc(); arrowsFired++; } else { arrowFrameDelay = arrowFrameDelayInit; arrowsFired = 0; spurt = false; } } } if (_root.troopsLeft == 0) { if (_root.troopsAlive == 0) { changeLevel(7); } } if (jediOn == 1) { singleHP = new Array("cavalry", "infantry", "archer", "jedi"); sameyUnits = new Array("jedi", "infantry", "trebuchet", "cavalry"); } for (var x in sameyUnits) { i = 0; while (i <= _root[sameyUnits[x] + "Number"]) { if (_root[sameyUnits[x] + "Array"][i] == 1) { if (!_root[sameyUnits[x] + i].hit(_root.castle)) { _root[sameyUnits[x] + i]._x = _root[sameyUnits[x] + i]._x - (-_root[sameyUnits[x] + i].speed); _root[sameyUnits[x] + i]._y = _root[sameyUnits[x] + i]._y - (Math.random() - 0.5); } else { _root[sameyUnits[x] + i].gotoAndStop(2); } } i++; } } for (var x in archerUnits) { i = 0; while (i <= _root[archerUnits[x] + "Number"]) { if (_root[archerUnits[x] + "Array"][i] == 1) { if (_root[archerUnits[x] + i]._x < (250 - _root[archerUnits[x] + i].decrement)) { _root[archerUnits[x] + i]._x = _root[archerUnits[x] + i]._x - (-_root[archerUnits[x] + i].speed); _root[archerUnits[x] + i]._y = _root[archerUnits[x] + i]._y - (Math.random() - 0.5); } else if (_root[archerUnits[x] + i]._x > 100) { _root[archerUnits[x] + i].gotoAndStop(2); } else { _root[archerUnits[x] + i]._x = _root[archerUnits[x] + i]._x - (-_root[archerUnits[x] + i].speed); _root[archerUnits[x] + i]._y = _root[archerUnits[x] + i]._y - (Math.random() - 0.5); } } i++; } } for (var i in ramArray) { if (_root.ramArray[i] == 1) { if (!_root["ram" + i].hit(_root.castle)) { if (!_root["ram" + i].touching) { _root["ram" + i]._x = _root["ram" + i]._x - (-_root["ram" + i].speed); j = 0; while (j < 4) { _root["ram" + i]["wheel" + j]._rotation = _root["ram" + i]["wheel" + j]._rotation - (-_root["ram" + i].speed); j++; } } } else { _root["ram" + i].gotoAndStop(2); _root["ram" + i].touching = true; } } } for (var x in missileArrays) { for (var i in _root[missileArrays[x]]) { if (_root[missileArrays[x]][i] == 1) { _root[("new" + missiles[x]) + i]._x = _root[("new" + missiles[x]) + i]._x - _root[("new" + missiles[x]) + i].xs; if (!_root[("new" + missiles[x]) + i].damaged) { _root[("new" + missiles[x]) + i]._y = _root[("new" + missiles[x]) + i]._y - (-((_root[("new" + missiles[x]) + i].ys = _root[("new" + missiles[x]) + i].ys - (-_root[("new" + missiles[x]) + i].g)))); } _root[("new" + missiles[x]) + i]._rotation = ((_root[("new" + missiles[x]) + i]._x >= 455) ? (_root[("new" + missiles[x]) + i]._rotation) : ((Math.atan2(_root[("new" + missiles[x]) + i].ys, -_root[("new" + missiles[x]) + i].xs) * 180) / Math.PI)); if (_root[("new" + missiles[x]) + i]._x > 455) { _root[("new" + missiles[x]) + i].xs = (_root[("new" + missiles[x]) + i].ys = 0); if (!_root[("new" + missiles[x]) + i].damaged) { _root.enemyHP = _root.enemyHP - _root[rangeShorts[x] + "Attack"]; _root[("new" + missiles[x]) + i].damaged = true; } if (missiles[x] == "Arrow") { if (_root[("new" + missiles[x]) + i]._alpha > 0) { _root[("new" + missiles[x]) + i]._alpha = _root[("new" + missiles[x]) + i]._alpha - 10; } else { _root[missileArrays[x]][i] = 0; removeMovieClip(_root[("new" + missiles[x]) + i]); } } else if (_root[("new" + missiles[x]) + i]._currentframe == _root[("new" + missiles[x]) + i]._totalframes) { _root[missileArrays[x]][i] = 0; removeMovieClip(_root[("new" + missiles[x]) + i]); } else { _root[("new" + missiles[x]) + i].play(); } } } } } for (var i in enemyArrows) { if (_root.enemyArrows[i] == 1) { if (!_root["newEnemyArrow" + i].hitPlayer) { if (!_root["newEnemyArrow" + i].fadeStarted) { _root["newEnemyArrow" + i]._x = _root["newEnemyArrow" + i]._x - (-_root["newEnemyArrow" + i].xs); _root["newEnemyArrow" + i]._y = _root["newEnemyArrow" + i]._y - (-((_root["newEnemyArrow" + i].ys = _root["newEnemyArrow" + i].ys - (-_root["newEnemyArrow" + i].g)))); _root["newEnemyArrow" + i]._rotation = ((_root["newEnemyArrow" + i]._y >= 333) ? (_root["newEnemyArrow" + i]._rotation) : ((Math.atan2(_root["newEnemyArrow" + i].ys, _root["newEnemyArrow" + i].xs) * 180) / Math.PI)); if (_root["newEnemyArrow" + i]._y > 333) { _root["newEnemyArrow" + i]._y = 333; _root["newEnemyArrow" + i].xs = (_root["newEnemyArrow" + i].ys = 0); } for (var x in singleHP) { j = 0; while (j <= _root[_root.singleHP[x] + "Number"]) { if (_root[_root.singleHP[x] + "Array"][j] == 1) { if (_root[_root.singleHP[x] + j].hit(_root["newEnemyArrow" + i]._x, _root["newEnemyArrow" + i]._y)) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; _root[_root.singleHP[x] + j].gotoAndStop(3); _root[_root.singleHP[x] + "Array"][j] = 0; } } } } j++; } } for (var x in multiHP) { j = 0; while (j <= _root[_root.multiHP[x] + "Number"]) { if (_root[_root.multiHP[x] + "Array"][j] == 1) { if (_root[_root.multiHP[x] + j].hit(_root["newEnemyArrow" + i]._x, _root["newEnemyArrow" + i]._y)) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; _root[_root.multiHP[x] + j].HP--; if (_root[_root.multiHP[x] + j].HP < 1) { _root[_root.multiHP[x] + j].gotoAndStop(3); _root[_root.multiHP[x] + "Array"][j] = 0; } } } _root["newEnemyArrow" + i]._x = _root["newEnemyArrow" + i]._x - (-_root[_root.multiHP[x] + j].speed); } } j++; } } } } if ((_root["newEnemyArrow" + i]._y >= 300) || (_root["newEnemyArrow" + i].hitPlayer)) { if (!_root["newEnemyArrow" + i].fadeStarted) { _root["newEnemyArrow" + i].startFade = true; } } if (_root["newEnemyArrow" + i].startFade) { if (!_root["newEnemyArrow" + i].fadeStarted) { _root["newEnemyArrow" + i].fadeStarted = true; } if (_root["newEnemyArrow" + i]._alpha > 0) { _root["newEnemyArrow" + i]._alpha = _root["newEnemyArrow" + i]._alpha - 10; } else { _root.enemyArrows[i] = 0; removeMovieClip(_root["newEnemyArrow" + i]); } } } } } }; jediOn = 0; levelGold = 2500; InvasionSettings = SharedObject.getLocal("InvasionSaveFile"); if (InvasionSettings.data.soundOn != undefined) { if (InvasionSettings.data.soundOn) { soundOn = true; } else if (InvasionSettings.data.soundOn == false) { soundOn = false; } } else { soundOn = true; } if (InvasionSettings.data.InvasionFrames != undefined) { InvasionFrames = InvasionSettings.data.InvasionFrames; } else { InvasionFrames = 0; } if (InvasionSettings.data.InvasionBoots != undefined) { InvasionBoots = InvasionSettings.data.InvasionBoots + 1; InvasionSettings.data.InvasionBoots++; } else { InvasionBoots = 1; InvasionSettings.data.InvasionBoots++; } if (InvasionSettings.data.qualitySettings != undefined) { if (InvasionSettings.data.qualitySettings == "HIGH") { qualitySettings = "HIGH"; } else if (InvasionSettings.data.qualitySettings == "MEDIUM") { qualitySettings = "MEDIUM"; } else if (InvasionSettings.data.qualitySettings == "LOW") { qualitySettings = "LOW"; } } else { qualitySettings = "HIGH"; _quality = "HIGH"; } if (InvasionSettings.data.levelsPlayed != undefined) { levelsPlayed = InvasionSettings.data.levelsPlayed; } else { levelsPlayed = 0; } if (InvasionSettings.data.levelsWon != undefined) { levelsWon = InvasionSettings.data.levelsWon; } else { levelsWon = 0; } if (InvasionSettings.data.levelsLost != undefined) { levelsLost = InvasionSettings.data.levelsLost; } else { levelsLost = 0; } if (InvasionSettings.data.weatherOn != undefined) { if (InvasionSettings.data.weatherOn) { weatherOn = true; } else if (InvasionSettings.data.weatherOn == false) { weatherOn = false; } } else { weatherOn = true; } if (InvasionSettings.data.autoSave != undefined) { if (InvasionSettings.data.autoSave) { autoSave = true; } else if (InvasionSettings.data.autoSave == false) { autoSave = false; } } else { autoSave = false; } Stage.showMenu = false; fscommand ("allowscale", false); stop(); castleHP = 450; InvasionVersion = 4;
