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invasion.swf

This is the info page for
Flash #5534

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


Text
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0

Invasion

Choose an option:

PLAY

PLAY

How to
Play

How to
Play

ABOUT

ABOUT

OPTIONS

OPTIONS

Firstly, build a few units by clicking on
them in the Pre-Battle screen. Then
press 'Play' to enter the frontline. From
there, you can click on the units in the
toolbar below to deploy them into battle.
Plan your strategies carefully, and don't
forget about the upgrades!

BACK

BACK

By VENGEANCE of Gamesgamesgames.co.uk
(Castle drawn by Azrael of Gamesgamesgames.co.uk)

Play

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

NEW

NEW

LOAD

LOAD

Which file?

1

1

2

2

3

3

4

4

Pre-battle

Army

Click on a unit's name
to build that unit.

x Infantry

0

50

x Archers

0

100

x Cavalry

0

100

500

x Rams

0

x Mangonels

0

200

500

x Trebuchets

0

Quantity    Soldier        Cost

Upgrade

Building        Cost

Barracks

Fletchery

200

400

Upgrading a building will
improve the training of your
units. Improve infantry in
the Barracks, and archers in
the Fletchery.

Intelligence

Level

Stable

Blacksmith

500

1000

Workshop

Q

Q

Q

Q

SURRENDER

SURRENDER

SURRENDER

SURRENDER

Deploy
Units:

0

x Infantry

0

x Archers

x Cavalry

x Rams

x Mangonels

x Trebuchets

0

Undeployed
Troops:

Congratulations!

To the Next Level

SAVE

SAVE

Play again?

About

<P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#333333"><B>Hooray. The sequel to Invasion... and I made it in a day. Wow. Not much has changed, really. <SBR/>I just improved the graphics, added a ram, made the murder holes only be able to hurt one <SBR/>person per hit, made a few more things be saved, and added weather. Oh, and i made a cool <SBR/>death animation. I&apos;d say this version is a lot more balanced and a bit harder than the old <SBR/>one. You&apos;d better like it!</B></FONT></P><P ALIGN="CENTER"></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#333333"><B>If you&apos;re playing this game through Newgrounds, review it. I REALLY want to hear what you <SBR/>have to say. I look at every review I get for my games, and with Invasion, I&apos;ve even <SBR/>attempted to reply to all of them... but obviously, it&apos;s pretty hard to reply to that many <SBR/>reviews. Feel free to email me at: </B><FONT COLOR="#0000CC"><A HREF="mailto:vengeance@gamesgamesgames.co.uk"><B>vengeance@gamesgamesgames.co.uk</B></A></FONT></FONT></P>

Options

INVASION SETTINGS
Default Quality:
This determines the quality of the visuals for the movie. The higher it is, the slower it goes.
Weather:
Should effects such as rain and clouds be visible? Turn this off for more speed.
Day and Night:
Turn this off to replace day and night with a clock. Lightning arrives at night time.
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.

ON

OFF

/

HIGH

MEDIUM

LOW

ActionScript [AS1/AS2]

