STORY   LOOP   FURRY   PORN   GAMES
• C •   SERVICES [?] [R] RND   POPULAR
Archived flashes:
228086
/disc/ · /res/     /show/ · /fap/ · /gg/ · /swf/P0001 · P2561 · P5121

<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/46078350?noj=FRM46078350-2DC" width="1" height="1"></div>

feudalism.swf

This is the info page for
Flash #9737

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


Text
miss

100%

2222/2222

Hold Position [Home]
Makes the selected soldiers
to stay at current position.

Swap weapons [PageUp]
Switches to ranged and
back. Some units have no
weapon to swap.

Small potion
Heals 50 HP

Medium potion
Heals 300 HP

Large potion
Completely heals hero

Small heal scroll
Heals all your unit for 1/3
of their max HP.

Large heal scroll
Heals all your unit for 2/3
of their max HP.

Scroll of rage
Makes your units attack
much faster.

Arrow Shower
An area attack, which can
hurt friendly units too.

Arrow Wall
An attack which shots
several crossbow bolts to
selected positions.

9999/9999

999

999

999

999

999

999

3000

OK

Cancel

miss

RIP

Scotland

England

TUTORIAL

NEW GAME

RESUME GAME

OPTIONS

CONTROLS

MORE GAMES

PUT THIS GAME ON YOUR SITE

E-MAIL ME

Strength

Dexterity

Constitution

Intelligence

Sword

Axe

Mace

Staff

Far East Weapons

Dagger

Spear

Dual Weapons

Bow

Crossbow

Throwing

Art of War

Patriotism

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

Free points

999

Choose your hero

START JOURNEY

Back

Medium
quality

High
quality

Low
quality

Highlight troops

Show help tips

Save slot 1

Load

Save slot 2

Save slot 3

Auto save

Load game...

...which slot?

Hello, wanderer! I'll guide you through the
basics and teach how to survive in this
world.

Next

This is the screen of your city. There are
several buildings:

City Hall. Here you can view your hero
stats, ask for a quest, or declare war on the
town.

Forge. Here you can buy and sell weapons
and armor.

Barracks. Here you can recruit and disband
your troops.

Temple. Here you can buy healing potions
and scrolls.

Also, there're a barn and a harbor in some
towns.

Wanderburg

Endem

Hoffen

Braunburg

Gerlitz

Sturmburg

Jana

Konstanz

Trapezus

Lutetia

Arretium

Alexandria

Lacrimosa

Ravenna

Carthage

Caesarea

Grouzeno

Medvedevo

Dobrov

Dubkee

Ra-Gorod

Losevo

Dalnevodye

Echigo

Nagoya

Fukushima

Omi

Kozuke

Suo

Matsuyama

Izumo

Zlatograd

Once you leave a town, you'll find yourself
on the world map.

Click at the map to move your hero.

120/120

This is battle screen. Here you'll fight for
the glory and gold.

Control your hero with WASD or directional
keys and attack with Space or Numpad 0

These guys are your troops. You have no
need to order them. They're wise enough to
fight on their own.

But if you want them to stop or swap their
weapons (if they have a weapon to swap
to), use these buttons.

The enemies start at the left, at these
positions.

If you or your soldiers will get injured, click
these buttons (or hotkeys 1-6) to use
healing potions and scrolls.

That's all I wanted to tell. Now go, and start
your long journey to the world domination!
MWA HA HA HA HAaaaa!!!!

Press a button

Move up:

Move down:

Move left:

Move right:

Attack:

Swap weapons:

SAVE AND EXIT

The trade camp of Trapezus

City Hall
Here you can view
your hero stats, ask
for a quest, or
declare war.

Forge
Here you can buy
and sell weapons
and armor.

Barracks
Here you can recruit
and disband
your troops.

Temple
Here you can buy
healing potions
and scrolls.

Harbor
You can board a
ship there to
travel by sea.

Barn
Buy and sell horses
here.

Exit
Exit to the world
map.

999

3000 gold

Money:

Your items:

Merchant's items:

Drag'n'drop items to buy or sell them

Don't ask amount, just sell all

Scroll of Bloody Rage

Makes your units attack much faster. Units with low attack speed gain a huge bunus, perhaps fast attacking units get a very small bonus.

3000 gold

Money:

999

999

999

999

999

999

Click on a potion or scroll to buy it. Shift-click to by 5 potions per time.

Reserve troops - they will fight, when someone from 1st or 2nd line will die

2nd line

1st line

3000 gold

Money:

Troops available to recruit

Strength

Dexterity

Constitution

Intelligence

Sword

Axe

Mace

Staff

Far East Weapons

Dagger

Spear

Dual Weapons

Bow

Crossbow

Throwing

Art of War

Patriotism

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

Free points

999

999

Michael Klobov
Level 49

Full Plate Of Holy Light

Piercing

Increases hit chance by
10%

Bloody

Increases critical strike
chance by 10%

Bleeding

Increases critical strike
chance by 20%

of Massacre

Increases critical strike
chance by 10% and
damage by 0-20

Increases critical strike
chance by 30%, but
reduces dodge chance
by 20% of its value

Creeping

Increases damage by
20 points and HP by
20%

Strong

Increases critical strike
chance by 30%, but
decreases damage by 5
points and HP by 50%

Cursed

Increases damage by
20-70, but decreases
HP by 30% and defence
by 50%

Undead

Increases damage by
100-300 and defence
by 150%, but decreases
HP by 90% and dodge
chance by 99%

~~Unholy~~

Increases damage by
20-50, HP by 20%,
defence by 10% and
dodge chance by 2%

Great

Increases damage by
50-350, but decreases
HP and defence by
50%, and dodge chance
by 20%

Glorious

of Sacrifice

Increases HP by 100%
and defence by 20%,
and dodge chance by
4%, but decreases hit
chance by 15%

of Compassion

of Valor

Increases damage by
50-100, defence by
50%, but decreases
dodge chance by 70%

Immortal

Increases HP by 200%
and defence by 100%,
but decreases damage
by 5-15, hit chance by
20% critical strike
chance by 10%

~~Mysterious

Increases hit chance by
100%, critical strike
chance by 90% and
damage by 0-1000, but
sets defence and dodge
chance to 0 and
decreases HP by 80%

of Death~~

Marksman's

Increases hit chance by
5%

Lucky

Increases hit chance by
20%, crical strike
chance by 20% and
damage by 0-20

Sleeping

Increases damage by 0-
50, defence and HP by
30%, but decreases hit
chance by 5%, crical
strike chance by 5%
and dodge chance by
10%

Suffering

Increases damage by
50, hit and crical strike
chance by 30%, dodge
chance by 2%, but
decreases  defence and
HP by 30%

Blind

Increases damage by
30-80, crical strike
chance by 20% and
defence by 50%, but
decreases  hit chance
by 10%

Increases damage by
60-160, crical strike
chance by 40% and
defence by 80%, but
decreases  hit chance
by 30% and dodge
chance by 60%

of Rage

Breaking

Increases crical strike
chance by 70% and hit
chance by 10%

Crushing

Increases damage by
100-300, but decreases
crical strike chance by
90%

~~Saint

Increases defence and
HP by 200%, but
decreases hit chance by
40% and dodge chance
by 90%

of Divine Light~~

View your hero's stats

Try to capture this town

Ask for a quest

Save

No, maybe something else?

Michael Klobov
Level 49

Sell your horse

3000 gold

Money:

Click on a horse to buy it. Notice, that some kind of weapons can't be used from a horse

Yes!

No..

You don't rule our city!
We don't want to sell our troops to strangers!

(You need to capture this town to recruit troops
here)

What the... ??
Enemy himself has came at our gates! We'll
punish you for all our captured cities.

To arms, my men, to arms!!

Okay, let's fight

Sire! This town is already ours!
We can't kill our own people for nothing!

... hmm Okay

Are you shure want to fight us?!

The trade camp of Lutetia

The trade camp of Arretium

The trade camp of Ravenna

The trade camp of Lacrimosa

The city of Caesaria

The Great city of Carthage

The Glorious city of Alexandria

Capital of the Great Trade Republic

The village of Jana

The small town of Konstanz

The small town of Gerlitz

The town of Sturmburg

Order's south keep

The village of Hoffen

The village of Endem

The Great city of Braunburg

Order's major city

The Glorious city of Wanderburg

The Capital of Order of Holy Cross

The small village of Dubkee

The village of Dalnevodye

The village of Losevo

The town of Dobrov

The city of Zlatograd

Forest Lands' Trade Center

The village of Medvedevo

The small village of Grouzeno

All Heroes' Motherland

The Gloriuos city of Ra-Gorod

The Capital of Forest Lands

The small village of Omi

The small village of Kozuke

The small town of Matsuyama

The village of Fukushima

The city of Izumo

Far East Empire's Trade Center

The village of Suo

The Glorious city of Nagoya

The Capital of Far East Empire

The small village of Echigo

Black Samurai Academy

Click anywhere at the map
to move your hero.

Show help tips.

Prepare

Battle...

for

Load game?

MAIN MENU

Continue

Victory!

Experience:

Gold:

Sword Of Storms,
Full Plate Of Holy Light x4,

Items obtained:

1500/2000

15000 gp.

This is battle screen. Here you'll fight for
the glory and gold.

This is your hero. Control him with WASD
or directional keys and attack with Space or
Numpad 0.

These guys are your troops. You have no
need to order them. They're wise enough to
fight on their own.

But if you want them to stop or swap their
weapons (if they have a weapon to swap
to), use these buttons.

The enemies start at the right, at these
positions.

If you or your soldiers will get injured, click
these buttons (or hotkeys 1-6) to use
healing potions and scrolls.

If there're some bowmen in your reserve
you can oder them to attack an area by
klicking this button. Attack will be the most
powerful when there're 7 or more bowmen
in reserve.

<p align="left"><font face="_sans" size="19" color="#000000" letterSpacing="0.000000" kerning="0"><b>If there&apos;re some </b><b><i>cross</i></b><b>bowmen in your <sbr />reserve you can oder them to fire a line of <sbr />arrows by klicking this button. Attack will <sbr />be the most powerful when there&apos;re 5 or <sbr />more </b><b><i>cross</i></b><b>bowmen in reserve.</b></font></p>

That's all you need to know. Good luck.
Gain some levels by killing rogues and then
recruit a huge army and try to capture a
small village to gain acces to better troops.

ActionScript [AS1/AS2]