Instance of Symbol 21 MovieClip "loader" in Frame 1
onClipEvent (load) { _root.stop(); } onClipEvent (enterFrame) { _root.loadedbytes = getBytesLoaded(); _root.totalbytes = getBytesTotal(); _root.loadedkbytes = Math.ceil(_root.loadedbytes / 1024); _root.totalkbytes = Math.ceil(_root.totalbytes / 1024); if (_root.loadedbytes == _root.totalbytes) { _root.gotoAndStop(2); } _root.percentage = int(_root.loadedbytes / (_root.totalbytes / 100)); this.gotoAndStop(_root.percentage); }
Instance of Symbol 40 MovieClip "console" in Frame 1
onClipEvent (keyDown) { if (Key.isDown(17)) { if (Key.isDown(192)) { if (slideIn._currentframe == 1) { this.slideIn.gotoAndPlay(2); } else { this.gotoAndStop(2); } } } }
Instance of Symbol 42 MovieClip "cursor" in Frame 1
onClipEvent (load) { Mouse.hide(); _x = _root._xmouse; _y = _root._ymouse; } onClipEvent (mouseMove) { _x = _root._xmouse; _y = _root._ymouse; }
Frame 3
if (InvasionSettings.data.highestLevel != undefined) { levelScore = ("The highest level you've ever reached is: " + InvasionSettings.data.highestLevel) + "."; } else { levelScore = "The highest level you've ever reached is: 0. Shame on you."; } if (InvasionSettings.data.levelsPlayed != undefined) { attendance = (((("Played: " + levelsPlayed) + " Won: ") + levelsWon) + " Lost: ") + levelsLost; } else { attendance = "Played: 0 Won: 0 Lost: 0"; } if (InvasionSettings.data.InvasionFrames != undefined) { playTime = ("You've played for " + InvasionFrames) + " frames on the battlefield."; } else { playTime = "You haven't entered any battles yet."; } if (InvasionSettings.data.highestGold != undefined) { goldCount = ("Your highest amount of gold you've ever had is: " + InvasionSettings.data.highestGold) + "."; } else { goldCount = "Your highest amount of gold has yet to be seen."; } if (InvasionSettings.data.InvasionBoots != undefined) { if (InvasionBoots == 1) { Boots = ("This is your first time playing Invasion Version " + InvasionVersion) + "!"; } else { Boots = ((("You've played Invasion Version " + InvasionVersion) + " a total of ") + InvasionBoots) + " times!"; } }
Frame 4
_quality = "HIGH"; _root.goldField.text = ("You have " + _root.gold) + " gold.";
Instance of Symbol 109 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 114 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 120 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 125 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 130 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 135 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 197 MovieClip in Frame 4
onClipEvent (load) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 200 MovieClip in Frame 4
onClipEvent (load) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 203 MovieClip in Frame 4
onClipEvent (load) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 206 MovieClip in Frame 4
onClipEvent (load) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 209 MovieClip in Frame 4
onClipEvent (load) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 212 MovieClip in Frame 4
onClipEvent (load) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Frame 5
_quality = qualitySettings; if (qualitySettings == "LOW") { cursor._visible = false; Mouse.show(); } else { cursor._visible = true; Mouse.hide(); } i = 0; while (i < shortNames.length) { _root[shortNames[i] + "Attack"] = _root[shortNames[i] + "Damage"] + (0.3 * _root[shortNames[i] + "Upgrades"]); i++; } i = 0; while (i < unitsArray.length) { _root[unitsArray[i] + "Clip"].gotoAndStop(4); i++; } cannonball.gotoAndStop(7); enemyArcherArrow.gotoAndStop(3); archerArrow.gotoAndStop(3); Water.gotoAndStop(3); arrowFrameDelayInit = (arrowFrameDelay = 20 + level); arrowsFired = 0; arrowsToFire = Math.round((level * 3) / 2) - 1; castle.gotoAndStop(100); arrowNum++; Arrows[arrowNum] = 1; enemyArrowNum = 1; enemyArrows[enemyArrowNum] = 1; cannonballNum++; cannonballs[cannonballNum] = 1; enemyHPmax = enemyHP; explosion.stop(); cannonball._visible = (mine._visible = (mineField._visible = (archerClip._visible = (jediClip._visible = (mangonelClip._visible = (explosion._visible = (enemyArcherArrow._visible = (Water._visible = (archerArrow._visible = (ramClip._visible = (infantryClip._visible = (cavalryClip._visible = (trebuchetClip._visible = false)))))))))))));
Instance of Symbol 241 MovieClip in Frame 5
onClipEvent (load) { if (_root.timeOn) { this.gotoAndPlay(600); } else { this.stop(); } }
Instance of Symbol 256 MovieClip "grass" in Frame 5
onClipEvent (load) { gotoAndStop(random(_totalframes) + 1); }
Instance of Symbol 299 MovieClip "castle" in Frame 5
onClipEvent (load) { gotoAndStop (100); }
Instance of Symbol 302 MovieClip in Frame 5
onClipEvent (load) { if (_root.weatherOn != false) { this.gotoAndStop(1); } else { this.gotoAndStop(_totalframes); _visible = false; } }
Instance of Symbol 327 MovieClip "mangonelClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.mangoSpeed + Math.random(); hit = hitTest; decrement = random(40) + 60; HP = 3; }
Instance of Symbol 358 MovieClip "trebuchetClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.trebSpeed + Math.random(); HP = 2; hit = hitTest; }
Instance of Symbol 375 MovieClip "ramClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.ramSpeed + Math.random(); touching = false; HP = 3; hit = hitTest; }
Instance of Symbol 390 MovieClip "infantryClip" in Frame 5
onClipEvent (load) { stop(); speed = (_root.infSpeed + 0.3) + Math.random(); hit = hitTest; }
Instance of Symbol 408 MovieClip "archerClip" in Frame 5
onClipEvent (load) { stop(); speed = (_root.archSpeed + 0.3) + Math.random(); decrement = random(40) + 60; hit = hitTest; }
Instance of Symbol 404 MovieClip "enemyArrow" in Frame 5
onClipEvent (load) { gotoAndStop(_root.enemyArrowType); xs = -13 + Math.random(); ys = -4 + Math.random(); g = 0.5; toggleDamage = (hitPlayer = (startFade = (fadeStarted = false))); hit = hitTest; }