Frame 1
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.qualitySettings != undefined) { if (InvasionSettings.data.qualitySettings == "HIGH") { qualitySettings = "HIGH"; _quality = "HIGH"; } else if (InvasionSettings.data.qualitySettings == "MEDIUM") { qualitySettings = "MEDIUM"; _quality = "MEDIUM"; } else if (InvasionSettings.data.qualitySettings == "LOW") { qualitySettings = "LOW"; _quality = "LOW"; } } else { qualitySettings = "HIGH"; _quality = "HIGH"; } 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.timeOn != undefined) { if (InvasionSettings.data.timeOn) { timeOn = true; } else if (InvasionSettings.data.timeOn == false) { timeOn = false; } } else { timeOn = 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(); mLoaded = false; _root.onEnterFrame = function () { if (!mLoaded) { loadedbytes = getBytesLoaded(); totalbytes = getBytesTotal(); loadedkbytes = Math.ceil(loadedbytes / 1024); totalkbytes = Math.ceil(totalbytes / 1024); if (loadedbytes == totalbytes) { gotoAndStop (2); mLoaded = true; } percentage = int(loadedbytes / (totalbytes / 100)); loader.gotoAndStop(percentage); } };
Instance of Symbol 16 MovieClip "sky" in Frame 2
onClipEvent (load) { gotoAndPlay (600); }
Instance of Symbol 22 MovieClip in Frame 2
onClipEvent (load) { gotoAndPlay (600); }
Instance of Symbol 52 MovieClip "windowBar1" in Frame 2
onClipEvent (load) { windowName = "Invasion"; }
Frame 3
function loadGame() { enemyArrows = new Array(); trebuchetArray = new Array(); infantryArray = new Array(); Arrows = new Array(); mangonelArray = new Array(); ramArray = new Array(); cavalryArray = new Array(); archerArray = new Array(); archFireChance = (infCost = 50); archCost = 100; archDamage = 0.1; infSpeed = 1.5; archSpeed = (ramSpeed = 0.75); ramHP = 3; enemyArrowType = (infDamage = 2); ramCost = 500; ramDamage = 20; arrowType = 1; gold = InvasionSettings.data.gold; infAvailable = (archAvailable = (ramAvailable = true)); cavAvailable = (mangoAvailable = (trebAvailable = false)); enemyHP = InvasionSettings.data.level * 1000; level = InvasionSettings.data.level; archUpgrades = InvasionSettings.data.archUpgrades; infUpgrades = InvasionSettings.data.infUpgrades; ramUpgrades = InvasionSettings.data.infUpgrades; infCount = InvasionSettings.data.infCount; archCount = InvasionSettings.data.archCount; ramCount = InvasionSettings.data.archCount; arrowNum = (enemyArrowNum = (boltNumber = (cavCount = (ramCount = (mangoCount = (trebCount = (troopCount = (troopsAlive = (infantryNumber = (archerNumber = (cavalryNumber = (ramNumber = (mangonelNumber = (trebuchetNumber = 0)))))))))))))); enemyIntel = ((("Estimated Hit Points: " + (enemyHP - (random(10) * 10))) + newline) + "Estimated amount of Gold stashed: ") + ((level * 2000) - (random(10) * 10)); gotoAndStop (4); } 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.InvasionFrames != undefined) { playTime = ("You've played for " + InvasionSettings.data.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 is: " + InvasionSettings.data.highestGold) + "."; } else { goldCount = "Your highest amount of gold has yet to be seen."; }
Instance of Symbol 52 MovieClip "windowBar2" in Frame 3
onClipEvent (load) { windowName = "Play"; }
Frame 4
_root.goldField.text = ("You have " + _root.gold) + " gold."; _root.onEnterFrame = function () { _root.goldField.text = ("You have " + _root.gold) + " gold."; troopsLeft = ((((infCount + archCount) + cavCount) + ramCount) + mangoCount) + trebCount; };
Instance of Symbol 92 MovieClip in Frame 4
onClipEvent (load) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 97 MovieClip in Frame 4
onClipEvent (load) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 102 MovieClip in Frame 4
onClipEvent (load) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 107 MovieClip in Frame 4
onClipEvent (load) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 112 MovieClip in Frame 4
onClipEvent (load) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 117 MovieClip in Frame 4
onClipEvent (load) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 140 MovieClip in Frame 4
onClipEvent (load) { _visible = false; }
Frame 5
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 nextLevel() { gotoAndStop (6); i = 1; while (i < (_root.depth + 1)) { 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]); i++; } _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(); } infDamage = infDamage + (0.03 * _root.infUpgrades); archDamage = archDamage + (0.03 * _root.archUpgrades); ramDamage = ramDamage + (0.04 * _root.ramUpgrades); arrowFrameDelayInit = (arrowFrameDelay = 35); _root.Water.stop(); _root.castle.gotoAndStop(100); _root.archerArrow.duplicateMovieClip("newArrow" + _root.arrowNum, _root.depth++, {_x:-50, _y:-50}); _root.arrowNum++; _root.Arrows[_root.arrowNum] = 1; _root.enemyArrow.duplicateMovieClip("newEnemyArrow" + _root.enemyArrowNum, _root.depth++, {_x:-50, _y:-50}); _root.enemyArrowNum++; _root.enemyArrows[_root.enemyArrowNum] = 1; _root.enemyHPmax = _root.enemyHP; _root.infantryClip.gotoAndStop(4); _root.archerClip.gotoAndStop(4); _root.ramClip.gotoAndStop(4); _root.archerClip._visible = (_root.newArrow0._visible = (_root.Water._visible = (_root.archerArrow._visible = (_root.ramClip._visible = (_root.infantryClip._visible = false))))); _root.onEnterFrame = function () { 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 { nextLevel(); } troopsLeft = ((((infCount + archCount) + cavCount) + ramCount) + mangoCount) + trebCount; if (arrowFrameDelay <= 0) { if (_root.castle._currentframe > 2) { arrowFrameDelay = arrowFrameDelayInit; _root.enemyArrow.duplicateMovieClip("newEnemyArrow" + _root.enemyArrowNum, _root.depth++, {_x:475, _y:230}); _root.enemyArrowNum++; _root.enemyArrows[_root.enemyArrowNum] = 1; } } if (_root.troopsLeft == 0) { if (_root.troopsAlive == 0) { gotoAndStop (7); i = 1; while (i < (_root.depth + 1)) { 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]); i++; } _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.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.infantryNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = 0))))))))); } } i = 0; while (i < (_root.infantryNumber + 1)) { if (_root.infantryArray[i] == 1) { if (!_root["infantry" + i].hitTest(_root.castle)) { _root["infantry" + i]._x = _root["infantry" + i]._x + _root["infantry" + i].speed; _root["infantry" + i]._y = _root["infantry" + i]._y - (Math.random() - 0.5); } else { _root["infantry" + i].gotoAndStop(2); } } i++; } i = 0; while (i < (_root.ramNumber + 1)) { if (_root.ramArray[i] == 1) { if (!_root["ram" + i].hitTest(_root.castle)) { if (!_root["ram" + i].touching) { _root["ram" + i]._x = _root["ram" + i]._x + _root["ram" + i].speed; _root["ram" + i].wheel1._rotation = _root["ram" + i].wheel1._rotation + _root["ram" + i].speed; _root["ram" + i].wheel2._rotation = _root["ram" + i].wheel2._rotation + _root["ram" + i].speed; _root["ram" + i].wheel3._rotation = _root["ram" + i].wheel3._rotation + _root["ram" + i].speed; } } else { _root["ram" + i].gotoAndStop(2); _root["ram" + i].touching = true; } } i++; } i = 0; while (i < (_root.archerNumber + 1)) { if (_root.archerArray[i] == 1) { if ((_root["archer" + i].stopChance != _root.archFireChance) && (_root["archer" + i]._x < (250 - _root["archer" + i].decrement))) { _root["archer" + i]._x = _root["archer" + i]._x + _root["archer" + i].speed; _root["archer" + i]._y = _root["archer" + i]._y - (Math.random() - 0.5); } else if (_root["archer" + i]._x > 100) { _root["archer" + i].gotoAndStop(2); } else { _root["archer" + i]._x = _root["archer" + i]._x + _root["archer" + i].speed; _root["archer" + i]._y = _root["archer" + i]._y - (Math.random() - 0.5); } } i++; } i = 0; while (i < _root.Arrows.length) { if (_root.Arrows[i] == 1) { if (!_root["newArrow" + i].hitTest(_root.castle)) { if (!_root["newArrow" + i].toggleDown) { if (_root["newArrow" + i].upspeed < _root["newArrow" + i].climbStop) { _root["newArrow" + i].upspeed = _root["newArrow" + i].upspeed + 0.4; _root["newArrow" + i].rightspeed = _root["newArrow" + i].rightspeed + 0.5; } else { _root["newArrow" + i].toggleDown = true; } } if (_root["newArrow" + i].toggleDown) { _root["newArrow" + i].rightspeed = _root["newArrow" + i].rightspeed - 0.02; _root["newArrow" + i].upspeed = _root["newArrow" + i].upspeed - 0.2; } _root["newArrow" + i]._x = _root["newArrow" + i]._x + (_root["newArrow" + i].rightspeed * 2); _root["newArrow" + i]._rotation = _root["newArrow" + i]._rotation + _root["newArrow" + i].rotate; _root["newArrow" + i]._y = _root["newArrow" + i]._y - (_root["newArrow" + i].upspeed * 2); } else { _root["newArrow" + i].toggleDamage = true; if (_root["newArrow" + i]._alpha > 0) { _root["newArrow" + i]._alpha = _root["newArrow" + i]._alpha - 10; } else { _root.Arrows[i] = 0; removeMovieClip(_root["newArrow" + i]); } } if ((_root["newArrow" + i]._x > Stage.width) || (_root["newArrow" + i]._y > 330)) { _root.Arrows[i] = 0; removeMovieClip(_root["newArrow" + i]); } if (_root["newArrow" + i].toggleDamage) { _root.enemyHP = _root.enemyHP - _root.archDamage; } } i++; } i = 0; while (i < _root.enemyArrows.length) { if (_root.enemyArrows[i] == 1) { if (!_root["newArrow" + i].hitPlayer) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].toggleDown) { if (_root["newEnemyArrow" + i].upspeed < _root["newEnemyArrow" + i].climbStop) { _root["newEnemyArrow" + i].upspeed = _root["newEnemyArrow" + i].upspeed + 0.8; _root["newEnemyArrow" + i].leftspeed = _root["newEnemyArrow" + i].leftspeed + 0.4; } else { _root["newEnemyArrow" + i].toggleDown = true; } } if (_root["newEnemyArrow" + i].toggleDown) { _root["newEnemyArrow" + i].leftspeed = _root["newEnemyArrow" + i].leftspeed - 0.06; _root["newEnemyArrow" + i].upspeed = _root["newEnemyArrow" + i].upspeed - 0.4; } _root["newEnemyArrow" + i]._x = _root["newEnemyArrow" + i]._x - (_root["newEnemyArrow" + i].leftspeed * 3); _root["newEnemyArrow" + i]._rotation = _root["newEnemyArrow" + i]._rotation + (_root["newEnemyArrow" + i].rotate * 2); _root["newEnemyArrow" + i]._y = _root["newEnemyArrow" + i]._y - (_root["newEnemyArrow" + i].upspeed * 2); j = 0; while (j < (_root.infantryNumber + 1)) { if (_root.infantryArray[j] == 1) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { if (_root["newEnemyArrow" + i].hitTest(_root["infantry" + j])) { _root["infantry" + j].gotoAndStop(3); _root.infantryArray[j] = 0; _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; } } } } j++; } j = 0; while (j < (_root.archerNumber + 1)) { if (_root.archerArray[j] == 1) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { if (_root["newEnemyArrow" + i].hitTest(_root["archer" + j])) { _root["archer" + j].gotoAndStop(3); _root.archerArray[j] = 0; _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; } } } } j++; } j = 0; while (j < (_root.cavalryNumber + 1)) { if (_root.cavalryArray[j] == 1) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { if (_root["newEnemyArrow" + i].hitTest(_root["cavalry" + j])) { _root["cavalry" + j].gotoAndStop(3); _root.cavalryArray[j] = 0; _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; } } } } j++; } j = 0; while (j < (_root.ramNumber + 1)) { if (_root.ramArray[j] == 1) { if (_root["newEnemyArrow" + i].hitTest(_root["ram" + j])) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; _root["ram" + j].HP--; if (_root["ram" + j].HP < 1) { _root["ram" + j].gotoAndStop(3); } } } _root["newEnemyArrow" + i]._x = _root["newEnemyArrow" + i]._x + _root["ram" + j].speed; } } j++; } j = 0; while (j < (_root.mangonelNumber + 1)) { if (_root.mangonelArray[j] == 1) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { if (_root["newEnemyArrow" + i].hitTest(_root["mangonel" + j])) { _root["mangonel" + j].gotoAndStop(3); _root.mangonelArray[j] = 0; _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; } } } } j++; } j = 0; while (j < (_root.trebuchetNumber + 1)) { if (_root.trebuchetArray[j] == 1) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { if (_root["newEnemyArrow" + i].hitTest(_root["trebuchet" + j])) { _root["trebuchet" + j].gotoAndStop(3); _root.trebuchetArray[j] = 0; _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; } } } } j++; } } } if (_root["newEnemyArrow" + i]._x < 0) { _root.enemyArrows[i] = 0; removeMovieClip(_root["newEnemyArrow" + i]); } 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]); } } } i++; } } };
Instance of Symbol 16 MovieClip "sky" in Frame 5
onClipEvent (load) { if (_root.timeOn != false) { gotoAndPlay (600); } else { stop(); } }
Instance of Symbol 18 MovieClip in Frame 5
onClipEvent (load) { if (_root.timeOn != false) { play(); } else { this.gotoAndStop(_totalframes); } }
Instance of Symbol 22 MovieClip "grass" in Frame 5
onClipEvent (load) { if (_root.timeOn != false) { gotoAndPlay (600); } else { stop(); } }
Instance of Symbol 169 MovieClip "castle" in Frame 5
onClipEvent (load) { gotoAndStop (100); }
Instance of Symbol 178 MovieClip in Frame 5
onClipEvent (load) { if (_root.timeOn != false) { gotoAndStop(random(_totalframes) + 1); } else { gotoAndStop(_totalframes); } }
Instance of Symbol 216 MovieClip "ramClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.ramSpeed + Math.random(); touching = false; HP = _root.ramHP; }
Instance of Symbol 249 MovieClip "infantryClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.infSpeed + Math.random(); }
Instance of Symbol 285 MovieClip "archerClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.archSpeed + Math.random(); stopChance = 0; decrement = random(100) + 25; }
Instance of Symbol 259 MovieClip "archerArrow" in Frame 5
onClipEvent (load) { _y = (_y - 9); _x = (_x + 10); gotoAndStop(_root.arrowType); rotate = 1.6; climbStop = 3 + (random(6) / 10); upspeed = 0; rightspeed = climbStop + 1; toggleDamage = false; toggleDown = false; }
Instance of Symbol 259 MovieClip "enemyArrow" in Frame 5
onClipEvent (load) { gotoAndStop(_root.enemyArrowType); rotate = -2; climbStop = (2 + (random(6) / 10)) + Math.random(); upspeed = 0; leftspeed = climbStop + Math.random(); toggleDamage = false; toggleDown = false; hitPlayer = false; startFade = false; }
Instance of Symbol 296 MovieClip "Water" in Frame 5
onClipEvent (load) { hit = false; }
Frame 6
stop(); stopAllSounds(); goldPlundered = ("You plundered " + (level * 2000)) + " gold from that castle!"; gold = gold + (level * 2000); level++; if (InvasionSettings.data.level != undefined) { if (InvasionSettings.data.highestLevel < level) { InvasionSettings.data.highestLevel = level; InvasionSettings.data.flush(); } } else { InvasionSettings.data.highestLevel = level; InvasionSettings.data.flush(); } if (InvasionSettings.data.highestGold != undefined) { if (InvasionSettings.data.highestGold < gold) { InvasionSettings.data.highestGold = gold; InvasionSettings.data.highestGold.flush(); } } else { InvasionSettings.data.highestGold = gold; InvasionSettings.data.flush(); } _root.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.infantryNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = 0)))))))));