Frame 1
function getNationNumber(nation) { return(NATION_NUMBER[nation.toLowerCase()]); } function getX(xx) { return(Math.floor(xx / CAGE_W)); } function getY(yy) { return(Math.floor((yy - SKY_HEIGHT) / CAGE_H)); } function stgX(XX) { return((XX * CAGE_W) + (CAGE_W / 2)); } function stgY(YY) { return(((YY * CAGE_H) + (CAGE_H / 2)) + SKY_HEIGHT); } function getDepthDown(xx, yy) { return((DEPTH_DOWN + xx) + (yy * F_WIDTH)); } function getDepthCorpse(xx, yy) { return((DEPTH_CORPSE + xx) + (yy * F_WIDTH)); } function getDepthMan(xx, yy) { return((DEPTH_MAN + (xx * 3)) + ((yy * F_WIDTH) * 3)); } function normalX(xx) { if (xx >= F_WIDTH) { return(F_WIDTH - 1); } if (xx < 0) { return(0); } return(xx); } function normalY(yy) { if (yy >= F_WIDTH) { return(F_HEIGHT - 1); } if (yy < 0) { return(0); } return(yy); } function znak(num) { return(((num < 0) ? -1 : 1)); } function d(dice) { return(Math.floor(Math.random() * dice) + 1); } function dice(ddd) { return(Math.floor(Math.random() * ddd)); } function dd(dice) { return(Math.floor(Math.random() * ((dice * 2) + 1)) - dice); } function addUnit(xx, yy, un, tm) { if (un == null) { return(undefined); } if (un.HORSE != null) { _root.attachMovie("Horseman", "hero" + _global.HERO, 9999, {_x:xx, _y:yy, team:tm}); _root["hero" + _global.HERO].MOVE_FRAMES = 445; } else { _root.attachMovie("Human", "hero" + _global.HERO, 9999, {_x:xx, _y:yy, team:tm}); _root["hero" + _global.HERO].MOVE_FRAMES = 475; } _root["hero" + _global.HERO].initUnit(un); _global.HERO++; } function addHero(xx, yy, un, tm) { if (un == null) { return(undefined); } if (un.HORSE != null) { _root.attachMovie("Horseman_Player", "hero0", 9999, {_x:xx, _y:yy, team:tm}); _root.hero0.MOVE_FRAMES = 445; } else { _root.attachMovie("Human_Player", "hero0", 9999, {_x:xx, _y:yy, team:tm}); _root.hero0.MOVE_FRAMES = 475; } _root.hero0.initUnit(un); } function addProjectile(fx, fy, tx, ty, dm, rn, cr, xscl_mod, wpn_frame, tm) { var _local7 = (wpn_frame == 134) || (wpn_frame == 135); var _local6 = (wpn_frame >= 126) && (wpn_frame <= 140); var _local2 = getDepthMan(fx, fy); _root.attachMovie((_local7 ? "Grenade" : "Arrow"), "gr_" + _local2, _local2 + 2, {_x:stgX(fx), _y:stgY(fy), X:fx, Y:fy, dstX:tx, dstY:ty, dmg:dm, rnd:rn, crit:cr}); if (_local6) { _root["gr_" + _local2].gren.gotoAndStop(wpn_frame); _root["gr_" + _local2].play(); } else { _root["gr_" + _local2].gotoAndStop(10); } _root["gr_" + _local2].team = tm; _root["gr_" + _local2]._xscale = _root["gr_" + _local2]._xscale * xscl_mod; } function addArrowShower(fx, fy, dm, cr) { var _local2 = getDepthMan(fx, fy); if (_root["as_" + _local2]) { _root["as_" + _local2].play_count++; } else { _root.attachMovie("ArrowShower", "as_" + _local2, _local2 + 1, {_x:stgX(fx), _y:stgY(fy), X:fx, Y:fy}); } _root["as_" + _local2].addDamage(dm, cr); } function addArrowWall(fx, fy, dm, cr) { var _local2 = getDepthMan(fx, fy); if (_root["as_" + _local2]) { _root["as_" + _local2].play_count++; } else { _root.attachMovie("ArrowWall", "as_" + _local2, _local2 + 1, {_x:stgX(fx), _y:stgY(fy), X:fx, Y:fy}); } _root["as_" + _local2].addDamage(dm, cr); } function openCity(townID) { _global.CURR_TOWN = townID; gotoAndStop ("TOWN_SCREEN"); } function deselectUnits() { var _local2; while (_local2 = _global.SELECTED.pop() , _local2) { _local2.borders._visible = false; } } function getFreeY(xx) { var _local3 = d(F_HEIGHT) - 1; var _local2 = 0; do { if (_global.field[xx][_local3].empty && (_global.field[xx][_local3].free)) { break; } _local3 = d(F_HEIGHT) - 1; _local2++; } while (_local2 <= 150); return(_local3); } function getTeamCount(tm) { var _local4 = 0; var _local3 = 0; while (_local3 < _global.HERO) { if ((_root["hero" + _local3].HP > 0) && (_root["hero" + _local3].team == tm)) { _local4++; } _local3++; } return(_local4); } function addItemTo(array, item) { if (!item) { return(undefined); } var _local4; if (item instanceof WeaponClass) { _local4 = "WeaponClass"; } else if (item instanceof Armor) { _local4 = "Armor"; } var _local1 = 0; while (_local1 < array.length) { if (((((item.ENCH_ID == array[_local1].ENCH_ID) && (array[_local1].CATEGORY == _local4)) && (array[_local1].NATION == item.NATION)) && (array[_local1].TYPE == item.TYPE)) && (array[_local1].LEVEL == item.LEVEL)) { array[_local1].COUNT++; return(undefined); } _local1++; } array.push(new ItemInfo(_local4, item.TYPE, item.NATION, item.LEVEL, item.ENCH_ID)); } function addItemInfoTo(array, item) { if (!item) { return(undefined); } var _local1 = 0; while (_local1 < array.length) { if (((((array[_local1].CATEGORY == item.CATEGORY) && (array[_local1].NATION == item.NATION)) && (array[_local1].TYPE == item.TYPE)) && (array[_local1].LEVEL == item.LEVEL)) && (array[_local1].ENCH_ID == item.ENCH_ID)) { array[_local1].COUNT = array[_local1].COUNT + item.COUNT; return(undefined); } _local1++; } array.push(item); } function unloadMap() { var _local5 = _global.HERO - 1; while (_local5 > 0) { if ((_root["hero" + _local5].HP > 0) && (_root["hero" + _local5].team == 0)) { if (_root["hero" + _local5].unit_ref != undefined) { _global.FRIENDS.unshift(_root["hero" + _local5].unit_ref); } } _root["hero" + _local5].removeMovieClip(); _local5--; } var _local4 = 0; while (_local4 < F_WIDTH) { var _local3 = 0; while (_local3 < F_HEIGHT) { _global.field[_local4][_local3].empty = true; _global.field[_local4][_local3].free = true; _global.field[_local4][_local3].who.removeMovieClip(); _global.field[_local4][_local3].who = null; depth = getDepthMan(_local4, _local3); _root["blood_" + depth].removeMovieClip(); _root["gr_" + depth].removeMovieClip(); _root["as_" + depth].removeMovieClip(); _local3++; } _local4++; } _global.HERO = 1; _root.scr.removeMovieClip(); _root.attachMovie("ArrowCursor", "_cursor", 7001, {_x:_xmouse, _y:_ymouse}); _root._quality = "HIGH"; } function commandAI() { var _local2 = getTeamCount(0); if (MAX_UNIT_AMOUNT > _local2) { if (FRIENDS.length > 0) { reinforceUnit(FRIENDS.shift(), 0); _root.scr.reinitArrowStorm(); } } _local2 = getTeamCount(1); if (MAX_UNIT_AMOUNT > _local2) { if (ENEMIES.length > 0) { reinforceUnit(ENEMIES.shift(), 1); } else if (_local2 == 0) { unloadMap(); _root.gotoAndStop("VICTORY"); return(undefined); } } } function reinforceUnit(un, sd) { mana[sd] = mana[sd] - PRICES[un]; var _local1 = (F_WIDTH - 1) * sd; var _local3 = getFreeY(_local1); addUnit(stgX(_local1), stgY(_local3), un, sd); } function buyUnitXY(un, xx, yy) { if ((((((un == "ScottishLightChivalery") || (un == "ScottishHussar")) || (un == "ScottishMountedGrenader")) || (un == "EnglishHussar")) || (un == "EnglishDragoon")) || (un == "EnglishHeavyChivalery")) { addHorseman(stgX(xx), stgY(yy), un, 1); } else { addSoldier(stgX(xx), stgY(yy), un, 1); } } function saveGame(slot) { var _local3 = SharedObject.getLocal("Feudalism_Save_" + slot); _local3.data.FRIENDS = new Array(); var _local4 = 0; while (_local4 < _global.FRIENDS.length) { _local3.data.FRIENDS[_local4] = _global.FRIENDS[_local4].getUnitInfo(); _local4++; } _local3.data.QUEST.avatar_id = _global.QUEST.avatar_id; _local3.data.QUEST.enemies_amount = _global.QUEST.enemies_amount; _local3.data.QUEST.cities = _global.QUEST.cities; _local3.data.QUEST.rewards = _global.QUEST.rewards; _local3.data.QUEST.curr_city = _global.QUEST.curr_city; _local3.data.QUEST.curr_gold = _global.QUEST.curr_gold; _local3.data.MAIN_HERO = new Object(); _local3.data.MAIN_HERO.EXP = _global.MAIN_HERO.EXP; _local3.data.MAIN_HERO.LEVEL = _global.MAIN_HERO.LEVEL; _local3.data.MAIN_HERO.NAME = _global.MAIN_HERO.NAME; _local3.data.MAIN_HERO.NATION = _global.MAIN_HERO.NATION; _local3.data.MAIN_HERO.GENDER = _global.MAIN_HERO.GENDER; _local3.data.MAIN_HERO.STR = _global.MAIN_HERO.STR; _local3.data.MAIN_HERO.DEX = _global.MAIN_HERO.DEX; _local3.data.MAIN_HERO.CON = _global.MAIN_HERO.CON; _local3.data.MAIN_HERO.INT = _global.MAIN_HERO.INT; _local3.data.MAIN_HERO.free_points = _global.MAIN_HERO.free_points; _local3.data.MAIN_HERO.SKILL = new Array(); for (_local4 in _global.MAIN_HERO.SKILL) { _local3.data.MAIN_HERO.SKILL[_local4] = _global.MAIN_HERO.SKILL[_local4]; } _local3.data.MAIN_HERO.WEAPON_PRI = ((_global.MAIN_HERO.WEAPON_PRI != null) ? (_global.MAIN_HERO.WEAPON_PRI.getItemInfo()) : null); _local3.data.MAIN_HERO.WEAPON_SEC = ((_global.MAIN_HERO.WEAPON_SEC != null) ? (_global.MAIN_HERO.WEAPON_SEC.getItemInfo()) : null); _local3.data.MAIN_HERO.ARMOR = ((_global.MAIN_HERO.ARMOR != null) ? (_global.MAIN_HERO.ARMOR.getItemInfo()) : null); _local3.data.MAIN_HERO.HELMET = ((_global.MAIN_HERO.HELMET != null) ? (_global.MAIN_HERO.HELMET.getItemInfo()) : null); _local3.data.MAIN_HERO.HORSE = ((_global.MAIN_HERO.HORSE != null) ? (_global.MAIN_HERO.HORSE) : null); _local3.data.INVENTORY = new Array(); _local4 = 0; while (_local4 < _global.INVENTORY.length) { _local3.data.INVENTORY[_local4] = _global.INVENTORY[_local4]; _local4++; } _local3.data.SHIP_LOCATION = _global.SHIP_LOCATION; _local3.data.CURR_TOWN = _global.CURR_TOWN; _local3.data.SAILING_SHIP = _global.SAILING_SHIP; _local3.data.IS_CAPTURED = _global.IS_CAPTURED; _local3.data.IS_HOSTILE = _global.IS_HOSTILE; _local3.data.GOLD = _global.GOLD; _local3.data.POTION_HealSmall = _global.POTION_HealSmall; _local3.data.POTION_HealMedium = _global.POTION_HealMedium; _local3.data.POTION_HealBig = _global.POTION_HealBig; _local3.data.SCROLL_AllHealSmall = _global.SCROLL_AllHealSmall; _local3.data.SCROLL_AllHealBig = _global.SCROLL_AllHealBig; _local3.data.SCROLL_Rage = _global.SCROLL_Rage; _local3.flush(32768); _root.town_screen.wnd.gotoAndStop(1); _root.town_screen.enableAll(); } function loadGame(slot) { var _local3 = SharedObject.getLocal("Feudalism_Save_" + slot); if (!_local3.data.GOLD) { return(false); } delete _global.FRIENDS; _global.FRIENDS = new Array(); var _local4 = 0; while (_local4 < _local3.data.FRIENDS.length) { _global.FRIENDS[_local4] = new Unit(_local3.data.FRIENDS[_local4].TYPE, _local3.data.FRIENDS[_local4].NATION, _local3.data.FRIENDS[_local4].ID); _local4++; } _global.QUEST.avatar_id = _local3.data.QUEST.avatar_id; _global.QUEST.enemies_amount = _local3.data.QUEST.enemies_amount; _global.QUEST.cities = _local3.data.QUEST.cities; _global.QUEST.rewards = _local3.data.QUEST.rewards; _global.QUEST.curr_city = _local3.data.QUEST.curr_city; _global.QUEST.curr_gold = _local3.data.QUEST.curr_gold; _global.MAIN_HERO.EXP = _local3.data.MAIN_HERO.EXP; _global.MAIN_HERO.LEVEL = _local3.data.MAIN_HERO.LEVEL; _global.MAIN_HERO.NAME = _local3.data.MAIN_HERO.NAME; _global.MAIN_HERO.NATION = _local3.data.MAIN_HERO.NATION; _global.MAIN_HERO.GENDER = _local3.data.MAIN_HERO.GENDER; _global.MAIN_HERO.STR = _local3.data.MAIN_HERO.STR; _global.MAIN_HERO.DEX = _local3.data.MAIN_HERO.DEX; _global.MAIN_HERO.CON = _local3.data.MAIN_HERO.CON; _global.MAIN_HERO.INT = _local3.data.MAIN_HERO.INT; _global.MAIN_HERO.free_points = _local3.data.MAIN_HERO.free_points; for (_local4 in _local3.data.MAIN_HERO.SKILL) { _global.MAIN_HERO.SKILL[_local4] = _local3.data.MAIN_HERO.SKILL[_local4]; } _global.MAIN_HERO.WEAPON_PRI = ((_local3.data.MAIN_HERO.WEAPON_PRI != null) ? (new WeaponClass(_local3.data.MAIN_HERO.WEAPON_PRI.TYPE, _local3.data.MAIN_HERO.WEAPON_PRI.NATION, _local3.data.MAIN_HERO.WEAPON_PRI.LEVEL, _local3.data.MAIN_HERO.WEAPON_PRI.ENCH_ID)) : null); _global.MAIN_HERO.WEAPON_SEC = ((_local3.data.MAIN_HERO.WEAPON_SEC != null) ? (new WeaponClass(_local3.data.MAIN_HERO.WEAPON_SEC.TYPE, _local3.data.MAIN_HERO.WEAPON_SEC.NATION, _local3.data.MAIN_HERO.WEAPON_SEC.LEVEL, _local3.data.MAIN_HERO.WEAPON_SEC.ENCH_ID)) : null); _global.MAIN_HERO.ARMOR = ((_local3.data.MAIN_HERO.ARMOR != null) ? (new Armor(_local3.data.MAIN_HERO.ARMOR.TYPE, _local3.data.MAIN_HERO.ARMOR.NATION, _local3.data.MAIN_HERO.ARMOR.LEVEL, _local3.data.MAIN_HERO.ARMOR.ENCH_ID)) : null); _global.MAIN_HERO.HELMET = ((_local3.data.MAIN_HERO.HELMET != null) ? (new Armor(_local3.data.MAIN_HERO.HELMET.TYPE, _local3.data.MAIN_HERO.HELMET.NATION, _local3.data.MAIN_HERO.HELMET.LEVEL, _local3.data.MAIN_HERO.HELMET.ENCH_ID)) : null); _global.MAIN_HERO.HORSE = ((_local3.data.MAIN_HERO.HORSE != null) ? (new Horse(_local3.data.MAIN_HERO.HORSE.skin_color, _local3.data.MAIN_HERO.HORSE.bonus_HP, _local3.data.MAIN_HERO.HORSE.bonus_DEF, _local3.data.MAIN_HERO.HORSE.bonus_speed, _local3.data.MAIN_HERO.HORSE.price)) : null); delete _global.INVENTORY; _global.INVENTORY = new Array(); _local4 = 0; while (_local4 < _local3.data.INVENTORY.length) { _global.INVENTORY[_local4] = new ItemInfo(_local3.data.INVENTORY[_local4].CATEGORY, _local3.data.INVENTORY[_local4].TYPE, _local3.data.INVENTORY[_local4].NATION, _local3.data.INVENTORY[_local4].LEVEL, _local3.data.INVENTORY[_local4].ENCH_ID); _global.INVENTORY[_local4].COUNT = _local3.data.INVENTORY[_local4].COUNT; _local4++; } _global.SHIP_LOCATION = _local3.data.SHIP_LOCATION; _global.CURR_TOWN = _local3.data.CURR_TOWN; _global.SAILING_SHIP = _local3.data.SAILING_SHIP; _global.IS_CAPTURED = _local3.data.IS_CAPTURED; _global.IS_HOSTILE = _local3.data.IS_HOSTILE; _global.GOLD = _local3.data.GOLD; _global.POTION_HealSmall = _local3.data.POTION_HealSmall; _global.POTION_HealMedium = _local3.data.POTION_HealMedium; _global.POTION_HealBig = _local3.data.POTION_HealBig; _global.SCROLL_AllHealSmall = _local3.data.SCROLL_AllHealSmall; _global.SCROLL_AllHealBig = _local3.data.SCROLL_AllHealBig; _global.SCROLL_Rage = _local3.data.SCROLL_Rage; _root.gotoAndStop("TOWN_SCREEN"); _root.town_screen.init(); return(true); } _global.F_WIDTH = 20; _global.F_HEIGHT = 8; _global.SKY_HEIGHT = 300; _global.CAGE_W = 40; _global.CAGE_H = 25; _global.SCREEN_W = 800; _global.SCREEN_H = 600; _global.DEPTH_DOWN = 1000; _global.DEPTH_CORPSE = 2000; _global.DEPTH_MAN = 3000; _global.S_ANGLE = 3; _global.DISAPEAR_TIME = 2; _global.SELECTED = new Array(); _global.MAX_UNIT_AMOUNT = 10; _global.times = 0; _global.RAGE = new Array(2); _global.SHIP_PRICE = 4000; _global.BATTLE_MAP = 45; _global.MIN_ATTACK_TIME = new Array(); _global.MIN_ATTACK_TIME.sword = 30; _global.MIN_ATTACK_TIME.twohanded_sword = 40; _global.MIN_ATTACK_TIME.twohanded_axe = 40; _global.MIN_ATTACK_TIME.double = 30; _global.MIN_ATTACK_TIME.spear = 30; _global.MIN_ATTACK_TIME.bow = 40; _global.MIN_ATTACK_TIME.crossbow = 60; _global.MIN_ATTACK_TIME.dagger = 20; _global.MIN_ATTACK_TIME.katana = 25; _global.MIN_ATTACK_TIME.staff = 35; _global.MIN_ATTACK_TIME.fists = 35; _global.MIN_ATTACK_TIME.suriken = 30; NATION_NUMBER = new Array(); NATION_NUMBER.rog = 0; NATION_NUMBER.viz = 1; NATION_NUMBER.ger = 2; NATION_NUMBER.rus = 3; NATION_NUMBER.jap = 4; _global.field = new Array(F_WIDTH); var i = 0; while (i < _global.field.length) { _global.field[i] = new Array(F_HEIGHT); var j = 0; while (j < F_HEIGHT) { _global.field[i][j] = new Cage(i, j); j++; } i++; } percent = function (x) { return(d(100) <= x); }; loadDefaults = function () { var _local2 = SharedObject.getLocal("Feudalism"); var _local3 = false; for (var _local4 in _local2.data) { _local3 = true; break; } if (_local3) { _global.SAVED_QUALITY = _local2.data.SAVED_QUALITY; _global.HIGHLIGHT_TROOPS = _local2.data.HIGHLIGHT_TROOPS; _global.SHOW_HELP = _local2.data.SHOW_HELP; _global.CO_UP_1 = _local2.data.CO_UP_1; _global.CO_UP_2 = _local2.data.CO_UP_2; _global.CO_DOWN_1 = _local2.data.CO_DOWN_1; _global.CO_DOWN_2 = _local2.data.CO_DOWN_2; _global.CO_LEFT_1 = _local2.data.CO_LEFT_1; _global.CO_LEFT_2 = _local2.data.CO_LEFT_2; _global.CO_RIGHT_1 = _local2.data.CO_RIGHT_1; _global.CO_RIGHT_2 = _local2.data.CO_RIGHT_2; _global.CO_ATTACK_1 = _local2.data.CO_ATTACK_1; _global.CO_ATTACK_2 = _local2.data.CO_ATTACK_2; _global.CO_SWITCH = _local2.data.CO_SWITCH; } else { _global.SAVED_QUALITY = "MEDIUM"; _global.HIGHLIGHT_TROOPS = true; _global.SHOW_HELP = true; _global.CO_UP_1 = 38; _global.CO_UP_2 = 87; _global.CO_DOWN_1 = 40; _global.CO_DOWN_2 = 83; _global.CO_LEFT_1 = 37; _global.CO_LEFT_2 = 65; _global.CO_RIGHT_1 = 39; _global.CO_RIGHT_2 = 68; _global.CO_ATTACK_1 = 32; _global.CO_ATTACK_2 = 45; _global.CO_SWITCH = 16; } }; saveDefaults = function () { var _local2 = SharedObject.getLocal("Feudalism"); _local2.data.SAVED_QUALITY = _global.SAVED_QUALITY; _local2.data.HIGHLIGHT_TROOPS = _global.HIGHLIGHT_TROOPS; _local2.data.SHOW_HELP = _global.SHOW_HELP; _local2.data.CO_UP_1 = _global.CO_UP_1; _local2.data.CO_UP_2 = _global.CO_UP_2; _local2.data.CO_DOWN_1 = _global.CO_DOWN_1; _local2.data.CO_DOWN_2 = _global.CO_DOWN_2; _local2.data.CO_LEFT_1 = _global.CO_LEFT_1; _local2.data.CO_LEFT_2 = _global.CO_LEFT_2; _local2.data.CO_RIGHT_1 = _global.CO_RIGHT_1; _local2.data.CO_RIGHT_2 = _global.CO_RIGHT_2; _local2.data.CO_ATTACK_1 = _global.CO_ATTACK_1; _local2.data.CO_ATTACK_2 = _global.CO_ATTACK_2; _local2.data.CO_SWITCH = _global.CO_SWITCH; _local2.flush(); }; loadMap = function (map) { _root.WhatToLoad = map; _global.HERO = 1; delete _global.LOOT; _global.LOOT = new Array(); _global.EXP_GOT = 0; _global.GOLD_GOT = 0; _root.attachMovie("BattleCursor", "_cursor", 7001, {_x:_xmouse, _y:_ymouse}); _root.attachMovie("Screen", "scr", 6002, {_x:0, _y:0}); _root.gotoAndStop(map + 4); _root._quality = _global.SAVED_QUALITY; delete _global.DISABLED_UNITS; _global.DISABLED_UNITS = new Array(); }; gameLoad = function (map) { unloadMap(); _root.WhatToLoad = map; }; _root.onEnterFrame = function () { if (_global.times >= 30) { _global.times = 0; if (_root.hero0 != undefined) { commandAI(); } } else { _global.times++; } }; fscommand ("trapallkeys", true); function __com_mochibot__(swfid, mc, lv, trk) { var x; var g; var s; var fv; var sb; var u; var res; var mb; var mbc; mb = "__mochibot__"; mbc = "mochibot.com"; g = (_global ? (_global) : (_level0._root)); if (g[mb + swfid]) { return(g[mb + swfid]); } s = System.security; x = mc._root.getSWFVersion; fv = (x ? (mc.getSWFVersion()) : ((_global ? 6 : 5))); if (!s) { s = {}; } sb = s.sandboxType; if (sb == "localWithFile") { return(null); } x = s.allowDomain; if (x) { s.allowDomain(mbc); } x = s.allowInsecureDomain; if (x) { s.allowInsecureDomain(mbc); } u = (((((((((((("http://" + mbc) + "/my/core.swf?mv=7&fv=") + fv) + "&v=") + escape(getVersion())) + "&swfid=") + escape(swfid)) + "&l=") + lv) + "&f=") + mc) + (sb ? ("&sb=" + sb) : "")) + (trk ? "&t=1" : ""); lv = ((fv > 6) ? (mc.getNextHighestDepth()) : ((g[mb + "level"] ? (g[mb + "level"] + 1) : (lv)))); g[mb + "level"] = lv; if (fv == 5) { res = "_level" + lv; if (!eval (res)) { loadMovieNum (u, lv); } } else { res = mc.createEmptyMovieClip(mb + swfid, lv); res.loadMovie(u); } return(res); } __com_mochibot__("7cde74e8", this, 10301, true);
Frame 2
Frame 3
_global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Lutetia = false; _global.IS_CAPTURED.Arretium = false; _global.IS_CAPTURED.Ravenna = false; _global.IS_CAPTURED.Lacrimosa = false; _global.IS_CAPTURED.Caesaria = false; _global.IS_CAPTURED.Carthage = false; _global.IS_CAPTURED.Alexandria = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Konstanz = false; _global.IS_CAPTURED.Gerlitz = false; _global.IS_CAPTURED.Sturmburg = false; _global.IS_CAPTURED.Hoffen = false; _global.IS_CAPTURED.Endem = false; _global.IS_CAPTURED.Braunburg = false; _global.IS_CAPTURED.Wanderburg = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Dalnevodye = false; _global.IS_CAPTURED.Losevo = false; _global.IS_CAPTURED.Dobrov = false; _global.IS_CAPTURED.Zlatograd = false; _global.IS_CAPTURED.Medvedevo = false; _global.IS_CAPTURED.Grouzeno = false; _global.IS_CAPTURED.RaGorod = false; _global.IS_CAPTURED.Omi = false; _global.IS_CAPTURED.Kozuke = false; _global.IS_CAPTURED.Matsuyama = false; _global.IS_CAPTURED.Fukushima = false; _global.IS_CAPTURED.Izumo = false; _global.IS_CAPTURED.Suo = false; _global.IS_CAPTURED.Nagoya = false; _global.IS_CAPTURED.Echigo = false; _global.IS_HOSTILE = new Array(); _global.IS_HOSTILE.Viz = false; _global.IS_HOSTILE.Ger = false; _global.IS_HOSTILE.Rus = false; _global.IS_HOSTILE.Jap = false; _global.QUEST = new Quest(); _global.LOOT = new Array(); _global.INVENTORY = new Array(); _global.BATTLE_TUTORIAL_PLAYED = false; _global.STORE_DONT_ASK_AMOUNT = false;
Frame 4
loadDefaults(); _global.ENEMIES = new Array(); _global.FRIENDS = new Array(); stop();
Frame 5
stop(); setAll();
Instance of Symbol 1494 MovieClip in Frame 5
on (press) { _root.scr.screenOnPress(); } on (release) { _root.scr.screenOnRelease(); }
Instance of Symbol 43 MovieClip [BlackSquare] "cursor" in Frame 5
onClipEvent (enterFrame) { this._x = Math.floor(_root._xmouse / 40) * 40; this._y = Math.floor(_root._ymouse / 25) * 25; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 0; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 1; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 2; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 3; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 4; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 0; tm = 0; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 1; tm = 0; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 2; tm = 0; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 3; tm = 0; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 4; tm = 0; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 6; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 7; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 8; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 9; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 10; tm = 1; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 6; tm = 0; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 7; tm = 0; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 8; tm = 0; }
Instance of Symbol 1498 MovieClip in Frame 5
//component parameters onClipEvent (construct) { tp = "Swordsman"; sq = "Player"; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 9; tm = 0; }
Instance of Symbol 1496 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 10; tm = 0; }
Frame 88
_root.loadMap(WhatToLoad);
Frame 89
stop();
Frame 90
_root.loot_txt.text = ""; var i = 0; while (i < _global.LOOT.length) { _root.addItemInfoTo(_global.INVENTORY, _global.LOOT[i]); switch (_global.LOOT[i].CATEGORY) { case "WeaponClass" : var temp_item = new WeaponClass(_global.LOOT[i].TYPE, _global.LOOT[i].NATION, _global.LOOT[i].LEVEL); break; case "Armor" : var temp_item = new Armor(_global.LOOT[i].TYPE, _global.LOOT[i].NATION, _global.LOOT[i].LEVEL); } _root.loot_txt.text = _root.loot_txt.text + (((temp_item.NAME + " x") + _global.LOOT[i].COUNT) + newline); i++; }
Instance of Symbol 2032 MovieClip "fields" in Frame 90
onClipEvent (enterFrame) { if (_global.GOLD_GOT > 0) { _global.GOLD++; _global.GOLD_GOT--; this.gold_txt.text = _global.GOLD + " gp."; } if (_global.EXP_GOT > 0) { if (_global.MAIN_HERO.experience(1)) { this.level_up.gotoAndPlay(2); } this.exp_txt.text = (_global.MAIN_HERO.EXP + "/") + _global.MAIN_HERO.EXP_FOR_LEVELS[_global.MAIN_HERO.LEVEL + 1]; _global.EXP_GOT--; } }
Symbol 39 MovieClip [BarnUnit] Frame 1
#initclip 30 Object.registerClass("BarnUnit", BarnIcon); #endinitclip
Symbol 43 MovieClip [BlackSquare] Frame 1
stop();
Symbol 48 MovieClip [FlyCritDamage] Frame 25
this.removeMovieClip();
Symbol 58 MovieClip Frame 1
this.onEnterFrame = function () { var _local4 = _root.getBytesLoaded() / _root.getBytesTotal(); this.bar._xscale = _local4 * 100; this.percent_txt.text = Math.floor(_local4 * 100) + " %"; if (_local4 >= 1) { _parent.nextFrame(); } };
Symbol 61 Button
on (release) { _parent._parent.play(); }
Symbol 78 MovieClip Frame 54
Symbol 78 MovieClip Frame 100
_parent._parent.play();
Symbol 128 MovieClip Frame 40
stop();
Symbol 129 MovieClip Frame 1
function onEnterFrame() { if (!loaded) { var _local5 = _root.getBytesLoaded() / _root.getBytesTotal(); if (_local5 >= 1) { if (firstframe) { _parent.nextFrame(); } else { this.play(); bar._x = initX; } loaded = true; } else { bar._x = initX + ((_local5 - 1) * bar._width); } } var _local6 = getTimer() - time; timeAccum = timeAccum + _local6; while (timeAccum >= FRAME_TIME) { var _local4 = 0; while (_local4 < timeClips.length) { if (timeClips[_local4]._currentframe < timeClips[_local4]._totalframes) { timeClips[_local4].nextFrame(); } else { timeClips[_local4].gotoAndStop(1); } _local4++; } if (loaded && (_currentframe < _totalframes)) { nextFrame(); } timeAccum = timeAccum - FRAME_TIME; } time = time + _local6; firstframe = false; } stop(); var initX = bar._x; var time = getTimer(); var FRAME_TIME = 33.3333333333333; var timeAccum = 0; var firstframe = true; var loaded = false; timeClips = [bargfx, tank.mc0, tank.mc1, tank.mc2, tank.mc3, tank.mc4, tank.mc4.mc0, tank.mc4.mc1, tank.mc4.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc0.mc2, tank.mc4.mc0.mc0.mc0.mc3, tank.mc4.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc2, tank.mc5.mc0]; var i = 0; while (i < timeClips.length) { timeClips[i].stop(); i++; }
Symbol 129 MovieClip Frame 41
_parent.nextFrame();
Symbol 139 MovieClip Frame 100
_parent._parent.play();
Symbol 140 MovieClip Frame 1
_root.stop(); if (_url.toLowerCase().indexOf("uploads.ungrounded.net") >= 0) { gotoAndStop ("NG"); } else { stop(); }
Symbol 2047 MovieClip [__Packages.Hero] Frame 0
class Hero extends Object { var LEVEL, EXP, free_points, SKILL, EXP_FOR_LEVELS, HORSE, WEAPON_PRI, WEAPON_SEC; function Hero () { super(); LEVEL = 0; EXP = 0; free_points = 25; SKILL = new Array(); SKILL.Sword = 0; SKILL.Axe = 0; SKILL.Mace = 0; SKILL.FarEast = 0; SKILL.Spear = 0; SKILL.Dagger = 0; SKILL.Staff = 0; SKILL.Dual = 0; SKILL.Fist = 0; SKILL.Bow = 0; SKILL.Crossbow = 0; SKILL.Throwing = 0; SKILL.Patriotism = 0; SKILL.ArtOfWar = 0; EXP_FOR_LEVELS = new Array(); EXP_FOR_LEVELS[0] = -1; EXP_FOR_LEVELS[1] = 0; EXP_FOR_LEVELS[2] = 100; EXP_FOR_LEVELS[3] = 250; EXP_FOR_LEVELS[4] = 500; EXP_FOR_LEVELS[5] = 800; EXP_FOR_LEVELS[6] = 1200; EXP_FOR_LEVELS[7] = 1600; EXP_FOR_LEVELS[8] = 2000; EXP_FOR_LEVELS[9] = 2500; EXP_FOR_LEVELS[10] = 3000; EXP_FOR_LEVELS[11] = 3600; EXP_FOR_LEVELS[12] = 4200; EXP_FOR_LEVELS[13] = 4800; EXP_FOR_LEVELS[14] = 5500; EXP_FOR_LEVELS[15] = 6200; EXP_FOR_LEVELS[16] = 7000; EXP_FOR_LEVELS[17] = 7800; EXP_FOR_LEVELS[18] = 8700; EXP_FOR_LEVELS[19] = 9700; EXP_FOR_LEVELS[20] = 10800; EXP_FOR_LEVELS[21] = 12000; EXP_FOR_LEVELS[22] = 13400; EXP_FOR_LEVELS[23] = 15000; EXP_FOR_LEVELS[24] = 17000; EXP_FOR_LEVELS[25] = 19500; EXP_FOR_LEVELS[26] = 22000; EXP_FOR_LEVELS[27] = 25000; EXP_FOR_LEVELS[28] = 29000; EXP_FOR_LEVELS[29] = 34000; EXP_FOR_LEVELS[40] = 39000; EXP_FOR_LEVELS[41] = 45000; EXP_FOR_LEVELS[42] = 50000; EXP_FOR_LEVELS[43] = 55000; EXP_FOR_LEVELS[44] = 61000; EXP_FOR_LEVELS[45] = 67000 /* 0x0105B8 */; EXP_FOR_LEVELS[46] = 74000 /* 0x012110 */; EXP_FOR_LEVELS[47] = 81000 /* 0x013C68 */; EXP_FOR_LEVELS[48] = 88000 /* 0x0157C0 */; EXP_FOR_LEVELS[49] = 95000 /* 0x017318 */; EXP_FOR_LEVELS[50] = 100000 /* 0x0186A0 */; EXP_FOR_LEVELS[51] = 0; } function experience(xp) { EXP = EXP + xp; var _local2 = false; while ((LEVEL < 50) && (EXP >= EXP_FOR_LEVELS[LEVEL + 1])) { LEVEL++; free_points = free_points + 25; _local2 = true; } return(_local2); } function equipItemInfo(slot, item_info) { var _local2 = item_info.getItem(); if ((((slot == "ARMOR") && (item_info.TYPE != "Clothes")) || ((slot == "HELMET") && (item_info.TYPE != "Helmet"))) || (((slot == "WEAPON_PRI") || (slot == "WEAPON_SEC")) && ((item_info.TYPE == "Clothes") || (item_info.TYPE == "Helmet")))) { return("Cant't eqiup armor into this slot!"); } if ((_local2.require_param != null) && (this[_local2.require_param] < _local2.require_value)) { return(("You have not enough " + _local2.require_param) + " to equip this item"); } if (item_info.CATEGORY == "WeaponClass") { var _local4 = ((slot == "WEAPON_PRI") ? "WEAPON_SEC" : "WEAPON_PRI"); if (HORSE != null) { switch (_local2.TYPE) { case "Katana" : case "NinjaTo" : case "Dagger" : case "Staff" : return("This weapon isn't designed for fighting from a horse!"); } if ((((slot == "WEAPON_SEC") && (_local2.TYPE != "Shield")) && (!_local2.twohanded)) && (WEAPON_PRI.rng == 0)) { return("Can't use dual weapon from a horse!"); } } if ((_local2.TYPE == "Shield") && (slot == "WEAPON_PRI")) { return("Can't equip shield into right hand!"); } if ((_local2.TYPE == "Shield") && (this[_local4] == null)) { return("It's impossible to wear a shield and fight with bare hands!"); } if ((_local2.TYPE == "Shield") && (this[_local4].twohanded)) { return("It's impossible to use shield with a twohanded weapon!"); } if (this[_local4] != null) { if ((_local2.rng > 0) && (this[_local4].rng > 0)) { return("Can't equip both ranged weapons"); } if (((_local2.rng == 0) && (this[_local4].rng == 0)) && (_local2.twohanded || (this[_local4].twohanded))) { return("Can't equip two melee weapons, if one of them is twohanded"); } } if (((WEAPON_PRI == null) && (slot == "WEAPON_SEC")) && (_local2.rng == 0)) { slot = "WEAPON_PRI"; } } this[slot] = _local2; return("OK"); } function equipHorse(horse) { switch (WEAPON_PRI.TYPE) { case "Katana" : case "NinjaTo" : case "Dagger" : case "Staff" : return("My weapon isn't designed for fighting from a horse!"); } switch (WEAPON_SEC.TYPE) { case "Katana" : case "NinjaTo" : case "Dagger" : case "Staff" : return("My weapon isn't designed for fighting from a horse!"); } if ((WEAPON_SEC.TYPE != "Shield") && (!(WEAPON_SEC.twohanded || (WEAPON_PRI.twohanded)))) { return("I can't fight with dual weapons from a horse!"); } HORSE = horse; return("OK"); } }
Symbol 2048 MovieClip [__Packages.Item] Frame 0
class Item extends Object { var ENCH_ID, NAME, price, NATION, TYPE, LEVEL, FRAME; function Item () { super(); } function initEnchant(ei) { if (ei) { var _local2 = new Enchant(ei); ENCH_ID = ei; NAME = NAME + _local2.suffix; NAME = _local2.prefix + NAME; price = Math.round(price * _local2.price_bonus); } else { ENCH_ID = 0; } } function getFrame() { var _local3 = _root.getNationNumber(NATION) - 1; var _local4 = NATION == "Rog"; switch (TYPE) { case "OnehandedSword" : return((_local4 ? (0 + LEVEL) : ((2 + LEVEL) + (_local3 * 5)))); case "TwohandedSword" : return((_local4 ? (17 + LEVEL) : ((19 + LEVEL) + (_local3 * 5)))); case "OnehandedAxe" : return((_local4 ? (34 + LEVEL) : ((36 + LEVEL) + (_local3 * 4)))); case "TwohandedAxe" : return((_local4 ? (48 + LEVEL) : ((50 + LEVEL) + (_local3 * 4)))); case "OnehandedMace" : return((_local4 ? (62 + LEVEL) : ((64 + LEVEL) + (_local3 * 4)))); case "TwohandedMace" : return((_local4 ? (76 + LEVEL) : ((78 + LEVEL) + (_local3 * 4)))); case "Staff" : return(90 + LEVEL); case "NinjaTo" : return((_local4 ? (96 + LEVEL) : (98 + LEVEL))); case "Katana" : return((_local4 ? (104 + LEVEL) : (106 + LEVEL))); case "Spear" : return((112 + LEVEL) + (_local3 * 3)); case "Dagger" : return(121 + LEVEL); case "Throwing" : switch (NATION) { case "Viz" : return(133 + LEVEL); case "Ger" : return(125 + LEVEL); case "Rus" : return(129 + LEVEL); case "Jap" : return(135 + LEVEL); return((140 + LEVEL) + (_local3 * 2)); return((150 + LEVEL) + (_local3 * 3)); return((159 + LEVEL) + (_local3 * 3)); return((_local3 + 1) + ((LEVEL - 1) * 4)); return((_local3 + 1) + ((LEVEL - 1) * 4)); return(LEVEL); } case "Bow" : return((140 + LEVEL) + (_local3 * 2)); case "Shield" : return((150 + LEVEL) + (_local3 * 3)); case "Crossbow" : return((159 + LEVEL) + (_local3 * 3)); case "Clothes" : return((_local3 + 1) + ((LEVEL - 1) * 4)); case "Helmet" : return((_local3 + 1) + ((LEVEL - 1) * 4)); default : return(LEVEL); } } function getIconFrame() { var _local2 = 0; switch (TYPE) { case "Clothes" : _local2 = 168; break; case "Helmet" : _local2 = 192; } return(_local2 + FRAME); } function getItemInfo() { var _local2 = ""; switch (TYPE) { case "Clothes" : case "Helmet" : _local2 = "Armor"; break; default : _local2 = "WeaponClass"; } return(new ItemInfo(_local2, TYPE, NATION, LEVEL, ENCH_ID)); } }
Symbol 2049 MovieClip [__Packages.Enchant] Frame 0