Instance of Symbol 404 MovieClip "archerArrow" in Frame 5
onClipEvent (load) { gotoAndStop(_root.arrowType); xs = -13 + Math.random(); ys = -10 + Math.random(); g = 0.5; toggleDamage = (damaged = false); }
Instance of Symbol 417 MovieClip "cannonball" in Frame 5
onClipEvent (load) { _x = (_x - -23); _y = (_y - 3); xs = -13 + Math.random(); ys = -10 + Math.random(); g = 0.5; toggleDamage = (damaged = false); }
Instance of Symbol 457 MovieClip "jediClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.jediSpeed + Math.random(); hit = hitTest; }
Instance of Symbol 476 MovieClip "cavalryClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.cavSpeed + Math.random(); hit = hitTest; }
Instance of Symbol 512 MovieClip "Water" in Frame 5
onClipEvent (load) { hit = null; }
Frame 6
level++; _quality = "HIGH"; stop(); stopAllSounds(); goldPlundered = ("You plundered " + (level * _root.levelGold)) + " gold from that castle!"; gold = gold + (level * _root.levelGold); InvasionSettings.data.InvasionFrames = InvasionSettings.data.InvasionFrames + Number(InvasionFrames); if (InvasionSettings.data.level != undefined) { if (InvasionSettings.data.highestLevel < level) { InvasionSettings.data.highestLevel = level; } } else { InvasionSettings.data.highestLevel = level; } if (InvasionSettings.data.highestGold != undefined) { if (InvasionSettings.data.highestGold < gold) { InvasionSettings.data.highestGold = gold; } } else { InvasionSettings.data.highestGold = gold; } if (InvasionSettings.data.levelsPlayed != undefined) { InvasionSettings.data.levelsPlayed++; } else { InvasionSettings.data.levelsPlayed = 1; } if (InvasionSettings.data.levelsWon != undefined) { InvasionSettings.data.levelsWon++; } else { InvasionSettings.data.levelsWon = 1; } _root.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.infantryNumber = (_root.jediNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = (_root.InvasionFrames = 0))))))))))); InvasionSettings.flush();
Instance of Symbol 531 MovieClip in Frame 6
onClipEvent (load) { _root.InvasionSettings.data.InvasionFrames = _root.InvasionSettings.data.InvasionFrames + InvasionFrames; _root.InvasionSettings.flush(); if (_root.autoSave) { _root.InvasionSettings.data.infCount = _root.infCount; _root.InvasionSettings.data.archCount = _root.archCount; _root.InvasionSettings.data.ramCount = _root.ramCount; _root.InvasionSettings.data.cavCount = _root.cavCount; _root.InvasionSettings.data.mangoCount = _root.mangoCount; _root.InvasionSettings.data.trebCount = _root.trebCount; _root.InvasionSettings.data.gold = _root.gold; _root.InvasionSettings.data.infUpgrades = _root.infUpgrades; _root.InvasionSettings.data.archUpgrades = _root.archUpgrades; _root.InvasionSettings.data.ramUpgrades = _root.ramUpgrades; _root.InvasionSettings.data.cavUpgrades = _root.cavUpgrades; _root.InvasionSettings.data.mangoUpgrades = _root.mangoUpgrades; _root.InvasionSettings.data.trebUpgrades = _root.trebUpgrades; _root.InvasionSettings.data.arrowType = _root.arrowType; _root.InvasionSettings.data.level = _root.level; _root.InvasionSettings.flush(); _visible = false; } else { _visible = true; } }
Frame 7
_quality = "HIGH"; stop(); stopAllSounds(); dang = ("Damn. You ran out of troops. You reached a final level of: " + level) + "."; InvasionSettings.data.InvasionFrames = InvasionSettings.data.InvasionFrames + Number(InvasionFrames); if (InvasionSettings.data.levelsPlayed != undefined) { InvasionSettings.data.levelsPlayed++; } else { InvasionSettings.data.levelsPlayed = 1; } if (InvasionSettings.data.levelsLost != undefined) { InvasionSettings.data.levelsLost++; } else { InvasionSettings.data.levelsLost = 1; } InvasionSettings.flush(); i = 1; while (i <= _root.depth) { removeMovieClip(_root["newEnemyArrow" + i]); removeMovieClip(_root["newArrow" + i]); removeMovieClip(_root["infantry" + i]); removeMovieClip(_root["archer" + i]); removeMovieClip(_root["cavalry" + i]); removeMovieClip(_root["ram" + i]); removeMovieClip(_root["mangonel" + i]); removeMovieClip(_root["trebuchet" + i]); removeMovieClip(_root["jedi" + i]); removeMovieClip(_root["newWater" + i]); removeMovieClip(_root["newExplosion" + i]); removeMovieClip(_root["newCannonball" + i]); i++; } _root.jediArray = new Array(); _root.enemyArrows = new Array(); _root.trebuchetArray = new Array(); _root.infantryArray = new Array(); _root.Arrows = new Array(); _root.mangonelArray = new Array(); _root.ramArray = new Array(); _root.cavalryArray = new Array(); _root.archerArray = new Array(); _root.cannonballs = new Array(); _root.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.jediNumber = (_root.infantryNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = (_root.InvasionFrames = 0)))))))))));
Frame 9
if (autoSave) { saveOnOff.gotoAndStop(1); } else { saveOnOff.gotoAndStop(2); } if (soundOn) { soundOnOff.gotoAndStop(1); } else { soundOnOff.gotoAndStop(2); } if (weatherOn) { weatherOnOff.gotoAndStop(1); } else { weatherOnOff.gotoAndStop(2); }
Instance of Symbol 590 MovieClip in Frame 9
onClipEvent (load) { stop(); if (_root.qualitySettings == "HIGH") { this.gotoAndStop(1); } else if (_root.qualitySettings == "MEDIUM") { this.gotoAndStop(2); } else if (_root.qualitySettings == "LOW") { this.gotoAndStop(3); } }
Frame 11
if (InvasionSettings.data.highestLevel != undefined) { levelScore = ("The highest level you've ever reached is: " + InvasionSettings.data.highestLevel) + "."; } else { levelScore = "The highest level you've ever reached is: 0. Shame on you."; } if (InvasionSettings.data.levelsPlayed != undefined) { attendance = (((("Played: " + levelsPlayed) + " Won: ") + levelsWon) + " Lost: ") + levelsLost; } else { attendance = "Played: 0 Won: 0 Lost: 0"; } if (InvasionSettings.data.InvasionFrames != undefined) { playTime = ("You've played for " + InvasionFrames) + " frames on the battlefield."; } else { playTime = "You haven't entered any battles yet."; } if (InvasionSettings.data.highestGold != undefined) { goldCount = ("Your highest amount of gold you've ever had is: " + InvasionSettings.data.highestGold) + "."; } else { goldCount = "Your highest amount of gold has yet to be seen."; } if (InvasionSettings.data.InvasionBoots != undefined) { if (InvasionBoots == 1) { Boots = ("This is your first time playing Invasion Version " + InvasionVersion) + "!"; } else { Boots = ((("You've played Invasion Version " + InvasionVersion) + " a total of ") + InvasionBoots) + " times!"; } }
Frame 12
breifing = missions[level];
Frame 13
_root.gotoAndStop(2);
Symbol 21 MovieClip Frame 1
stop();
Symbol 37 Button
on (release) { _root[varChange.text] = Number(varChangeBy); varChange.text = ""; varChangeBy = ""; }
Symbol 38 MovieClip Frame 1
stop(); _parent._visible = false;
Symbol 38 MovieClip Frame 2
_parent._visible = true;
Symbol 38 MovieClip Frame 10