Instance of Symbol 319 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 = infCount; _root.InvasionSettings.data.archCount = archCount; _root.InvasionSettings.data.ramCount = ramCount; _root.InvasionSettings.data.gold = gold; _root.InvasionSettings.data.infUpgrades = infUpgrades; _root.InvasionSettings.data.archUpgrades = archUpgrades; _root.InvasionSettings.data.ramUpgrades = ramUpgrades; _root.InvasionSettings.data.arrowType = arrowType; _root.InvasionSettings.data.level = level; _root.InvasionSettings.flush(); _visible = false; } else { _visible = true; } }
Frame 7
stop(); stopAllSounds(); dang = ("Damn. You ran out of troops. You reached a final level of: " + level) + ".";
Instance of Symbol 16 MovieClip "sky" in Frame 8
onClipEvent (load) { gotoAndPlay (600); }
Instance of Symbol 22 MovieClip in Frame 8
onClipEvent (load) { gotoAndPlay (600); }
Instance of Symbol 340 MovieClip in Frame 9
onClipEvent (load) { stop(); myBoolean = _root.weatherOn; mySave = _root.InvasionSettings.data.weatherOn; if (_root.weatherOn) { gotoAndStop (1); } else { gotoAndStop (2); } }
Instance of Symbol 340 MovieClip in Frame 9
onClipEvent (load) { stop(); myBoolean = _root.timeOn; mySave = _root.InvasionSettings.data.timeOn; if (_root.timeOn) { gotoAndStop (1); } else { gotoAndStop (2); } }
Instance of Symbol 340 MovieClip in Frame 9
onClipEvent (load) { stop(); myBoolean = _root.soundOn; mySave = _root.InvasionSettings.data.soundOn; if (_root.soundOn) { gotoAndStop (1); } else { gotoAndStop (2); } }
Instance of Symbol 340 MovieClip in Frame 9
onClipEvent (load) { stop(); if (_root.autoSave) { gotoAndStop (1); } else { gotoAndStop (2); } myBoolean = _root.autoSave; mySave = _root.InvasionSettings.data.autoSave; }
Instance of Symbol 349 MovieClip in Frame 9
onClipEvent (load) { stop(); myBoolean = _root.qualitySettings; if (_root.qualitySettings == "HIGH") { gotoAndStop (1); } else if (_root.qualitySettings == "MEDIUM") { gotoAndStop (2); } else if (_root.qualitySettings == "LOW") { gotoAndStop (3); } }
Symbol 7 MovieClip Frame 1
stop();
Symbol 16 MovieClip Frame 800
gotoAndPlay (1);
Symbol 18 MovieClip Frame 799
gotoAndPlay (1);
Symbol 21 MovieClip Frame 1
stop();
Symbol 22 MovieClip Frame 800
gotoAndPlay (1);
Symbol 34 Button
on (release) { _root.gotoAndStop(3); }
Symbol 37 Button
on (release) { gotoAndStop (2); }
Symbol 40 Button
on (release) { _root.gotoAndStop(8); }
Symbol 43 Button
on (release) { _root.gotoAndStop(9); }
Symbol 48 Button
on (release) { prevFrame(); }
Symbol 49 MovieClip Frame 1
stop();
Symbol 61 Button
on (release) { _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.archFireChance = (_root.infCost = (_root.oilDamage = 50)); _root.ramHP = 3; _root.archCost = (_root.cavCost = 100); _root.ramCost = 500; _root.mangoCost = 200; _root.archSpeed = (_root.ramSpeed = 0.75); _root.mangoSpeed = (_root.level = (_root.arrowType = 1)); _root.infSpeed = 1.5; _root.cavSpeed = (_root.cavDamage = 3); _root.trebSpeed = 0.5; _root.infDamage = (_root.enemyArrowType = 2); _root.archDamage = 0.1; _root.mangoDamage = 4; _root.ramDamage = 20; _root.trebDamage = 7; _root.gold = 2000; _root.trebCost = 500; _root.enemyArcherDamage = 25; _root.infAvailable = (_root.archAvailable = (_root.ramAvailable = true)); _root.cavAvailable = (_root.mangoAvailable = (_root.trebAvailable = false)); _root.enemyHP = 1000; _root.arrowNum = (_root.boltNumber = (_root.cavUpgrades = (_root.archUpgrades = (_root.infUpgrades = (_root.enemyArrowNum = (_root.infCount = (_root.archCount = (_root.cavCount = (_root.ramCount = (_root.mangoCount = (_root.trebCount = (_root.troopCount = (_root.troopsAlive = (_root.infantryNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = 0))))))))))))))))))); _root.enemyIntel = ((("Estimated Hit Points: " + (_root.enemyHP - (random(10) * 10))) + newline) + "Estimated amount of Gold stashed: ") + ((_root.level * 2000) - (random(50) * 10)); _root.gotoAndStop(4); }
Symbol 64 Button
on (release) { if (_root.InvasionSettings.data.level != undefined) { _root.loadGame(); } }
Symbol 69 Button
on (release) { _root.loadGame(1); }
Symbol 72 Button
on (release) { _root.loadGame(2); }
Symbol 75 Button
on (release) { _root.loadGame(3); }
Symbol 78 Button
on (release) { _root.loadGame(4); }
Symbol 79 Button
on (release) { gotoAndStop (1); }
Symbol 80 MovieClip Frame 1
stop();
Symbol 88 Button
on (release) { if (_root.gold >= _root.infCost) { _root.infCount++; _root.gold = _root.gold - _root.infCost; } }
Symbol 93 Button
on (release) { if (_root.gold >= _root.archCost) { _root.archCount++; _root.gold = _root.gold - _root.archCost; } }
Symbol 98 Button
on (release) { if (_root.gold >= _root.cavCost) { _root.cavCount++; _root.gold = _root.gold - _root.cavCost; } }
Symbol 103 Button
on (release) { if (_root.gold >= _root.ramCost) { _root.ramCount++; _root.gold = _root.gold - _root.ramCost; } }
Symbol 108 Button
on (release) { if (_root.gold >= _root.mangoCost) { _root.mangoCount++; _root.gold = _root.gold - _root.mangoCost; } }
Symbol 113 Button