class Enchant extends Object { var wpn_bonus, wpn_amount, hero_bonus, hero_amount, ID, prefix, suffix, price_bonus; function Enchant (en_id) { super(); wpn_bonus = new Array(); wpn_amount = new Array(); hero_bonus = new Array(); hero_amount = new Array(); ID = en_id; this["init" + en_id](); } function init1() { prefix = "Piercing "; suffix = ""; wpn_bonus.push("HIT"); wpn_amount.push(10); price_bonus = 1.2; } function init2() { prefix = "Bloody "; suffix = ""; wpn_bonus.push("CRIT"); wpn_amount.push(10); price_bonus = 1.2; } function init3() { prefix = "Bleeding "; suffix = ""; wpn_bonus.push("CRIT"); wpn_amount.push(20); price_bonus = 1.5; } function init4() { prefix = ""; suffix = " of Massacre"; wpn_bonus.push("CRIT"); wpn_amount.push(10); wpn_bonus.push("rnd"); wpn_amount.push(20); price_bonus = 2; } function init5() { prefix = "Creeping "; suffix = ""; wpn_bonus.push("CRIT"); wpn_amount.push(30); hero_bonus.push("FLEE"); hero_amount.push(0.8); price_bonus = 3; } function init6() { prefix = "Strong "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(20); hero_bonus.push("MAX_HP"); hero_amount.push(1.2); price_bonus = 2; } function init7() { prefix = "Cursed "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(-5); wpn_bonus.push("CRIT"); wpn_amount.push(30); hero_bonus.push("MAX_HP"); hero_amount.push(0.5); price_bonus = 0.5; } function init8() { prefix = "Undead "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(20); wpn_bonus.push("rnd"); wpn_amount.push(50); hero_bonus.push("MAX_HP"); hero_amount.push(0.7); hero_bonus.push("DEF"); hero_amount.push(0.5); price_bonus = 2.2; } function init9() { prefix = "Unholy "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(100); wpn_bonus.push("rnd"); wpn_amount.push(200); hero_bonus.push("MAX_HP"); hero_amount.push(0.1); hero_bonus.push("DEF"); hero_amount.push(2.5); hero_bonus.push("FLEE"); hero_amount.push(0.01); price_bonus = 10; } function init10() { prefix = "Great "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(20); wpn_bonus.push("rnd"); wpn_amount.push(30); hero_bonus.push("MAX_HP"); hero_amount.push(1.2); hero_bonus.push("DEF"); hero_amount.push(1.1); hero_bonus.push("FLEE"); hero_amount.push(1.02); price_bonus = 2.5; } function init11() { prefix = "Glorious "; suffix = " of Sacrifice"; wpn_bonus.push("dmg"); wpn_amount.push(50); wpn_bonus.push("rnd"); wpn_amount.push(300); hero_bonus.push("MAX_HP"); hero_amount.push(0.5); hero_bonus.push("DEF"); hero_amount.push(0.5); hero_bonus.push("FLEE"); hero_amount.push(0.8); price_bonus = 5.5; } function init12() { prefix = "Glorious "; suffix = " of Comassion"; wpn_bonus.push("HIT"); wpn_amount.push(-15); hero_bonus.push("MAX_HP"); hero_amount.push(2); hero_bonus.push("DEF"); hero_amount.push(1.2); hero_bonus.push("FLEE"); hero_amount.push(1.04); price_bonus = 5.1; } function init13() { prefix = "Glorious "; suffix = " of Valor"; wpn_bonus.push("dmg"); wpn_amount.push(50); wpn_bonus.push("rnd"); wpn_amount.push(50); hero_bonus.push("DEF"); hero_amount.push(1.5); hero_bonus.push("FLEE"); hero_amount.push(0.3); price_bonus = 4.3; } function init14() { prefix = "Immortal "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(-5); wpn_bonus.push("rnd"); wpn_amount.push(-10); wpn_bonus.push("HIT"); wpn_amount.push(-20); wpn_bonus.push("CRIT"); wpn_amount.push(-10); hero_bonus.push("MAX_HP"); hero_amount.push(3); hero_bonus.push("DEF"); hero_amount.push(2); price_bonus = 10; } function init15() { prefix = "Mysterious "; suffix = " of Death"; wpn_bonus.push("rnd"); wpn_amount.push(1000); wpn_bonus.push("CRIT"); wpn_amount.push(90); wpn_bonus.push("HIT"); wpn_amount.push(100); hero_bonus.push("DEF"); hero_amount.push(0); hero_bonus.push("FLEE"); hero_amount.push(0); hero_bonus.push("MAX_HP"); hero_amount.push(0.2); price_bonus = 12; } function init16() { prefix = "Marksman's "; suffix = ""; wpn_bonus.push("HIT"); wpn_amount.push(5); price_bonus = 1.05; } function init17() { prefix = "Lucky "; suffix = ""; wpn_bonus.push("rnd"); wpn_amount.push(20); wpn_bonus.push("CRIT"); wpn_amount.push(20); wpn_bonus.push("HIT"); wpn_amount.push(20); price_bonus = 1.8; } function init18() { prefix = "Sleeping "; suffix = ""; wpn_bonus.push("rnd"); wpn_amount.push(50); wpn_bonus.push("CRIT"); wpn_amount.push(-5); wpn_bonus.push("HIT"); wpn_amount.push(-5); hero_bonus.push("DEF"); hero_amount.push(1.3); hero_bonus.push("FLEE"); hero_amount.push(0.9); hero_bonus.push("MAX_HP"); hero_amount.push(1.3); price_bonus = 2; } function init19() { prefix = "Suffering "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(50); wpn_bonus.push("CRIT"); wpn_amount.push(30); wpn_bonus.push("HIT"); wpn_amount.push(30); hero_bonus.push("DEF"); hero_amount.push(0.7); hero_bonus.push("FLEE"); hero_amount.push(1.02); hero_bonus.push("MAX_HP"); hero_amount.push(0.7); price_bonus = 2; } function init20() { prefix = "Blind "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(30); wpn_bonus.push("rnd"); wpn_amount.push(50); wpn_bonus.push("CRIT"); wpn_amount.push(20); wpn_bonus.push("HIT"); wpn_amount.push(-10); hero_bonus.push("DEF"); hero_amount.push(1.5); hero_bonus.push("FLEE"); hero_amount.push(0.7); price_bonus = 2.4; } function init21() { prefix = "Blind "; suffix = " of Rage"; wpn_bonus.push("dmg"); wpn_amount.push(60); wpn_bonus.push("rnd"); wpn_amount.push(100); wpn_bonus.push("CRIT"); wpn_amount.push(40); wpn_bonus.push("HIT"); wpn_amount.push(-30); hero_bonus.push("DEF"); hero_amount.push(1.8); hero_bonus.push("FLEE"); hero_amount.push(0.4); price_bonus = 4.4; } function init22() { prefix = "Breaking "; suffix = ""; wpn_bonus.push("CRIT"); wpn_amount.push(70); wpn_bonus.push("HIT"); wpn_amount.push(10); price_bonus = 3.5; } function init23() { prefix = "Crushing "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(100); wpn_bonus.push("rnd"); wpn_amount.push(200); wpn_bonus.push("CRIT"); wpn_amount.push(-90); price_bonus = 3.5; } function init24() { prefix = "Saint "; suffix = " of Divine Light"; wpn_bonus.push("HIT"); wpn_amount.push(-40); hero_bonus.push("DEF"); hero_amount.push(3); hero_bonus.push("FLEE"); hero_amount.push(0.1); hero_bonus.push("MAX_HP"); hero_amount.push(3); price_bonus = 12; } }
Symbol 2050 MovieClip [__Packages.ItemInfo] Frame 0
class ItemInfo extends Object { var CATEGORY, TYPE, NATION, LEVEL, COUNT, ENCH_ID; function ItemInfo (ct, tp, nt, lv, ei) { super(); CATEGORY = ct; TYPE = tp; NATION = nt; LEVEL = lv; COUNT = 1; ENCH_ID = (ei ? (ei) : 0); } function getItem() { switch (CATEGORY) { case "WeaponClass" : return(new WeaponClass(TYPE, NATION, LEVEL, ENCH_ID)); case "Armor" : return(new Armor(TYPE, NATION, LEVEL, ENCH_ID)); } } }
Symbol 2051 MovieClip [__Packages.Armor] Frame 0
class Armor extends Item { var TYPE, NATION, LEVEL, FRAME, getFrame, initEnchant, NAME, value, require_param, require_value, price; function Armor (tp, nt, lv, ei) { super(); TYPE = tp; NATION = nt; LEVEL = lv; FRAME = getFrame(); this[(("Armor" + tp) + nt) + lv](); initEnchant(ei); } function ArmorClothesViz1() { NAME = "Leather Armor"; value = 5; require_param = "CON"; require_value = 25; price = 100; } function ArmorClothesGer1() { NAME = "Tunic"; value = 2; require_param = "CON"; require_value = 15; price = 20; } function ArmorClothesRus1() { NAME = "Dark Leather Armor"; value = 4; require_param = "STR"; require_value = 25; price = 50; } function ArmorClothesJap1() { NAME = "Kimono"; value = 1; require_param = "DEX"; require_value = 15; price = 5; } function ArmorClothesViz2() { NAME = "Bronze Leather Armor"; value = 9; require_param = "CON"; require_value = 35; price = 200; } function ArmorClothesGer2() { NAME = "Footman Armor"; value = 12; require_param = "CON"; require_value = 40; price = 250; } function ArmorClothesRus2() { NAME = "Hard Leather Armor"; value = 7; require_param = "STR"; require_value = 35; price = 150; } function ArmorClothesJap2() { NAME = "Hard Kimono"; value = 5; require_param = "DEX"; require_value = 25; price = 50; } function ArmorClothesViz3() { NAME = "Phalax Armor"; value = 16; require_param = "CON"; require_value = 45; price = 300; } function ArmorClothesGer3() { NAME = "Long Chainmail"; value = 19; require_param = "CON"; require_value = 50; price = 380; } function ArmorClothesRus3() { NAME = "Short Chainmail"; value = 14; require_param = "STR"; require_value = 45; price = 250; } function ArmorClothesJap3() { NAME = "Ninja Armor"; value = 11; require_param = "DEX"; require_value = 40; price = 200; } function ArmorClothesViz4() { NAME = "Centurion Armor"; value = 24; require_param = "CON"; require_value = 60; price = 450; } function ArmorClothesGer4() { NAME = "Crusader Chainmail"; value = 29; require_param = "CON"; require_value = 65; price = 590; } function ArmorClothesRus4() { NAME = "Warrior Chainmail"; value = 21; require_param = "STR"; require_value = 60; price = 400; } function ArmorClothesJap4() { NAME = "Gold Ninja Armor"; value = 23; require_param = "DEX"; require_value = 60; price = 500; } function ArmorClothesViz5() { NAME = "Curasis"; value = 35; require_param = "CON"; require_value = 75; price = 700; } function ArmorClothesGer5() { NAME = "Full Plate of Holy Light"; value = 38; require_param = "CON"; require_value = 80; price = 900; } function ArmorClothesRus5() { NAME = "Guardian Full Plate"; value = 32; require_param = "STR"; require_value = 85; price = 620; } function ArmorClothesJap5() { NAME = "Gold Samurai Armor"; value = 33; require_param = "DEX"; require_value = 78; price = 850; } function ArmorClothesViz6() { NAME = "Shining Armor"; value = 45; require_param = "CON"; require_value = 85; price = 1100; } function ArmorClothesGer6() { NAME = "Redeemer Full Plate"; value = 55; require_param = "CON"; require_value = 90; price = 1500; } function ArmorClothesRus6() { NAME = "Hero Full Plate"; value = 40; require_param = "STR"; require_value = 100; price = 1000; } function ArmorClothesJap6() { NAME = "Black Samurai Armor"; value = 50; require_param = "DEX"; require_value = 85; price = 2500; } function ArmorHelmetViz1() { NAME = "Light Helmet"; value = 3; require_param = "CON"; require_value = 32; price = 70; } function ArmorHelmetGer1() { NAME = "Footman Helmet"; value = 5; require_param = "CON"; require_value = 37; price = 90; } function ArmorHelmetRus1() { NAME = "Leather Helmet"; value = 2; require_param = "STR"; require_value = 32; price = 50; } function ArmorHelmetJap1() { NAME = "Bandana"; value = 1; require_param = "DEX"; require_value = 22; price = 4; } function ArmorHelmetViz2() { NAME = "Chivalery Helmet"; value = 8; require_param = "CON"; require_value = 50; price = 250; } function ArmorHelmetGer2() { NAME = "Knight Helmet"; value = 10; require_param = "CON"; require_value = 55; price = 320; } function ArmorHelmetRus2() { NAME = "Guardian Helmet"; value = 7; require_param = "STR"; require_value = 50; price = 210; } function ArmorHelmetJap2() { NAME = "Hood"; value = 4; require_param = "DEX"; require_value = 40; price = 40; } function ArmorHelmetViz3() { NAME = "Leader Helmet"; value = 14; require_param = "CON"; require_value = 75; price = 600; } function ArmorHelmetGer3() { NAME = "Crusader Helmet"; value = 17; require_param = "CON"; require_value = 80; price = 900; } function ArmorHelmetRus3() { NAME = "Hero Helmet"; value = 12; require_param = "STR"; require_value = 85; price = 500; } function ArmorHelmetJap3() { NAME = "Samurai Mask"; value = 15; require_param = "DEX"; require_value = 75; price = 1800; } }
Symbol 2052 MovieClip [__Packages.WeaponClass] Frame 0
class WeaponClass extends Item { var TYPE, NATION, LEVEL, twohanded, canBeMounted, FRAME, getFrame, initEnchant, NAME, dmg, rnd, rng, skill, t_bef, t_aft, require_param, require_value, crit, price; function WeaponClass (tp, nt, lv, ei) { super(); TYPE = tp; NATION = nt; LEVEL = lv; switch (tp) { case "TwohandedSword" : case "TwohandedAxe" : case "TwohandedMace" : case "Staff" : case "Katana" : case "Spear" : case "Throwing" : case "Bow" : case "Dagger" : case "Fists" : case "Crossbow" : twohanded = true; break; default : twohanded = false; } switch (tp) { case "Dagger" : case "Staff" : case "Katana" : case "NinjaTo" : canBeMounted = false; break; default : canBeMounted = true; } FRAME = getFrame(); this[(("Weapon" + tp) + nt) + lv](); initEnchant(ei); } function WeaponOnehandedSwordRog1() { NAME = "Cheap Sword"; dmg = 3; rnd = 2; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 55; require_param = "STR"; require_value = 5; crit = 1; price = 12; } function WeaponOnehandedSwordRog2() { NAME = "Rusty Sabre"; dmg = 2; rnd = 1; rng = 0; skill = "Sword"; t_bef = 5; t_aft = 50; require_param = null; require_value = 0; crit = 1; price = 10; } function WeaponOnehandedSwordViz1() { NAME = "Gladius"; dmg = 6; rnd = 5; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 25; crit = 5; price = 30; } function WeaponOnehandedSwordViz2() { NAME = "Spatha"; dmg = 13; rnd = 14; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 40; crit = 5; price = 120; } function WeaponOnehandedSwordViz3() { NAME = "Chivallery Spatha"; dmg = 25; rnd = 22; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 55; crit = 5; price = 400; } function WeaponOnehandedSwordViz4() { NAME = "Leader Sword"; dmg = 35; rnd = 30; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 35; require_param = "STR"; require_value = 75; crit = 5; price = 650; } function WeaponOnehandedSwordViz5() { NAME = "Starshine"; dmg = 50; rnd = 45; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 30; require_param = "STR"; require_value = 95; crit = 5; price = 1000; } function WeaponOnehandedSwordGer1() { NAME = "Short Sword"; dmg = 5; rnd = 4; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 18; crit = 5; price = 20; } function WeaponOnehandedSwordGer2() { NAME = "Footman Sword"; dmg = 11; rnd = 12; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 36; crit = 5; price = 80; } function WeaponOnehandedSwordGer3() { NAME = "Long Sword"; dmg = 22; rnd = 18; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 50; crit = 5; price = 300; } function WeaponOnehandedSwordGer4() { NAME = "Bastard Sword"; dmg = 39; rnd = 19; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 68; crit = 5; price = 500; } function WeaponOnehandedSwordGer5() { NAME = "Starbringer"; dmg = 60; rnd = 50; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 85; crit = 5; price = 750; } function WeaponOnehandedSwordRus1() { NAME = "Cutter"; dmg = 3; rnd = 4; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 15; crit = 5; price = 15; } function WeaponOnehandedSwordRus2() { NAME = "Long Dagger"; dmg = 9; rnd = 10; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 30; crit = 5; price = 60; } function WeaponOnehandedSwordRus3() { NAME = "Cleaver"; dmg = 18; rnd = 17; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 45; crit = 5; price = 250; } function WeaponOnehandedSwordRus4() { NAME = "Guardian Sword"; dmg = 30; rnd = 38; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 35; require_param = "STR"; require_value = 60; crit = 5; price = 400; } function WeaponOnehandedSwordRus5() { NAME = "Black Curse"; dmg = 40; rnd = 50; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 30; require_param = "STR"; require_value = 75; crit = 5; price = 690; } function WeaponOnehandedAxeRog1() { NAME = "Cheap Axe"; dmg = 4; rnd = 4; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 75; require_param = "STR"; require_value = 5; crit = 0; price = 12; } function WeaponOnehandedAxeRog2() { NAME = "Bronze Axe"; dmg = 3; rnd = 3; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 65; require_param = null; require_value = 0; crit = 0; price = 10; } function WeaponOnehandedAxeViz1() { NAME = "Ritual Axe"; dmg = 6; rnd = 5; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 23; crit = 3; price = 45; } function WeaponOnehandedAxeViz2() { NAME = "Priest Axe"; dmg = 21; rnd = 16; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 40; crit = 3; price = 170; } function WeaponOnehandedAxeViz3() { NAME = "Rounded Axe"; dmg = 28; rnd = 39; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 50; crit = 3; price = 320; } function WeaponOnehandedAxeViz4() { NAME = "Breaking Axe"; dmg = 45; rnd = 40; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 70; crit = 3; price = 660; } function WeaponOnehandedAxeGer1() { NAME = "Small Axe"; dmg = 8; rnd = 7; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 26; crit = 3; price = 70; } function WeaponOnehandedAxeGer2() { NAME = "Infantry Axe"; dmg = 27; rnd = 21; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 50; crit = 3; price = 220; } function WeaponOnehandedAxeGer3() { NAME = "Broad Axe"; dmg = 35; rnd = 48; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 65; crit = 3; price = 430; } function WeaponOnehandedAxeGer4() { NAME = "Heavy Axe"; dmg = 60; rnd = 45; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 85; crit = 3; price = 750; } function WeaponOnehandedAxeRus1() { NAME = "Militia Axe"; dmg = 9; rnd = 8; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 30; crit = 3; price = 80; } function WeaponOnehandedAxeRus2() { NAME = "Long Axe"; dmg = 30; rnd = 25; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 55; crit = 3; price = 250; } function WeaponOnehandedAxeRus3() { NAME = "Guard Axe"; dmg = 40; rnd = 55; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 70; crit = 3; price = 500; } function WeaponOnehandedAxeRus4() { NAME = "Holy Axe"; dmg = 70; rnd = 60; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 95; crit = 3; price = 880; } function WeaponOnehandedMaceRog1() { NAME = "Wooden Club"; dmg = 2; rnd = 2; rng = 0; skill = "Mace"; t_bef = 10; t_aft = 70; require_param = "CON"; require_value = 10; crit = 15; price = 12; } function WeaponOnehandedMaceRog2() { NAME = "Cheap Club"; dmg = 1; rnd = 2; rng = 0; skill = "Mace"; t_bef = 5; t_aft = 65; require_param = "CON"; require_value = 5; crit = 15; price = 10; } function WeaponOnehandedMaceViz1() { NAME = "Bronze Club"; dmg = 2; rnd = 3; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 22; crit = 30; price = 40; } function WeaponOnehandedMaceViz2() { NAME = "Ritual Bludgeon"; dmg = 8; rnd = 9; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 60; require_param = "CON"; require_value = 35; crit = 30; price = 200; } function WeaponOnehandedMaceViz3() { NAME = "Rough Bludgeon"; dmg = 12; rnd = 19; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 50; require_param = "CON"; require_value = 47; crit = 40; price = 310; } function WeaponOnehandedMaceViz4() { NAME = "Shining Bludgeon"; dmg = 25; rnd = 40; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 40; require_param = "CON"; require_value = 68; crit = 50; price = 630; } function WeaponOnehandedMaceGer1() { NAME = "Morningstar"; dmg = 4; rnd = 4; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 30; crit = 50; price = 75; } function WeaponOnehandedMaceGer2() { NAME = "Light Bludgeon"; dmg = 15; rnd = 12; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 60; require_param = "CON"; require_value = 55; crit = 55; price = 240; } function WeaponOnehandedMaceGer3() { NAME = "Deadly Spikes"; dmg = 22; rnd = 27; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 50; require_param = "CON"; require_value = 70; crit = 60; price = 470; } function WeaponOnehandedMaceGer4() { NAME = "Peacekeeper"; dmg = 45; rnd = 30; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 40; require_param = "CON"; require_value = 95; crit = 70; price = 850; } function WeaponOnehandedMaceRus1() { NAME = "Spiked Wooden Club"; dmg = 3; rnd = 4; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 25; crit = 50; price = 60; } function WeaponOnehandedMaceRus2() { NAME = "Armor Breaker"; dmg = 12; rnd = 10; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 60; require_param = "CON"; require_value = 45; crit = 55; price = 220; } function WeaponOnehandedMaceRus3() { NAME = "Heavy Club"; dmg = 18; rnd = 21; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 50; require_param = "CON"; require_value = 60; crit = 60; price = 350; } function WeaponOnehandedMaceRus4() { NAME = "Golden Hedgehog"; dmg = 30; rnd = 50; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 40; require_param = "CON"; require_value = 80; crit = 65; price = 700; } function WeaponTwohandedSwordRog1() { NAME = "Cheap Twohanded Sword"; dmg = 5; rnd = 3; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 65; require_param = "STR"; require_value = 7; crit = 1; price = 18; } function WeaponTwohandedSwordRog2() { NAME = "Rusty Twohanded Sword"; dmg = 3; rnd = 2; rng = 0; skill = "Sword"; t_bef = 5; t_aft = 60; require_param = "STR"; require_value = 4; crit = 1; price = 12; } function WeaponTwohandedSwordViz1() { NAME = "Iron Twohanded Sword"; dmg = 9; rnd = 8; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 29; crit = 5; price = 45; } function WeaponTwohandedSwordViz2() { NAME = "Steel Twohanded Sword"; dmg = 20; rnd = 21; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 48; crit = 5; price = 180; } function WeaponTwohandedSwordViz3() { NAME = "Falcion"; dmg = 38; rnd = 33; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 65; crit = 5; price = 600; } function WeaponTwohandedSwordViz4() { NAME = "Moonlight"; dmg = 65; rnd = 50; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 88; crit = 5; price = 1100; } function WeaponTwohandedSwordViz5() { NAME = "Soul Braker"; dmg = 75; rnd = 70; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 100; crit = 5; price = 1300; } function WeaponTwohandedSwordGer1() { NAME = "Light Twohanded Sword"; dmg = 8; rnd = 6; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 23; crit = 5; price = 30; } function WeaponTwohandedSwordGer2() { NAME = "Crusader Twohanded Sword"; dmg = 17; rnd = 18; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 44; crit = 5; price = 120; } function WeaponTwohandedSwordGer3() { NAME = "Knight Twohanded Sword"; dmg = 33; rnd = 27; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 60; crit = 5; price = 450; } function WeaponTwohandedSwordGer4() { NAME = "Claymore"; dmg = 59; rnd = 29; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 75; crit = 5; price = 750; } function WeaponTwohandedSwordGer5() { NAME = "Heart of Bat"; dmg = 85; rnd = 90; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 95; crit = 5; price = 1080; } function WeaponTwohandedSwordRus1() { NAME = "Forged Twohanded Sword"; dmg = 5; rnd = 6; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 20; crit = 5; price = 20; } function WeaponTwohandedSwordRus2() { NAME = "Long Twohanded Sword"; dmg = 14; rnd = 15; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 38; crit = 5; price = 90; } function WeaponTwohandedSwordRus3() { NAME = "Large Twohanded Sword"; dmg = 27; rnd = 25; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 52; crit = 5; price = 370; } function WeaponTwohandedSwordRus4() { NAME = "Guardian Twohanded Sword"; dmg = 50; rnd = 60; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 65; crit = 5; price = 900; } function WeaponTwohandedSwordRus5() { NAME = "Holy Twohanded Sword"; dmg = 60; rnd = 75; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 85; crit = 5; price = 1000; } function WeaponTwohandedAxeRog1() { NAME = "Splitter"; dmg = 6; rnd = 6; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 85; require_param = "STR"; require_value = 10; crit = 0; price = 16; } function WeaponTwohandedAxeRog2() { NAME = "Rusty Twohanded Axe"; dmg = 4; rnd = 4; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 70; require_param = null; require_value = 0; crit = 0; price = 12; } function WeaponTwohandedAxeViz1() { NAME = "Light Twohanded Axe"; dmg = 9; rnd = 7; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 70; require_param = "STR"; require_value = 27; crit = 3; price = 65; } function WeaponTwohandedAxeViz2() { NAME = "Rounded Twohanded Axe"; dmg = 31; rnd = 24; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 48; crit = 3; price = 250; } function WeaponTwohandedAxeViz3() { NAME = "Sea Wave"; dmg = 42; rnd = 59; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 59; crit = 3; price = 480; } function WeaponTwohandedAxeViz4() { NAME = "Golden Twohanded Axe"; dmg = 75; rnd = 60; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 43; require_param = "STR"; require_value = 80; crit = 3; price = 990; } function WeaponTwohandedAxeGer1() { NAME = "Steel Twohanded Axe"; dmg = 12; rnd = 11; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 70; require_param = "STR"; require_value = 32; crit = 3; price = 105; } function WeaponTwohandedAxeGer2() { NAME = "Butcher"; dmg = 41; rnd = 31; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 60; crit = 3; price = 330; } function WeaponTwohandedAxeGer3() { NAME = "Heavy Twohanded Axe"; dmg = 53; rnd = 62; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 75; crit = 3; price = 680; } function WeaponTwohandedAxeGer4() { NAME = "God's Claw"; dmg = 90; rnd = 68; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 95; crit = 3; price = 1050; } function WeaponTwohandedAxeRus1() { NAME = "Peasant Twohanded Axe"; dmg = 14; rnd = 12; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 70; require_param = "STR"; require_value = 37; crit = 3; price = 120; } function WeaponTwohandedAxeRus2() { NAME = "Executioner"; dmg = 45; rnd = 38; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 65; crit = 3; price = 350; } function WeaponTwohandedAxeRus3() { NAME = "Guard Twohanded Axe"; dmg = 60; rnd = 82; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 85; crit = 3; price = 750; } function WeaponTwohandedAxeRus4() { NAME = "Elite Twohanded Axe"; dmg = 110; rnd = 90; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 120; crit = 3; price = 1400; } function WeaponTwohandedMaceRog1() { NAME = "Rusty Twohanded Bludgeon"; dmg = 3; rnd = 3; rng = 0; skill = "Mace"; t_bef = 10; t_aft = 80; require_param = "CON"; require_value = 13; crit = 20; price = 14; } function WeaponTwohandedMaceRog2() { NAME = "Wooden Twohanded Club"; dmg = 1; rnd = 3; rng = 0; skill = "Mace"; t_bef = 5; t_aft = 75; require_param = "CON"; require_value = 7; crit = 20; price = 11; } function WeaponTwohandedMaceViz1() { NAME = "Bronze Twohanded Bludgeon"; dmg = 3; rnd = 4; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 75; require_param = "CON"; require_value = 25; crit = 40; price = 60; } function WeaponTwohandedMaceViz2() { NAME = "Ritual Twohanded Bludgeon"; dmg = 12; rnd = 13; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 39; crit = 40; price = 300; } function WeaponTwohandedMaceViz3() { NAME = "Ritual Hammer"; dmg = 18; rnd = 29; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 55; require_param = "CON"; require_value = 65; crit = 45; price = 470; } function WeaponTwohandedMaceViz4() { NAME = "Golden Hammer"; dmg = 25; rnd = 40; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 40; require_param = "CON"; require_value = 82; crit = 50; price = 630; } function WeaponTwohandedMaceGer1() { NAME = "Battle Hammer"; dmg = 6; rnd = 6; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 70; require_param = "CON"; require_value = 42; crit = 50; price = 110; } function WeaponTwohandedMaceGer2() { NAME = "Steel Twohanded Bludgeon"; dmg = 24; rnd = 18; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 60; crit = 60; price = 370; } function WeaponTwohandedMaceGer3() { NAME = "Spiked Twohanded Bludgeon"; dmg = 33; rnd = 41; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 55; require_param = "CON"; require_value = 78; crit = 65; price = 720; } function WeaponTwohandedMaceGer4() { NAME = "Holy Star"; dmg = 68; rnd = 45; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 45; require_param = "CON"; require_value = 110; crit = 75; price = 1200; } function WeaponTwohandedMaceRus1() { NAME = "Rude Twohanded Bludgeon"; dmg = 4; rnd = 6; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 70; require_param = "CON"; require_value = 37; crit = 50; price = 90; } function WeaponTwohandedMaceRus2() { NAME = "Bronze Hammer"; dmg = 18; rnd = 15; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 55; crit = 55; price = 330; } function WeaponTwohandedMaceRus3() { NAME = "Heavy Twohanded Bludgeon"; dmg = 28; rnd = 31; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 55; require_param = "CON"; require_value = 72; crit = 60; price = 550; } function WeaponTwohandedMaceRus4() { NAME = "Hero's Twohanded Bludgeon"; dmg = 45; rnd = 75; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 75; require_param = "CON"; require_value = 90; crit = 65; price = 1050; } function WeaponStaffJap1() { NAME = "Apprentice Staff"; dmg = 4; rnd = 3; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 55; require_param = "DEX"; require_value = 20; crit = 50; price = 10; } function WeaponStaffJap2() { NAME = "Master Staff"; dmg = 8; rnd = 6; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 50; require_param = "DEX"; require_value = 30; crit = 55; price = 70; } function WeaponStaffJap3() { NAME = "Spiked Staff"; dmg = 16; rnd = 14; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 45; require_param = "DEX"; require_value = 45; crit = 65; price = 180; } function WeaponStaffJap4() { NAME = "Naginata"; dmg = 20; rnd = 52; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 60; crit = 10; price = 350; } function WeaponStaffJap5() { NAME = "Golden Staff"; dmg = 32; rnd = 40; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 75; crit = 80; price = 500; } function WeaponStaffJap6() { NAME = "Golden Naginata"; dmg = 40; rnd = 90; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 90; crit = 15; price = 850; } function WeaponNinjaToRog1() { NAME = "Rusty Ninja-To"; dmg = 3; rnd = 2; rng = 0; skill = "FarEast"; t_bef = 5; t_aft = 50; require_param = "DEX"; require_value = 10; crit = 5; price = 15; } function WeaponNinjaToRog2() { NAME = "Cheap Ninja-To"; dmg = 1; rnd = 3; rng = 0; skill = "FarEast"; t_bef = 5; t_aft = 45; require_param = "DEX"; require_value = 15; crit = 5; price = 15; } function WeaponNinjaToJap1() { NAME = "Short Ninja-To"; dmg = 2; rnd = 7; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 45; require_param = "DEX"; require_value = 25; crit = 10; price = 25; } function WeaponNinjaToJap2() { NAME = "Apprentiece Ninja-To"; dmg = 6; rnd = 16; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 40; crit = 10; price = 110; } function WeaponNinjaToJap3() { NAME = "Soldier Ninja-To"; dmg = 12; rnd = 28; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 55; crit = 10; price = 380; } function WeaponNinjaToJap4() { NAME = "Rhonin Ninja-To"; dmg = 15; rnd = 42; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 75; crit = 10; price = 600; } function WeaponNinjaToJap5() { NAME = "Holy Ninja-To"; dmg = 20; rnd = 50; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 95; crit = 15; price = 900; } function WeaponNinjaToJap6() { NAME = "Black Hero"; dmg = 25; rnd = 75; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 110; crit = 20; price = 1400; } function WeaponKatanaRog1() { NAME = "Rusty Katana"; dmg = 3; rnd = 4; rng = 0; skill = "FarEast"; t_bef = 5; t_aft = 50; require_param = "DEX"; require_value = 12; crit = 7; price = 17; } function WeaponKatanaRog2() { NAME = "Cheap Katana"; dmg = 1; rnd = 6; rng = 0; skill = "FarEast"; t_bef = 5; t_aft = 45; require_param = "DEX"; require_value = 18; crit = 7; price = 20; } function WeaponKatanaJap1() { NAME = "Short Katana"; dmg = 2; rnd = 14; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 45; require_param = "DEX"; require_value = 30; crit = 15; price = 50; } function WeaponKatanaJap2() { NAME = "Apprentiece Katana"; dmg = 6; rnd = 32; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 50; crit = 15; price = 170; } function WeaponKatanaJap3() { NAME = "Soldier Katana"; dmg = 12; rnd = 60; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 70; crit = 15; price = 430; } function WeaponKatanaJap4() { NAME = "Rhonin Katana"; dmg = 15; rnd = 85; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 85; crit = 15; price = 900; } function WeaponKatanaJap5() { NAME = "Holy Katana"; dmg = 20; rnd = 110; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 100; crit = 20; price = 1300; } function WeaponKatanaJap6() { NAME = "Darkness"; dmg = 20; rnd = 180; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 120; crit = 25; price = 2000; } function WeaponSpearViz1() { NAME = "Infantry Spear"; dmg = 15; rnd = 5; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 15; crit = 80; price = 10; } function WeaponSpearViz2() { NAME = "Improved Spear"; dmg = 45; rnd = 15; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 35; crit = 85; price = 100; } function WeaponSpearViz3() { NAME = "Chivalery Spear"; dmg = 75; rnd = 25; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 65; crit = 90; price = 500; } function WeaponSpearGer1() { NAME = "Militia Spear"; dmg = 20; rnd = 5; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 75; require_param = "STR"; require_value = 20; crit = 85; price = 10; } function WeaponSpearGer2() { NAME = "Footman Spear"; dmg = 60; rnd = 15; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 40; crit = 90; price = 100; } function WeaponSpearGer3() { NAME = "Knight Spear"; dmg = 95; rnd = 25; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 70; crit = 95; price = 500; } function WeaponSpearRus1() { NAME = "Bronze Spear"; dmg = 5; rnd = 15; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 10; crit = 85; price = 50; } function WeaponSpearRus2() { NAME = "Siege Spear"; dmg = 15; rnd = 45; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 30; crit = 90; price = 450; } function WeaponSpearRus3() { NAME = "Holy Spear"; dmg = 25; rnd = 75; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 60; crit = 95; price = 1200; } function WeaponDaggerViz1() { NAME = "Knife"; dmg = 1; rnd = 3; rng = 0; skill = "Dagger"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 