stop();
Symbol 39 MovieClip Frame 10
_parent.gotoAndStop(1);
Symbol 40 MovieClip Frame 1
stop();
Symbol 55 Button
on (release) { _root.gotoAndStop(3); }
Symbol 58 Button
on (release) { gotoAndStop (2); }
Symbol 61 Button
on (release) { _root.gotoAndStop(8); }
Symbol 64 Button
on (release) { _root.gotoAndStop(9); }
Symbol 67 Button
on (release) { _root.gotoAndStop("strategies"); }
Symbol 70 Button
on (release) { prevFrame(); }
Symbol 73 MovieClip Frame 1
stop();
Symbol 84 MovieClip Frame 1
stop();
Symbol 84 MovieClip Frame 30
gotoAndStop (1);
Symbol 87 Button
on (release) { bulks = new Array("infBulk", "archBulk", "cavBulk", "ramBulk", "mangoBulk", "trebBulk", "barracksBulk", "fletcheryBulk", "alchemistBulk", "workshopBulk", "stableBulk", "quarryBulk"); _root.enemyArrows = new Array(); _root.trebuchetArray = new Array(); _root.infantryArray = new Array(); _root.Arrows = new Array(); _root.mangonelArray = new Array(); _root.ramArray = new Array(); _root.cavalryArray = new Array(); _root.archerArray = new Array(); _root.cannonballs = new Array(); _root.jediArray = new Array(); _root.archFireChance = (_root.oilDamage = 50); _root.ramHP = 3; _root.cavDamage = 60; _root.infCost = 200; _root.archCost = 200; _root.ramCost = 500; _root.mangoCost = 500; _root.cavCost = 300; _root.archSpeed = 1.75; _root.ramSpeed = (_root.mangoSpeed = 0.75); _root.level = (_root.arrowType = 1); _root.infSpeed = 1.5; _root.cavSpeed = (_root.trebSpeed = 3); _root.jediSpeed = 2.5; _root.jediDamage = 10; _root.enemyArrowType = 2; _root.infDamage = 2.5; _root.archDamage = 4.1; _root.mangoDamage = 10; _root.ramDamage = 10; _root.trebDamage = 4.3; _root.gold = _root.levelGold; _root.trebCost = 500; _root.enemyArcherDamage = 25; _root.mangoAvailable = (_root.infAvailable = (_root.cavAvailable = (_root.archAvailable = (_root.ramAvailable = (_root.trebAvailable = true))))); _root.enemyHP = _root.castleHP; _root.arrowNum = (_root.boltNumber = (_root.cavUpgrades = (_root.archUpgrades = (_root.infUpgrades = (_root.ramUpgrades = (_root.mangoUpgrades = (_root.trebUpgrades = (_root.enemyArrowNum = (_root.infCount = (_root.archCount = (_root.cavCount = (_root.ramCount = (_root.mangoCount = (_root.trebCount = (_root.troopCount = (_root.troopsAlive = (_root.infantryNumber = (_root.jediNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = (_root.archBulk = (_root.infBulk = (_root.ramBulk = (_root.cavBulk = (_root.mangoBulk = (_root.trebBulk = (_root.explosionNum = 0)))))))))))))))))))))))))))))); _root.nextFrame(); }
Symbol 91 Button
on (release) { if (_root.InvasionSettings.data.level != undefined) { _root.loadGame(); } else { noSaveFile.play(); } }
Symbol 92 MovieClip Frame 1
stop();
Symbol 100 MovieClip Frame 1
stop();
Symbol 100 MovieClip Frame 30
gotoAndStop (1);
Symbol 103 MovieClip Frame 1
stop();
Symbol 105 Button
on (release) { if (_root.gold >= _root.infCost) { if (_root.troopsLeft < _root.maxPop) { _root.infCount++; _root.gold = _root.gold - _root.infCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 110 Button
on (release) { if (_root.gold >= _root.archCost) { if (_root.troopsLeft < _root.maxPop) { _root.archCount++; _root.gold = _root.gold - _root.archCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 115 Button
on (release) { if (_root.gold >= _root.cavCost) { if (_root.troopsLeft < _root.maxPop) { _root.cavCount++; _root.gold = _root.gold - _root.cavCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 121 Button
on (release) { if (_root.gold >= _root.ramCost) { if (_root.troopsLeft < _root.maxPop) { _root.ramCount++; _root.gold = _root.gold - _root.ramCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 126 Button
on (release) { if (_root.gold >= _root.mangoCost) { if (_root.troopsLeft < _root.maxPop) { _root.mangoCount++; _root.gold = _root.gold - _root.mangoCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 131 Button
on (release) { if (_root.gold >= _root.trebCost) { if (_root.troopsLeft < _root.maxPop) { _root.trebCount++; _root.gold = _root.gold - _root.trebCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 145 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.infUpgrades++; } }
Symbol 146 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.archUpgrades++; } }
Symbol 149 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.trebUpgrades++; } }
Symbol 152 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.ramUpgrades++; } }
Symbol 159 Button
on (release) { if ((((((_root.infBulk != "") && (_root.archBulk != "")) && (_root.ramBulk != "")) && (_root.cavBulk != "")) && (_root.mangoBulk != "")) && (_root.trebBulk != "")) { if (((((((_root.infBulk * _root.infCost) + (_root.archBulk * _root.archCost)) + (_root.ramBulk * _root.ramCost)) + (_root.cavBulk * _root.cavCost)) + (_root.mangoBulk * _root.mangoCost)) + (_root.trebBulk * _root.trebCost)) != isNaN) { if (_root.gold >= Number((((((_root.infBulk * _root.infCost) + (_root.archBulk * _root.archCost)) + (_root.ramBulk * _root.ramCost)) + (_root.cavBulk * _root.cavCost)) + (_root.mangoBulk * _root.mangoCost)) + (_root.trebBulk * _root.trebCost))) { if (Number((((((Number(_root.infBulk) + Number(_root.archBulk)) + Number(_root.ramBulk)) + Number(_root.cavBulk)) + Number(_root.mangoBulk)) + Number(_root.trebBulk)) + Number(_root.troopsLeft)) <= _root.maxPop) { _root.gold = _root.gold - Number((((((_root.infBulk * _root.infCost) + (_root.archBulk * _root.archCost)) + (_root.ramBulk * _root.ramCost)) + (_root.cavBulk * _root.cavCost)) + (_root.mangoBulk * _root.mangoCost)) + (_root.trebBulk * _root.trebCost)); _root.infCount = _root.infCount + Number(_root.infBulk); _root.archCount = _root.archCount + Number(_root.archBulk); _root.ramCount = _root.ramCount + Number(_root.ramBulk); _root.cavCount = _root.cavCount + Number(_root.cavBulk); _root.mangoCount = _root.mangoCount + Number(_root.mangoBulk); _root.trebCount = _root.trebCount + Number(_root.trebBulk); _root.archBulk = (_root.infBulk = (_root.ramBulk = (_root.cavBulk = (_root.mangoBulk = (_root.trebBulk = 0))))); _parent.nextFrame(); _root.infAvailable = (_root.archAvailable = (_root.cavAvailable = (_root.ramAvailable = (_root.mangoAvailable = (_root.trebAvailable = true))))); } else { _root.popReached.gotoAndPlay(2); } } } } }
Symbol 164 MovieClip Frame 1
infantry.restrict = "0-9";
Symbol 168 MovieClip Frame 1
archers.restrict = "0-9";
Symbol 172 MovieClip Frame 1
rams.restrict = "0-9";
Symbol 176 MovieClip Frame 1
saboteurs.restrict = "0-9";
Symbol 180 MovieClip Frame 1
cannons.restrict = "0-9";
Symbol 184 MovieClip Frame 1
cavalry.restrict = "0-9";
Symbol 186 MovieClip Frame 1
_root.infAvailable = (_root.archAvailable = (_root.cavAvailable = (_root.ramAvailable = (_root.mangoAvailable = (_root.trebAvailable = true))))); _parent._visible = false; stop();