on (release) { if (_root.gold >= _root.trebCost) { _root.trebCount++; _root.gold = _root.gold - _root.trebCost; } }
Symbol 131 Button
on (release) { if (troopsLeft > 0) { gotoAndStop (5); } }
Symbol 132 Button
on (release) { if (_root.gold >= 200) { _root.gold = _root.gold - 200; _root.infUpgrades++; } }
Symbol 133 Button
on (release) { if (_root.gold >= 400) { _root.gold = _root.gold - 400; _root.archUpgrades++; } }
Symbol 142 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.ramUpgrades++; } }
Symbol 159 MovieClip Frame 74
_root.Water.duplicateMovieClip("newWater" + _root.waterNum, _root.depth++, {_x:473, _y:184}); _root.waterNum++;
Symbol 169 MovieClip Frame 2
_root.nextLevel();
Symbol 171 MovieClip Frame 198
gotoAndPlay (1);
Symbol 178 MovieClip Frame 4
_root.grass.grassType.gotoAndStop(2);
Symbol 185 Button
on (release) { if (_quality == "HIGH") { _quality = "MEDIUM"; } else if (_quality == "MEDIUM") { _quality = "LOW"; } else { _quality = "HIGH"; } }
Symbol 190 Button
on (release) { gotoAndStop (7); i = 1; while (i < (_root.depth + 1)) { 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]); i++; } _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.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.infantryNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = 0))))))))); }
Symbol 211 MovieClip Frame 9
_root.enemyHP = _root.enemyHP - _root.infDamage;
Symbol 215 MovieClip Frame 19
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 231 MovieClip Frame 4
_root.enemyHP = _root.enemyHP - _root.infDamage;
Symbol 248 MovieClip Frame 26
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 255 MovieClip Frame 5
_parent.stopChance = random(_root.archFireChance) + 1;
Instance of Symbol 259 MovieClip in Symbol 267 MovieClip Frame 1
onClipEvent (load) { gotoAndStop(_root.arrowType); }
Symbol 267 MovieClip Frame 2
if (_root.soundOn) { arrowSound1 = new Sound(this); arrowSound1.attachSound("arrowSound"); arrowSound1.start(); }
Instance of Symbol 259 MovieClip in Symbol 267 MovieClip Frame 2
onClipEvent (load) { gotoAndStop(_root.arrowType); }
Symbol 267 MovieClip Frame 7
_root.archerArrow.duplicateMovieClip("newArrow" + _root.arrowNum, _root.depth++, {_x:_parent._x, _y:_parent._y}); _root.arrowNum++; _root.Arrows[_root.arrowNum] = 1;
Symbol 284 MovieClip Frame 26
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 296 MovieClip Frame 30
i = 0; while (i < (_root.infantryNumber + 1)) { if (!hit) { if (_root.infantryArray[i] == 1) { if (hitTest(_root["infantry" + i])) { _root["infantry" + i].gotoAndStop(3); _root.infantryArray[i] = 0; hit = true; } } } i++; } i = 0; while (i < (_root.cavalryNumber + 1)) { if (!hit) { if (_root.cavalryArray[i] == 1) { if (hitTest(_root["cavalry" + i])) { _root["cavalry" + i].gotoAndStop(3); _root.cavalryArray[i] = 0; hit = true; } } } i++; } i = 0; while (i < (_root.ramNumber + 1)) { if (!hit) { if (_root.ramArray[i] == 1) { if (hitTest(_root["ram" + i])) { _root["ram" + i].HP--; hit = true; if (_root["ram" + i].HP < 1) { _root["ram" + i].gotoAndStop(3); _root.ramArray[i] = 0; } } } } i++; }
Symbol 296 MovieClip Frame 35
removeMovieClip(this);
Symbol 297 Button
on (release) { if (_root.infCount > 0) { deploy("infantry"); _root.infCount--; } }
Symbol 298 Button
on (release) { if (_root.archCount > 0) { deploy("archer"); _root.archCount--; } }
Symbol 299 Button
on (release) { if (_root.ramCount > 0) { deploy("ram"); _root.ramCount--; } }
Symbol 314 Button
on (release) { gotoAndStop (4); enemyHP = level * 800; arrowFrameDelay--; enemyIntel = ((("Estimated Hit Points: " + (enemyHP - (random(10) * 10))) + newline) + "Estimated amount of Gold stashed: ") + ((level * 2000) - (random(50) * 10)); }
Symbol 318 Button
on (release) { _root.InvasionSettings.data.infCount = infCount; _root.InvasionSettings.data.archCount = archCount; _root.InvasionSettings.data.ramCount = ramCount; _root.InvasionSettings.data.gold = gold; _root.InvasionSettings.data.infUpgrades = infUpgrades; _root.InvasionSettings.data.archUpgrades = archUpgrades; _root.InvasionSettings.data.ramUpgrades = ramUpgrades; _root.InvasionSettings.data.arrowType = arrowType; _root.InvasionSettings.data.level = level; _root.InvasionSettings.flush(); }
Symbol 322 Button
on (release) { gotoAndStop (2); }
Symbol 325 Button
on (release) { gotoAndStop (2); }
Symbol 336 Button
on (press) { nextFrame(); }
Symbol 338 Button
on (press) { prevFrame(); }
Symbol 340 MovieClip Frame 1
this[myBoolean] = true; this[mySave] = true; _root.InvasionSettings.flush();
Symbol 340 MovieClip Frame 2
this[myBoolean] = false; this[mySave] = false; _root.InvasionSettings.flush();
Symbol 345 Button
on (press) { gotoAndStop (3); }
Symbol 348 Button
on (press) { gotoAndStop (1); }
Symbol 349 MovieClip Frame 1
this[myBoolean] = "HIGH"; _root.InvasionSettings.data.qualitySettings = "HIGH";
Symbol 349 MovieClip Frame 2
this[myBoolean] = "MEDIUM"; _root.InvasionSettings.data.qualitySettings = "MEDIUM";
Symbol 349 MovieClip Frame 3
this[myBoolean] = "LOW"; _root.InvasionSettings.data.qualitySettings = "LOW";