15; crit = 60; price = 6; } function WeaponDaggerViz2() { NAME = "Dagger"; dmg = 4; rnd = 12; rng = 0; skill = "Dagger"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 35; crit = 75; price = 120; } function WeaponDaggerViz3() { NAME = "Stiletto"; dmg = 6; rnd = 34; rng = 0; skill = "Dagger"; t_bef = 1; t_aft = 20; require_param = "DEX"; require_value = 60; crit = 95; price = 360; } function WeaponDaggerViz4() { NAME = "Damascus"; dmg = 15; rnd = 40; rng = 0; skill = "Dagger"; t_bef = 1; t_aft = 20; require_param = "DEX"; require_value = 85; crit = 85; price = 700; } function WeaponThrowingViz1() { NAME = "Oil"; dmg = 30; rnd = 80; rng = 12; skill = "Throwing"; t_bef = 1; t_aft = 80; require_param = "STR"; require_value = 50; crit = 100; price = 700; } function WeaponThrowingViz2() { NAME = "Greek Fire"; dmg = 50; rnd = 150; rng = 10; skill = "Throwing"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 70; crit = 100; price = 1600; } function WeaponThrowingGer1() { NAME = "Steel Throwing Knife"; dmg = 10; rnd = 30; rng = 8; skill = "Throwing"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 20; crit = 20; price = 20; } function WeaponThrowingGer2() { NAME = "Silver Throwing Knife"; dmg = 20; rnd = 45; rng = 8; skill = "Throwing"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 30; crit = 25; price = 200; } function WeaponThrowingGer3() { NAME = "Sinners"; dmg = 30; rnd = 70; rng = 10; skill = "Throwing"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 40; crit = 30; price = 500; } function WeaponThrowingGer4() { NAME = "Holy Touches"; dmg = 40; rnd = 100; rng = 10; skill = "Throwing"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 50; crit = 33; price = 1500; } function WeaponThrowingRus1() { NAME = "Small Throwing Axe"; dmg = 45; rnd = 15; rng = 6; skill = "Throwing"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 20; crit = 5; price = 8; } function WeaponThrowingRus2() { NAME = "Rounded Throwing Axe"; dmg = 55; rnd = 30; rng = 6; skill = "Throwing"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 35; crit = 5; price = 80; } function WeaponThrowingRus3() { NAME = "Tomahawks"; dmg = 70; rnd = 35; rng = 6; skill = "Throwing"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 55; crit = 5; price = 450; } function WeaponThrowingRus4() { NAME = "Golden Punches"; dmg = 80; rnd = 60; rng = 5; skill = "Throwing"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 75; crit = 5; price = 950; } function WeaponThrowingJap1() { NAME = "Shuriken"; dmg = 10; rnd = 20; rng = 7; skill = "FarEast"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 20; crit = 15; price = 10; } function WeaponThrowingJap2() { NAME = "Silver Shuriken"; dmg = 10; rnd = 40; rng = 8; skill = "FarEast"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 30; crit = 15; price = 90; } function WeaponThrowingJap3() { NAME = "Rhonin Shuriken"; dmg = 25; rnd = 60; rng = 9; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 45; crit = 15; price = 200; } function WeaponThrowingJap4() { NAME = "Shining Shuriken"; dmg = 40; rnd = 110; rng = 10; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 60; crit = 17; price = 500; } function WeaponThrowingJap5() { NAME = "Black Spirits"; dmg = 70; rnd = 160; rng = 11; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 80; crit = 20; price = 900; } function WeaponBowViz1() { NAME = "Long Bow"; dmg = 12; rnd = 20; rng = 12; skill = "Bow"; t_bef = 10; t_aft = 40; require_param = "DEX"; require_value = 20; crit = 5; price = 40; } function WeaponBowViz2() { NAME = "Fine Bow"; dmg = 30; rnd = 50; rng = 14; skill = "Bow"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 70; crit = 5; price = 1010; } function WeaponBowGer1() { NAME = "Infantry Bow"; dmg = 10; rnd = 18; rng = 12; skill = "Bow"; t_bef = 10; t_aft = 40; require_param = "DEX"; require_value = 15; crit = 5; price = 30; } function WeaponBowGer2() { NAME = "Forged Bow"; dmg = 25; rnd = 45; rng = 14; skill = "Bow"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 50; crit = 5; price = 850; } function WeaponBowRus1() { NAME = "Guard Bow"; dmg = 15; rnd = 25; rng = 13; skill = "Bow"; t_bef = 10; t_aft = 40; require_param = "DEX"; require_value = 30; crit = 5; price = 50; } function WeaponBowRus2() { NAME = "Holy Bow"; dmg = 35; rnd = 55; rng = 15; skill = "Bow"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 95; crit = 5; price = 1150; } function WeaponBowJap1() { NAME = "Hunter Bow"; dmg = 5; rnd = 10; rng = 12; skill = "Bow"; t_bef = 20; t_aft = 40; require_param = "DEX"; require_value = 10; crit = 5; price = 5; } function WeaponBowJap2() { NAME = "Soldier Bow"; dmg = 15; rnd = 20; rng = 13; skill = "Bow"; t_bef = 10; t_aft = 40; require_param = "DEX"; require_value = 25; crit = 5; price = 50; } function WeaponBowJap3() { NAME = "Ninja Bow"; dmg = 20; rnd = 40; rng = 14; skill = "Bow"; t_bef = 5; t_aft = 40; require_param = "DEX"; require_value = 45; crit = 10; price = 450; } function WeaponBowJap4() { NAME = "Samurai Bow"; dmg = 30; rnd = 50; rng = 15; skill = "Bow"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 85; crit = 10; price = 1100; } function WeaponCrossbowViz1() { NAME = "Light Crossbow"; dmg = 30; rnd = 40; rng = 18; skill = "Crossbow"; t_bef = 15; t_aft = 60; require_param = "DEX"; require_value = 30; crit = 50; price = 80; } function WeaponCrossbowViz2() { NAME = "Medium Crossbow"; dmg = 40; rnd = 60; rng = 18; skill = "Crossbow"; t_bef = 10; t_aft = 60; require_param = "DEX"; require_value = 60; crit = 55; price = 650; } function WeaponCrossbowViz3() { NAME = "Elite Crossbow"; dmg = 60; rnd = 100; rng = 19; skill = "Crossbow"; t_bef = 5; t_aft = 60; require_param = "DEX"; require_value = 90; crit = 60; price = 1300; } function WeaponCrossbowGer1() { NAME = "Long Crossbow"; dmg = 24; rnd = 30; rng = 17; skill = "Crossbow"; t_bef = 15; t_aft = 60; require_param = "DEX"; require_value = 25; crit = 45; price = 60; } function WeaponCrossbowGer2() { NAME = "Steel Crossbow"; dmg = 35; rnd = 55; rng = 17; skill = "Crossbow"; t_bef = 10; t_aft = 60; require_param = "DEX"; require_value = 50; crit = 50; price = 520; } function WeaponCrossbowGer3() { NAME = "Forged Crossbow"; dmg = 50; rnd = 90; rng = 18; skill = "Crossbow"; t_bef = 5; t_aft = 60; require_param = "DEX"; require_value = 75; crit = 55; price = 1200; } function WeaponCrossbowRus1() { NAME = "Hunter Crossbow"; dmg = 20; rnd = 20; rng = 17; skill = "Crossbow"; t_bef = 10; t_aft = 60; require_param = "DEX"; require_value = 20; crit = 25; price = 40; } function WeaponCrossbowRus2() { NAME = "Soldier Crossbow"; dmg = 30; rnd = 45; rng = 18; skill = "Crossbow"; t_bef = 5; t_aft = 60; require_param = "DEX"; require_value = 40; crit = 30; price = 450; } function WeaponCrossbowRus3() { NAME = "Guard Crossbow"; dmg = 40; rnd = 70; rng = 18; skill = "Crossbow"; t_bef = 0; t_aft = 60; require_param = "DEX"; require_value = 60; crit = 35; price = 900; } function WeaponShieldViz1() { NAME = "Guard"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 15; crit = 10; price = 100; } function WeaponShieldViz2() { NAME = "Infantry Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 35; crit = 20; price = 250; } function WeaponShieldViz3() { NAME = "Chivalery Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 55; crit = 30; price = 750; } function WeaponShieldGer1() { NAME = "Small Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 25; crit = 15; price = 180; } function WeaponShieldGer2() { NAME = "Footman Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 45; crit = 25; price = 360; } function WeaponShieldGer3() { NAME = "Knight Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 85; crit = 35; price = 1200; } function WeaponShieldRus1() { NAME = "Wooden Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 10; crit = 7; price = 20; } function WeaponShieldRus2() { NAME = "Iron Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 28; crit = 18; price = 170; } function WeaponShieldRus3() { NAME = "Hero Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 70; crit = 33; price = 1100; } function WeaponFistsAll0() { NAME = "Unarmed"; dmg = 1; rnd = 2; rng = 0; skill = "Fist"; t_bef = 1; t_aft = 35; require_param = null; require_value = 0; crit = 0; FRAME = 169; price = 0; } }
Symbol 2053 MovieClip [__Packages.Horse] Frame 0
class Horse extends Object { var skin_color, bonus_HP, bonus_DEF, bonus_speed, price; function Horse (clr, bhp, bdf, bsp, prc) { super(); if (clr == "any") { var _local4 = ["red", "brown", "grey", "white", "black"]; skin_color = _local4[_root.dice(4)]; } else { skin_color = clr; } bonus_HP = bhp; bonus_DEF = bdf; bonus_speed = bsp; price = prc; } }
Symbol 2054 MovieClip [__Packages.Unit] Frame 0
class Unit extends Hero { var ID, INT, NATION, GENDER, WEAPON_PRI, NAME, STR, DEX, CON, WEAPON_SEC, ARMOR, HELMET, HORSE, primary_skill, secondary_skill, SKILL, price; function Unit (tp, nt, lv) { super(); ID = lv; INT = 10; if (nt != "Rog") { NATION = nt; GENDER = (_root.percent(70) ? "m" : "f"); } else { var _local4 = ["Viz", "Ger", "Rus", "Jap"]; NATION = _local4[_root.dice(4)]; GENDER = "m"; } this[(("Unit" + tp) + nt) + lv](); } function getUnitInfo() { return(new UnitInfo(((WEAPON_PRI.rng > 0) ? "Ranged" : "Melee"), NATION, ID)); } function UnitMeleeViz1() { NAME = "Caravan Guard"; STR = 23; DEX = 5; CON = 15; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 1); WEAPON_SEC = new WeaponClass("Shield", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Sword"; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 50; } function UnitMeleeViz2() { NAME = "Town Guard"; STR = 48; DEX = 20; CON = 25; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Viz", 2); WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Axe"; secondary_skill = "Bow"; SKILL[primary_skill] = 50; SKILL[secondary_skill] = 40; price = 180; } function UnitMeleeViz3() { NAME = "Line Infantry"; STR = 35; DEX = 30; CON = 30; WEAPON_PRI = new WeaponClass("Spear", "Viz", 2); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Spear"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 20; price = 220; } function UnitMeleeViz4() { NAME = "Legionary"; STR = 45; DEX = 10; CON = 45; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 2); WEAPON_SEC = new WeaponClass("Shield", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 2); HORSE = null; primary_skill = "Sword"; secondary_skill = "none"; SKILL[primary_skill] = 60; SKILL[secondary_skill] = 0; price = 350; } function UnitMeleeViz5() { NAME = "Moon Warrior"; STR = 90; DEX = 60; CON = 20; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 4); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 4); HELMET = null; HORSE = null; primary_skill = "Sword"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 75; SKILL[secondary_skill] = 50; price = 500; } function UnitMeleeViz6() { NAME = "Light Chivalery"; STR = 55; DEX = 10; CON = 45; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 3); WEAPON_SEC = new WeaponClass("Shield", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = new Horse("any", 15, 1, 5, 0); primary_skill = "Sword"; secondary_skill = "none"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 0; price = 450; } function UnitMeleeViz7() { NAME = "Blademaster"; STR = 80; DEX = 50; CON = 60; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 4); WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 4); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 2); HORSE = null; primary_skill = "Sword"; secondary_skill = "Dual"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 60; price = 600; } function UnitMeleeViz8() { NAME = "Golden Rider"; STR = 100; DEX = 45; CON = 75; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 5); WEAPON_SEC = new WeaponClass("Bow", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 6); HELMET = new Armor("Helmet", "Viz", 3); HORSE = new Horse("white", 200, 10, 2, 0); primary_skill = "Sword"; secondary_skill = "Bow"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 55; price = 1500; } function UnitMeleeViz9() { NAME = "Asassin"; STR = 70; DEX = 70; CON = 40; WEAPON_PRI = new WeaponClass("Dagger", "Viz", 4); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Dagger"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 95; SKILL[secondary_skill] = 70; price = 750; } function UnitRangedViz9() { NAME = "Silent Killer"; STR = 60; DEX = 95; CON = 20; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 3); WEAPON_SEC = new WeaponClass("Dagger", "Viz", 3); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Dagger"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 90; price = 850; } function UnitRangedViz1() { NAME = "Bowman"; STR = 10; DEX = 20; CON = 5; WEAPON_PRI = new WeaponClass("Bow", "Viz", 1); WEAPON_SEC = new WeaponClass("Dagger", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Bow"; secondary_skill = "Dagger"; SKILL[primary_skill] = 55; SKILL[secondary_skill] = 40; price = 40; } function UnitRangedViz2() { NAME = "Crossbowman"; STR = 10; DEX = 35; CON = 5; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 1); WEAPON_SEC = new WeaponClass("Dagger", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 1); HELMET = null; HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Dagger"; SKILL[primary_skill] = 65; SKILL[secondary_skill] = 55; price = 100; } function UnitRangedViz3() { NAME = "Elite Archer"; STR = 30; DEX = 70; CON = 10; WEAPON_PRI = new WeaponClass("Bow", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 60; price = 300; } function UnitRangedViz4() { NAME = "Sniper"; STR = 30; DEX = 65; CON = 10; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Sword"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 50; price = 400; } function UnitRangedViz5() { NAME = "Elite Sniper"; STR = 50; DEX = 90; CON = 30; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 3); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Sword"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 70; price = 750; } function UnitRangedViz6() { NAME = "Chivalery Archer"; STR = 65; DEX = 65; CON = 20; WEAPON_PRI = new WeaponClass("Bow", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 3); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = new Horse("any", 35, 2, 5, 0); primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 70; price = 500; } function UnitRangedViz7() { NAME = "Fire Thrower"; STR = 50; DEX = 10; CON = 10; WEAPON_PRI = new WeaponClass("Throwing", "Viz", 1); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Throwing"; secondary_skill = "Axe"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 70; price = 1000; } function UnitRangedViz8() { NAME = "Demolisher"; STR = 70; DEX = 30; CON = 60; WEAPON_PRI = new WeaponClass("Throwing", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Viz", 3); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Throwing"; secondary_skill = "Axe"; SKILL[primary_skill] = 60; SKILL[secondary_skill] = 90; price = 1500; } function UnitMeleeGer1() { NAME = "Acolyte"; STR = 25; DEX = 25; CON = 15; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ger", 1); WEAPON_SEC = new WeaponClass("Crossbow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; primary_skill = "Sword"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 50; SKILL[secondary_skill] = 20; price = 70; } function UnitMeleeGer2() { NAME = "Priest"; STR = 5; DEX = 5; CON = 45; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 1); WEAPON_SEC = null; ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; primary_skill = "Mace"; secondary_skill = "none"; SKILL[primary_skill] = 65; SKILL[secondary_skill] = 0; price = 120; } function UnitMeleeGer3() { NAME = "Maceman"; STR = 15; DEX = 5; CON = 35; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 1); WEAPON_SEC = new WeaponClass("Shield", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Mace"; secondary_skill = "none"; SKILL[primary_skill] = 50; SKILL[secondary_skill] = 0; price = 180; } function UnitMeleeGer4() { NAME = "Town Guard"; STR = 60; DEX = 15; CON = 50; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Ger", 2); WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Axe"; secondary_skill = "Bow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 20; price = 250; } function UnitMeleeGer5() { NAME = "Footman"; STR = 20; DEX = 15; CON = 30; WEAPON_PRI = new WeaponClass("Spear", "Ger", 1); WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 40; price = 230; } function UnitMeleeGer6() { NAME = "Grey Infantry"; STR = 40; DEX = 15; CON = 50; WEAPON_PRI = new WeaponClass("Spear", "Ger", 2); WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 75; SKILL[secondary_skill] = 40; price = 420; } function UnitMeleeGer7() { NAME = "Elite Infantry"; STR = 75; DEX = 15; CON = 65; WEAPON_PRI = new WeaponClass("Spear", "Ger", 3); WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 40; price = 630; } function UnitMeleeGer8() { NAME = "Paladin"; STR = 80; DEX = 25; CON = 80; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ger", 4); WEAPON_SEC = new WeaponClass("Crossbow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 5); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; primary_skill = "Sword"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 20; price = 550; } function UnitMeleeGer9() { NAME = "Heavy Maceman"; STR = 20; DEX = 5; CON = 100; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 4); WEAPON_SEC = new WeaponClass("Shield", "Ger", 2); ARMOR = new Armor("Clothes", "Ger", 5); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; primary_skill = "Mace"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 0; price = 630; } function UnitMeleeGer10() { NAME = "Knight"; STR = 50; DEX = 5; CON = 100; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 4); WEAPON_SEC = new WeaponClass("Shield", "Ger", 2); ARMOR = new Armor("Clothes", "Ger", 5); HELMET = new Armor("Helmet", "Ger", 2); HORSE = new Horse("white", 250, 12, 1, 0); primary_skill = "Mace"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 0; price = 1200; } function UnitMeleeGer11() { NAME = "Crusader"; STR = 90; DEX = 20; CON = 100; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ger", 5); WEAPON_SEC = new WeaponClass("Shield", "Ger", 3); ARMOR = new Armor("Clothes", "Ger", 6); HELMET = new Armor("Helmet", "Ger", 3); HORSE = new Horse("black", 250, 8, 2, 0); primary_skill = "Sword"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 0; price = 1700; } function UnitMeleeGer12() { NAME = "Macemaster"; STR = 40; DEX = 40; CON = 90; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 4); WEAPON_SEC = new WeaponClass("OnehandedMace", "Ger", 4); ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; primary_skill = "Mace"; secondary_skill = "Dual"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 60; price = 600; } function UnitRangedGer1() { NAME = "Hunter"; STR = 25; DEX = 15; CON = 10; WEAPON_PRI = new WeaponClass("Bow", "Ger", 1); WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Bow"; secondary_skill = "Mace"; SKILL[primary_skill] = 55; SKILL[secondary_skill] = 40; price = 60; } function UnitRangedGer2() { NAME = "Castle Defender"; STR = 32; DEX = 30; CON = 15; WEAPON_PRI = new WeaponClass("Crossbow", "Ger", 1); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Axe"; SKILL[primary_skill] = 60; SKILL[secondary_skill] = 30; price = 70; } function UnitRangedGer3() { NAME = "St. Bowmen"; STR = 60; DEX = 50; CON = 12; WEAPON_PRI = new WeaponClass("Bow", "Ger", 2); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Ger", 2); ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Bow"; secondary_skill = "Mace"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 50; price = 300; } function UnitRangedGer4() { NAME = "Castle Keeper"; STR = 75; DEX = 75; CON = 40; WEAPON_PRI = new WeaponClass("Crossbow", "Ger", 3); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Ger", 3); ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Axe"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 50; price = 560; } function UnitRangedGer5() { NAME = "Recon"; STR = 23; DEX = 30; CON = 10; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Throwing"; secondary_skill = "Sword"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 45; price = 250; } function UnitRangedGer6() { NAME = "Master Recon"; STR = 23; DEX = 40; CON = 15; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 3); WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 1); ARMOR = null; HELMET = null; HORSE = new Horse("any", 10, 0, 4, 0); primary_skill = "Throwing"; secondary_skill = "Sword"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 55; price = 300; } function UnitRangedGer7() { NAME = "Inquisitor"; STR = 30; DEX = 50; CON = 80; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 4); WEAPON_SEC = new WeaponClass("TwohandedMace", "Ger", 3); ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 2); HORSE = new Horse("black", 100, 5, 1, 0); primary_skill = "Throwing"; secondary_skill = "Mace"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 80; price = 700; } function UnitMeleeRus1() { NAME = "Militia"; STR = 30; DEX = 5; CON = 10; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); WEAPON_SEC = null; ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 40; } function UnitMeleeRus2() { NAME = "Militia Commander"; STR = 32; DEX = 5; CON = 10; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); WEAPON_SEC = null; ARMOR = null; HELMET = new Armor("Helmet", "Rus", 1); HORSE = new Horse("white", 25, 1, 1, 0); primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 60; } function UnitMeleeRus3() { NAME = "Warrior"; STR = 40; DEX = 5; CON = 20; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 1); WEAPON_SEC = new WeaponClass("Shield", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 1); HELMET = new Armor("Helmet", "Rus", 1); HORSE = null; primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 50; SKILL[secondary_skill] = 0; price = 100; } function UnitMeleeRus4() { NAME = "Veteran Warrior"; STR = 55; DEX = 5; CON = 30; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 2); WEAPON_SEC = new WeaponClass("Shield", "Rus", 2); ARMOR = new Armor("Clothes", "Rus", 3); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 65; SKILL[secondary_skill] = 0; price = 150; } function UnitMeleeRus5() { NAME = "Elite Warrior"; STR = 70; DEX = 5; CON = 40; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 3); WEAPON_SEC = new WeaponClass("Shield", "Rus", 2); ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 0; price = 300; } function UnitMeleeRus6() { NAME = "Axemaster"; STR = 60; DEX = 5; CON = 60; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 2); WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", 2); ARMOR = new Armor("Clothes", "Rus", 3); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; primary_skill = "Axe"; secondary_skill = "Dual"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 70; price = 500; } function UnitMeleeRus7() { NAME = "Berserker"; STR = 95; DEX = 5; CON = 90; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 4); WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", 4); ARMOR = new Armor("Clothes", "Rus", 5); HELMET = new Armor("Helmet", "Rus", 3); HORSE = null; primary_skill = "Axe"; secondary_skill = "Dual"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 90; price = 650; } function UnitMeleeRus8() { NAME = "Light Rider"; STR = 50; DEX = 30; CON = 20; WEAPON_PRI = new WeaponClass("Spear", "Rus", 2); WEAPON_SEC = new WeaponClass("Bow", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 2); HORSE = new Horse("any", 75, 3, 4, 0); primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 40; price = 250; } function UnitMeleeRus9() { NAME = "Elite Guard"; STR = 100; DEX = 30; CON = 100; WEAPON_PRI = new WeaponClass("Spear", "Rus", 3); WEAPON_SEC = new WeaponClass("Bow", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 5); HELMET = new Armor("Helmet", "Rus", 3); HORSE = new Horse("white", 100, 10, 3, 0); primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 60; price = 1200; } function UnitMeleeRus10() { NAME = "Great Hero"; STR = 160; DEX = 40; CON = 160; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 4); WEAPON_SEC = new WeaponClass("Bow", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 6); HELMET = new Armor("Helmet", "Rus", 3); HORSE = new Horse("white", 200, 10, 4, 0); primary_skill = "Axe"; secondary_skill = "Bow"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 100; price = 1500; } function UnitRangedRus1() { NAME = "Forest Guard"; STR = 20; DEX = 30; CON = 5; WEAPON_PRI = new WeaponClass("Bow", "Rus", 1); WEAPON_SEC = new WeaponClass("TwohandedSword", "Rus", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 35; price = 70; } function UnitRangedRus2() { NAME = "Forest Keeper"; STR = 70; DEX = 95; CON = 40; WEAPON_PRI = new WeaponClass("Bow", "Rus", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Rus", 4); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 60; price = 500; } function UnitRangedRus3() { NAME = "Crossbow Master"; STR = 65; DEX = 40; CON = 10; WEAPON_PRI = new WeaponClass("Crossbow", "Rus", 2); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", 2); ARMOR = new Armor("Clothes", "Rus", 2); HELMET = new Armor("Helmet", "Rus", 1); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Axe"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 55; price = 250; } function UnitRangedRus4() { NAME = "Axe Thrower"; STR = 35; DEX = 5; CON = 20; WEAPON_PRI = new WeaponClass("Throwing", "Rus", 2); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 2); HELMET = new Armor("Helmet", "Rus", 1); HORSE = null; primary_skill = "Throwing"; secondary_skill = "Axe"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 55; price = 150; } function UnitRangedRus5() { NAME = "Elite Axe Thrower"; STR = 75; DEX = 40; CON = 70; WEAPON_PRI = new WeaponClass("Throwing", "Rus", 4); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", 3); ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; primary_skill = "Throwing"; secondary_skill = "Axe"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 60; price = 500; } function UnitRangedRus6() { NAME = "Elder"; STR = 25; DEX = 95; CON = 90; WEAPON_PRI = new WeaponClass("Bow", "Rus", 2); WEAPON_SEC = new WeaponClass("TwohandedMace", "Rus", 4); ARMOR = new Armor("Clothes", "Rus", 1); HELMET = null; HORSE = new Horse("white", 150, 12, 2, 0); primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 60; price = 1100; } function UnitMeleeJap1() { NAME = "Taekwon"; STR = 25; DEX = 30; CON = 5; WEAPON_PRI = null; WEAPON_SEC = null; ARMOR = new Armor("Clothes", "Jap", 1); HELMET = null; HORSE = null; primary_skill = "Fist"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 0; price = 50; } function UnitMeleeJap2() { NAME = "Apprentice"; STR = 30; DEX = 35; CON = 5; WEAPON_PRI = new WeaponClass("Staff", "Jap", 1); WEAPON_SEC = new WeaponClass("Bow", "Jap", 1); ARMOR = new Armor("Clothes", "Jap", 1); HELMET = null; HORSE = null; primary_skill = "Staff"; secondary_skill = "Bow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 30; price = 90; } function UnitMeleeJap3() { NAME = "High Apprentice"; STR = 40; DEX = 45; CON = 10; WEAPON_PRI = new WeaponClass("Staff", "Jap", 3); WEAPON_SEC = new WeaponClass("Bow", "Jap", 2); ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; primary_skill = "Staff"; secondary_skill = "Bow"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 30; price = 120; } function UnitMeleeJap4() { NAME = "Shogun Guard"; STR = 60; DEX = 60; CON = 20; WEAPON_PRI = new WeaponClass("Staff", "Jap", 4); WEAPON_SEC = new WeaponClass("Bow", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; primary_skill = "Staff"; secondary_skill = "Bow"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 30; price = 450; } function UnitMeleeJap5() { NAME = "Elite Shogun Guard"; STR = 90; DEX = 90; CON = 20; WEAPON_PRI = new WeaponClass("Staff", "Jap", 6); WEAPON_SEC = new WeaponClass("Bow", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Staff"; secondary_skill = "Bow"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 40; price = 750; } function UnitMeleeJap6() { NAME = "Ninja"; STR = 50; DEX = 50; CON = 15; WEAPON_PRI = new WeaponClass("Katana", "Jap", 2); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 1); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; primary_skill = "FarEast"; secondary_skill = "none"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 0; price = 250; } function UnitMeleeJap7() { NAME = "Elite Ninja"; STR = 75; DEX = 75; CON = 15; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 3); WEAPON_SEC = new WeaponClass("NinjaTo", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "Dual"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 80; price = 500; } function UnitMeleeJap8() { NAME = "Master Ninja"; STR = 95; DEX = 95; CON = 25; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 5); WEAPON_SEC = new WeaponClass("NinjaTo", "Jap", 5); ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "Dual"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 100; price = 950; } function UnitMeleeJap9() { NAME = "Rhonin"; STR = 70; DEX = 85; CON = 20; WEAPON_PRI = new WeaponClass("Katana", "Jap", 4); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "none"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 50; price = 900; } function UnitMeleeJap10() { NAME = "Samurai"; STR = 100; DEX = 100; CON = 25; WEAPON_PRI = new WeaponClass("Katana", "Jap", 5); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 4); ARMOR = new Armor("Clothes", "Jap", 5); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 80; price = 1300; } function UnitMeleeJap11() { NAME = "Black Samurai"; STR = 120; DEX = 120; CON = 40; WEAPON_PRI = new WeaponClass("Katana", "Jap", 6); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 5); ARMOR = new Armor("Clothes", "Jap", 6); HELMET = new Armor("Helmet", "Jap", 3); HORSE = null; primary_skill = "FarEast"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 100; price = 5000; } function UnitRangedJap1() { NAME = "Shuriken Thrower"; STR = 10; DEX = 20; CON = 5; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 1); WEAPON_SEC = new WeaponClass("Staff", "Jap", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "FarEast"; secondary_skill = "Staff"; SKILL[primary_skill] = 60; SKILL[secondary_skill] = 35; price = 60; } function UnitRangedJap2() { NAME = "Shuriken Master"; STR = 15; DEX = 30; CON = 10; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 2); WEAPON_SEC = new WeaponClass("Staff", "Jap", 2); ARMOR = new Armor("Clothes", "Jap", 1); HELMET = null; HORSE = null; primary_skill = "FarEast"; secondary_skill = "Staff"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 40; price = 120; } function UnitRangedJap3() { NAME = "Elite Shuriken Thrower"; STR = 20; DEX = 60; CON = 12; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 4); WEAPON_SEC = new WeaponClass("Staff", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; primary_skill = "FarEast"; secondary_skill = "Staff"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 50; price = 500; } function UnitRangedJap4() { NAME = "Black Shuriken Thrower"; STR = 40; DEX = 80; CON = 25; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 5); WEAPON_SEC = new WeaponClass("Staff", "Jap", 5); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "Staff"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 75; price = 710; } function UnitRangedJap5() { NAME = "Shadow Bowman"; STR = 20; DEX = 60; CON = 12; WEAPON_PRI = new WeaponClass("Bow", "Jap", 2); WEAPON_SEC = new WeaponClass("Katana", "Jap", 1); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Bow"; secondary_skill = "FarEast"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 55; price = 250; } function UnitRangedJap6() { NAME = "Ghost Bowman"; STR = 55; DEX = 85; CON = 15; WEAPON_PRI = new WeaponClass("Bow", "Jap", 4); WEAPON_SEC = new WeaponClass("Katana", "Jap", 4); ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Bow"; secondary_skill = "FarEast"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 80; price = 550; } function UnitMeleeRog1() { NAME = "Shield Rogue"; STR = 20; DEX = 1; CON = 15; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; var _local4 = ["OnehandedSword", "OnehandedAxe", "OnehandedMace"]; WEAPON_PRI = new WeaponClass(_local4[_root.dice(3)], "Rog", _root.d(2)); WEAPON_SEC = new WeaponClass("Shield", _local3[_root.dice(3)], 1); ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = ((_root.dice(4) == 0) ? (new Armor("Helmet", _local3[_root.dice(4)], 1)) : null); HORSE = ((_root.dice(7) == 0) ? (new Horse("any", 10, 0, 1, 0)) : null); primary_skill = WEAPON_PRI.skill; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 15; } function UnitMeleeRog2() { NAME = "Twohanded Rogue"; STR = 22; DEX = 1; CON = 12; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; var _local4 = ["TwohandedSword", "TwohandedAxe", "TwohandedMace"]; WEAPON_PRI = ((_root.dice(4) == 0) ? (new WeaponClass("Spear", _local3[_root.dice(3)], 1)) : (new WeaponClass(_local4[_root.dice(3)], "Rog", _root.d(2)))); WEAPON_SEC = null; ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = ((_root.dice(4) == 0) ? (new Armor("Helmet", _local3[_root.dice(4)], 1)) : null); HORSE = ((_root.dice(7) == 0) ? (new Horse("any", 10, 0, 1, 0)) : null); primary_skill = WEAPON_PRI.skill; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 10; } function UnitMeleeRog3() { NAME = "DEX Rogue"; STR = 5; DEX = 40; CON = 3; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; var _local4 = ["Staff", "Katana"]; WEAPON_PRI = ((_root.dice(2) == 0) ? (new WeaponClass("Katana", "Rog", _root.d(2))) : (new WeaponClass("Staff", "Jap", 1))); WEAPON_SEC = null; ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = ((_root.dice(4) == 0) ? (new Armor("Helmet", _local3[_root.dice(4)], 1)) : null); HORSE = null; primary_skill = WEAPON_PRI.skill; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 12; } function UnitRangedRog1() { NAME = "Bow Rogue"; STR = 1; DEX = 20; CON = 4; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; WEAPON_PRI = new WeaponClass("Bow", _local3[_root.dice(4)], 1); WEAPON_SEC = ((_root.dice(2) == 0) ? (new WeaponClass("Dagger", "Viz", 1)) : null); ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = null; HORSE = null; primary_skill = WEAPON_PRI.skill; secondary_skill = WEAPON_SEC.skill; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 30; price = 8; } function UnitRangedRog2() { NAME = "Crossbow Rogue"; STR = 1; DEX = 20; CON = 4; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; WEAPON_PRI = new WeaponClass("Crossbow", _local3[_root.dice(3)], 1); WEAPON_SEC = ((_root.dice(2) == 0) ? (new WeaponClass("Dagger", "Viz", 1)) : null); ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = null; HORSE = null; primary_skill = WEAPON_PRI.skill; secondary_skill = WEAPON_SEC.skill; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 25; price = 10; } function UnitRangedRog3() { NAME = "Throwing Rogue"; STR = 20; DEX = 20; CON = 1; var _local3 = ["Ger", "Rus", "Jap", "Viz"]; WEAPON_PRI = new WeaponClass("Throwing", _local3[_root.dice(3)], 1); WEAPON_SEC = ((_root.dice(2) == 0) ? (new WeaponClass("Staff", "Jap", 1)) : null); ARMOR = ((_root.dice(3) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = null; HORSE = null; primary_skill = WEAPON_PRI.skill; secondary_skill = WEAPON_SEC.skill; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 40; price = 12; } }