Instance of Symbol 164 MovieClip in Symbol 186 MovieClip Frame 1
onClipEvent (load) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 168 MovieClip in Symbol 186 MovieClip Frame 1
onClipEvent (load) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 172 MovieClip in Symbol 186 MovieClip Frame 1
onClipEvent (load) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 176 MovieClip in Symbol 186 MovieClip Frame 1
onClipEvent (load) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 180 MovieClip in Symbol 186 MovieClip Frame 1
onClipEvent (load) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 184 MovieClip in Symbol 186 MovieClip Frame 1
onClipEvent (load) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Symbol 186 MovieClip Frame 2
_parent._visible = true; _root.startGame.gotoAndStop(2);
Symbol 186 MovieClip Frame 10
stop(); _root.infAvailable = (_root.archAvailable = (_root.cavAvailable = (_root.ramAvailable = (_root.mangoAvailable = (_root.trebAvailable = false)))));
Symbol 187 MovieClip Frame 1
_root.infAvailable = (_root.archAvailable = (_root.cavAvailable = (_root.ramAvailable = (_root.mangoAvailable = (_root.trebAvailable = true)))));
Instance of Symbol 164 MovieClip in Symbol 187 MovieClip Frame 1
onClipEvent (load) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 168 MovieClip in Symbol 187 MovieClip Frame 1
onClipEvent (load) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 172 MovieClip in Symbol 187 MovieClip Frame 1
onClipEvent (load) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 176 MovieClip in Symbol 187 MovieClip Frame 1
onClipEvent (load) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 180 MovieClip in Symbol 187 MovieClip Frame 1
onClipEvent (load) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 184 MovieClip in Symbol 187 MovieClip Frame 1
onClipEvent (load) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Symbol 187 MovieClip Frame 10
stop(); _parent.prevFrame(); _root.startGame.gotoAndStop(1);
Symbol 188 MovieClip Frame 1
stop(); _root.startGame.gotoAndStop(1);
Symbol 191 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.cavUpgrades++; } }
Symbol 194 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.mangoUpgrades++; } }
Symbol 197 MovieClip Frame 1
barracks.restrict = "0-9";
Symbol 200 MovieClip Frame 1
fletchery.restrict = "0-9";
Symbol 203 MovieClip Frame 1
alchemist.restrict = "0-9";
Symbol 206 MovieClip Frame 1
workshop.restrict = "0-9";
Symbol 209 MovieClip Frame 1
quarry.restrict = "0-9";
Symbol 212 MovieClip Frame 1
stable.restrict = "0-9";
Symbol 214 Button
on (release) { if ((((((barracksBulk != "") && (fletcheryBulk != "")) && (alchemistBulk != "")) && (workshopBulk != "")) && (stableBulk != "")) && (quarryBulk != "")) { if (((((((_root.barracksBulk * 250) + (_root.fletcheryBulk * 300)) + (_root.workshopBulk * 500)) + (_root.alchemistBulk * 500)) + (_root.quarryBulk * 500)) + (_root.stableBulk * 500)) != isNaN) { if (_root.gold >= Number((((((_root.barracksBulk * 250) + (_root.fletcheryBulk * 300)) + (_root.workshopBulk * 500)) + (_root.alchemistBulk * 500)) + (_root.quarryBulk * 500)) + (_root.stableBulk * 500))) { _root.gold = _root.gold - Number((((((_root.barracksBulk * 250) + (_root.fletcheryBulk * 300)) + (_root.workshopBulk * 500)) + (_root.alchemistBulk * 500)) + (_root.quarryBulk * 500)) + (_root.stableBulk * 500)); _root.infUpgrades = _root.infUpgrades + Number(_root.barracksBulk); _root.archUpgrades = _root.archUpgrades + Number(_root.fletcheryBulk); _root.ramUpgrades = _root.ramUpgrades + Number(_root.workshopBulk); _root.cavUpgrades = _root.cavUpgrades + Number(_root.alchemistBulk); _root.mangoUpgrades = _root.mangoUpgrades + Number(_root.quarryBulk); _root.trebUpgrades = _root.trebUpgrades + Number(_root.stableBulk); _root.barracksBulk = (_root.fletcheryBulk = (_root.workshopBulk = (_root.quarryBulk = (_root.alchemistBulk = (_root.stableBulk = 0))))); } } } }
Symbol 223 Button
on (release) { if (_root.bulkBuy._currentframe == 1) { if (_root.bulkBuy.slideIn._currentframe == 1) { _root.bulkBuy.slideIn.play(); } else { _root.bulkBuy.nextFrame(); } } }
Symbol 237 Button
on (release) { _root.InvasionFrames = 0; if (_root.troopsLeft > 0) { _root.gotoAndStop(5); } else { _root.noUnits.play(); } }
Symbol 239 MovieClip Frame 1
stop();
Symbol 277 MovieClip Frame 62
_root.Water.duplicateMovieClip("newWater" + _root.waterNum, _root.depth++, {_x:453, _y:157}); _root.waterNum++;
Symbol 301 MovieClip Frame 1301
gotoAndPlay (1);
Symbol 302 MovieClip Frame 1
stop();
Symbol 323 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("cannonSound"); deathSound.start(); } _root.cannonball.duplicateMovieClip("newCannonball" + _root.cannonballNum, _root.depth++, {_x:_parent._x, _y:_parent._y}); _root.cannonballNum++; _root.cannonballs[_root.cannonballNum] = 1; _root["newCannonball" + _root.cannonballNum].number = _root.cannonballNum;
Symbol 326 MovieClip Frame 16
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 334 Button
on (release, keyPress "q") { if (_quality == "HIGH") { _quality = "MEDIUM"; cursor._visible = true; Mouse.hide(); } else if (_quality == "MEDIUM") { _quality = "LOW"; cursor._visible = false; Mouse.show(); } else { _quality = "HIGH"; cursor._visible = true; Mouse.hide(); } }
Symbol 355 MovieClip Frame 1
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("swordSound"); deathSound.start(); } delete _parent.speed;
Symbol 355 MovieClip Frame 5
_root.enemyHP = _root.enemyHP - _root.trebAttack;
Symbol 357 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("horseDie"); deathSound.start(); }
Symbol 357 MovieClip Frame 10
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 370 MovieClip Frame 1
delete _parent.speed;
Symbol 370 MovieClip Frame 9
_root.enemyHP = _root.enemyHP - _root.ramAttack;
Symbol 374 MovieClip Frame 19
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 387 MovieClip Frame 1
delete _parent.speed;
Symbol 387 MovieClip Frame 3
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("swordSound"); deathSound.start(); }
Symbol 387 MovieClip Frame 6
_root.enemyHP = _root.enemyHP - _root.infAttack;
Symbol 387 MovieClip Frame 13
gotoAndPlay (3);
Symbol 389 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("death" + (random(9) + 1)); deathSound.start(); }
Symbol 389 MovieClip Frame 26
_root.troopsAlive--; removeMovieClip(_parent);
Instance of Symbol 404 MovieClip in Symbol 405 MovieClip Frame 1
onClipEvent (load) { gotoAndStop(_root.arrowType); }
Symbol 405 MovieClip Frame 4
if (_root.soundOn) { arrowSound1 = new Sound(this); arrowSound1.attachSound("arrowSound"); arrowSound1.start(); }
Symbol 405 MovieClip Frame 9
_root.archerArrow.duplicateMovieClip("newArrow" + _root.arrowNum, _root.depth++, {_x:_parent._x, _y:_parent._y}); _root.arrowNum++; _root.Arrows[_root.arrowNum] = 1;