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Symbol 302 TextUses:26Used by:Timeline
Symbol 303 EditableTextUses:26Used by:Timeline
Symbol 304 GraphicUsed by:314 322
Symbol 305 GraphicUsed by:311 314 322
Symbol 306 GraphicUsed by:311
Symbol 307 GraphicUsed by:311
Symbol 308 GraphicUsed by:311
Symbol 309 GraphicUsed by:311
Symbol 310 GraphicUsed by:311
Symbol 311 MovieClipUses:305 306 307 308 309 310Used by:314 322
Symbol 312 GraphicUsed by:314 322
Symbol 313 SoundUsed by:314 322
Symbol 314 ButtonUses:304 311 305 312 313Used by:Timeline
Symbol 315 TextUses:26Used by:Timeline
Symbol 316 TextUses:29Used by:318
Symbol 317 TextUses:29Used by:318
Symbol 318 ButtonUses:28 316 31 317 33Used by:319
Symbol 319 MovieClipUses:318Used by:Timeline
Symbol 320 GraphicUsed by:Timeline
Symbol 321 EditableTextUses:26Used by:Timeline
Symbol 322 ButtonUses:304 311 305 312 313Used by:Timeline
Symbol 323 TextUses:26Used by:Timeline
Symbol 324 GraphicUsed by:Timeline
Symbol 325 ButtonUses:28 46 31 47 33Used by:Timeline
Symbol 326 GraphicUsed by:Timeline
Symbol 327 TextUses:26Used by:Timeline
Symbol 328 EditableTextUses:26Used by:Timeline
Symbol 329 GraphicUsed by:Timeline
Symbol 330 TextUses:26Used by:Timeline
Symbol 331 FontUsed by:332
Symbol 332 TextUses:331 26Used by:Timeline
Symbol 333 TextUses:26Used by:340
Symbol 334 TextUses:26Used by:340
Symbol 335 TextUses:26Used by:340 349
Symbol 336 ButtonUses:87Used by:340 349
Symbol 337 GraphicUsed by:340
Symbol 338 ButtonUses:87Used by:340 349
Symbol 339 GraphicUsed by:340
Symbol 340 MovieClipUses:333 334 335 336 337 338 339Used by:Timeline
Symbol 341 TextUses:26Used by:349
Symbol 342 TextUses:26Used by:349
Symbol 343 GraphicUsed by:349
Symbol 344 TextUses:26Used by:349
Symbol 345 ButtonUses:87Used by:349
Symbol 346 GraphicUsed by:349
Symbol 347 GraphicUsed by:349
Symbol 348 ButtonUses:87Used by:349
Symbol 349 MovieClipUses:341 342 335 336 343 344 345 346 338 347 348Used by:Timeline