Symbol 2055 MovieClip [__Packages.UnitInfo] Frame 0
class UnitInfo extends Object { var TYPE, NATION, ID, COUNT; function UnitInfo (tp, nt, id, cn) { super(); TYPE = tp; NATION = nt; ID = id; COUNT = ((cn == undefined) ? 1 : (cn)); } function getUnit(gender) { return(new Unit(TYPE, NATION, ID)); } }
Symbol 2056 MovieClip [__Packages.Cage] Frame 0
class Cage extends Object { var X, Y, level, free, empty; function Cage (xx, yy) { super(); X = xx; Y = yy; level = 0; free = true; empty = true; } }
Symbol 2057 MovieClip [__Packages.Creature] Frame 0
class Creature extends MovieClip { var isHorseman, speed, _xscale, _yscale, X, _x, Y, _y, moveX, moveY, isBusy, isDead, team, body, t_bef, t_aft, bar_clr, borders, attacking, gox, goy, disapear_time, inner_depth, nextX, nextY, swapDepths, MOVE_FRAMES, HP, runAnim, atkAnim, wpn, secAtkAnim, wpnSec, secRunAnim, ANTI_FLEE, DEF, MAX_HP, light_circle, onEnterFrame, unit_ref, _name, attachMovie, FLEE, SHIELD_FLEE, preferRanged; function Creature () { super(); isHorseman = false; speed = 3; _xscale = 25; _yscale = 25; X = _root.getX(_x); Y = _root.getY(_y); _x = _root.stgX(X); _y = _root.stgY(Y); moveX = 0; moveY = 0; isBusy = false; isDead = false; if (team == 0) { body._xscale = -100; } t_bef = 0; t_aft = 0; bar_clr = new Color(borders.hp_bar); attacking = null; gox = null; goy = null; initPosition(); disapear_time = 0; inner_depth = 1; } function dist(man) { return(Math.round(Math.sqrt(((X - man.X) * (X - man.X)) + ((Y - man.Y) * (Y - man.Y))))); } function canGo(xx, yy) { return(((((((xx >= 0) && (xx < _global.F_WIDTH)) && (yy >= 0)) && (yy < _global.F_HEIGHT)) && (_global.field[xx][yy].empty)) && (_global.field[xx][yy].free)) && (Math.abs(_global.field[xx][yy].level - _global.field[X][Y].level) <= 3)); } function leavePosition() { _global.field[X][Y].who = null; _global.field[X][Y].empty = true; X = nextX; Y = nextY; swapDepths(_root.getDepthMan(X, Y)); _global.field[X][Y].who = this; } function initPosition() { swapDepths(_root.getDepthMan(X, Y)); _global.field[X][Y].who = this; _global.field[X][Y].empty = false; } function startMove() { if (moveX != 0) { body._xscale = (-moveX) * 100; } if (canGo(X + moveX, Y + moveY)) { if ((body._currentframe <= MOVE_FRAMES) && (HP > 0)) { body.gotoAndPlay(runAnim); } nextX = X + moveX; nextY = Y + moveY; _global.field[nextX][nextY].empty = false; return(true); } moveX = 0; moveY = 0; return(false); } function stopMove() { moveX = 0; moveY = 0; if (!isBusy) { body.gotoAndStop(atkAnim); } } function continueMove() { if (moveX != 0) { body._xscale = (-moveX) * 100; } if (canGo(X + moveX, Y + moveY)) { nextX = X + moveX; nextY = Y + moveY; _global.field[nextX][nextY].empty = false; return(true); } return(false); } function moveOnX() { if (moveX != 0) { _x = _x + (speed * moveX); } } function moveOnY() { if (moveY != 0) { _y = _y + ((speed * moveY) / (_global.CAGE_W / _global.CAGE_H)); } } function moveNewStep() { if ((_root.getX(_x) != X) || (_root.getY(_y) != Y)) { leavePosition(); } } function moveComplete() { if ((((X == nextX) && (Y == nextY)) && (Math.abs(_y - _root.stgY(Y)) < speed)) && (Math.abs(_x - _root.stgX(X)) < speed)) { _x = _root.stgX(X); _y = _root.stgY(Y); return(true); } return(false); } function switchWeapons() { isBusy = true; if (wpn.TYPE == "Melee") { if (secAtkAnim == "bow") { body.gotoAndPlay("bow_on"); } else { body.gotoAndPlay("crossbow_on"); } } else if (atkAnim == "bow") { body.gotoAndPlay("bow_off"); } else { body.gotoAndPlay("crossbow_off"); } } function onAnimComplete() { isBusy = false; if (!isDead) { body.gotoAndStop(atkAnim); } } function onSwitchWeapons() { var _local2 = wpn; wpn = wpnSec; wpnSec = _local2; _local2 = runAnim; runAnim = secRunAnim; secRunAnim = _local2; _local2 = atkAnim; atkAnim = secAtkAnim; secAtkAnim = _local2; initGuns(); onAnimComplete(); } function onEndAttack() { onAnimComplete(); } function strike(who, useSecondWeapon) { if (team != who.team) { var _local5 = _root.percent((useSecondWeapon ? (wpnSec.CRIT) : (wpn.CRIT))); var _local6 = (useSecondWeapon ? (wpnSec.dmg) : (wpn.dmg)); var _local4 = (useSecondWeapon ? (wpnSec.rnd) : (wpn.rnd)); if ((useSecondWeapon ? (wpnSec.TYPE) : (wpn.TYPE == "Melee"))) { var _local11 = (((body._xscale > 0) != (who.body._xscale > 0)) ? (who.SHIELD_FLEE) : 0); var _local10 = ((useSecondWeapon ? (wpnSec.HIT) : (wpn.HIT)) * (100 - ((who.FLEE * ANTI_FLEE) + _local11))) / 100; if (_root.percent(_local10)) { who.takeDamage(_local6 + _root.dice(_local4), this, _local5); } else { addMessage("miss", false); } } else { var _local8 = (useSecondWeapon ? (body.weapR._currentframe) : (body.weapL._currentframe)); var _local9 = ((body._xscale > 0) ? 1 : -1); var _local10 = (useSecondWeapon ? (wpnSec.HIT) : (wpn.HIT)); if (_root.percent(_local10)) { _root.addProjectile(X, Y, who.X, who.Y, _local6, _local4, _local5, _local9, _local8, team); } else if (_root.percent(_local10 * 1.5)) { _root.addProjectile(X, Y, who.X + _root.dd(1), who.Y + _root.dd(1), _local6, _local4, _local5, _local9, _local8, team); } else if (_root.percent(_local10 * 2)) { _root.addProjectile(X, Y, who.X + _root.dd(2), who.Y + _root.dd(2), _local6, _local4, _local5, _local9, _local8, team); } else if (_root.percent(_local10 * 3)) { _root.addProjectile(X, Y, who.X + _root.dd(3), who.Y + _root.dd(3), _local6, _local4, _local5, _local9, _local8, team); } else { _root.addProjectile(X, Y, who.X + _root.dd(4), who.Y + _root.dd(4), _local6, _local4, _local5, _local9, _local8, team); } } } else { attacking = null; } } function takeDamage(dmg, who, is_crit) { if (isDead) { return(undefined); } if (who == undefined) { who = null; } if (((attacking != null) && (who != null)) && (who.team != team)) { gox = null; goy = null; attacking = who; } if (!is_crit) { dmg = dmg - DEF; if (dmg < 0) { dmg = 0; } } addMessage(dmg, is_crit); HP = HP - dmg; if (HP <= 0) { HP = 0; die(); return(undefined); } var _local2 = (HP / MAX_HP) * 100; borders.hp_bar._xscale = _local2; if (_local2 > 70) { bar_clr.setRGB(52224); } else if (_local2 > 40) { bar_clr.setRGB(16776960); } else if (_local2 > 20) { bar_clr.setRGB(16750848); } else { bar_clr.setRGB(16711680); } redrawHealthBar(); } function redrawHealthBar() { var _local2 = (HP / MAX_HP) * 100; borders.hp_bar._xscale = _local2; if (_local2 > 70) { bar_clr.setRGB(52224); } else if (_local2 > 40) { bar_clr.setRGB(16776960); } else if (_local2 > 20) { bar_clr.setRGB(16750848); } else { bar_clr.setRGB(16711680); } } function die() { if (!isDead) { if (isHorseman) { body.gotoAndPlay("die_horse"); } else { switch (atkAnim) { case "sword" : case "double" : body.gotoAndPlay("die_onehanded"); break; case "suriken" : case "bow" : case "crossbow" : body.gotoAndPlay("die_ranged"); break; default : body.gotoAndPlay("die_twohanded"); } } isDead = true; light_circle._visible = false; onEnterFrame = null; _global.field[X][Y].empty = true; _global.field[nextX][nextY].empty = true; borders._visible = false; if (team != 0) { if (_root.percent(10)) { switch (_root.dice(4)) { case 0 : unit_ref.WEAPON_PRI.ENCH_ID = _root.d(24); break; case 1 : unit_ref.WEAPON_SEC.ENCH_ID = _root.d(24); break; case 2 : unit_ref.ARMOR.ENCH_ID = _root.d(24); break; case 3 : unit_ref.HELMET.ENCH_ID = _root.d(24); } } _root.addItemTo(_global.LOOT, unit_ref.WEAPON_PRI); _root.addItemTo(_global.LOOT, unit_ref.WEAPON_SEC); _root.addItemTo(_global.LOOT, unit_ref.ARMOR); _root.addItemTo(_global.LOOT, unit_ref.HELMET); _global.EXP_GOT = _global.EXP_GOT + (Math.round(Math.sqrt(unit_ref.price)) * 3); _global.GOLD_GOT = _global.GOLD_GOT + _root.d(unit_ref.price / 4); } if (_name == "hero0") { _root.unloadMap(); _root.gotoAndStop("GAME_OVER"); } } } function restInPeace() { var _local3 = _root.getDepthMan(X, Y); _root["blood_" + _local3].removeMovieClip(); _root.getInstanceAtDepth(_root.getDepthCorpse(X, Y)).removeMovieClip(); swapDepths(_root.getDepthCorpse(X, Y)); } function initGuns() { var _local2 = body.weapR._currentframe; body.weapR.gotoAndStop(body.weapL._currentframe); body.weapL.gotoAndStop(_local2); } function addMessage(some_text, is_crit) { attachMovie((is_crit ? "FlyCritDamage" : "FlyDamage"), "flying_damage_" + inner_depth, inner_depth, {_x:0, _y:100}); this["flying_damage_" + inner_depth].inner.value_txt.text = some_text; inner_depth = inner_depth + ((inner_depth < 15) ? 1 : -14); } function initUnit(hero) { unit_ref = hero; var _local10 = hero.NATION.toLowerCase(); DEF = 0; if (hero.DEX <= 100) { FLEE = Math.floor(hero.DEX * 0.8); } else { FLEE = 80 + Math.floor((hero.DEX - 100) * 0.15); } ANTI_FLEE = (100 - Math.round(hero.DEX / 3)) / 100; SHIELD_FLEE = ((hero.WEAPON_SEC.TYPE == "Shield") ? (hero.WEAPON_SEC.crit) : 0); MAX_HP = (hero.CON * 5) + (hero.LEVEL * 20); body.arm_l.gotoAndStop((hero.GENDER + "_") + _local10); body.arm_r.gotoAndStop((hero.GENDER + "_") + _local10); body.hand_l.gotoAndStop((hero.GENDER + "_") + _local10); body.hand_r.gotoAndStop((hero.GENDER + "_") + _local10); body.footL.gotoAndStop((hero.GENDER + "_") + _local10); body.footR.gotoAndStop((hero.GENDER + "_") + _local10); body.legL.gotoAndStop((hero.GENDER + "_") + _local10); body.legR.gotoAndStop((hero.GENDER + "_") + _local10); body.body.gotoAndStop((hero.GENDER + "_") + _local10); body.head.gotoAndStop((hero.GENDER + "_") + _local10); if (hero.HORSE != null) { isHorseman = true; body.horse.gotoAndStop(hero.HORSE.skin_color); body.morda.gotoAndStop(hero.HORSE.skin_color); body.ftL1.gotoAndStop(hero.HORSE.skin_color); body.ftR1.gotoAndStop(hero.HORSE.skin_color); body.ftL2.gotoAndStop(hero.HORSE.skin_color); body.ftR2.gotoAndStop(hero.HORSE.skin_color); body.lgL1.gotoAndStop(hero.HORSE.skin_color); body.lgR1.gotoAndStop(hero.HORSE.skin_color); body.lgL2.gotoAndStop(hero.HORSE.skin_color); body.lgR2.gotoAndStop(hero.HORSE.skin_color); DEF = DEF + hero.HORSE.bonus_DEF; speed = speed + hero.HORSE.bonus_speed; HP = HP + hero.HORSE.bonus_HP; MAX_HP = MAX_HP + hero.HORSE.bonus_HP; FLEE = FLEE / 2; } else { isHorseman = false; } if (hero.ARMOR != null) { body.arm_l.armor._visible = true; body.arm_r.armor._visible = true; body.hand_l.armor._visible = true; body.hand_r.armor._visible = true; body.body.armor._visible = true; body.arm_l.armor.gotoAndStop(hero.ARMOR.FRAME); body.arm_r.armor.gotoAndStop(hero.ARMOR.FRAME); body.hand_l.armor.gotoAndStop(hero.ARMOR.FRAME); body.hand_r.armor.gotoAndStop(hero.ARMOR.FRAME); body.body.armor.gotoAndStop(hero.ARMOR.FRAME); DEF = DEF + hero.ARMOR.value; } else { body.arm_l.armor._visible = false; body.arm_r.armor._visible = false; body.hand_l.armor._visible = false; body.hand_r.armor._visible = false; body.body.armor._visible = false; } if (hero.HELMET != null) { body.head.armor._visible = true; body.head.armor.gotoAndStop(hero.HELMET.FRAME); DEF = DEF + hero.HELMET.value; } else { body.head.armor._visible = false; } var _local6 = hero.WEAPON_PRI; var _local8 = hero.WEAPON_SEC; if (_local6 == null) { _local6 = new WeaponClass("Fists", "All", 0); } if ((_local8 == null) && (_local6.rng > 0)) { _local8 = new WeaponClass("Fists", "All", 0); } body.weapL.gotoAndStop(_local6.FRAME); body.weapR.gotoAndStop(((_local8 != null) ? (_local8.FRAME) : 169)); if ((!_local6.twohanded) && (!_local8.twohanded)) { if ((_local8.TYPE == "Shield") || (_local8 == null)) { wpn = new Weapon(((_local6.rng == 0) ? "Melee" : "Ranged"), _local6.dmg, _local6.rnd, _local6.rng, hero.SKILL[_local6.skill], _local6.crit + Math.floor(hero.SKILL[_local6.skill] / 10), _local6.t_bef, _local6.t_aft); runAnim = "run_sword"; atkAnim = "sword"; secRunAnim = "none"; secAtkAnim = "none"; wpnSec = null; } else { wpn = new Weapon(((_local6.rng == 0) ? "Melee" : "Ranged"), _local6.dmg, _local6.rnd, _local6.rng, hero.SKILL[_local6.skill], _local6.crit + Math.floor(hero.SKILL[_local6.skill] / 10), Math.max(_local6.t_bef, _local8.t_bef), Math.max(_local6.t_aft, _local8.t_aft)); wpnSec = new Weapon(((_local8.rng == 0) ? "Melee" : "Ranged"), _local8.dmg, _local8.rnd, _local8.rng, (hero.SKILL[_local8.skill] * hero.SKILL.Dual) / 100, _local8.crit + Math.floor(hero.SKILL[_local8.skill] / 10), Math.max(_local6.t_bef, _local8.t_bef), Math.max(_local6.t_aft, _local8.t_aft)); runAnim = "run_double"; atkAnim = "double"; secRunAnim = "none"; secAtkAnim = "none"; } preferRanged = false; } else { wpn = new Weapon(((_local6.rng == 0) ? "Melee" : "Ranged"), _local6.dmg, _local6.rnd, _local6.rng, hero.SKILL[_local6.skill], _local6.crit + Math.floor(hero.SKILL[_local6.skill] / 10), _local6.t_bef, _local6.t_aft); wpnSec = new Weapon(((_local8.rng == 0) ? "Melee" : "Ranged"), _local8.dmg, _local8.rnd, _local8.rng, hero.SKILL[_local8.skill], _local8.crit + Math.floor(hero.SKILL[_local8.skill] / 10), _local8.t_bef, _local8.t_aft); if ((preferRanged = _local6.rng > 0)) { switch (_local8.TYPE) { case "OnehandedSword" : case "OnehandedAxe" : case "OnehandedMace" : case "TwohandedSword" : secRunAnim = "run_twohandedsword"; secAtkAnim = "twohanded_sword"; break; case "TwohandedAxe" : case "TwohandedMace" : secRunAnim = "run_axe"; secAtkAnim = "twohanded_axe"; break; case "NinjaTo" : case "Katana" : secRunAnim = "run_katana"; secAtkAnim = "katana"; break; case "Staff" : secRunAnim = "run_axe"; secAtkAnim = "staff"; break; case "Spear" : secRunAnim = "run_axe"; secAtkAnim = "spear"; break; case "Dagger" : secRunAnim = "run_twohandedsword"; secAtkAnim = "dagger"; break; case "Fists" : secRunAnim = "run_double"; secAtkAnim = "fists"; } switch (_local6.TYPE) { case "Bow" : runAnim = "run_bow"; atkAnim = "bow"; break; case "Crossbow" : runAnim = "run_crossbow"; atkAnim = "crossbow"; break; case "Throwing" : runAnim = "run_suriken"; atkAnim = "suriken"; } } else { switch (_local6.TYPE) { case "OnehandedSword" : case "OnehandedAxe" : case "OnehandedMace" : case "TwohandedSword" : runAnim = "run_twohandedsword"; atkAnim = "twohanded_sword"; break; case "TwohandedAxe" : case "TwohandedMace" : runAnim = "run_axe"; atkAnim = "twohanded_axe"; break; case "NinjaTo" : case "Katana" : runAnim = "run_katana"; atkAnim = "katana"; break; case "Staff" : runAnim = "run_axe"; atkAnim = "staff"; break; case "Spear" : runAnim = "run_axe"; atkAnim = "spear"; break; case "Dagger" : runAnim = "run_twohandedsword"; atkAnim = "dagger"; break; case "Fists" : runAnim = "run_double"; atkAnim = "fists"; } switch (_local8.TYPE) { case "Bow" : secRunAnim = "run_bow"; secAtkAnim = "bow"; break; case "Crossbow" : secRunAnim = "run_crossbow"; secAtkAnim = "crossbow"; break; case "Throwing" : secRunAnim = "run_suriken"; secAtkAnim = "suriken"; } } } if ((atkAnim == "double") && (wpn.t_aft < 40)) { wpn.t_aft = 40; } var _local13 = Math.floor(hero.STR / 2); if (wpn.TYPE == "Melee") { wpn.dmg = wpn.dmg + _local13; } if (wpnSec.TYPE == "Melee") { wpnSec.dmg = wpnSec.dmg + _local13; } var _local9 = ["WEAPON_PRI", "WEAPON_SEC", "ARMOR", "HELMET"]; var _local7 = 0; while (_local7 < _local9.length) { if (hero[_local9[_local7]].ENCH_ID != 0) { var _local3 = new Enchant(hero[_local9[_local7]].ENCH_ID); var _local4 = 0; while (_local4 < _local3.hero_bonus.length) { this[_local3.hero_bonus[_local4]] = Math.round(this[_local3.hero_bonus[_local4]] * _local3.hero_amount[_local4]); _local4++; } _local4 = 0; while (_local4 < _local3.wpn_bonus.length) { wpn[_local3.wpn_bonus[_local4]] = wpn[_local3.wpn_bonus[_local4]] + _local3.wpn_amount[_local4]; wpnSec[_local3.wpn_bonus[_local4]] = wpnSec[_local3.wpn_bonus[_local4]] + _local3.wpn_amount[_local4]; _local4++; } } _local7++; } HP = MAX_HP; body.gotoAndStop(atkAnim); if ((team == 0) && (hero.LEVEL == 0)) { var _local12 = Math.floor(_global.MAIN_HERO.INT / 2); _local12 = _local12 + Math.floor(_global.MAIN_HERO.SKILL.ArtOfWar / 2); if (hero.NATION == _global.MAIN_HERO.NATION) { _local12 = _local12 + _global.MAIN_HERO.SKILL.Patriotism; } var _local11 = 1 + (_local12 / 100); MAX_HP = Math.round(MAX_HP * _local11); HP = Math.round(HP * _local11); wpn.dmg = Math.round(wpn.dmg * _local11); wpn.rnd = Math.round(wpn.rnd * _local11); wpnSec.dmg = Math.round(wpnSec.dmg * _local11); wpnSec.rnd = Math.round(wpnSec.rnd * _local11); } } }
Symbol 2058 MovieClip [__Packages.Weapon] Frame 0
class Weapon { var TYPE, dmg, rnd, rng, HIT, CRIT, t_bef, t_aft; function Weapon (tp, dm, rd, rn, hi, crt, tbef, taft) { TYPE = tp; dmg = dm; rnd = rd; rng = rn; HIT = hi; CRIT = crt; t_bef = tbef; t_aft = taft; } }
Symbol 2059 MovieClip [__Packages.BarnIcon] Frame 0
class BarnIcon extends MovieClip { var is_user, _name, stop, anim, enabled, horse, _parent; function BarnIcon () { super(); is_user = _name.substr(0, 4) != "unit"; (stop());// not popped } function setHorse(horse_ref) { anim.removeMovieClip(); if ((horse_ref == undefined) && (horse_ref == null)) { enabled = false; anim._visible = false; return(undefined); } enabled = true; anim._visible = true; horse = horse_ref; anim.horse.gotoAndStop(horse.skin_color); anim.morda.gotoAndStop(horse.skin_color); anim.lgL1.gotoAndStop(horse.skin_color); anim.lgL2.gotoAndStop(horse.skin_color); anim.lgR1.gotoAndStop(horse.skin_color); anim.lgR2.gotoAndStop(horse.skin_color); anim.ftL1.gotoAndStop(horse.skin_color); anim.ftL2.gotoAndStop(horse.skin_color); anim.ftR1.gotoAndStop(horse.skin_color); anim.ftR2.gotoAndStop(horse.skin_color); } function onRollOver() { _parent.unit_stats_txt.text = ("Hit Pionts bonus: " + horse.bonus_HP) + newline; _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Defence bonus: " + horse.bonus_DEF) + newline); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Speed bonus: " + horse.bonus_speed) + "\n\n"); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Cost " + horse.price) + " gp."); } function onRelease() { if (_global.GOLD >= horse.price) { var _local4 = ((_global.MAIN_HERO.HORSE != null) ? (_global.MAIN_HERO.HORSE.price) : 0); var _local3 = _global.MAIN_HERO.equipHorse(horse); if (_local3 == "OK") { _global.GOLD = _global.GOLD - (horse.price - Math.round(_local4 / 3)); } else { _parent.error_txt.text = _local3; } } _parent._parent.barnShowTrader(); } }
Symbol 2060 MovieClip [__Packages.Soldier] Frame 0
class Soldier extends Creature { var Creature, light_circle, team, holdPosition, borders, mustSwapGuns, mustMoveOut, moveX, moveY, isBusy, t_bef, t_aft, dist, attacking, preferRanged, switchWeapons, X, Y, wpn, body, gox, goy, moveOnX, moveOnY, moveNewStep, moveComplete, stopMove, continueMove, atkAnim, strike, startMove, HP; function Soldier () { super(); Creature(); light_circle.gotoAndStop(team + 1); light_circle._visible = _global.HIGHLIGHT_TROOPS; holdPosition = false; borders._visible = false; mustSwapGuns = false; mustMoveOut = false; } function readyForAction() { return(((((moveX == 0) && (moveY == 0)) && (!isBusy)) && (t_bef == 0)) && (t_aft == 0)); } function chooseEnemyRanged() { var _local8 = null; var _local6 = 10000; var _local7 = false; var _local4 = 0; while (_local4 < _global.HERO) { if ((_root["hero" + _local4].HP > 0) && (_root["hero" + _local4].team != team)) { if (_local7 == canHitRanged(_root["hero" + _local4])) { var _local5 = dist(_root["hero" + _local4]); if (_local5 < _local6) { _local8 = _root["hero" + _local4]; _local6 = _local5; } } else if (!_local7) { _local7 = true; _local8 = _root["hero" + _local4]; _local6 = dist(_root["hero" + _local4]); } } _local4++; } attacking = _local8; } function chooseEnemyMelee() { if (preferRanged) { switchWeapons(); return(undefined); } var _local9 = null; var _local8 = 10000; var _local4 = 0; while (_local4 < _global.HERO) { var _local6 = (((_root["hero" + _local4].X - 1) >= 0) && (_global.field[_root["hero" + _local4].X - 1][_root["hero" + _local4].Y].empty)) || (((_root["hero" + _local4].X - 1) == X) && (_root["hero" + _local4].Y == Y)); var _local7 = (((_root["hero" + _local4].X + 1) < _global.F_WIDTH) && (_global.field[_root["hero" + _local4].X + 1][_root["hero" + _local4].Y].empty)) || (((_root["hero" + _local4].X + 1) == X) && (_root["hero" + _local4].Y == Y)); if (((_root["hero" + _local4].HP > 0) && (_root["hero" + _local4].team != team)) && (_local6 || (_local7))) { var _local5 = dist(_root["hero" + _local4]); if (_local5 < _local8) { _local9 = _root["hero" + _local4]; _local8 = _local5; } } _local4++; } attacking = _local9; } function canHitRanged(man) { var _local8 = dist(man); if (_local8 == 1) { switchWeapons(); return(true); } if (Math.abs((X - man.X) / (Y - man.Y)) >= _global.S_ANGLE) { if (_local8 <= wpn.rng) { var _local5 = _root.znak(man.X - X); var _local7 = (X - man.X) / (Y - man.Y); var _local4 = X + _local5; while (_local4 != man.X) { if (!_global.field[_local4][Y + Math.round(((_local4 - X) + _local5) / _local7)].free) { return(false); } _local4 = _local4 + _local5; } return(true); } } return(false); } function canHitMelee(man) { if ((man.Y == Y) && (Math.abs(X - man.X) == 1)) { body._xscale = (X - man.X) * 100; return(true); } if ((man.nextY == Y) && (Math.abs(X - man.nextX) == 1)) { body._xscale = (X - man.X) * 100; return(true); } var _local5 = _global.field[X - _root.znak(body._xscale)][Y].who; if (((_local5 != null) && (_local5.HP > 0)) && (_local5.team != team)) { attacking = _local5; return(true); } if (preferRanged && (dist(attacking) > 1)) { switchWeapons(); return(true); } return(false); } function comeCloserRanged() { var _local5 = Math.abs((X - attacking.X) / (Y - attacking.Y)) >= _global.S_ANGLE; var _local4 = dist(attacking) <= wpn.rng; if (_local5 && (_local4)) { if (Math.abs(attacking.X - X) >= 1) { moveX = _root.znak(attacking.X - X); } if ((attacking.Y - Y) != 0) { moveY = _root.znak(attacking.Y - Y); } } else { if (!_local5) { moveY = _root.znak(attacking.Y - Y); } if (!_local4) { if (Math.abs(attacking.X - X) >= 1) { moveX = _root.znak(attacking.X - X); } } } } function comeCloserMelee() { if (Math.abs(attacking.X - X) >= 1) { moveX = _root.znak(attacking.X - X); } if ((attacking.Y - Y) != 0) { moveY = _root.znak(attacking.Y - Y); } } function attackEnemy() { body._xscale = _root.znak(X - attacking.X) * 100; if (!_global.RAGE[team]) { t_bef = wpn.t_bef; } else { t_bef = 1; } } function moveOnDestination() { if ((gox != null) && (goy != null)) { if (gox != X) { moveX = _root.znak(gox - X); } if (goy != Y) { moveY = _root.znak(goy - Y); } if ((gox == X) && (goy == Y)) { gox = null; goy = null; } } else if ((attacking != null) && (attacking.HP > 0)) { if (this["canHit" + wpn.TYPE](attacking)) { moveX = 0; moveY = 0; } else if (!holdPosition) { this["comeCloser" + wpn.TYPE](); } else { moveX = 0; moveY = 0; } } else { moveX = 0; moveY = 0; } } function moveOn() { moveOnX(); moveOnY(); moveNewStep(); if (moveComplete()) { if ((((gox != null) && (goy != null)) && (!_global.field[gox][goy].empty)) && (dist({X:gox, Y:goy}) == 1)) { stopMove(); return(undefined); } moveX = 0; moveY = 0; moveOnDestination(); if ((moveX != 0) || (moveY != 0)) { if (!continueMove()) { findMove(); continueMove(); } } else { stopMove(); } } } function findMove() { var _local6 = 6; var _local5 = 0; var _local8; var _local7; var _local4 = -1; while (_local4 <= 1) { var _local3 = -1; while (_local3 <= 1) { if (_global.field[X + _local4][Y + _local3].empty && (_global.field[X + _local4][Y + _local3].free)) { _local5 = Math.abs(_local4 - moveX) + Math.abs(_local3 - moveY); if (_local5 < _local6) { _local6 = _local5; _local8 = _local4; _local7 = _local3; } } _local3++; } _local4++; } moveX = _local8; moveY = _local7; } function waitForFire() { if (t_aft > 0) { t_aft--; } else { if (t_bef == 1) { if (!_global.RAGE[team]) { t_aft = wpn.t_aft; } else { t_aft = _global.MIN_ATTACK_TIME[atkAnim]; } body.play(); } t_bef--; } } function directHit(useSecondWeapon) { if (useSecondWeapon == undefined) { useSecondWeapon = false; } strike(attacking, useSecondWeapon); } function AI() { if (readyForAction()) { if (mustMoveOut) { mustMoveOut = false; moveOnDestination(); if (!startMove()) { findMove(); startMove(); } return(undefined); } if (mustSwapGuns) { mustSwapGuns = false; switchWeapons(); return(undefined); } if (attacking != null) { if (attacking.HP <= 0) { attacking = null; return(undefined); } if (this["canHit" + wpn.TYPE](attacking)) { attackEnemy(); } else if (!holdPosition) { this["comeCloser" + wpn.TYPE](); if (!startMove()) { findMove(); startMove(); } } } else { this["chooseEnemy" + wpn.TYPE](); } } else if (!isBusy) { if ((moveX == 0) && (moveY == 0)) { waitForFire(); } else { moveOn(); } } } function onEnterFrame() { if (HP > 0) { AI(); } } }
Symbol 2061 MovieClip [__Packages.Player] Frame 0
class Player extends Creature { var team, Creature, moveX, moveY, startMove, nextX, X, canGo, nextY, Y, _y, _x, moveOnX, moveOnY, moveNewStep, moveComplete, continueMove, stopMove, isBusy, t_bef, atkAnim, wpn, t_aft, body, secAtkAnim, switchWeapons, strike, HP; function Player () { super(); team = 0; Creature(); } function moveOnDestination() { if (Key.isDown(_global.CO_LEFT_1) || (Key.isDown(_global.CO_LEFT_2))) { moveX = -1; } if (Key.isDown(_global.CO_RIGHT_1) || (Key.isDown(_global.CO_RIGHT_2))) { moveX = 1; } if (Key.isDown(_global.CO_UP_1) || (Key.isDown(_global.CO_UP_2))) { moveY = -1; } if (Key.isDown(_global.CO_DOWN_1) || (Key.isDown(_global.CO_DOWN_2))) { moveY = 1; } } function moveOn() { if ((moveX == 0) && (moveY == 0)) { moveOnDestination(); if ((moveX != 0) || (moveY != 0)) { startMove(); } } else { if (((moveX != 0) && (moveY == 0)) && (X != nextX)) { if ((Key.isDown(_global.CO_UP_1) || (Key.isDown(_global.CO_UP_2))) && (canGo(nextX, nextY - 1))) { moveY = -1; _global.field[nextX][nextY].empty = true; nextY = Y + moveY; _global.field[nextX][nextY].empty = false; _y = _y - (Math.abs(_root.stgX(X) - _x) / (_global.CAGE_W / _global.CAGE_H)); } if ((Key.isDown(_global.CO_DOWN_1) || (Key.isDown(_global.CO_DOWN_2))) && (canGo(nextX, nextY + 1))) { moveY = 1; _global.field[nextX][nextY].empty = true; nextY = Y + moveY; _global.field[nextX][nextY].empty = false; _y = _y + (Math.abs(_root.stgX(X) - _x) / (_global.CAGE_W / _global.CAGE_H)); } } if (((moveY != 0) && (moveX == 0)) && (Y != nextY)) { if ((Key.isDown(_global.CO_LEFT_1) || (Key.isDown(_global.CO_LEFT_2))) && (canGo(nextX - 1, nextY))) { moveX = -1; _global.field[nextX][nextY].empty = true; nextX = X + moveX; _global.field[nextX][nextY].empty = false; _x = _x - (Math.abs(_root.stgY(Y) - _y) / (_global.CAGE_H / _global.CAGE_W)); } if ((Key.isDown(_global.CO_RIGHT_1) || (Key.isDown(_global.CO_RIGHT_2))) && (canGo(nextX + 1, nextY))) { moveX = 1; _global.field[nextX][nextY].empty = true; nextX = X + moveX; _global.field[nextX][nextY].empty = false; _x = _x + (Math.abs(_root.stgY(Y) - _y) / (_global.CAGE_H / _global.CAGE_W)); } } moveOnX(); moveOnY(); moveNewStep(); if (moveComplete()) { _global.field[X - moveX][Y - moveY].empty = true; moveX = 0; moveY = 0; moveOnDestination(); if ((moveX != 0) || (moveY != 0)) { if (!continueMove()) { stopMove(); } } else { stopMove(); } } } } function readyToGo() { return(((!isBusy) && (t_bef == 0)) && (t_aft <= (wpn.t_aft - _global.MIN_ATTACK_TIME[atkAnim]))); } function readyForAction() { return(((((!isBusy) && (t_bef == 0)) && (t_aft == 0)) && (moveX == 0)) && (moveY == 0)); } function noEnemy(i, j) { return((_global.field[i][j].empty || (_global.field[i][j].who.team == 0)) || (_global.field[i][j].who.HP <= 0)); } function attack() { if (Key.isDown(_global.CO_ATTACK_1) || (Key.isDown(_global.CO_ATTACK_2))) { var _local4 = -_root.znak(body._xscale); if ((((noEnemy(X + _local4, Y) && (noEnemy(X + _local4, Y - 1))) && (noEnemy(X + _local4, Y + 1))) && (noEnemy(X + (_local4 * 2), Y))) && (!(((noEnemy(X - _local4, Y) && (noEnemy(X - _local4, Y - 1))) && (noEnemy(X - _local4, Y + 1))) && (noEnemy(X - (_local4 * 2), Y))))) { body._xscale = body._xscale * -1; } t_aft = wpn.t_aft; body.play(); } else if (Key.isDown(_global.CO_SWITCH) && (secAtkAnim != "No")) { switchWeapons(); } } function directHit(useSecondWeapon) { if (useSecondWeapon == undefined) { useSecondWeapon = false; } this["hit" + wpn.TYPE](useSecondWeapon); } function hitMelee(useSecondWeapon) { if (_global.field[X - (body._xscale / 100)][Y].who != null) { strike(_global.field[X - (body._xscale / 100)][Y].who, useSecondWeapon); } else if (_global.field[X - (body._xscale / 100)][Y - 1].who != null) { strike(_global.field[X - (body._xscale / 100)][Y - 1].who, useSecondWeapon); } else if (_global.field[X - (body._xscale / 100)][Y + 1].who != null) { strike(_global.field[X - (body._xscale / 100)][Y + 1].who, useSecondWeapon); } else if (_global.field[X - (body._xscale / 50)][Y].who != null) { strike(_global.field[X - (body._xscale / 50)][Y].who, useSecondWeapon); } } function hitRanged(mod, useSecondWeapon) { var _local3 = ((body._xscale > 0) ? -1 : 1); var _local2 = (useSecondWeapon ? (body.weapR._currentframe) : (body.weapL._currentframe)); var _local4 = (((_local2 == 134) || (_local2 == 135)) ? 6 : 12); strike({X:X + (_local4 * _local3), Y:Y}, useSecondWeapon); } function onEnterFrame() { if (HP > 0) { if (t_aft > 0) { t_aft--; } if (readyForAction()) { attack(); } if (readyToGo()) { moveOn(); } } } }
Symbol 2062 MovieClip [__Packages.SelectBorder] Frame 0
class SelectBorder extends MovieClip { var XX, YY, _width, _height, _x, _y, hitTest, play; function SelectBorder () { super(); XX = _root._xmouse; YY = _root._ymouse; _width = 0; _height = 0; } function onMouseMove() { var _local3 = _root._xmouse - XX; var _local4 = _root._ymouse - YY; if (_local3 >= 0) { _x = XX; _width = _local3; } else { _x = _root._xmouse; _width = -_local3; } if (_local4 >= 0) { _y = YY; _height = _local4; } else { _y = _root._ymouse; _height = -_local4; } } function onMouseUp() { if ((_width > 10) || (_height > 10)) { _root.deselectUnits(); var _local4 = 1; while (_local4 < _global.HERO) { if (((_root["hero" + _local4].team == 0) && (_root["hero" + _local4].HP > 0)) && (hitTest(_root["hero" + _local4]._x, _root["hero" + _local4]._y, false))) { _global.SELECTED.push(_root["hero" + _local4]); _root["hero" + _local4].borders._visible = true; } _local4++; } _root.scr.reloadPortrait(_global.SELECTED.length > 0); } play(); } }
Symbol 2063 MovieClip [__Packages.Projectile] Frame 0