Symbol 407 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("death" + (random(9) + 1)); deathSound.start(); }
Symbol 407 MovieClip Frame 26
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 410 MovieClip Frame 6
if (hitTest(_root.castle)) { _root.enemyHP = _root.enemyHP - _root.cavAttack; } removeMovieClip(this);
Symbol 417 MovieClip Frame 1
stop();
Symbol 421 Button
on (release) { changeLevel(7); }
Symbol 439 MovieClip Frame 1
delete _parent.speed;
Symbol 439 MovieClip Frame 4
_root.enemyHP = _root.enemyHP - _root.jediAttack;
Symbol 456 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("death" + (random(9) + 1)); deathSound.start(); }
Symbol 456 MovieClip Frame 26
removeMovieClip(_parent);
Symbol 475 MovieClip Frame 1
_root.explosion.duplicateMovieClip("newExplosion" + _root.explosionNum, _root.depth++, {_x:_parent._x, _y:_parent._y}); _root.explosionNum++;
Symbol 475 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("explosionSound"); deathSound.start(); }
Symbol 475 MovieClip Frame 9
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 478 Button
on (release) { if (_root.infCount > 0) { deploy("infantry"); _root.infCount--; } }
Symbol 479 Button
on (release) { if (_root.archCount > 0) { deploy("archer"); _root.archCount--; } }
Symbol 480 Button
on (release) { if (_root.ramCount > 0) { deploy("ram"); _root.ramCount--; } }
Symbol 481 Button
on (release) { if (_root.cavCount > 0) { deploy("cavalry"); _root.cavCount--; } }
Symbol 482 Button
on (release) { if (_root.mangoCount > 0) { deploy("mangonel"); _root.mangoCount--; } }
Symbol 483 Button
on (release) { if (_root.trebCount > 0) { deploy("trebuchet"); _root.trebCount--; } } on (keyPress ";") { if (_root.jediOn == 1) { deploy("jedi"); } }
Symbol 512 MovieClip Frame 1
hitTimes = random(_root.level) + 1;
Symbol 512 MovieClip Frame 27
i = 0; while (i <= _root.infantryNumber) { if (hit < hitTimes) { if (_root.infantryArray[i] == 1) { if (hitTest(_root["infantry" + i])) { _root["infantry" + i].gotoAndStop(3); _root.infantryArray[i] = 0; hit++; } } } i++; } i = 0; while (i <= _root.cavalryNumber) { if (hit < hitTimes) { if (_root.cavalryArray[i] == 1) { if (hitTest(_root["cavalry" + i])) { _root["cavalry" + i].gotoAndStop(2); _root.cavalryArray[i] = 0; hit++; } } } i++; } i = 0; while (i <= _root.trebuchetNumber) { if (hit < hitTimes) { if (_root.trebuchetArray[i] == 1) { if (hitTest(_root["trebuchet" + i])) { _root["trebuchet" + i].HP--; hit++; if (_root["trebuchet" + i].HP < 1) { _root["trebuchet" + i].gotoAndStop(3); _root.trebuchetArray[i] = 0; } } } } i++; } i = 0; while (i <= _root.ramNumber) { if (hit < hitTimes) { if (_root.ramArray[i] == 1) { if (hitTest(_root["ram" + i])) { _root["ram" + i].HP--; hit++; if (_root["ram" + i].HP < 1) { _root["ram" + i].gotoAndStop(3); _root.ramArray[i] = 0; } } } } i++; } i = 0; while (i <= _root.jediNumber) { if (hit < hitTimes) { if (_root.jediArray[i] == 1) { if (hitTest(_root["jedi" + i])) { if (hitTest(_root["jedi" + i])) { _root["jedi" + i].gotoAndStop(3); _root.jediArray[i] = 0; hit++; } } } } i++; }
Symbol 512 MovieClip Frame 32
removeMovieClip(this);
Symbol 530 Button
on (release) { _root.InvasionSettings.data.infCount = _root.infCount; _root.InvasionSettings.data.archCount = _root.archCount; _root.InvasionSettings.data.ramCount = _root.ramCount; _root.InvasionSettings.data.cavCount = _root.cavCount; _root.InvasionSettings.data.mangoCount = _root.mangoCount; _root.InvasionSettings.data.trebCount = _root.trebCount; _root.InvasionSettings.data.gold = _root.gold; _root.InvasionSettings.data.infUpgrades = _root.infUpgrades; _root.InvasionSettings.data.archUpgrades = _root.archUpgrades; _root.InvasionSettings.data.ramUpgrades = _root.ramUpgrades; _root.InvasionSettings.data.cavUpgrades = _root.cavUpgrades; _root.InvasionSettings.data.mangoUpgrades = _root.mangoUpgrades; _root.InvasionSettings.data.trebUpgrades = _root.trebUpgrades; _root.InvasionSettings.data.arrowType = _root.arrowType; _root.InvasionSettings.data.level = _root.level; _root.InvasionSettings.flush(); }
Symbol 535 Button
on (release) { gotoAndStop (4); enemyHP = level * 1000; }
Symbol 542 Button
on (release) { gotoAndStop (2); }
Symbol 546 Button
on (release) { gotoAndStop (2); }
Symbol 559 Button
on (release) { getURL ("http://www.gamesgamesgames.co.uk/", "_blank"); }
Symbol 562 Button
on (release) { getURL ("http://www.wildfiredesigns.area526.net", _blank); }
Symbol 568 Button
on (press) { gotoAndStop (2); }
Symbol 570 Button
on (press) { gotoAndStop (1); }
Symbol 572 MovieClip Frame 1
_root.InvasionSettings.data.weatherOn = true; _root.weatherOn = true;
Symbol 572 MovieClip Frame 2
_root.InvasionSettings.data.weatherOn = false; _root.weatherOn = false;
Symbol 573 Button
on (press) { gotoAndStop (2); }
Symbol 574 Button
on (press) { gotoAndStop (1); }
Symbol 576 MovieClip Frame 1
_root.soundOn = true; _root.InvasionSettings.data.soundOn = true;
Symbol 576 MovieClip Frame 2
_root.soundOn = false; _root.InvasionSettings.data.soundOn = false;
Symbol 577 Button
on (press) { gotoAndStop (2); }
Symbol 578 Button
on (press) { gotoAndStop (1); }
Symbol 580 MovieClip Frame 1
_root.autoSave = true; _root.InvasionSettings.data.autoSave = true;
Symbol 580 MovieClip Frame 2
_root.autoSave = false; _root.InvasionSettings.data.autoSave = false;
Symbol 585 Button
on (press) { gotoAndStop (2); }
Symbol 586 Button
on (press) { gotoAndStop (3); }
Symbol 588 Button
on (press) { gotoAndStop (1); }
Symbol 590 MovieClip Frame 1
_root.qualitySettings = "HIGH"; _root.InvasionSettings.data.qualitySettings = "HIGH";
Symbol 590 MovieClip Frame 2
_root.qualitySettings = "MEDIUM"; _root.InvasionSettings.data.qualitySettings = "MEDIUM";
Symbol 590 MovieClip Frame 3
_root.qualitySettings = "LOW"; _root.InvasionSettings.data.qualitySettings = "LOW";
Symbol 596 Button
on (release) { _root.gotoAndStop(11); }
Symbol 600 Button
on (release) { _root.gotoAndStop(3); }
Symbol 618 Button
on (release) { _root.nextFrame(); }
Symbol 621 Button
on (release) { _root.prevFrame(); }
Symbol 689 Button
on (release) { _root.gotoAndStop(2); }

Library Items

Symbol 1 Sound [swordSound]
Symbol 2 Sound [horseDie]
Symbol 3 Sound [explosionSound]
Symbol 4 Sound [death8]
Symbol 5 Sound [death7]
Symbol 6 Sound [death6]
Symbol 7 Sound [death5]
Symbol 8 Sound [death4]
Symbol 9 Sound [death3]
Symbol 10 Sound [death2]
Symbol 11 Sound [death9]
Symbol 12 Sound [death1]
Symbol 13 Sound [cannonSound]
Symbol 14 Sound [arrowSound]
Symbol 15 GraphicUsed by:16
Symbol 16 MovieClip [Snow]Uses:15
Symbol 17 GraphicUsed by:Timeline
Symbol 18 GraphicUsed by:21
Symbol 19 ShapeTweeningUsed by:21
Symbol 20 GraphicUsed by:21
Symbol 21 MovieClipUses:18 19 20Used by:Timeline