Instance Names

"loader"Frame 1Symbol 7 MovieClip
"sky"Frame 2Symbol 16 MovieClip
"window1"Frame 2Symbol 49 MovieClip
"windowBar1"Frame 2Symbol 52 MovieClip
"window2"Frame 3Symbol 80 MovieClip
"windowBar2"Frame 3Symbol 52 MovieClip
"goldField"Frame 4Symbol 119 EditableText
"sky"Frame 5Symbol 16 MovieClip
"grass"Frame 5Symbol 22 MovieClip
"castle"Frame 5Symbol 169 MovieClip
"ramClip"Frame 5Symbol 216 MovieClip
"infantryClip"Frame 5Symbol 249 MovieClip
"archerClip"Frame 5Symbol 285 MovieClip
"archerArrow"Frame 5Symbol 259 MovieClip
"enemyArrow"Frame 5Symbol 259 MovieClip
"hBar"Frame 5Symbol 287 MovieClip
"Water"Frame 5Symbol 296 MovieClip
"sky"Frame 8Symbol 16 MovieClip
"grassType"Symbol 22 MovieClip Frame 1Symbol 21 MovieClip
"wheel1"Symbol 216 MovieClip Frame 1Symbol 208 MovieClip
"wheel2"Symbol 216 MovieClip Frame 1Symbol 208 MovieClip
"wheel3"Symbol 216 MovieClip Frame 1Symbol 208 MovieClip

Special Tags

Protect (24)Timeline Frame 131 bytes "..$1$9b$bxvX/clqKDCWz31fhLvBp.."
ExportAssets (56)Timeline Frame 1Symbol 1 as "arrowSound"

Dynamic Text Variables

percentageSymbol 11 EditableText"0"
windowNameSymbol 51 EditableText""
levelScoreSymbol 55 EditableText""
playTimeSymbol 56 EditableText""
goldCountSymbol 57 EditableText""
_root.infCountSymbol 90 EditableText"0"
_root.infCostSymbol 91 EditableText"50"
_root.archCountSymbol 95 EditableText"0"
_root.archCostSymbol 96 EditableText"100"
_root.cavCountSymbol 100 EditableText"0"
_root.cavCostSymbol 101 EditableText"100"
_root.ramCostSymbol 104 EditableText"500"
_root.ramCountSymbol 106 EditableText"0"
_root.mangoCountSymbol 110 EditableText"0"
_root.mangoCostSymbol 111 EditableText"200"
_root.trebCostSymbol 114 EditableText"500"
_root.trebCountSymbol 116 EditableText"0"
enemyIntelSymbol 128 EditableText""
levelSymbol 130 EditableText""
infCountSymbol 193 EditableText"0"
archCountSymbol 195 EditableText"0"
troopsLeftSymbol 201 EditableText""
ramCountSymbol 286 EditableText"0"
goldPlunderedSymbol 303 EditableText""
dangSymbol 321 EditableText""




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Created: 15/6 -2019 11:14:49 Last modified: 15/6 -2019 11:14:49 Server time: 20/04 -2024 00:39:09