class Projectile extends MovieClip { var _xscale, _yscale, moving, dstX, dstY, X, Y, plusX, speed, plusY, _x, _y, removeMovieClip, swapDepths; function Projectile () { super(); _xscale = 50; _yscale = 50; moving = true; if ((dstX == undefined) || (dstY == undefined)) { dstX = X; dstY = Y; } } function init() { var _local2 = Math.atan2(dstY - Y, dstX - X); plusX = speed * Math.cos(_local2); plusY = speed * Math.sin(_local2); } function endMove() { } function moveOn() { _x = _x + plusX; _y = _y + (plusY / 1.6); var _local5 = _root.getX(_x); var _local4 = _root.getY(_y); if ((_local5 != X) || (_local4 != Y)) { if ((((_local5 < 0) || (_local5 >= _global.F_WIDTH)) || (_local4 < 0)) || (_local4 >= _global.F_HEIGHT)) { removeMovieClip(); return(undefined); } X = _local5; Y = _local4; swapDepths(_root.getDepthMan(_local5, _local4) + 2); if ((_local5 == dstX) && (_local4 == dstY)) { endMove(); } } } }
Symbol 2064 MovieClip [__Packages.Grenade] Frame 0
class Grenade extends Projectile { var speed, init, dst_x, dstX, dst_y, dstY, len, _y, _x, moving, gotoAndPlay, X, Y, rnd, dmg, crit, gren, moveOn; function Grenade () { super(); speed = 10; init(); dst_x = _root.stgX(dstX); dst_y = _root.stgY(dstY); len = Math.sqrt(((_x - dst_x) * (_x - dst_x)) + ((_y - dst_y) * (_y - dst_y))); } function endMove() { moving = false; gotoAndPlay(2); } function explode() { var _local5 = X - 2; while (_local5 <= (X + 2)) { var _local4 = Y - 2; while (_local4 <= (Y + 2)) { if (_global.field[_local5][_local4].who != null) { _global.field[_local5][_local4].who.takeDamage(dmg + _root.d(rnd), null, crit); } _local4++; } _local5++; } } function onEnterFrame() { if (moving) { gren._rotation = gren._rotation + 2; var _local2 = (Math.sqrt(((_x - dst_x) * (_x - dst_x)) + ((_y - dst_y) * (_y - dst_y))) / len) * 100; _local2 = _local2 - 50; gren._y = (Math.abs(_local2) * 3) - 230; moveOn(); } } }
Symbol 2065 MovieClip [__Packages.ArrowStorm] Frame 0
class ArrowStorm extends MovieClip { var play_count, dmg, crit; function ArrowStorm () { super(); play_count = 0; dmg = new Array(); crit = new Array(); } function addDamage(dm, cr) { dmg.push(dm); crit.push(cr); } }
Symbol 2066 MovieClip [__Packages.Tree] Frame 0
class Tree extends MovieClip { var _x, _y, swapDepths; function Tree () { super(); init(); } function init() { var _local5 = _root.getX(_x); var _local4 = _root.getY(_y); swapDepths(_root.getDepthMan(_local5, _local4)); _x = _root.stgX(_local5); _y = _root.stgY(_local4); _global.field[_local5][_local4].free = false; _global.field[_local5][_local4].who = this; } }
Symbol 2067 MovieClip [__Packages.Arrow] Frame 0
class Arrow extends Projectile { var speed, init, moving, removeMovieClip, Y, X, team, _xscale, rnd, dmg, crit, moveOn; function Arrow () { super(); speed = 20; init(); } function endMove() { moving = false; checkHit(); removeMovieClip(); } function checkHit() { var _local4 = _global.field[X][Y].who; if (((_local4 != null) && (_local4.HP > 0)) && (_local4.team != team)) { var _local6 = (((_xscale > 0) != (_local4.body._xscale > 0)) ? (_local4.SHIELD_FLEE) : 0); var _local5 = 100 - ((_local4.FLEE + _local6) * 0.8); if (_root.percent(_local5)) { _local4.takeDamage(dmg + _root.d(rnd), null, crit); moving = false; removeMovieClip(); } } } function onEnterFrame() { if (moving) { checkHit(); moveOn(); if (!_global.field[X][Y].free) { removeMovieClip(); } } } }
Symbol 2068 MovieClip [__Packages.Screen] Frame 0
class Screen extends MovieClip { var rage_timer, rage_anim, portrait, hint, potion_1_txt, potion_2_txt, potion_3_txt, scroll_1_txt, scroll_2_txt, scroll_3_txt, control_shower, control_wall, unit_hp_txt, hp_txt, hp_bottle; function Screen () { super(); rage_timer = 0; rage_anim._visible = false; portrait._visible = false; hint._xscale = 130; hint._yscale = 130; potion_1_txt.text = _global.POTION_HealSmall; potion_2_txt.text = _global.POTION_HealMedium; potion_3_txt.text = _global.POTION_HealBig; scroll_1_txt.text = _global.SCROLL_AllHealSmall; scroll_2_txt.text = _global.SCROLL_AllHealBig; scroll_3_txt.text = _global.SCROLL_Rage; reinitArrowStorm(); } function makeThemGo(xx, yy) { var _local2 = 0; while (_local2 < _global.SELECTED.length) { _global.SELECTED[_local2].mustMoveOut = true; _global.SELECTED[_local2].gox = xx; _global.SELECTED[_local2].goy = yy; _local2++; } } function makeThemAttack(xx, yy) { var _local3 = _global.field[xx][yy].who; var _local2 = 0; while (_local2 < _global.SELECTED.length) { _global.SELECTED[_local2].attacking = _local3; _global.SELECTED[_local2].gox = null; _global.SELECTED[_local2].goy = null; _local2++; } } function screenOnPress() { switch (_root.cursor._currentframe) { case 1 : _root.attachMovie("SelectBorder", "select_border", 6001, {_x:_root._xmouse, _y:_root._ymouse}); return(undefined); case 2 : makeArrowShower(_root.getX(_root._xmouse), _root.getY(_root._ymouse)); _root.cursor.gotoAndStop(1); control_shower.gotoAndPlay(1); return(undefined); case 3 : makeArrowWall(_root.getX(_root._xmouse), _root.getY(_root._ymouse)); _root.cursor.gotoAndStop(1); control_wall.gotoAndPlay(1); return(undefined); } } function screenOnRelease() { if ((_root.select_border == undefined) | ((_root.select_border._width <= 10) && (_root.select_border._height <= 10))) { var _local5 = _root.getX(_root._xmouse); var _local4 = _root.getY(_root._ymouse); if (_global.field[_local5][_local4].free) { if (_global.field[_local5][_local4].empty) { makeThemGo(_local5, _local4); } else if ((_global.field[_local5][_local4].who.HP > 0) && (_global.field[_local5][_local4].who._name != "hero0")) { if (_global.field[_local5][_local4].who.team == 0) { _root.deselectUnits(); _global.SELECTED[0] = _global.field[_local5][_local4].who; _global.field[_local5][_local4].who.borders._visible = true; reloadPortrait(true); } else { makeThemAttack(_local5, _local4); } } } } } function reloadPortrait(option) { if (option) { portrait.head.gotoAndStop(_global.SELECTED[0].body.head._currentframe); portrait.head.armor._visible = _global.SELECTED[0].body.head.armor._visible; portrait.head.armor.gotoAndStop(_global.SELECTED[0].body.head.armor._currentframe); portrait._visible = true; } else { portrait._visible = false; } } function onEnterFrame() { if ((_global.SELECTED.length > 0) && (_global.SELECTED[0].HP > 0)) { unit_hp_txt.text = (_global.SELECTED[0].HP + "/") + _global.SELECTED[0].MAX_HP; } else { unit_hp_txt.text = ""; } hp_txt.text = (_root.hero0.HP + "/") + _root.hero0.MAX_HP; hp_bottle.hp_bar._yscale = (_root.hero0.HP / _root.hero0.MAX_HP) * 100; if (_global.times == 0) { if (rage_timer > 0) { rage_timer--; if (rage_timer == 0) { rage_anim._visible = false; _global.RAGE[0] = false; } } } } function makeThemHoldPosition() { var _local3 = !_global.SELECTED[0].holdPosition; var _local2 = 0; while (_local2 < _global.SELECTED.length) { _global.SELECTED[_local2].holdPosition = _local3; _local2++; } } function makeThemSwapWeapons() { var _local2 = 0; while (_local2 < _global.SELECTED.length) { if (_global.SELECTED[_local2].secAtkAnim != "No") { _global.SELECTED[_local2].mustMoveOut = false; _global.SELECTED[_local2].gox = null; _global.SELECTED[_local2].goy = null; _global.SELECTED[_local2].attacking = null; _global.SELECTED[_local2].mustSwapGuns = true; _global.SELECTED[_local2].preferRanged = !_global.SELECTED[_local2].preferRanged; } _local2++; } } function makeThemStop() { var _local2 = 0; while (_local2 < _global.SELECTED.length) { _global.SELECTED[_local2].mustMoveOut = false; _global.SELECTED[_local2].gox = null; _global.SELECTED[_local2].goy = null; _global.SELECTED[_local2].attacking = null; _local2++; } } function makeThemHealHero(heal_amount) { if ((_global.mana[0] >= _global.PRICES.SPELL_HealHero) && (_root.hero0.HP < _root.hero0.MAX_HP)) { _global.mana[0] = _global.mana[0] - _global.PRICES.SPELL_HealHero; _root.hero0.HP = _root.hero0.HP + heal_amount; if (_root.hero0.HP > _root.hero0.MAX_HP) { _root.hero0.HP = _root.hero0.MAX_HP; } _root.hero0.redrawHealthBar(); _root.hero0.attachMovie("HealAnim", "anim", 1); } } function makeThemHealUnits(amount) { var _local3 = 0; while (_local3 < _global.HERO) { if ((_root["hero" + _local3].HP > 0) && (_root["hero" + _local3].team == 0)) { _root["hero" + _local3].HP = _root["hero" + _local3].HP + Math.round(_root["hero" + _local3].MAX_HP * amount); if (_root["hero" + _local3].HP > _root["hero" + _local3].MAX_HP) { _root["hero" + _local3].HP = _root["hero" + _local3].MAX_HP; } _root["hero" + _local3].attachMovie("HealAnim", "anim", 1); } _local3++; } } function makeThemRage() { rage_anim._visible = true; _global.RAGE[0] = true; rage_timer = 60; } function makeArrowShower(xx, yy) { var _local8 = 0; var _local3 = 0; while (_local3 < _global.FRIENDS.length) { if (_global.FRIENDS[_local3].WEAPON_PRI.TYPE == "Bow") { var _local4 = _global.FRIENDS[_local3].WEAPON_PRI.dmg + _root.dice(_global.FRIENDS[_local3].WEAPON_PRI.rnd); var _local5 = _root.percent(_global.FRIENDS[_local3].WEAPON_PRI.crit); _root.addArrowShower(xx + _root.dd(2), yy + _root.dd(2), _local4, _local5); _root.addArrowShower(xx + _root.dd(2), yy + _root.dd(2), _local4, _local5); if (_local8 >= 8) { break; } } _local3++; } } function makeArrowWall(xx, yy) { var _local6 = 0; var _local3 = 0; while (_local3 < _global.FRIENDS.length) { if (_global.FRIENDS[_local3].WEAPON_PRI.TYPE == "Crossbow") { _local6++; var _local4 = _global.FRIENDS[_local3].WEAPON_PRI.dmg + _root.dice(_global.FRIENDS[_local3].WEAPON_PRI.rnd); var _local5 = _root.percent(_global.FRIENDS[_local3].WEAPON_PRI.crit); _root.addArrowWall(xx, yy + _root.dd(2), _local4, _local5); if (_local6 >= 5) { break; } } _local3++; } } function reinitArrowStorm() { var _local5 = 0; var _local6 = 0; var _local4 = _global.MAX_UNIT_AMOUNT - _root.getTeamCount(0); while (_local4 < _global.FRIENDS.length) { if (_global.FRIENDS[_local4].WEAPON_PRI.TYPE == "Bow") { _local5++; } if (_global.FRIENDS[_local4].WEAPON_PRI.TYPE == "Crossbow") { _local6++; } _local4++; } if (_local5 == 0) { control_shower.gotoAndStop(46); } if (_local6 == 0) { control_wall.gotoAndStop(66); } } }
Symbol 2069 MovieClip [__Packages.Quest] Frame 0
class Quest extends Object { var cities, rewards, deliver_to, curr_city, enemies_amount, curr_gold; function Quest () { super(); cities = new Array(); rewards = new Array(); } function initQuestBattle(city_id) { removeDeliverNote(); deliver_to = ""; avatar_id = getQuestAvatarID(city_id); curr_city = city_id; enemies_amount = _root.d(_global.MAIN_HERO.LEVEL + 5); curr_gold = (_root.d(enemies_amount) * 100) * Math.ceil(_global.MAIN_HERO.LEVEL / 10); if (enemies_amount > 20) { enemies_amount = 20; } } function initQuestFedEx(city_id, nation_id) { removeDeliverNote(); while (((deliver_to = getCityID(nation_id))) == city_id) { } avatar_id = -1; curr_city = city_id; enemies_amount = 0; curr_gold = 200 + (50 * _root.d(10)); } function anyOf(arr) { return(arr[_root.dice(arr.length)]); } function aproveDeliver() { cities.push(deliver_to); rewards.push(curr_gold); } function removeDeliverNote() { var _local2 = 0; while (_local2 < cities.length) { if (cities[_local2] == deliver_to) { rewards.splice(_local2, 1); cities.splice(_local2, 1); break; } _local2++; } } function getCityID(nation_id) { switch (nation_id) { case "Viz" : return(anyOf(["Trapezus", "Lutetia", "Arretium", "Ravenna", "Lacrimosa", "Caesaria", "Carthage", "Alexandria"])); case "Ger" : return(anyOf(["Jana", "Konstanz", "Gerlitz", "Sturmburg", "Hoffen", "Endem", "Braunburg", "Wanderburg"])); case "Rus" : return(anyOf(["Dubkee", "Dalnevodye", "Losevo", "Dobrov", "Zlatograd", "Medvedevo", "Grouzeno", "RaGorod"])); case "Jap" : return(anyOf(["Omi", "Kozuke", "Matsuyama", "Fukushima", "Izumo", "Suo", "Nagoya", "Echigo"])); } } function getQuestAvatarID(city_id) { switch (city_id) { case "Trapezus" : case "Lutetia" : case "Arretium" : case "Ravenna" : return(anyOf([8, 9, 10])); case "Lacrimosa" : case "Caesaria" : return(11); case "Carthage" : case "Alexandria" : return(anyOf([8, 9, 10])); case "Jana" : case "Konstanz" : return(anyOf([1, 7, 8])); case "Gerlitz" : case "Sturmburg" : return(anyOf([1, 2, 3, 5])); case "Hoffen" : case "Endem" : return(0); case "Braunburg" : return(anyOf([1, 2, 3, 5])); case "Wanderburg" : return(0); case "Dubkee" : case "Dalnevodye" : case "Losevo" : case "Dobrov" : case "Zlatograd" : return(anyOf([2, 5, 6, 7])); case "Medvedevo" : case "Grouzeno" : return(4); case "RaGorod" : return(anyOf([2, 3, 5, 6, 7])); case "Omi" : case "Kozuke" : case "Matsuyama" : return(anyOf([12, 13])); case "Fukushima" : return(anyOf([5, 6])); case "Izumo" : return(anyOf([12, 13])); case "Suo" : return(11); case "Nagoya" : case "Echigo" : return(14); } } function prepareBattle() { delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local3 = 0; while (_local3 < enemies_amount) { _global.ENEMIES.push(this[("get" + (((Math.floor(_local3 / 5) % 2) == 0) ? "Melee" : "Ranged")) + "Unit"]()); _local3++; } cities.push(curr_city); rewards.push(curr_gold); avatar_id = -1; } function getMeleeUnit() { var _local3 = new Unit("Melee", "Rog", 0); _local3.NAME = "Quest Melee Rogue"; var _local4 = Math.max(Math.max(_global.MAIN_HERO.STR, _global.MAIN_HERO.DEX), Math.max(_global.MAIN_HERO.CON, _global.MAIN_HERO.INT)); switch (_local3.NATION) { case "Viz" : _local3.STR = _root.d(_local4); _local3.DEX = _root.d(_local4 / 3); _local3.CON = _root.d(_local4 / 2); _local3.WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", Math.ceil(_global.MAIN_HERO.LEVEL / 10)); _local3.WEAPON_SEC = null; break; case "Ger" : _local3.STR = _root.d(_local4 / 1.5); _local3.DEX = _root.d(_local4 / 6); _local3.CON = _root.d(_local4); _local3.WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.WEAPON_SEC = new WeaponClass("Shield", "Ger", Math.ceil(_global.MAIN_HERO.LEVEL / 25)); break; case "Rus" : _local3.STR = _root.d(_local4); _local3.DEX = _root.d(_local4 / 2); _local3.CON = _root.d(_local4 / 4); _local3.WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.SKILL.Dual = 75 + Math.round(_global.MAIN_HERO.LEVEL / 2); break; case "Jap" : _local3.STR = _root.d(_local4); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 6); _local3.WEAPON_PRI = new WeaponClass(((_root.d(2) == 1) ? "Katana" : "Staff"), "Jap", Math.ceil(_global.MAIN_HERO.LEVEL / 10)); _local3.WEAPON_SEC = null; } if ((_global.MAIN_HERO.ARMOR == null) || (_global.MAIN_HERO.ARMOR.LEVEL == 1)) { _local3.ARMOR = null; } else { _local3.ARMOR = new Armor("Clothes", _local3.NATION, _global.MAIN_HERO.ARMOR.LEVEL - 1); } if ((_global.MAIN_HERO.HELMET == null) || (_global.MAIN_HERO.HELMET.LEVEL == 1)) { _local3.HELMET = null; } else { _local3.HELMET = new Armor("Helmet", _local3.NATION, _global.MAIN_HERO.HELMET.LEVEL - 1); } if (_local3.DEX > 100) { _local3.DEX = 100; } _local3.HORSE = null; _local3.primary_skill = _local3.WEAPON_PRI.skill; _local3.secondary_skill = _local3.WEAPON_SEC.skill; _local3.SKILL[_local3.primary_skill] = 50 + _global.MAIN_HERO.LEVEL; _local3.SKILL[_local3.secondary_skill] = 50 + _global.MAIN_HERO.LEVEL; _local3.price = _global.MAIN_HERO.LEVEL * 20; return(_local3); } function getRangedUnit() { var _local3 = new Unit("Ranged", "Rog", 0); _local3.NAME = "Quest Ranged Rogue"; var _local4 = Math.max(Math.max(_global.MAIN_HERO.STR, _global.MAIN_HERO.DEX), Math.max(_global.MAIN_HERO.CON, _global.MAIN_HERO.INT)); switch (_local3.NATION) { case "Viz" : _local3.STR = _root.d(_local4 / 3); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 4); _local3.WEAPON_PRI = new WeaponClass("Crossbow", "Viz", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); _local3.WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); break; case "Ger" : _local3.STR = _root.d(_local4 / 5); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 2); _local3.WEAPON_PRI = new WeaponClass("Crossbow", "Ger", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); _local3.WEAPON_SEC = new WeaponClass("TwohandedMace", "Ger", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); break; case "Rus" : _local3.STR = _root.d(_local4 / 2); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 5); _local3.WEAPON_PRI = new WeaponClass("Bow", "Rus", Math.ceil(_global.MAIN_HERO.LEVEL / 25)); _local3.WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); case "Jap" : _local3.STR = _root.d(_local4); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 6); _local3.WEAPON_PRI = new WeaponClass("Throwing", "Jap", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.WEAPON_SEC = new WeaponClass(((_root.d(2) == 1) ? "Katana" : "Staff"), "Jap", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); } if ((_global.MAIN_HERO.ARMOR == null) || (_global.MAIN_HERO.ARMOR.LEVEL <= 2)) { _local3.ARMOR = null; } else { _local3.ARMOR = new Armor("Clothes", _local3.NATION, _global.MAIN_HERO.ARMOR.LEVEL - 2); } if ((_global.MAIN_HERO.HELMET == null) || (_global.MAIN_HERO.HELMET.LEVEL <= 2)) { _local3.HELMET = null; } else { _local3.HELMET = new Armor("Helmet", _local3.NATION, _global.MAIN_HERO.HELMET.LEVEL - 2); } if (_local3.DEX > 100) { _local3.DEX = 100; } _local3.HORSE = null; _local3.primary_skill = _local3.WEAPON_PRI.skill; _local3.secondary_skill = _local3.WEAPON_SEC.skill; _local3.SKILL[_local3.primary_skill] = 75 + Math.round(_global.MAIN_HERO.LEVEL / 2); _local3.SKILL[_local3.secondary_skill] = 25 + _global.MAIN_HERO.LEVEL; _local3.price = _global.MAIN_HERO.LEVEL * 15; return(_local3); } var avatar_id = -1; }
Symbol 2070 MovieClip [__Packages.BarracksIcon] Frame 0
class BarracksIcon extends MovieClip { var is_user, _name, stop, anim, enabled, attachMovie, _parent, pos; function BarracksIcon () { super(); is_user = _name.substr(0, 4) != "unit"; (stop());// not popped } function setUnit(unit_ref) { anim.removeMovieClip(); if ((unit_ref == undefined) && (unit_ref == null)) { enabled = false; return(undefined); } enabled = true; unit = unit_ref; var _local2 = unit.getUnit(); attachMovie(((_local2.HORSE == null) ? "Human" : "Horseman"), "anim", 1, {_x:0, _y:0}); anim._xscale = 45; anim._yscale = 45; anim.light_circle._visible = false; anim._x = 0; anim._y = 0; anim.onEnterFrame = null; anim.initUnit(_local2); } function setUnitClass(unit_ref) { anim.removeMovieClip(); if ((unit_ref == undefined) && (unit_ref == null)) { enabled = false; return(undefined); } enabled = true; unit = unit_ref.getUnitInfo(); attachMovie(((unit_ref.HORSE == null) ? "Human" : "Horseman"), "anim", 1, {_x:0, _y:0}); anim._xscale = 45; anim._yscale = 45; anim.light_circle._visible = false; anim._x = 0; anim._y = 0; anim.onEnterFrame = null; anim.initUnit(unit_ref); } function setHero(hero_ref) { anim.removeMovieClip(); enabled = false; if ((hero_ref == undefined) && (hero_ref == null)) { return(undefined); } unit = null; attachMovie(((hero_ref.HORSE == null) ? "Human" : "Horseman"), "anim", 1, {_x:0, _y:0}); anim._xscale = 45; anim._yscale = 45; anim.light_circle._visible = false; anim._x = 0; anim._y = 0; anim.onEnterFrame = null; anim.initUnit(hero_ref); } function onRollOver() { _parent.unit_name_txt.text = anim.unit_ref.NAME; _parent.unit_stats_txt.text = ("Hit Pionts: " + anim.MAX_HP) + newline; _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Defence: " + anim.DEF) + newline); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (((("Dodge: " + anim.FLEE) + "%") + ((anim.SHIELD_FLEE > 0) ? (("+" + anim.SHIELD_FLEE) + "% (Shield)") : "")) + newline); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (((("Damage: " + anim.wpn.dmg) + "-") + (anim.wpn.dmg + anim.wpn.rnd)) + newline); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Attack Speed: " + (Math.round((100 / (anim.wpn.t_bef + anim.wpn.t_aft)) * 100) / 100)) + newline); if (anim.wpn.rng > 0) { _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Range: " + anim.wpn.rng) + newline); } _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Hit rate: " + anim.wpn.HIT) + "%\n"); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Crit Rate: " + anim.wpn.CRIT) + "%\n\n"); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Cost " + anim.unit_ref.price) + " gp."); } function onPress() { if (unit == null) { return(undefined); } if ((!is_user) && (anim.unit_ref.price > _global.GOLD)) { _parent.unit_name_txt.text = "Not enough gold!"; _parent.unit_stats_txt.text = ""; } else { _parent._parent.dragUnitOn(this); } } function onRelease() { _parent._parent.dragUnitOff(); } function onReleaseOutside() { var _local4 = "NONE"; var _local3 = 0; while (_local3 < 8) { if (_parent["unit_" + _local3].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local4 = "unit_" + _local3; break; } _local3++; } if (_local4 == "NONE") { _local3 = 0; while (_local3 < 10) { if (_parent["army_" + _local3].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local4 = "army_" + _local3; break; } _local3++; } if (_local4 == "NONE") { _local3 = 0; while (_local3 < 8) { if (_parent["reserve_" + _local3].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local4 = "reserve_" + _local3; break; } _local3++; } } } if (_local4 != "NONE") { if (is_user) { if (!_parent[_local4].is_user) { _global.GOLD = _global.GOLD + Math.floor(anim.unit_ref.price / 4); _global.FRIENDS.splice(pos, 1); } else { var _local5 = _global.FRIENDS[pos]; _global.FRIENDS[pos] = _global.FRIENDS[_parent[_local4].pos]; _global.FRIENDS[_parent[_local4].pos] = _local5; } } else if (_parent[_local4].is_user && (anim.unit_ref.price <= _global.GOLD)) { _global.GOLD = _global.GOLD - anim.unit_ref.price; _global.FRIENDS.splice(_parent[_local4].pos, 0, unit.getUnit()); } } _parent.money_txt.text = _global.GOLD + " gold"; _parent._parent.barracksShowUser(); _parent._parent.dragUnitOff(); } function onRollOut() { _parent.unit_name_txt.text = ""; _parent.unit_stats_txt.text = ""; } var unit = null; }
Symbol 2071 MovieClip [__Packages.StoreIcon] Frame 0
class StoreIcon extends MovieClip { var is_user, _name, stop, item, amount_txt, ench_back, gotoAndStop, _parent, pos; function StoreIcon () { super(); is_user = _name.substr(0, 4) == "user"; (stop());// not popped } function setItem(item_ref) { item = item_ref; var _local2 = item.getItem(); amount_txt.text = (is_user ? (String(item.COUNT)) : ""); ench_back._visible = item.ENCH_ID != 0; gotoAndStop(_local2.getIconFrame()); } function onRollOver() { var _local2 = item.getItem(); _parent.item_name_txt.text = _local2.NAME; switch (item.CATEGORY) { case "WeaponClass" : if (_local2.TYPE != "Shield") { _parent.item_stats_txt.text = ((("Damage: " + _local2.dmg) + "-") + (_local2.dmg + _local2.rnd)) + newline; _parent.item_stats_txt.text = _parent.item_stats_txt.text + (("Attack Speed: " + (Math.round((100 / (_local2.t_bef + _local2.t_aft)) * 100) / 100)) + newline); if (_local2.rng > 0) { _parent.item_stats_txt.text = _parent.item_stats_txt.text + (("Range: " + _local2.rng) + newline); } _parent.item_stats_txt.text = _parent.item_stats_txt.text + (("Crit Rate: " + _local2.crit) + "%\n"); _parent.item_stats_txt.text = _parent.item_stats_txt.text + ((_local2.twohanded ? "Twohanded" : "Onehanded") + newline); } else { _parent.item_stats_txt.text = ("Dodge chance: " + _local2.crit) + "%\n"; } break; case "Armor" : _parent.item_stats_txt.text = ("Defence: " + _local2.value) + newline; } if (_local2.require_param != null) { _parent.item_stats_txt.text = _parent.item_stats_txt.text + (((("Requires: " + _local2.require_value) + " ") + _local2.require_param) + "\n\n"); } _parent.item_stats_txt.text = _parent.item_stats_txt.text + (("Cost " + _local2.price) + " gp."); } function onPress() { var _local3 = item.getItem(); if ((!is_user) && (_local3.price > _global.GOLD)) { _parent.item_name_txt.text = "Not enough gold!"; _parent.item_stats_txt.text = ""; } else { _parent._parent.dragItemOn(item); } } function onRelease() { _parent._parent.dragItemOff(); } function onReleaseOutside() { var _local6 = (is_user ? "trader_" : "user_"); var _local5 = false; var _local4 = 0; while (_local4 < 7) { if (_parent[_local6 + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local5 = true; break; } _local4++; } if (_local5) { var _local7 = item.getItem(); if (is_user) { if ((item.COUNT > 1) && (!_global.STORE_DONT_ASK_AMOUNT)) { _parent.attachMovie("Amount window", "am_wnd", 150, {_x:200, _y:150}); _parent.am_wnd.pos = pos; _parent.am_wnd.price = _local7.price; _parent.am_wnd.max_amount = item.COUNT; _parent.am_wnd.amount = _parent.am_wnd.max_amount; _parent.am_wnd.amount_txt.text = _parent.am_wnd.amount; _parent.am_wnd.item_ico.gotoAndStop(_local7.getIconFrame()); } else { _global.GOLD = _global.GOLD + (Math.floor(_local7.price / 2) * item.COUNT); _global.INVENTORY.splice(pos, 1); } } else if (_global.GOLD >= _local7.price) { _global.GOLD = _global.GOLD - _local7.price; _root.addItemInfoTo(_global.INVENTORY, new ItemInfo(item.CATEGORY, item.TYPE, item.NATION, item.LEVEL)); } } _parent.money_txt.text = _global.GOLD + " gold"; _parent._parent.storeShowUser(); _parent._parent.dragItemOff(); } function onRollOut() { _parent.item_name_txt.text = ""; _parent.item_stats_txt.text = ""; } }
Symbol 2072 MovieClip [__Packages.EquipmentIcon] Frame 0
class EquipmentIcon extends StoreIcon { var StoreIcon, hitArea, rect_hit_area, _visible, item, ench_back, is_user, amount_txt, gotoAndStop, _parent, pos; function EquipmentIcon () { super(); StoreIcon(); hitArea = rect_hit_area; } function setItem(item_ref) { if (!item_ref) { _visible = false; return(undefined); } _visible = true; item = item_ref; ench_back._visible = item.ENCH_ID != 0; var _local2 = item.getItem(); amount_txt.text = (is_user ? (String(item.COUNT)) : ""); gotoAndStop(_local2.getIconFrame()); } function onPress() { _parent._parent.dragItemOn(item); } function onRollOver() { super.onRollOver(); if (item.ENCH_ID != 0) { _parent.ench_info.gotoAndStop(item.ENCH_ID + 1); var _local3 = new ItemInfo(item.CATEGORY, item.TYPE, item.NATION, item.LEVEL, 0); var _local4 = _local3.getItem(); _parent.ench_info.item_name_txt.text = _local4.NAME; } } function onRollOut() { super.onRollOut(); _parent.ench_info.gotoAndStop(1); } function onReleaseOutside() { if (is_user) { var _local5 = "none"; switch (true) { case _parent.ARMOR_hit.hitTest(_parent._xmouse, _parent._ymouse, false) : _local5 = "ARMOR"; break; case _parent.HELMET_hit.hitTest(_parent._xmouse, _parent._ymouse, false) : _local5 = "HELMET"; break; case _parent.WEAPON_PRI_hit.hitTest(_parent._xmouse, _parent._ymouse, false) : _local5 = "WEAPON_PRI"; break; case _parent.WEAPON_SEC_hit.hitTest(_parent._xmouse, _parent._ymouse, false) : _local5 = "WEAPON_SEC"; } if (_local5 != "none") { var _local8 = _global.MAIN_HERO[_local5].getItemInfo(); var _local7 = _global.MAIN_HERO.equipItemInfo(_local5, item); if (_local7 == "OK") { if (_global.INVENTORY[pos].COUNT == 1) { _global.INVENTORY.splice(pos, 1); } else { _global.INVENTORY[pos].COUNT--; } _root.addItemInfoTo(_global.INVENTORY, _local8); _parent.error_txt.text = ""; } else { _parent.item_name_txt.text = ""; _parent.item_stats_txt.text = ""; _parent.error_txt.text = _local7; } } } else { var _local6 = -1; var _local4 = 0; while (_local4 < 4) { if (_parent["user_" + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local6 = _local4; break; } _local4++; } if (_local6 >= 0) { _root.addItemInfoTo(_global.INVENTORY, item); _global.MAIN_HERO[slot] = null; if ((slot == "WEAPON_PRI") && (_global.MAIN_HERO.WEAPON_SEC.rng == 0)) { if (_global.MAIN_HERO.WEAPON_SEC.TYPE != "Shield") { _global.MAIN_HERO.WEAPON_PRI = _global.MAIN_HERO.WEAPON_SEC; } else { _root.addItemTo(_global.INVENTORY, _global.MAIN_HERO.WEAPON_SEC); } _global.MAIN_HERO.WEAPON_SEC = null; } } } _parent._parent.inventoryShowUser(); _parent._parent.dragItemOff(); } var slot = "NONE"; }
Symbol 2073 MovieClip [__Packages.Cities] Frame 0
class Cities extends MovieClip { var barracks_btn, hall_btn, temple_btn, barn_btn, harbor_btn, forge_btn, city, gotoAndStop, wnd, _ymouse, _xmouse, hint; function Cities () { super(); _root.saveGame("auto"); init(); barracks_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("barracks"); } }; hall_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("hall"); } }; temple_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("temple"); } }; barn_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("barn"); } }; harbor_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("harbor"); } }; forge_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("forge"); } }; barracks_btn.onRollOut = (hall_btn.onRollOut = (temple_btn.onRollOut = (barn_btn.onRollOut = (harbor_btn.onRollOut = function () { this._parent.hint.gotoAndStop("empty"); })))); } function init() { city = new Town(_global.CURR_TOWN); if (_global.SAILING_SHIP) { _global.SHIP_LOCATION = _global.CURR_TOWN; _global.SAILING_SHIP = false; } gotoAndStop(getFrame(_global.CURR_TOWN)); if ((!_global.IS_CAPTURED[city.ID]) && (_global.IS_HOSTILE[city.NATION])) { wnd.gotoAndStop(12); } else { wnd.gotoAndStop(1); } enableAll(); } function getFrame(townID) { switch (townID) { case "Trapezus" : return(1); case "Lutetia" : return(2); case "Arretium" : return(3); case "Ravenna" : return(4); case "Lacrimosa" : return(5); case "Caesaria" : return(6); case "Carthage" : return(7); case "Alexandria" : return(8); case "Jana" : return(9); case "Konstanz" : return(10); case "Gerlitz" : return(11); case "Sturmburg" : return(12); case "Hoffen" : return(13); case "Endem" : return(14); case "Braunburg" : return(15); case "Wanderburg" : return(16); case "Dubkee" : return(17); case "Dalnevodye" : return(18); case "Losevo" : return(19); case "Dobrov" : return(20); case "Zlatograd" : return(21); case "Medvedevo" : return(22); case "Grouzeno" : return(23); case "RaGorod" : return(24); case "Omi" : return(25); case "Kozuke" : return(26); case "Matsuyama" : return(27); case "Fukushima" : return(28); case "Izumo" : return(29); case "Suo" : return(30); case "Nagoya" : return(31); case "Echigo" : return(32); } } function leaveTown() { _root.gotoAndStop("WORLD_MAP"); } function storeShowTrader() { var _local2 = 0; while (_local2 < 7) { if ((scrollTrader + _local2) < city.forge.length) { wnd["trader_" + _local2].setItem(city.forge[scrollTrader + _local2]); wnd["trader_" + _local2]._visible = scrollTrader + _local2; wnd["trader_" + _local2]._visible = true; } else { wnd["trader_" + _local2]._visible = false; } _local2++; } } function storeShowUser() { var _local3 = 0; while (_local3 < 7) { if ((scrollUser + _local3) < _global.INVENTORY.length) { wnd["user_" + _local3].setItem(_global.INVENTORY[scrollUser + _local3]); wnd["user_" + _local3].pos = scrollUser + _local3; wnd["user_" + _local3]._visible = true; } else { wnd["user_" + _local3]._visible = false; } _local3++; } } function barracksShowUser() { var _local3 = 0; while (_local3 < 10) { wnd["army_" + _local3].setUnitClass(_global.FRIENDS[_local3]); wnd["army_" + _local3].pos = _local3; _local3++; } _local3 = 0; while (_local3 < 8) { wnd["reserve_" + _local3].setUnitClass(_global.FRIENDS[(_local3 + 10) + scrollUser]); wnd["reserve_" + _local3].pos = (_local3 + 10) + scrollUser; _local3++; } } function barracksShowTrader() { var _local2 = 0; while (_local2 < 8) { wnd["unit_" + _local2].setUnit(city.barracks[scrollTrader + _local2]); wnd["unit_" + _local2].pos = scrollTrader + _local2; _local2++; } } function barnShowTrader() { wnd.hero_ico.setHero(_global.MAIN_HERO); var _local3 = 0; while (_local3 < 8) { wnd["unit_" + _local3].setHorse(city.barn[scrollTrader + _local3]); wnd["unit_" + _local3].pos = scrollTrader + _local3; _local3++; } wnd.money_txt.text = _global.GOLD + " gp."; } function inventoryShowUser() { wnd.ARMOR_ico.setItem(_global.MAIN_HERO.ARMOR.getItemInfo()); wnd.HELMET_ico.setItem(_global.MAIN_HERO.HELMET.getItemInfo()); wnd.WEAPON_PRI_ico.setItem(_global.MAIN_HERO.WEAPON_PRI.getItemInfo()); wnd.WEAPON_SEC_ico.setItem(_global.MAIN_HERO.WEAPON_SEC.getItemInfo()); wnd.ARMOR_ico.slot = "ARMOR"; wnd.HELMET_ico.slot = "HELMET"; wnd.WEAPON_PRI_ico.slot = "WEAPON_PRI"; wnd.WEAPON_SEC_ico.slot = "WEAPON_SEC"; wnd.hero_ico.setHero(_global.MAIN_HERO); var _local3 = 0; while (_local3 < 4) { if ((scrollUser + _local3) < _global.INVENTORY.length) { wnd["user_" + _local3].setItem(_global.INVENTORY[scrollUser + _local3]); wnd["user_" + _local3].pos = scrollUser + _local3; wnd["user_" + _local3]._visible = true; } else { wnd["user_" + _local3]._visible = false; } _local3++; } } function inventoryShowStats() { wnd.STR_txt.text = _global.MAIN_HERO.STR; wnd.DEX_txt.text = _global.MAIN_HERO.DEX; wnd.CON_txt.text = _global.MAIN_HERO.CON; wnd.INT_txt.text = _global.MAIN_HERO.INT; var _local3 = _global.MAIN_HERO.free_points >= 2; var _local4 = 0; while (_local4 < 4) { wnd["stat_btn_" + _local4]._visible = _local3; _local4++; } if (_global.MAIN_HERO.STR >= 200) { wnd.stat_btn_0._visible = false; } if (_global.MAIN_HERO.DEX >= 200) { wnd.stat_btn_1._visible = false; } if (_global.MAIN_HERO.CON >= 200) { wnd.stat_btn_2._visible = false; } if (_global.MAIN_HERO.INT >= 200) { wnd.stat_btn_3._visible = false; } wnd.free_points_txt.text = _global.MAIN_HERO.free_points; _local3 = _global.MAIN_HERO.free_points >= 1; for (_local4 in _global.MAIN_HERO.SKILL) { wnd[_local4 + "_txt"].text = _global.MAIN_HERO.SKILL[_local4]; wnd["skill_btn_" + _local4]._visible = ((_global.MAIN_HERO.SKILL[_local4] < 100) ? (_local3) : false); } if (_global.MAIN_HERO.SKILL.ArtOfWar >= (_global.MAIN_HERO.INT * 2)) { wnd.skill_btn_ArtOfWar._visible = false; } if (_global.MAIN_HERO.SKILL.Patriotism >= (_global.MAIN_HERO.INT * 2)) { wnd.skill_btn_Patriotism._visible = false; } wnd.hero_stats_txt.text = (_global.MAIN_HERO.NAME + "\nLevel ") + _global.MAIN_HERO.LEVEL; } function harborShow() { if (_global.GOLD < _global.SHIP_PRICE) { wnd.quest_txt.text = ("You have not enough gold to rent a ship.\n\nOne sail price is " + _global.SHIP_PRICE) + " gp."; wnd.yes_btn._visible = false; wnd.no_btn._visible = false; } else { wnd.quest_txt.text = ("One sail price is " + _global.SHIP_PRICE) + " gp.\nWould you like to board a ship?"; wnd.yes_btn._visible = true; wnd.no_btn._visible = true; } } function dragItemOn(item_info) { wnd.attachMovie("ICON Mouse", "drag_item", 100, {_x:_xmouse, _y:_ymouse}); wnd.drag_item.startDrag(wnd.drag_item); wnd.drag_item.gotoAndStop(item_info.getItem().getIconFrame()); } function dragItemOff() { wnd.drag_item.stopDrag(); wnd.drag_item.removeMovieClip(); } function dragUnitOn(unit_mc) { wnd.attachMovie((unit_mc.anim.unit_ref.HORSE ? "Horseman" : "Human"), "drag_item", 100, {_x:_xmouse, _y:_ymouse}); wnd.drag_item.initUnit(unit_mc.anim.unit_ref); wnd.drag_item.light_circle._visible = false; wnd.drag_item.startDrag(wnd.drag_item); } function dragUnitOff() { wnd.drag_item.stopDrag(); wnd.drag_item.removeMovieClip(); } function startBattleForCity() { _global.BATTLE_TYPE = "SIEGE"; if (_global.SHIP_LOCATION != _global.CURR_TOWN) { city.setBattleMap(); } else { _global.BATTLE_MAP = 76 + _root.d(4); } city.getDefenders(); _global.IS_CAPTURED[_global.CURR_TOWN] = true; if (city.NATION != _global.MAIN_HERO.NATION) { _global.IS_HOSTILE[city.NATION] = true; } _root.gotoAndStop("SPLASH_SCREEN"); } function enableAll() { barracks_btn.enabled = true; hall_btn.enabled = true; temple_btn.enabled = true; barn_btn.enabled = true; harbor_btn.enabled = true; forge_btn.enabled = true; } function disableAll() { barracks_btn.enabled = false; hall_btn.enabled = false; temple_btn.enabled = false; barn_btn.enabled = false; harbor_btn.enabled = false; forge_btn.enabled = false; hint.gotoAndStop("empty"); } function openForge() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop(2); wnd.money_txt.text = _global.GOLD + " gold"; } function openTemple() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop(3); wnd.money_txt.text = _global.GOLD + " gold"; } function openBarracks() { disableAll(); if (_global.IS_CAPTURED[city.ID]) { scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop(4); wnd.money_txt.text = _global.GOLD + " gold"; } else { wnd.gotoAndStop(11); } } function openCityHall() { disableAll(); if (!checkReward()) { wnd.gotoAndStop(6); } } function openBarn() { scrollUser = 0; scrollTrader = 0; disableAll(); wnd.gotoAndStop(9); } function openHeroStats() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop(5); } function openGetQuest() { disableAll(); wnd.gotoAndStop(7); if (_root.dice(2) == 1) { _global.QUEST.initQuestBattle(_global.CURR_TOWN); wnd.quest_txt.text = ("Okay, wanderer. Hope you can deal with some rogues, right? \n\nWe'll pay you " + _global.QUEST.curr_gold) + " gp."; } else { _global.QUEST.initQuestFedEx(city.ID, city.NATION); var _local4 = new Town(_global.QUEST.deliver_to); wnd.quest_txt.text = ((("We need to deliver a package to the city of " + _local4.NAME) + ". Will you go there?\nYou'll be paid for ") + _global.QUEST.curr_gold) + " gp. once you get to the city."; } } function openCaptureTown() { disableAll(); if (_global.IS_CAPTURED[city.ID]) { wnd.gotoAndStop(13); } else { wnd.gotoAndStop(15); } } function checkReward() { var _local4 = 0; var _local3 = 0; while (_local3 < _global.QUEST.cities.length) { if (_global.QUEST.cities[_local3] == city.ID) { _local4 = _global.QUEST.rewards[_local3]; _global.QUEST.rewards.splice(_local3, 1); _global.QUEST.cities.splice(_local3, 1); break; } _local3++; } if (_local4 > 0) { disableAll(); wnd.gotoAndStop(8); wnd.quest_txt.text = ("Nice job, wanderer. You've done it well!\n\nHere's your reward: " + _local4) + " gp."; _global.GOLD = _global.GOLD + _local4; return(true); } return(false); } function openHarbor() { disableAll(); wnd.gotoAndStop(10); harborShow(); } var scrollTrader = 0; var scrollUser = 0; }