Symbol 22 FontUsed by:23 24 71 72 106 111 116 123 127 133 140 141 142 143 147 148 150 151 161 165 170 173 177 182 189 190 192 193 195 198 201 204 207 210 227 490 491 492 493 494 495 496 497 498 499 500 501
Symbol 23 EditableTextUses:22Used by:Timeline
Symbol 24 EditableTextUses:22Used by:Timeline
Symbol 25 GraphicUsed by:38 39
Symbol 26 FontUsed by:27 28 29 30 46 47 48 49 78 79 82 83 93 94 95 96 97 99 101 102 107 112 117 124 128 134 136 139 144 154 155 156 157 162 166 171 174 178 183 196 199 202 205 208 211 213 216 228 229 230 231 232 233 234 235 236 484 485 486 487 488 489 514 515 516 517 518 519 523 539 548 563 564 565 566 567 581 582 584 591 601 602 603 604 605 607 610 611 622 690
Symbol 27 EditableTextUses:26Used by:38 39
Symbol 28 EditableTextUses:26Used by:38 39
Symbol 29 TextUses:26Used by:38 39
Symbol 30 TextUses:26Used by:38 39
Symbol 31 GraphicUsed by:37
Symbol 32 FontUsed by:33 36 51 53 56 57 59 60 62 63 65 66 68 69 85 86 88 89 90 108 113 122 129 132 163 167 169 175 179 181 215 218 220 222 225 226 331 332 333 335 336 418 419 420 422 423 424 525 527 529 532 533 534 536 540 541 543 563 593 594 595 597 598 599 613 615 617 619 620 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687
Symbol 33 TextUses:32Used by:37
Symbol 34 GraphicUsed by:37
Symbol 35 GraphicUsed by:37
Symbol 36 TextUses:32Used by:37
Symbol 37 ButtonUses:31 33 34 35 36Used by:38 39
Symbol 38 MovieClipUses:25 27 28 29 30 37Used by:40
Symbol 39 MovieClipUses:25 27 28 29 30 37Used by:40
Symbol 40 MovieClipUses:38 39Used by:Timeline
Symbol 41 GraphicUsed by:42
Symbol 42 MovieClipUses:41Used by:Timeline
Symbol 43 TextUsed by:Timeline
Symbol 44 BitmapUsed by:45
Symbol 45 GraphicUses:44Used by:Timeline
Symbol 46 TextUses:26Used by:Timeline
Symbol 47 TextUses:26Used by:Timeline
Symbol 48 TextUses:26Used by:Timeline
Symbol 49 TextUses:26Used by:Timeline
Symbol 50 GraphicUsed by:55 58 61 64 67 70 87 91 237 542 546
Symbol 51 TextUses:32Used by:55 237 239
Symbol 52 GraphicUsed by:55 58 61 64 67 70 87 91 237 542 546
Symbol 53 TextUses:32Used by:55 237 621 689
Symbol 54 GraphicUsed by:55 58 61 64 67 70 87 91 237 542 546
Symbol 55 ButtonUses:50 51 52 53 54Used by:73
Symbol 56 TextUses:32Used by:58
Symbol 57 TextUses:32Used by:58
Symbol 58 ButtonUses:50 56 52 57 54Used by:73
Symbol 59 TextUses:32Used by:61
Symbol 60 TextUses:32Used by:61
Symbol 61 ButtonUses:50 59 52 60 54Used by:73
Symbol 62 TextUses:32Used by:64
Symbol 63 TextUses:32Used by:64
Symbol 64 ButtonUses:50 62 52 63 54Used by:73
Symbol 65 TextUses:32Used by:67
Symbol 66 TextUses:32Used by:67
Symbol 67 ButtonUses:50 65 52 66 54Used by:73
Symbol 68 TextUses:32Used by:70 546
Symbol 69 TextUses:32Used by:70 546 621 689
Symbol 70 ButtonUses:50 68 52 69 54Used by:73
Symbol 71 EditableTextUses:22Used by:73
Symbol 72 EditableTextUses:22Used by:73
Symbol 73 MovieClipUses:55 58 61 64 67 70 71 72Used by:Timeline
Symbol 74 GraphicUsed by:77
Symbol 75 GraphicUsed by:77
Symbol 76 GraphicUsed by:77
Symbol 77 MovieClipUses:74 75 76Used by:Timeline
Symbol 78 TextUses:26Used by:Timeline
Symbol 79 TextUses:26Used by:Timeline
Symbol 80 BitmapUsed by:81
Symbol 81 GraphicUses:80Used by:Timeline
Symbol 82 TextUses:26Used by:92
Symbol 83 TextUses:26Used by:84
Symbol 84 MovieClipUses:83Used by:92
Symbol 85 TextUses:32Used by:87
Symbol 86 TextUses:32Used by:87
Symbol 87 ButtonUses:50 85 52 86 54Used by:92
Symbol 88 TextUses:32Used by:91
Symbol 89 TextUses:32Used by:91
Symbol 90 TextUses:32Used by:91
Symbol 91 ButtonUses:50 88 52 89 54 90Used by:92
Symbol 92 MovieClipUses:82 84 87 91Used by:Timeline
Symbol 93 EditableTextUses:26Used by:Timeline
Symbol 94 EditableTextUses:26Used by:Timeline
Symbol 95 EditableTextUses:26Used by:Timeline
Symbol 96 EditableTextUses:26Used by:Timeline
Symbol 97 EditableTextUses:26Used by:Timeline
Symbol 98 GraphicUsed by:Timeline
Symbol 99 TextUses:26Used by:100
Symbol 100 MovieClipUses:99Used by:Timeline
Symbol 101 TextUses:26Used by:103
Symbol 102 TextUses:26Used by:103
Symbol 103 MovieClipUses:101 102Used by:Timeline
Symbol 104 GraphicUsed by:105 110 115 121 126 131 145 146 149 152 191 194 478 479 480 481 482 483 568 570 573 574 577 578 585 586 588
Symbol 105 ButtonUses:104Used by:109
Symbol 106 EditableTextUses:22Used by:109
Symbol 107 EditableTextUses:26Used by:109
Symbol 108 EditableTextUses:32Used by:109
Symbol 109 MovieClipUses:105 106 107 108Used by:Timeline
Symbol 110 ButtonUses:104Used by:114
Symbol 111 EditableTextUses:22Used by:114
Symbol 112 EditableTextUses:26Used by:114
Symbol 113 EditableTextUses:32Used by:114
Symbol 114 MovieClipUses:110 111 112 113Used by:Timeline
Symbol 115 ButtonUses:104Used by:120
Symbol 116 EditableTextUses:22Used by:120
Symbol 117 EditableTextUses:26Used by:120
Symbol 118 FontUsed by:119
Symbol 119 EditableTextUses:118Used by:120
Symbol 120 MovieClipUses:115 116 117 119Used by:Timeline
Symbol 121 ButtonUses:104Used by:125
Symbol 122 EditableTextUses:32Used by:125
Symbol 123 EditableTextUses:22Used by:125
Symbol 124 EditableTextUses:26Used by:125
Symbol 125 MovieClipUses:121 122 123 124Used by:Timeline
Symbol 126 ButtonUses:104Used by:130
Symbol 127 EditableTextUses:22Used by:130
Symbol 128 EditableTextUses:26Used by:130
Symbol 129 EditableTextUses:32Used by:130
Symbol 130 MovieClipUses:126 127 128 129Used by:Timeline
Symbol 131 ButtonUses:104Used by:135
Symbol 132 EditableTextUses:32Used by:135
Symbol 133 EditableTextUses:22Used by:135
Symbol 134 EditableTextUses:26Used by:135
Symbol 135 MovieClipUses:131 132 133 134Used by:Timeline
Symbol 136 TextUses:26Used by:Timeline
Symbol 137 FontUsed by:138
Symbol 138 TextUses:137Used by:Timeline
Symbol 139 TextUses:26Used by:Timeline
Symbol 140 EditableTextUses:22Used by:Timeline
Symbol 141 EditableTextUses:22Used by:Timeline
Symbol 142 EditableTextUses:22Used by:Timeline
Symbol 143 EditableTextUses:22Used by:Timeline
Symbol 144 TextUses:26Used by:Timeline
Symbol 145 ButtonUses:104Used by:Timeline
Symbol 146 ButtonUses:104Used by:Timeline
Symbol 147 EditableTextUses:22Used by:Timeline
Symbol 148 EditableTextUses:22Used by:Timeline
Symbol 149 ButtonUses:104Used by:Timeline
Symbol 150 EditableTextUses:22Used by:Timeline
Symbol 151 EditableTextUses:22Used by:Timeline
Symbol 152 ButtonUses:104Used by:Timeline
Symbol 153 GraphicUsed by:186 187
Symbol 154 TextUses:26Used by:186 187
Symbol 155 TextUses:26Used by:159 214
Symbol 156 TextUses:26Used by:159 214
Symbol 157 TextUses:26Used by:159 214
Symbol 158 GraphicUsed by:159 214
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Symbol 255 GraphicUsed by:256
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Symbol 258 GraphicUsed by:299
Symbol 259 GraphicUsed by:264
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Symbol 265 GraphicUsed by:299
Symbol 266 GraphicUsed by:277
Symbol 267 GraphicUsed by:277