Symbol 2074 MovieClip [__Packages.Town] Frame 0
class Town extends Object { var barracks, forge, barn, defenders, adv_defenders, ID, NATION, NAME; function Town (townID) { super(); barracks = new Array(); forge = new Array(); barn = new Array(); defenders = new Array(); adv_defenders = new Array(); ID = townID; this["Town" + townID](); } function getDefenders() { delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local4 = 0; while (_local4 < defenders.length) { var _local3 = 0; while (_local3 < defenders[_local4].COUNT) { _global.ENEMIES.push(defenders[_local4].getUnit()); _local3++; } _local4++; } } function getAdvDefenders() { delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local4 = 0; while (_local4 < adv_defenders.length) { var _local3 = 0; while (_local3 < adv_defenders[_local4].COUNT) { _global.ENEMIES.push(adv_defenders[_local4].getUnit()); _local3++; } _local4++; } } function setBattleMap() { switch (ID) { case "Trapezus" : case "Lutetia" : case "Arretium" : case "Ravenna" : case "Lacrimosa" : _global.BATTLE_MAP = 20; break; case "Caesaria" : case "Carthage" : case "Alexandria" : _global.BATTLE_MAP = 16; break; case "Jana" : case "Konstanz" : case "Gerlitz" : case "Hoffen" : case "Endem" : _global.BATTLE_MAP = 4; break; case "Sturmburg" : case "Braunburg" : case "Wanderburg" : _global.BATTLE_MAP = 0; break; case "Dubkee" : case "Dalnevodye" : case "Losevo" : case "Medvedevo" : case "Grouzeno" : _global.BATTLE_MAP = 12; break; case "Dobrov" : case "Zlatograd" : case "RaGorod" : _global.BATTLE_MAP = 8; break; case "Omi" : case "Kozuke" : case "Fukushima" : case "Echigo" : case "Suo" : _global.BATTLE_MAP = 28; break; case "Matsuyama" : case "Izumo" : case "Nagoya" : _global.BATTLE_MAP = 24; } _global.BATTLE_MAP = _global.BATTLE_MAP + _root.d(4); } function TownTrapezus() { NATION = "Viz"; NAME = "Trapezus"; barracks.push(new UnitInfo("Melee", "Viz", 1)); barracks.push(new UnitInfo("Ranged", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 1)); defenders.push(new UnitInfo("Melee", "Viz", 1, 4)); defenders.push(new UnitInfo("Ranged", "Viz", 1, 1)); defenders.push(new UnitInfo("Melee", "Viz", 2, 1)); defenders.push(new UnitInfo("Ranged", "Viz", 1, 1)); } function TownLutetia() { NATION = "Viz"; NAME = "Lutetia"; barracks.push(new UnitInfo("Melee", "Viz", 1)); barracks.push(new UnitInfo("Melee", "Viz", 2)); barracks.push(new UnitInfo("Ranged", "Viz", 1)); barracks.push(new UnitInfo("Ranged", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 1)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 1)); defenders.push(new UnitInfo("Melee", "Viz", 1, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 1, 5)); defenders.push(new UnitInfo("Melee", "Viz", 2, 2)); defenders.push(new UnitInfo("Ranged", "Viz", 2, 2)); } function TownArretium() { NATION = "Viz"; NAME = "Arretium"; barracks.push(new UnitInfo("Melee", "Viz", 1)); barracks.push(new UnitInfo("Melee", "Viz", 2)); barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 1)); barracks.push(new UnitInfo("Ranged", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 2)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 1)); defenders.push(new UnitInfo("Melee", "Viz", 2, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 2, 5)); defenders.push(new UnitInfo("Melee", "Viz", 3, 3)); } function TownRavenna() { NATION = "Viz"; NAME = "Ravenna"; barracks.push(new UnitInfo("Melee", "Viz", 2)); barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 2)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 3)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 2)); barn.push(new Horse("brown", 50, 1, 4, 700)); barn.push(new Horse("grey", 100, 2, 3, 900)); defenders.push(new UnitInfo("Melee", "Viz", 3, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 3, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 3, 6)); defenders.push(new UnitInfo("Ranged", "Viz", 4, 3)); } function TownLacrimosa() { NATION = "Viz"; NAME = "Lacrimosa"; barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Melee", "Viz", 5)); barracks.push(new UnitInfo("Melee", "Viz", 6)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 4)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 2)); defenders.push(new UnitInfo("Melee", "Viz", 4, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 4, 5)); defenders.push(new UnitInfo("Melee", "Viz", 5, 2)); defenders.push(new UnitInfo("Ranged", "Viz", 6, 4)); defenders.push(new UnitInfo("Melee", "Viz", 6, 2)); } function TownCaesaria() { NATION = "Viz"; NAME = "Caesaria"; barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Melee", "Viz", 5)); barracks.push(new UnitInfo("Melee", "Viz", 6)); barracks.push(new UnitInfo("Melee", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 5)); barracks.push(new UnitInfo("Ranged", "Viz", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 2)); barn.push(new Horse("brown", 90, 2, 5, 900)); barn.push(new Horse("grey", 200, 5, 3, 1300)); barn.push(new Horse("red", 150, 2, 3, 850)); barn.push(new Horse("white", 200, 6, 2, 1700)); defenders.push(new UnitInfo("Melee", "Viz", 6, 2)); defenders.push(new UnitInfo("Melee", "Viz", 5, 3)); defenders.push(new UnitInfo("Ranged", "Viz", 6, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 5, 4)); defenders.push(new UnitInfo("Melee", "Viz", 9, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 9, 5)); adv_defenders.push(new UnitInfo("Melee", "Viz", 7, 8)); adv_defenders.push(new UnitInfo("Ranged", "Viz", 7, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 9, 5)); } function TownCarthage() { NATION = "Viz"; NAME = "Carthage"; barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Melee", "Viz", 5)); barracks.push(new UnitInfo("Melee", "Viz", 6)); barracks.push(new UnitInfo("Melee", "Viz", 7)); barracks.push(new UnitInfo("Melee", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 5)); barracks.push(new UnitInfo("Ranged", "Viz", 6)); barracks.push(new UnitInfo("Ranged", "Viz", 7)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 3)); barn.push(new Horse("brown", 100, 3, 6, 1100)); barn.push(new Horse("grey", 250, 5, 3, 1550)); barn.push(new Horse("red", 190, 2, 5, 950)); barn.push(new Horse("white", 260, 7, 2, 1800)); barn.push(new Horse("black", 300, 7, 2, 2000)); defenders.push(new UnitInfo("Melee", "Viz", 6, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 5, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 7, 2)); defenders.push(new UnitInfo("Melee", "Viz", 7, 4)); defenders.push(new UnitInfo("Ranged", "Viz", 7, 2)); defenders.push(new UnitInfo("Melee", "Viz", 9, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 5)); adv_defenders.push(new UnitInfo("Ranged", "Viz", 5, 5)); adv_defenders.push(new UnitInfo("Melee", "Viz", 9, 3)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); } function TownAlexandria() { NATION = "Viz"; NAME = "Alexandria"; barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Melee", "Viz", 5)); barracks.push(new UnitInfo("Melee", "Viz", 6)); barracks.push(new UnitInfo("Melee", "Viz", 7)); barracks.push(new UnitInfo("Melee", "Viz", 8)); barracks.push(new UnitInfo("Melee", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 5)); barracks.push(new UnitInfo("Ranged", "Viz", 6)); barracks.push(new UnitInfo("Ranged", "Viz", 7)); barracks.push(new UnitInfo("Ranged", "Viz", 8)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 5)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 3)); barn.push(new Horse("brown", 150, 4, 6, 1500)); barn.push(new Horse("grey", 300, 6, 3, 1700)); barn.push(new Horse("red", 200, 3, 6, 1100)); barn.push(new Horse("white", 350, 6, 5, 2200)); barn.push(new Horse("black", 500, 8, 1, 2500)); defenders.push(new UnitInfo("Melee", "Viz", 7, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 7, 2)); defenders.push(new UnitInfo("Ranged", "Viz", 5, 3)); defenders.push(new UnitInfo("Melee", "Viz", 9, 4)); defenders.push(new UnitInfo("Ranged", "Viz", 8, 2)); defenders.push(new UnitInfo("Ranged", "Viz", 9, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 5)); adv_defenders.push(new UnitInfo("Ranged", "Viz", 5, 5)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 1)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 1)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 1)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 1)); } function TownJana() { NATION = "Ger"; NAME = "Jana"; barracks.push(new UnitInfo("Melee", "Ger", 1)); barracks.push(new UnitInfo("Melee", "Ger", 2)); barracks.push(new UnitInfo("Ranged", "Ger", 1)); barracks.push(new UnitInfo("Ranged", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 1)); defenders.push(new UnitInfo("Melee", "Ger", 2, 1)); defenders.push(new UnitInfo("Melee", "Ger", 1, 3)); defenders.push(new UnitInfo("Melee", "Ger", 2, 1)); defenders.push(new UnitInfo("Ranged", "Ger", 1, 1)); defenders.push(new UnitInfo("Ranged", "Ger", 2, 3)); defenders.push(new UnitInfo("Ranged", "Ger", 1, 1)); } function TownKonstanz() { NATION = "Ger"; NAME = "Konstanz"; barracks.push(new UnitInfo("Melee", "Ger", 1)); barracks.push(new UnitInfo("Melee", "Ger", 2)); barracks.push(new UnitInfo("Melee", "Ger", 3)); barracks.push(new UnitInfo("Melee", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 1)); barracks.push(new UnitInfo("Ranged", "Ger", 2)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 1)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 1)); defenders.push(new UnitInfo("Melee", "Ger", 2, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 2, 5)); defenders.push(new UnitInfo("Melee", "Ger", 3, 3)); defenders.push(new UnitInfo("Ranged", "Ger", 3, 1)); defenders.push(new UnitInfo("Melee", "Ger", 5, 1)); } function TownGerlitz() { NATION = "Ger"; NAME = "Gerlitz"; barracks.push(new UnitInfo("Melee", "Ger", 2)); barracks.push(new UnitInfo("Melee", "Ger", 3)); barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 5)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Ranged", "Ger", 2)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 2)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 1)); defenders.push(new UnitInfo("Melee", "Ger", 3, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 3, 5)); defenders.push(new UnitInfo("Melee", "Ger", 4, 2)); defenders.push(new UnitInfo("Ranged", "Ger", 5, 2)); defenders.push(new UnitInfo("Melee", "Ger", 6, 3)); } function TownSturmburg() { NATION = "Ger"; NAME = "Sturmburg"; barracks.push(new UnitInfo("Melee", "Ger", 3)); barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 5)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 3)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 2)); barn.push(new Horse("grey", 50, 1, 4, 700)); barn.push(new Horse("white", 60, 1, 4, 800)); defenders.push(new UnitInfo("Melee", "Ger", 4, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 5, 5)); defenders.push(new UnitInfo("Melee", "Ger", 7, 2)); defenders.push(new UnitInfo("Ranged", "Ger", 6, 4)); defenders.push(new UnitInfo("Melee", "Ger", 12, 4)); adv_defenders.push(new UnitInfo("Melee", "Ger", 8, 5)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 6, 5)); adv_defenders.push(new UnitInfo("Melee", "Ger", 8, 3)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 7, 2)); } function TownHoffen() { NATION = "Ger"; NAME = "Hoffen"; barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 8)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 2)); defenders.push(new UnitInfo("Melee", "Ger", 12, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 6, 5)); defenders.push(new UnitInfo("Melee", "Ger", 8, 8)); } function TownEndem() { NATION = "Ger"; NAME = "Endem"; barracks.push(new UnitInfo("Melee", "Ger", 3)); barracks.push(new UnitInfo("Melee", "Ger", 5)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 8)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 2)); defenders.push(new UnitInfo("Melee", "Ger", 7, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 3, 5)); defenders.push(new UnitInfo("Melee", "Ger", 8, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 3, 4)); } function TownBraunburg() { NATION = "Ger"; NAME = "Braunburg"; barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 10)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); barracks.push(new UnitInfo("Ranged", "Ger", 7)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 4)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 2)); barn.push(new Horse("grey", 100, 1, 4, 900)); barn.push(new Horse("red", 90, 1, 5, 950)); barn.push(new Horse("brown", 150, 3, 2, 1000)); barn.push(new Horse("white", 250, 4, 1, 1500)); defenders.push(new UnitInfo("Melee", "Ger", 7, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 6, 5)); defenders.push(new UnitInfo("Melee", "Ger", 12, 4)); defenders.push(new UnitInfo("Ranged", "Ger", 7, 3)); defenders.push(new UnitInfo("Melee", "Ger", 10, 3)); adv_defenders.push(new UnitInfo("Melee", "Ger", 10, 5)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 3, 5)); adv_defenders.push(new UnitInfo("Melee", "Ger", 11, 2)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 3, 4)); } function TownWanderburg() { NATION = "Ger"; NAME = "Wanderburg"; barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 8)); barracks.push(new UnitInfo("Melee", "Ger", 9)); barracks.push(new UnitInfo("Melee", "Ger", 10)); barracks.push(new UnitInfo("Melee", "Ger", 11)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); barracks.push(new UnitInfo("Ranged", "Ger", 4)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); barracks.push(new UnitInfo("Ranged", "Ger", 7)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 5)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 3)); barn.push(new Horse("grey", 250, 3, 5, 1700)); barn.push(new Horse("red", 200, 2, 6, 1600)); barn.push(new Horse("brown", 350, 4, 4, 1800)); barn.push(new Horse("white", 400, 5, 6, 3500)); barn.push(new Horse("black", 700, 9, 0, 5000)); defenders.push(new UnitInfo("Melee", "Ger", 10, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 4, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 7, 2)); defenders.push(new UnitInfo("Melee", "Ger", 11, 4)); defenders.push(new UnitInfo("Ranged", "Ger", 7, 3)); adv_defenders.push(new UnitInfo("Melee", "Ger", 11, 6)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 4, 5)); } function TownDubkee() { NATION = "Rus"; NAME = "Dubkee"; barracks.push(new UnitInfo("Melee", "Rus", 1)); barracks.push(new UnitInfo("Melee", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 1)); barn.push(new Horse("grey", 30, 0, 3, 300)); defenders.push(new UnitInfo("Melee", "Rus", 1, 2)); defenders.push(new UnitInfo("Melee", "Rus", 2, 1)); defenders.push(new UnitInfo("Melee", "Rus", 1, 2)); defenders.push(new UnitInfo("Ranged", "Rus", 1, 5)); } function TownDalnevodye() { NATION = "Rus"; NAME = "Dalnevodye"; barracks.push(new UnitInfo("Melee", "Rus", 1)); barracks.push(new UnitInfo("Melee", "Rus", 2)); barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 1)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 1)); barn.push(new Horse("grey", 40, 0, 3, 350)); defenders.push(new UnitInfo("Melee", "Rus", 2, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 1, 5)); defenders.push(new UnitInfo("Melee", "Rus", 3, 4)); defenders.push(new UnitInfo("Ranged", "Rus", 3, 2)); } function TownLosevo() { NATION = "Rus"; NAME = "Losevo"; barracks.push(new UnitInfo("Melee", "Rus", 1)); barracks.push(new UnitInfo("Melee", "Rus", 2)); barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 2)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 1)); barn.push(new Horse("grey", 50, 0, 4, 500)); defenders.push(new UnitInfo("Melee", "Rus", 3, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 3, 5)); defenders.push(new UnitInfo("Melee", "Rus", 4, 4)); defenders.push(new UnitInfo("Ranged", "Rus", 4, 3)); defenders.push(new UnitInfo("Melee", "Rus", 8, 2)); } function TownDobrov() { NATION = "Rus"; NAME = "Dobrov"; barracks.push(new UnitInfo("Melee", "Rus", 1)); barracks.push(new UnitInfo("Melee", "Rus", 2)); barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 5)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 3)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 1)); barn.push(new Horse("grey", 50, 1, 4, 700)); barn.push(new Horse("red", 20, 0, 6, 600)); defenders.push(new UnitInfo("Melee", "Rus", 8, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 4, 5)); defenders.push(new UnitInfo("Melee", "Rus", 5, 3)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); adv_defenders.push(new UnitInfo("Melee", "Rus", 5, 5)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); adv_defenders.push(new UnitInfo("Melee", "Rus", 6, 3)); } function TownZlatograd() { NATION = "Rus"; NAME = "Zlatograd"; barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 5)); barracks.push(new UnitInfo("Melee", "Rus", 6)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); barracks.push(new UnitInfo("Ranged", "Rus", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 4)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 2)); barn.push(new Horse("grey", 150, 2, 4, 950)); barn.push(new Horse("red", 100, 1, 6, 900)); barn.push(new Horse("brown", 200, 3, 2, 1000)); barn.push(new Horse("white", 250, 3, 3, 1200)); defenders.push(new UnitInfo("Melee", "Rus", 5, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); defenders.push(new UnitInfo("Melee", "Rus", 6, 3)); defenders.push(new UnitInfo("Ranged", "Rus", 5, 5)); defenders.push(new UnitInfo("Melee", "Rus", 6, 3)); adv_defenders.push(new UnitInfo("Melee", "Rus", 6, 5)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); adv_defenders.push(new UnitInfo("Melee", "Rus", 7, 4)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 5, 3)); } function TownMedvedevo() { NATION = "Rus"; NAME = "Medvedevo"; barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 5)); barracks.push(new UnitInfo("Melee", "Rus", 6)); barracks.push(new UnitInfo("Melee", "Rus", 7)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 2)); defenders.push(new UnitInfo("Melee", "Rus", 6, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); defenders.push(new UnitInfo("Melee", "Rus", 7, 6)); } function TownGrouzeno() { NATION = "Rus"; NAME = "Grouzeno"; barracks.push(new UnitInfo("Melee", "Rus", 10)); barracks.push(new UnitInfo("Melee", "Rus", 9)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 3)); barn.push(new Horse("black", 1000, 10, 6, 20000)); barn.push(new Horse("white", 1000, 10, 6, 20000)); defenders.push(new UnitInfo("Melee", "Rus", 8, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); defenders.push(new UnitInfo("Melee", "Rus", 10, 3)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 2)); defenders.push(new UnitInfo("Melee", "Rus", 10, 3)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 2)); } function TownRaGorod() { NATION = "Rus"; NAME = "Ra-Gorod"; barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 5)); barracks.push(new UnitInfo("Melee", "Rus", 6)); barracks.push(new UnitInfo("Melee", "Rus", 7)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Melee", "Rus", 9)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); barracks.push(new UnitInfo("Ranged", "Rus", 5)); barracks.push(new UnitInfo("Ranged", "Rus", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 5)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 3)); barn.push(new Horse("grey", 350, 4, 3, 1400)); barn.push(new Horse("red", 300, 3, 6, 1400)); barn.push(new Horse("brown", 400, 5, 4, 1500)); barn.push(new Horse("white", 500, 5, 6, 2200)); barn.push(new Horse("black", 600, 7, 1, 3000)); defenders.push(new UnitInfo("Melee", "Rus", 7, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); defenders.push(new UnitInfo("Melee", "Rus", 9, 4)); defenders.push(new UnitInfo("Ranged", "Rus", 6, 2)); defenders.push(new UnitInfo("Melee", "Rus", 9, 4)); defenders.push(new UnitInfo("Ranged", "Rus", 6, 2)); adv_defenders.push(new UnitInfo("Melee", "Rus", 9, 5)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 6, 5)); adv_defenders.push(new UnitInfo("Melee", "Rus", 10, 3)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 2, 4)); } function TownOmi() { NATION = "Jap"; NAME = "Omi"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 1)); defenders.push(new UnitInfo("Melee", "Jap", 1, 10)); defenders.push(new UnitInfo("Melee", "Jap", 2, 5)); } function TownKozuke() { NATION = "Jap"; NAME = "Kozuke"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Ranged", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 1)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 1)); defenders.push(new UnitInfo("Melee", "Jap", 2, 10)); defenders.push(new UnitInfo("Ranged", "Jap", 1, 3)); defenders.push(new UnitInfo("Melee", "Jap", 3, 5)); } function TownMatsuyama() { NATION = "Jap"; NAME = "Matsuyama"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Ranged", "Jap", 1)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 2)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 1)); defenders.push(new UnitInfo("Melee", "Jap", 3, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 1, 5)); defenders.push(new UnitInfo("Melee", "Jap", 4, 2)); defenders.push(new UnitInfo("Ranged", "Jap", 2, 2)); defenders.push(new UnitInfo("Melee", "Jap", 4, 2)); defenders.push(new UnitInfo("Ranged", "Jap", 5, 3)); adv_defenders.push(new UnitInfo("Melee", "Jap", 4, 5)); adv_defenders.push(new UnitInfo("Ranged", "Jap", 5, 5)); } function TownFukushima() { NATION = "Jap"; NAME = "Fukushima"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Melee", "Jap", 6)); barracks.push(new UnitInfo("Ranged", "Jap", 1)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); barracks.push(new UnitInfo("Ranged", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 3)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 2)); defenders.push(new UnitInfo("Melee", "Jap", 4, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 5, 5)); defenders.push(new UnitInfo("Melee", "Jap", 6, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 3)); } function TownIzumo() { NATION = "Jap"; NAME = "Izumo"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Melee", "Jap", 6)); barracks.push(new UnitInfo("Melee", "Jap", 7)); barracks.push(new UnitInfo("Ranged", "Jap", 1)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); barracks.push(new UnitInfo("Ranged", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 4)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 2)); defenders.push(new UnitInfo("Melee", "Jap", 6, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 5)); defenders.push(new UnitInfo("Melee", "Jap", 7, 3)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 4)); defenders.push(new UnitInfo("Melee", "Jap", 7, 1)); adv_defenders.push(new UnitInfo("Melee", "Jap", 7, 5)); adv_defenders.push(new UnitInfo("Ranged", "Jap", 6, 5)); adv_defenders.push(new UnitInfo("Melee", "Jap", 8, 1)); } function TownSuo() { NATION = "Jap"; NAME = "Suo"; barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Melee", "Jap", 5)); barracks.push(new UnitInfo("Melee", "Jap", 6)); barracks.push(new UnitInfo("Melee", "Jap", 7)); barracks.push(new UnitInfo("Melee", "Jap", 9)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 3)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); barracks.push(new UnitInfo("Ranged", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 5)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 2)); defenders.push(new UnitInfo("Melee", "Jap", 7, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 5)); defenders.push(new UnitInfo("Melee", "Jap", 9, 3)); defenders.push(new UnitInfo("Ranged", "Jap", 3, 2)); defenders.push(new UnitInfo("Melee", "Jap", 9, 3)); defenders.push(new UnitInfo("Ranged", "Jap", 3, 4)); } function TownNagoya() { NATION = "Jap"; NAME = "Nagoya"; barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Melee", "Jap", 5)); barracks.push(new UnitInfo("Melee", "Jap", 6)); barracks.push(new UnitInfo("Melee", "Jap", 7)); barracks.push(new UnitInfo("Melee", "Jap", 8)); barracks.push(new UnitInfo("Melee", "Jap", 9)); barracks.push(new UnitInfo("Melee", "Jap", 10)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 3)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); barracks.push(new UnitInfo("Ranged", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 5)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 5)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 4)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 3)); defenders.push(new UnitInfo("Melee", "Jap", 9, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 3, 5)); defenders.push(new UnitInfo("Melee", "Jap", 10, 4)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 3)); defenders.push(new UnitInfo("Melee", "Jap", 10, 4)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 3)); defenders.push(new UnitInfo("Melee", "Jap", 10, 4)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 3)); adv_defenders.push(new UnitInfo("Melee", "Jap", 8, 5)); adv_defenders.push(new UnitInfo("Ranged", "Jap", 6, 5)); adv_defenders.push(new UnitInfo("Melee", "Jap", 10, 3)); adv_defenders.push(new UnitInfo("Ranged", "Jap", 3, 3)); adv_defenders.push(new UnitInfo("Melee", "Jap", 11, 1)); } function TownEchigo() { NATION = "Jap"; NAME = "Echigo"; barracks.push(new UnitInfo("Melee", "Jap", 11)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 5)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 3)); defenders.push(new UnitInfo("Melee", "Jap", 11, 8)); } }
Symbol 2075 MovieClip [__Packages.WorldMap] Frame 0