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Instance Names

"loader"Frame 1Symbol 21 MovieClip
"console"Frame 1Symbol 40 MovieClip
"cursor"Frame 1Symbol 42 MovieClip
"window1"Frame 2Symbol 73 MovieClip
"window2"Frame 3Symbol 92 MovieClip
"noUnits"Frame 4Symbol 100 MovieClip
"popReached"Frame 4Symbol 103 MovieClip
"bulkBuy"Frame 4Symbol 188 MovieClip
"goldField"Frame 4Symbol 216 EditableText
"startGame"Frame 4Symbol 239 MovieClip
"grass"Frame 5Symbol 256 MovieClip
"castle"Frame 5Symbol 299 MovieClip
"mangonelClip"Frame 5Symbol 327 MovieClip
"trebuchetClip"Frame 5Symbol 358 MovieClip
"ramClip"Frame 5Symbol 375 MovieClip
"infantryClip"Frame 5Symbol 390 MovieClip
"archerClip"Frame 5Symbol 408 MovieClip
"enemyArrow"Frame 5Symbol 404 MovieClip
"explosion"Frame 5Symbol 410 MovieClip
"archerArrow"Frame 5Symbol 404 MovieClip
"cannonball"Frame 5Symbol 417 MovieClip
"jediClip"Frame 5Symbol 457 MovieClip
"cavalryClip"Frame 5Symbol 476 MovieClip
"hBar"Frame 5Symbol 504 MovieClip
"Water"Frame 5Symbol 512 MovieClip
"weatherOnOff"Frame 9Symbol 572 MovieClip
"soundOnOff"Frame 9Symbol 576 MovieClip
"saveOnOff"Frame 9Symbol 580 MovieClip
"window2"Frame 11Symbol 92 MovieClip
"scoretable"Frame 16Symbol 688 MovieClip
"varChange"Symbol 38 MovieClip Frame 2Symbol 27 EditableText
"varChange"Symbol 39 MovieClip Frame 1Symbol 27 EditableText
"slideIn"Symbol 40 MovieClip Frame 1Symbol 38 MovieClip
"noSaveFile"Symbol 92 MovieClip Frame 1Symbol 84 MovieClip
"infantry"Symbol 164 MovieClip Frame 1Symbol 162 EditableText
"archers"Symbol 168 MovieClip Frame 1Symbol 166 EditableText
"rams"Symbol 172 MovieClip Frame 1Symbol 171 EditableText
"saboteurs"Symbol 176 MovieClip Frame 1Symbol 174 EditableText
"cannons"Symbol 180 MovieClip Frame 1Symbol 178 EditableText
"cavalry"Symbol 184 MovieClip Frame 1Symbol 183 EditableText
"slideIn"Symbol 188 MovieClip Frame 1Symbol 186 MovieClip
"barracks"Symbol 197 MovieClip Frame 1Symbol 196 EditableText
"fletchery"Symbol 200 MovieClip Frame 1Symbol 199 EditableText
"alchemist"Symbol 203 MovieClip Frame 1Symbol 202 EditableText
"workshop"Symbol 206 MovieClip Frame 1Symbol 205 EditableText
"quarry"Symbol 209 MovieClip Frame 1Symbol 208 EditableText
"stable"Symbol 212 MovieClip Frame 1Symbol 211 EditableText
"wheel1"Symbol 375 MovieClip Frame 1Symbol 367 MovieClip
"wheel2"Symbol 375 MovieClip Frame 1Symbol 367 MovieClip
"wheel3"Symbol 375 MovieClip Frame 1Symbol 367 MovieClip

Special Tags

Protect (24)Timeline Frame 131 bytes "..$1$Dp$g.XdIe0wJ9WTxsU26gRrQ0."
ExportAssets (56)Timeline Frame 1Symbol 1 as "swordSound"
ExportAssets (56)Timeline Frame 1Symbol 2 as "horseDie"
ExportAssets (56)Timeline Frame 1Symbol 3 as "explosionSound"
ExportAssets (56)Timeline Frame 1Symbol 4 as "death8"
ExportAssets (56)Timeline Frame 1Symbol 5 as "death7"
ExportAssets (56)Timeline Frame 1Symbol 6 as "death6"
ExportAssets (56)Timeline Frame 1Symbol 7 as "death5"
ExportAssets (56)Timeline Frame 1Symbol 8 as "death4"
ExportAssets (56)Timeline Frame 1Symbol 9 as "death3"
ExportAssets (56)Timeline Frame 1Symbol 10 as "death2"
ExportAssets (56)Timeline Frame 1Symbol 11 as "death9"
ExportAssets (56)Timeline Frame 1Symbol 12 as "death1"
ExportAssets (56)Timeline Frame 1Symbol 13 as "cannonSound"
ExportAssets (56)Timeline Frame 1Symbol 14 as "arrowSound"
ExportAssets (56)Timeline Frame 1Symbol 16 as "Snow"

Labels

"strategies"Frame 14

Dynamic Text Variables

percentageSymbol 24 EditableText"0"
varChangeBySymbol 28 EditableText""
levelScoreSymbol 93 EditableText""
playTimeSymbol 94 EditableText""
goldCountSymbol 95 EditableText""
BootsSymbol 96 EditableText""
attendanceSymbol 97 EditableText""
_root.infCountSymbol 107 EditableText"0"
_root.infCostSymbol 108 EditableText"100"
_root.archCountSymbol 112 EditableText"0"
_root.archCostSymbol 113 EditableText"100"
_root.cavCountSymbol 117 EditableText"0"
_root.cavCostSymbol 119 EditableText"100"
_root.ramCostSymbol 122 EditableText"500"
_root.ramCountSymbol 124 EditableText"0"
_root.mangoCountSymbol 128 EditableText"0"
_root.mangoCostSymbol 129 EditableText"1000"
_root.trebCostSymbol 132 EditableText"500"
_root.trebCountSymbol 134 EditableText"0"
_root.infBulkSymbol 162 EditableText"0"
_root.infCostSymbol 163 EditableText"100"
_root.archBulkSymbol 166 EditableText"0"
_root.archCostSymbol 167 EditableText"100"
_root.ramCostSymbol 169 EditableText"500"
_root.ramBulkSymbol 171 EditableText"0"
_root.cavBulkSymbol 174 EditableText"0"
_root.cavCostSymbol 175 EditableText"100"
_root.mangoBulkSymbol 178 EditableText"0"
_root.mangoCostSymbol 179 EditableText"500"
_root.trebCostSymbol 181 EditableText"500"
_root.trebBulkSymbol 183 EditableText"0"
_root.barracksBulkSymbol 196 EditableText"0"
_root.fletcheryBulkSymbol 199 EditableText"0"
_root.alchemistBulkSymbol 202 EditableText"0"
_root.workshopBulkSymbol 205 EditableText"0"
_root.quarryBulkSymbol 208 EditableText"0"
_root.stableBulkSymbol 211 EditableText"0"
levelSymbol 226 EditableText"1"
infUpgradesSymbol 230 EditableText""
archUpgradesSymbol 231 EditableText""
cavUpgradesSymbol 232 EditableText""
ramUpgradesSymbol 233 EditableText""
trebUpgradesSymbol 234 EditableText""
mangoUpgradesSymbol 235 EditableText""
popLimitSymbol 236 EditableText""
troopsLeftSymbol 422 EditableText""
infCountSymbol 484 EditableText"0"
archCountSymbol 485 EditableText"0"
ramCountSymbol 486 EditableText"0"
cavCountSymbol 487 EditableText"0"
mangoCountSymbol 488 EditableText"0"
trebCountSymbol 489 EditableText"0"
goldPlunderedSymbol 523 EditableText""
dangSymbol 539 EditableText""
levelScoreSymbol 601 EditableText""
playTimeSymbol 602 EditableText""
goldCountSymbol 603 EditableText""
BootsSymbol 604 EditableText""
attendanceSymbol 605 EditableText""
briefingSymbol 607 EditableText""
NAME0Symbol 625 EditableText""
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NAME13Symbol 638 EditableText""
NAME14Symbol 639 EditableText""
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LEVEL5Symbol 645 EditableText""
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LEVEL8Symbol 648 EditableText""
LEVEL9Symbol 649 EditableText""
LEVEL10Symbol 650 EditableText""
LEVEL11Symbol 651 EditableText""
LEVEL12Symbol 652 EditableText""
LEVEL13Symbol 653 EditableText""
LEVEL14Symbol 654 EditableText""
GOLD0Symbol 655 EditableText""
GOLD1Symbol 656 EditableText""
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GOLD4Symbol 659 EditableText""
GOLD5Symbol 660 EditableText""
GOLD6Symbol 661 EditableText""
GOLD7Symbol 662 EditableText""
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GOLD11Symbol 666 EditableText""
GOLD12Symbol 667 EditableText""
GOLD13Symbol 668 EditableText""
GOLD14Symbol 669 EditableText""




http://swfchan.com/14/69239/info.shtml
Created: 10/4 -2019 14:49:23 Last modified: 10/4 -2019 14:49:23 Server time: 05/05 -2024 23:10:00