class WorldMap extends MovieClip { var speed, TOWNS, LANDS, gox, goy, avatar, _xmouse, _ymouse, seashore, ground, sea; function WorldMap () { super(); speed = 2; TOWNS = new Array(); TOWNS.push("Trapezus"); TOWNS.push("Lutetia"); TOWNS.push("Arretium"); TOWNS.push("Ravenna"); TOWNS.push("Lacrimosa"); TOWNS.push("Caesaria"); TOWNS.push("Carthage"); TOWNS.push("Alexandria"); TOWNS.push("Jana"); TOWNS.push("Konstanz"); TOWNS.push("Gerlitz"); TOWNS.push("Sturmburg"); TOWNS.push("Hoffen"); TOWNS.push("Endem"); TOWNS.push("Braunburg"); TOWNS.push("Wanderburg"); TOWNS.push("Dubkee"); TOWNS.push("Dalnevodye"); TOWNS.push("Losevo"); TOWNS.push("Dobrov"); TOWNS.push("Zlatograd"); TOWNS.push("Medvedevo"); TOWNS.push("Grouzeno"); TOWNS.push("RaGorod"); TOWNS.push("Omi"); TOWNS.push("Kozuke"); TOWNS.push("Matsuyama"); TOWNS.push("Fukushima"); TOWNS.push("Izumo"); TOWNS.push("Suo"); TOWNS.push("Nagoya"); TOWNS.push("Echigo"); LANDS = new Array(); LANDS.push("Viz"); LANDS.push("Ger"); LANDS.push("Rus"); LANDS.push("Jap"); } function getTownNation(townID) { switch (townID) { case "Trapezus" : case "Lutetia" : case "Arretium" : case "Ravenna" : case "Lacrimosa" : case "Caesaria" : case "Carthage" : case "Alexandria" : return("Viz"); case "Jana" : case "Konstanz" : case "Gerlitz" : case "Sturmburg" : case "Hoffen" : case "Endem" : case "Braunburg" : case "Wanderburg" : return("Ger"); case "Dubkee" : case "Dalnevodye" : case "Losevo" : case "Dobrov" : case "Zlatograd" : case "Medvedevo" : case "Grouzeno" : case "RaGorod" : return("Rus"); case "Omi" : case "Kozuke" : case "Matsuyama" : case "Fukushima" : case "Izumo" : case "Suo" : case "Nagoya" : case "Echigo" : return("Jap"); } } function init() { gox = null; goy = null; if (_global.CURR_TOWN != null) { avatar._x = this[_global.CURR_TOWN]._x; avatar._y = this[_global.CURR_TOWN]._y; } else { avatar._x = _global.WORLD_MAP_X; avatar._y = _global.WORLD_MAP_Y; } var _local3 = 0; while (_local3 < 15) { this["quest_avatar_" + _local3]._visible = _local3 == _global.QUEST.avatar_id; _local3++; } _local3 = 0; while (_local3 < TOWNS.length) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { if (_global.IS_HOSTILE[getTownNation(TOWNS[_local3])]) { this[TOWNS[_local3]].name_txt.textColor = 16711680 /* 0xFF0000 */; } else { this[TOWNS[_local3]].name_txt.textColor = 16777215 /* 0xFFFFFF */; } } else { this[TOWNS[_local3]].name_txt.textColor = 65280; } _local3++; } if (_global.IS_HOSTILE.Viz) { var _local4 = true; _local3 = 0; while (_local3 < 8) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.IS_HOSTILE.Viz = false; } } if (_global.IS_HOSTILE.Ger) { var _local4 = true; _local3 = 8; while (_local3 < 16) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.IS_HOSTILE.Ger = false; } } if (_global.IS_HOSTILE.Rus) { var _local4 = true; _local3 = 16; while (_local3 < 24) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.IS_HOSTILE.Rus = false; } } if (_global.IS_HOSTILE.Jap) { var _local4 = true; _local3 = 24; while (_local3 < 32) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.IS_HOSTILE.Jap = false; } } avatar.gotoAndStop((_global.SAILING_SHIP ? 1 : 2)); } function onPress() { gox = _xmouse; goy = _ymouse; } function stopMoving() { gox = null; goy = null; if (this["quest_avatar_" + _global.QUEST.avatar_id].hitTest(avatar._x, avatar._y, false)) { _global.QUEST.prepareBattle(); _global.BATTLE_TYPE = "QUEST"; startBattle(32 + _root.d(8)); } var _local4 = 0; while (_local4 < TOWNS.length) { if (this[TOWNS[_local4]].hitTest(avatar._x, avatar._y, false)) { _root.openCity(TOWNS[_local4]); return(undefined); } _local4++; } } function randomEncounter() { if (_root.dice(150) == 0) { var _local7 = _root.d(_global.MAIN_HERO.LEVEL + 3); if (_local7 > 24) { _local7 = 24; } delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local6 = 0; while (_local6 < _local7) { _global.ENEMIES.push(new Unit(((_root.dice(2) == 0) ? "Melee" : "Ranged"), "Rog", _root.d(3))); _local6++; } startEncounter(); return(undefined); } if (!_global.SAILING_SHIP) { var _local4 = 0; while (_local4 < LANDS.length) { if (this["land" + LANDS[_local4]].hitTest(avatar._x, avatar._y, true)) { var _local5 = LANDS[_local4]; break; } _local4++; } if (_global.IS_HOSTILE[_local5] && (_root.dice(150) == 0)) { var _local7 = 8 + _root.d(_global.MAIN_HERO.LEVEL); if (_local7 > 24) { _local7 = 24; } delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local6 = 0; while (_local6 < Math.min(_local7, 6)) { _global.ENEMIES.push(new Unit("Melee", _local5, 1 + _root.d(2))); _local6++; } _local6 = 0; while (_local6 < (_local7 - 6)) { _global.ENEMIES.push(new Unit("Ranged", _local5, _root.d(2) * 2)); _local6++; } startEncounter(); } } } function startEncounter() { _global.BATTLE_TYPE = "ENCOUNTER"; if (!_global.SAILING_SHIP) { if (seashore.hitTest(avatar._x, avatar._y, true)) { var _local5 = 56 + _root.d(4); } else { var _local4 = [10, 11, 12, 16, 17, 18]; var _local5 = (_local4[_root.dice(6)] * 4) + _root.d(4); } } else { var _local5 = 52 + _root.d(4); } startBattle(_local5); } function startBattle(battle_map) { _global.BATTLE_MAP = battle_map; _global.CURR_TOWN = null; _global.WORLD_MAP_X = avatar._x; _global.WORLD_MAP_Y = avatar._y; _root.gotoAndStop("SPLASH_SCREEN"); } function onEnterFrame() { if ((gox != null) && (goy != null)) { var _local5 = Math.atan2(goy - avatar._y, gox - avatar._x); var _local4 = avatar._x + (speed * Math.cos(_local5)); var _local3 = avatar._y + (speed * Math.sin(_local5)); if ((Math.abs(avatar._x - gox) < speed) && (Math.abs(avatar._y - goy) < speed)) { stopMoving(); } if ((_global.SAILING_SHIP ? (sea.hitTest(_local4, _local3, true)) : (ground.hitTest(_local4, _local3, true)))) { randomEncounter(); avatar._x = _local4; avatar._y = _local3; } else { gox = null; goy = null; } } } }
Symbol 155 Button
on (release, keyPress "1") { if (_global.POTION_HealSmall > 0) { _global.POTION_HealSmall--; potion_1_txt.text = _global.POTION_HealSmall; makeThemHealHero(40); } } on (rollOver) { hint.gotoAndStop("potion_1"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 170 MovieClip Frame 1
text_txt.text = ""; stop();
Symbol 171 Button
on (release, keyPress "2") { if (_global.POTION_HealMedium > 0) { _global.POTION_HealMedium--; potion_2_txt.text = _global.POTION_HealMedium; makeThemHealHero(300); } } on (rollOver) { hint.gotoAndStop("potion_2"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 172 Button
on (release, keyPress "3") { if (_global.SCROLL_AllHealBig > 0) { _global.SCROLL_AllHealBig--; potion_3_txt.text = _global.SCROLL_AllHealBig; makeThemHealHero(100000); } } on (rollOver) { hint.gotoAndStop("potion_3"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 173 Button
on (release, keyPress "4") { if (_global.SCROLL_AllHealSmall > 0) { _global.SCROLL_AllHealSmall--; scroll_1_txt.text = _global.SCROLL_AllHealSmall; makeThemHealUnits(0.33); } } on (rollOver) { hint.gotoAndStop("scroll_1"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 174 Button
on (release, keyPress "5") { if (_global.SCROLL_AllHealBig > 0) { _global.SCROLL_AllHealBig--; scroll_2_txt.text = _global.SCROLL_AllHealBig; makeThemHealUnits(0.66); } } on (rollOver) { hint.gotoAndStop("scroll_2"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 175 Button
on (release, keyPress "6") { if (_global.SCROLL_Rage > 0) { _global.SCROLL_Rage--; scroll_2_txt.text = _global.SCROLL_Rage; makeThemRage(); } } on (rollOver) { hint.gotoAndStop("scroll_3"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 216 MovieClip Frame 1
var nat = _root.getNationNumber(_global.MAIN_HERO.NATION); var gen = ((_global.MAIN_HERO.GENDER == "m") ? 0 : 1); gotoAndStop((nat * 2) + gen);
Symbol 223 Button
on (press, keyPress "<Home>") { makeThemHoldPosition(); } on (rollOver) { hint.gotoAndStop("HoldPosition"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 224 Button
on (press, keyPress "<PgUp>") { makeThemSwapWeapons(); } on (rollOver) { hint.gotoAndStop("SwapWeapons"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 233 MovieClip Frame 1
is_ready = false;
Symbol 233 MovieClip Frame 45
is_ready = true; stop();
Symbol 233 MovieClip Frame 46
is_ready = false;
Symbol 235 MovieClip Frame 1
is_ready = false;
Symbol 235 MovieClip Frame 65
is_ready = true; stop();
Symbol 235 MovieClip Frame 66
is_ready = false;
Symbol 243 MovieClip [Screen] Frame 1
#initclip 66 Object.registerClass("Screen", Screen); #endinitclip stop();
Instance of Symbol 233 MovieClip "control_shower" in Symbol 243 MovieClip [Screen] Frame 1
on (release) { if (_root.cursor._currentframe == 2) { _root.cursor.gotoAndStop(1); } else if (is_ready) { _root.cursor.gotoAndStop(2); } } on (rollOver) { _parent.hint.gotoAndStop("arrow_shower"); } on (rollOut) { _parent.hint.gotoAndStop("Nothing"); }
Instance of Symbol 235 MovieClip "control_wall" in Symbol 243 MovieClip [Screen] Frame 1
on (release) { if (_root.cursor._currentframe == 3) { _root.cursor.gotoAndStop(1); } else if (is_ready) { _root.cursor.gotoAndStop(3); } } on (rollOver) { _parent.hint.gotoAndStop("arrow_wall"); } on (rollOut) { _parent.hint.gotoAndStop("Nothing"); }
Symbol 271 MovieClip Frame 1
stop();
Symbol 301 MovieClip Frame 1
stop();
Symbol 543 MovieClip Frame 18
this._parent.directHit();
Symbol 543 MovieClip Frame 30
gotoAndStop ("sword");
Symbol 543 MovieClip Frame 58
this._parent.directHit();
Symbol 543 MovieClip Frame 70
gotoAndStop ("twohanded_sword");
Symbol 543 MovieClip Frame 95
this._parent.directHit();
Symbol 543 MovieClip Frame 109
gotoAndStop ("twohanded_axe");
Symbol 543 MovieClip Frame 117
this._parent.directHit();
Symbol 543 MovieClip Frame 131
this._parent.directHit();
Symbol 543 MovieClip Frame 140
gotoAndStop ("double");
Symbol 543 MovieClip Frame 156
this._parent.directHit();
Symbol 543 MovieClip Frame 170
gotoAndStop ("spear");
Symbol 543 MovieClip Frame 190
this._parent.directHit();
Symbol 543 MovieClip Frame 210
gotoAndStop ("bow");
Symbol 543 MovieClip Frame 226
this._parent.directHit();
Symbol 543 MovieClip Frame 270
gotoAndStop ("crossbow");
Symbol 543 MovieClip Frame 277
this._parent.directHit();
Symbol 543 MovieClip Frame 290
gotoAndStop ("dagger");
Symbol 543 MovieClip Frame 309
this._parent.directHit();
Symbol 543 MovieClip Frame 315
gotoAndStop ("katana");
Symbol 543 MovieClip Frame 325
this._parent.directHit();
Symbol 543 MovieClip Frame 339
this._parent.directHit();
Symbol 543 MovieClip Frame 350
gotoAndStop ("staff");
Symbol 543 MovieClip Frame 368
this._parent.directHit();
Symbol 543 MovieClip Frame 378
this._parent.directHit();
Symbol 543 MovieClip Frame 385
gotoAndStop ("fists");
Symbol 543 MovieClip Frame 403
this._parent.directHit();
Symbol 543 MovieClip Frame 415
gotoAndStop ("suriken");
Symbol 543 MovieClip Frame 435
this._parent.onSwitchWeapons();
Symbol 543 MovieClip Frame 455
this._parent.onSwitchWeapons();
Symbol 543 MovieClip Frame 475
this._parent.onSwitchWeapons();
Symbol 543 MovieClip Frame 495
this._parent.onSwitchWeapons();
Symbol 543 MovieClip Frame 525
gotoAndPlay ("run_sword");
Symbol 543 MovieClip Frame 555
gotoAndPlay ("run_twohandedsword");
Symbol 543 MovieClip Frame 585
gotoAndPlay ("run_axe");
Symbol 543 MovieClip Frame 615
gotoAndPlay ("run_double");
Symbol 543 MovieClip Frame 645
gotoAndPlay ("run_bow");
Symbol 543 MovieClip Frame 675
gotoAndPlay ("run_crossbow");
Symbol 543 MovieClip Frame 705
gotoAndPlay ("run_suriken");
Symbol 543 MovieClip Frame 735
gotoAndPlay ("run_katana");
Symbol 543 MovieClip Frame 775
this._parent.restInPeace(); stop();
Symbol 543 MovieClip Frame 825
this._parent.restInPeace(); stop();
Symbol 543 MovieClip Frame 855
this._parent.restInPeace(); stop();
Symbol 547 MovieClip [Human] Frame 1
#initclip 31 Object.registerClass("Human", Soldier); #endinitclip
Symbol 551 MovieClip [Human_Player] Frame 1
#initclip 32 Object.registerClass("Human_Player", Player); #endinitclip
Symbol 555 MovieClip [Blood_1] Frame 20
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 559 MovieClip [Blood_2] Frame 20
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 562 MovieClip Frame 15
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 564 MovieClip [SelectBorder] Frame 1
#initclip 33 Object.registerClass("SelectBorder", SelectBorder); #endinitclip stop();
Symbol 564 MovieClip [SelectBorder] Frame 4
this.removeMovieClip();
Symbol 566 MovieClip Frame 18
this._parent.directHit();
Symbol 566 MovieClip Frame 30
gotoAndStop ("sword");
Symbol 566 MovieClip Frame 55
this._parent.directHit();
Symbol 566 MovieClip Frame 70
gotoAndStop ("twohanded_sword");
Symbol 566 MovieClip Frame 95
this._parent.directHit();
Symbol 566 MovieClip Frame 110
gotoAndStop ("twohanded_axe");
Symbol 566 MovieClip Frame 127
this._parent.directHit();
Symbol 566 MovieClip Frame 140
gotoAndStop ("spear");
Symbol 566 MovieClip Frame 162
this._parent.directHit();
Symbol 566 MovieClip Frame 180
gotoAndStop ("bow");
Symbol 566 MovieClip Frame 195
this._parent.directHit();
Symbol 566 MovieClip Frame 240
gotoAndStop ("crossbow");
Symbol 566 MovieClip Frame 260
this._parent.directHit();
Symbol 566 MovieClip Frame 274
gotoAndStop ("fists");
Symbol 566 MovieClip Frame 293
this._parent.directHit();
Symbol 566 MovieClip Frame 305
gotoAndStop ("suriken");
Symbol 566 MovieClip Frame 325
this._parent.onSwitchWeapons();
Symbol 566 MovieClip Frame 345
this._parent.onSwitchWeapons();
Symbol 566 MovieClip Frame 365
this._parent.onSwitchWeapons();
Symbol 566 MovieClip Frame 385
this._parent.onSwitchWeapons();
Symbol 566 MovieClip Frame 415
gotoAndPlay ("run_sword");
Symbol 566 MovieClip Frame 445
gotoAndPlay ("run_twohandedsword");
Symbol 566 MovieClip Frame 475
gotoAndPlay ("run_axe");
Symbol 566 MovieClip Frame 505
gotoAndPlay ("run_bow");
Symbol 566 MovieClip Frame 535
gotoAndPlay ("run_crossbow");
Symbol 566 MovieClip Frame 565
gotoAndPlay ("run_suriken");
Symbol 566 MovieClip Frame 605
this._parent.restInPeace(); stop();
Symbol 567 MovieClip [Horseman] Frame 1
#initclip 34 Object.registerClass("Horseman", Soldier); #endinitclip this.isHorseman = true;
Symbol 568 MovieClip [Horseman_Player] Frame 1
#initclip 35 Object.registerClass("Horseman_Player", Player); #endinitclip this.isHorseman = true;
Symbol 577 MovieClip Frame 16
stop();
Symbol 579 MovieClip [Grenade] Frame 1
#initclip 36 Object.registerClass("Grenade", Grenade); #endinitclip stop();
Symbol 579 MovieClip [Grenade] Frame 2
this.explode();
Symbol 579 MovieClip [Grenade] Frame 25
this.removeMovieClip();
Symbol 582 MovieClip [HealAnim] Frame 20
this.removeMovieClip();
Symbol 590 MovieClip [RiseAnim] Frame 40
this._parent.turnToZombie(); this.removeMovieClip();
Symbol 796 Button
on (press) { if (this.amount > 1) { this.amount--; this.amount_txt.text = this.amount; } }
Symbol 797 Button
on (press) { if (this.amount < this.max_amount) { this.amount++; this.amount_txt.text = this.amount; } }
Symbol 801 Button
on (release, keyPress "<Enter>") { _global.GOLD = _global.GOLD + (Math.floor(this.price / 2) * this.amount); if (this.amount == this.max_amount) { _global.INVENTORY.splice(this.pos, 1); } else { _global.INVENTORY[this.pos].COUNT = _global.INVENTORY[this.pos].COUNT - this.amount; } _parent._parent.storeShowUser(); _parent.money_txt.text = _global.GOLD + " gold"; this.removeMovieClip(); }
Symbol 803 Button
on (release, keyPress "<Escape>") { this.removeMovieClip(); }
Symbol 807 MovieClip [FlyDamage] Frame 25
this.removeMovieClip();
Symbol 866 MovieClip [ArrowShower] Frame 1
#initclip 37 Object.registerClass("ArrowShower", ArrowStorm); #endinitclip
Symbol 866 MovieClip [ArrowShower] Frame 10
if ((_global.field[X][Y].who != null) && (_global.field[X][Y].free)) { var hit_chance = (100 - ((_global.field[X][Y].who.FLEE + _global.field[X][Y].who.SHIELD_FLEE) * 0.8)); if (_root.percent(hit_chance)) { _global.field[X][Y].who.takeDamage(dmg[play_count], null, crit[play_count]); } } if (play_count > 0) { play_count--; gotoAndPlay (1); } else { this.removeMovieClip(); }
Symbol 867 MovieClip [ArrowWall] Frame 1
#initclip 38 Object.registerClass("ArrowWall", ArrowStorm); #endinitclip
Symbol 867 MovieClip [ArrowWall] Frame 15
_root.addProjectile(X, Y, _global.F_WIDTH - 1, Y, dmg[play_count], 0, crit[play_count], 1, 141, -1); if (play_count > 0) { play_count--; gotoAndPlay (1); } else { this.removeMovieClip(); }
Symbol 869 MovieClip [Tree_1] Frame 1
#initclip 39 Object.registerClass("Tree_1", Tree); #endinitclip
Symbol 871 MovieClip [Tree_2] Frame 1
#initclip 40 Object.registerClass("Tree_2", Tree); #endinitclip
Symbol 873 MovieClip [Tree_3] Frame 1
#initclip 41 Object.registerClass("Tree_3", Tree); #endinitclip
Symbol 875 MovieClip [Tree_4] Frame 1
#initclip 42 Object.registerClass("Tree_4", Tree); #endinitclip
Symbol 877 MovieClip [Bush_1] Frame 1
#initclip 43 Object.registerClass("Bush_1", Tree); #endinitclip
Symbol 879 MovieClip [Bush_2] Frame 1
#initclip 44 Object.registerClass("Bush_2", Tree); #endinitclip
Symbol 881 MovieClip [Bush_3] Frame 1
#initclip 45 Object.registerClass("Bush_3", Tree); #endinitclip
Symbol 883 MovieClip [Bush_4] Frame 1
#initclip 46 Object.registerClass("Bush_4", Tree); #endinitclip
Symbol 885 MovieClip [Crate_1] Frame 1
#initclip 47 Object.registerClass("Crate_1", Tree); #endinitclip
Symbol 887 MovieClip [Lantern] Frame 1
#initclip 48 Object.registerClass("Lantern", Tree); #endinitclip
Symbol 891 MovieClip [RIP_1] Frame 1
#initclip 49 Object.registerClass("RIP_1", Tree); #endinitclip
Symbol 893 MovieClip [RIP_2] Frame 1
#initclip 50 Object.registerClass("RIP_2", Tree); #endinitclip
Symbol 895 MovieClip [Barrel] Frame 1
#initclip 51 Object.registerClass("Barrel", Tree); #endinitclip
Symbol 897 MovieClip [Ammun] Frame 1
#initclip 52 Object.registerClass("Ammun", Tree); #endinitclip
Symbol 899 MovieClip [SkullTower] Frame 1
#initclip 53 Object.registerClass("SkullTower", Tree); #endinitclip
Symbol 902 MovieClip [Sign] Frame 1
#initclip 54 Object.registerClass("Sign", Tree); #endinitclip
Symbol 904 MovieClip [Tree_5] Frame 1
#initclip 55 Object.registerClass("Tree_5", Tree); #endinitclip
Symbol 906 MovieClip [Tree_6] Frame 1
#initclip 56 Object.registerClass("Tree_6", Tree); #endinitclip
Symbol 909 MovieClip [Sign2] Frame 1
#initclip 57 Object.registerClass("Sign2", Tree); #endinitclip
Symbol 911 MovieClip [Tree_12] Frame 1
#initclip 58 Object.registerClass("Tree_12", Tree); #endinitclip
Symbol 913 MovieClip [Tree_11] Frame 1
#initclip 59 Object.registerClass("Tree_11", Tree); #endinitclip
Symbol 915 MovieClip [Tree_10] Frame 1
#initclip 60 Object.registerClass("Tree_10", Tree); #endinitclip
Symbol 917 MovieClip [Tree_9] Frame 1
#initclip 61 Object.registerClass("Tree_9", Tree); #endinitclip
Symbol 919 MovieClip [Tree_8] Frame 1
#initclip 62 Object.registerClass("Tree_8", Tree); #endinitclip
Symbol 921 MovieClip [Tree_7] Frame 1
#initclip 63 Object.registerClass("Tree_7", Tree); #endinitclip
Symbol 923 MovieClip [Well_1] Frame 1
#initclip 64 Object.registerClass("Well_1", Tree); #endinitclip
Symbol 927 MovieClip [Arrow] Frame 1
#initclip 65 Object.registerClass("Arrow", Arrow); #endinitclip
Symbol 927 MovieClip [Arrow] Frame 9
gotoAndPlay (1);
Symbol 994 Button
on (release) { _parent.play(); }
Symbol 1001 MovieClip Frame 40
stop();
Symbol 1002 MovieClip Frame 1
_parent.stop();
Symbol 1002 MovieClip Frame 89
_parent.play();
Symbol 1023 Button
on (release) { _root.gameLoad(_root.d(80)); }
Symbol 1024 Button
on (release) { _root.gotoAndStop("WORLD_MAP"); }
Symbol 1025 Button
on (release) { gotoAndStop ("Options"); }
Symbol 1029 Button
on (release) { gotoAndStop ("Tutorial"); }
Symbol 1030 Button
on (release) { gotoAndStop ("NewGame"); }
Symbol 1031 Button
on (release) { gotoAndStop ("Resume"); }
Symbol 1032 Button
on (release) { gotoAndStop ("Options"); }
Symbol 1033 Button
on (release) { gotoAndStop ("Controls"); }
Symbol 1034 Button
on (release) { getURL ((("http://www.arcadetown.com/index.asp?gameid=feudalism&aid=" + _root.GetUrlParam(_url, "aid=")) + "&refer=") + _root.GetBaseUrl(_url), "_blank"); }
Symbol 1035 Button
on (release) { getURL ("http://www.arcadetown.com/free_content/index.asp", "_blank"); }
Symbol 1036 Button
on (release) { getURL ("mailto:zaborov@mail.ru", "_blank"); }
Symbol 1050 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.STR++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; inventoryShowStats(); } }
Symbol 1085 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.DEX++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; inventoryShowStats(); } }
Symbol 1086 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.CON++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; inventoryShowStats(); } }
Symbol 1087 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.INT++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; inventoryShowStats(); } }
Symbol 1088 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Dual++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1089 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Sword++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1090 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Axe++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1091 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Mace++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1092 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Spear++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1093 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Dagger++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1094 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Staff++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1095 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.FarEast++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1096 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Bow++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1097 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Crossbow++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1098 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Throwing++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1099 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.ArtOfWar++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1100 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Patriotism++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1104 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Karl"; _global.MAIN_HERO.NATION = "Ger"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 20; _global.MAIN_HERO.CON = 35; _global.MAIN_HERO.DEX = 5; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 30; _global.MAIN_HERO.SKILL.Axe = 20; _global.MAIN_HERO.SKILL.Mace = 60; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 25; _global.MAIN_HERO.SKILL.Dagger = 5; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 5; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 15; _global.MAIN_HERO.SKILL.Crossbow = 15; _global.MAIN_HERO.SKILL.Throwing = 45; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Shield", "Ger", 1); _global.MAIN_HERO.ARMOR = new Armor("Clothes", "Ger", 1); _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = true; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Jana"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Ger", 2)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Ranged", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 2)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Karl, Bishop of The Order of Holy Cross"; item_stats_txt.text = "Prefers blunt weapons in melee combat, also know how to throw knifes, but his dexterity doesn't allow him to use other ranged weapons. Order's warriors depend on their armor and constitution, so some of them are just walking castles!\nNote: Order produces the best maces and armor in the world."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1106 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Niora"; _global.MAIN_HERO.NATION = "Jap"; _global.MAIN_HERO.GENDER = "f"; _global.MAIN_HERO.STR = 20; _global.MAIN_HERO.CON = 5; _global.MAIN_HERO.DEX = 40; _global.MAIN_HERO.INT = 15; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 0; _global.MAIN_HERO.SKILL.Axe = 0; _global.MAIN_HERO.SKILL.Mace = 0; _global.MAIN_HERO.SKILL.FarEast = 55; _global.MAIN_HERO.SKILL.Spear = 0; _global.MAIN_HERO.SKILL.Dagger = 0; _global.MAIN_HERO.SKILL.Staff = 70; _global.MAIN_HERO.SKILL.Dual = 5; _global.MAIN_HERO.SKILL.Fist = 100; _global.MAIN_HERO.SKILL.Bow = 55; _global.MAIN_HERO.SKILL.Crossbow = 0; _global.MAIN_HERO.SKILL.Throwing = 0; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("Staff", "Jap", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Bow", "Jap", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Katana", "Jap", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = true; _global.CURR_TOWN = "Omi"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); _global.FRIENDS.push(new Unit("Melee", "Jap", 2)); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); _global.FRIENDS.push(new Unit("Melee", "Jap", 2)); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Niora, Mistress of The East Eampire"; item_stats_txt.text = "Prefers staffs a little more than katanas and shuriken, but likes bows too. She's a good melee fighter, but could be a good archer as well. Empire's warriors depend on their dexterity, trying to evade enemy attacks. Strength is important for them too for dealing damage.\nNote: Empire produces only its national weapons. You will not find any swords, axes, maces or spears in their cities."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1108 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Olga"; _global.MAIN_HERO.NATION = "Rus"; _global.MAIN_HERO.GENDER = "f"; _global.MAIN_HERO.STR = 20; _global.MAIN_HERO.CON = 10; _global.MAIN_HERO.DEX = 30; _global.MAIN_HERO.INT = 15; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 50; _global.MAIN_HERO.SKILL.Axe = 25; _global.MAIN_HERO.SKILL.Mace = 5; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 15; _global.MAIN_HERO.SKILL.Dagger = 20; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 5; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 65; _global.MAIN_HERO.SKILL.Crossbow = 40; _global.MAIN_HERO.SKILL.Throwing = 15; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("Bow", "Rus", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("TwohandedSword", "Rus", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = true; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Dubkee"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Rus", 2)); _global.FRIENDS.push(new Unit("Melee", "Rus", 1)); _global.FRIENDS.push(new Unit("Ranged", "Rus", 1)); _global.FRIENDS.push(new Unit("Melee", "Rus", 1)); _global.FRIENDS.push(new Unit("Melee", "Rus", 2)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Olga, the major Druid of Forest Lands"; item_stats_txt.text = "Prefers bows and crossbows, but can fight with a sword too. Forest Lands' warriors depend only on their strength, but DEX and CON are important for them too. Strength allows them to use better axes deal more damage, and even wear better armor made in forest lands.\nNote: Forest Lands produce the best axes and bows in the world."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1110 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Vseslav"; _global.MAIN_HERO.NATION = "Rus"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 40; _global.MAIN_HERO.CON = 15; _global.MAIN_HERO.DEX = 10; _global.MAIN_HERO.INT = 5; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 5; _global.MAIN_HERO.SKILL.Axe = 60; _global.MAIN_HERO.SKILL.Mace = 35; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 15; _global.MAIN_HERO.SKILL.Dagger = 5; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 20; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 15; _global.MAIN_HERO.SKILL.Crossbow = 5; _global.MAIN_HERO.SKILL.Throwing = 45; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Throwing", "Rus", 1); _global.MAIN_HERO.ARMOR = new Armor("Clothes", "Rus", 1); _global.MAIN_HERO.HELMET = new Armor("Helmet", "Rus", 1); _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = true; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Dubkee"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Ranged", "Rus", 1)); _global.FRIENDS.push(new Unit("Melee", "Rus", 1)); _global.FRIENDS.push(new Unit("Melee", "Rus", 2)); _global.FRIENDS.push(new Unit("Melee", "Rus", 1)); _global.FRIENDS.push(new Unit("Ranged", "Rus", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Vseslav, Chieftain of The Forest Lands"; item_stats_txt.text = "Likes powerful weapons, like mace and axe. His incredible strength also allow him to use throwing axes. \nForest Lands' warrioirs depend only on their strength. DEX and CON are important for them too, but only strength allow them to use better axes deal more damage, and even wear better armor made in forest lands.\nNote:Forest Lands produce the best axes and bows in the world."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1112 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Edgar"; _global.MAIN_HERO.NATION = "Viz"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 30; _global.MAIN_HERO.CON = 15; _global.MAIN_HERO.DEX = 20; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 55; _global.MAIN_HERO.SKILL.Axe = 20; _global.MAIN_HERO.SKILL.Mace = 20; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 25; _global.MAIN_HERO.SKILL.Dagger = 45; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 15; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 20; _global.MAIN_HERO.SKILL.Crossbow = 30; _global.MAIN_HERO.SKILL.Throwing = 40; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); _global.IS_CAPTURED.Trapezus = true; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Trapezus"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Ranged", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Ranged", "Viz", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Edgar, Lord of the Great Trade Republic"; item_stats_txt.text = "Prefers melee weapons and is a very good swordsman, also likes daggers and throwing weapons. Republic warriors depend on both strength and constitution, sometimes they try to evade enemy attacks.\nNote: Republic produces the best swords and crossbows on the continent. They also make good armor and bows. They are the only nation who produces daggers."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1114 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Elizabth"; _global.MAIN_HERO.NATION = "Ger"; _global.MAIN_HERO.GENDER = "f"; _global.MAIN_HERO.STR = 20; _global.MAIN_HERO.CON = 25; _global.MAIN_HERO.DEX = 25; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 10; _global.MAIN_HERO.SKILL.Axe = 5; _global.MAIN_HERO.SKILL.Mace = 50; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 50; _global.MAIN_HERO.SKILL.Dagger = 5; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 5; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 35; _global.MAIN_HERO.SKILL.Crossbow = 45; _global.MAIN_HERO.SKILL.Throwing = 60; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Throwing", "Ger", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Spear", "Ger", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = true; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Jana"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Ger", 2)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 2)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Elizabeth, Priest of Order of Holy Cross"; item_stats_txt.text = "Prefers different types of weapons: maces, spears, throwing knifes and crossbows. She can fight well in both melee and ranged combat. Order's warriors depend on their armor and constitution, so some of them are just walking castles!\nNote: Order produces the best maces and armor in the world."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1116 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Selena"; _global.MAIN_HERO.NATION = "Viz"; _global.MAIN_HERO.GENDER = "f"; _global.MAIN_HERO.STR = 15; _global.MAIN_HERO.CON = 10; _global.MAIN_HERO.DEX = 35; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 35; _global.MAIN_HERO.SKILL.Axe = 10; _global.MAIN_HERO.SKILL.Mace = 10; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 30; _global.MAIN_HERO.SKILL.Dagger = 50; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 15; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 50; _global.MAIN_HERO.SKILL.Crossbow = 60; _global.MAIN_HERO.SKILL.Throwing = 15; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Dagger", "Viz", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 1)); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); _global.IS_CAPTURED.Trapezus = true; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Trapezus"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Selena, Princess of the Great Trade Republic"; item_stats_txt.text = "Prefers ranged combat. Usually uses a crossbow, but can fight with a dagger if enemy comes too close. Republic crossbowmen depend on both strength and dexterity, trying to defeat enemy, who comes too close with two-handed swords or daggers.\nNote: Republic produces the best swords and crossbows at the continent. They also make good armor and bows. They are the only nation who produces daggers."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1118 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Sieg"; _global.MAIN_HERO.NATION = "Jap"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 30; _global.MAIN_HERO.CON = 5; _global.MAIN_HERO.DEX = 30; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 0; _global.MAIN_HERO.SKILL.Axe = 0; _global.MAIN_HERO.SKILL.Mace = 0; _global.MAIN_HERO.SKILL.FarEast = 70; _global.MAIN_HERO.SKILL.Spear = 0; _global.MAIN_HERO.SKILL.Dagger = 0; _global.MAIN_HERO.SKILL.Staff = 45; _global.MAIN_HERO.SKILL.Dual = 45; _global.MAIN_HERO.SKILL.Fist = 100; _global.MAIN_HERO.SKILL.Bow = 15; _global.MAIN_HERO.SKILL.Crossbow = 0; _global.MAIN_HERO.SKILL.Throwing = 0; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Throwing", "Jap", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = true; _global.CURR_TOWN = "Omi"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); _global.FRIENDS.push(new Unit("Melee", "Jap", 2)); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); _global.FRIENDS.push(new Unit("Melee", "Jap", 2)); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Sieg, Shogun of the Far East Empire"; item_stats_txt.text = "Prefers his national weapons: Ninja-to, Katanas and shurikens. Likes to fight with weapons in both hands. Empire's warriors depend on their dexterity, trying to evade enemy attacks. Strength is important for them too for dealing damage.\nNote: Empire produces only its national weapons. You will not find any swords, axes, maces or spears in their cities."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1119 Button
on (release) { _root.gotoAndStop("TOWN_SCREEN"); }
Symbol 1122 Button
on (rollOver) { item_name_txt.text = "Strength (STR)"; item_stats_txt.text = "Strength is the primary attribute for swords and axes (even throwing), and it's important for any melee fighter as it improves melee damage. Armor made in Forest Lands also requires high STR (not CON)."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1123 Button
on (rollOver) { item_name_txt.text = "Dexterity (DEX)"; item_stats_txt.text = "Dexterity is the most important attribute of all ranged characters. All bows, crossbows, throwing knifes and shuriken require high DEX to use. It also greatly increases character's dodge, allowing him to evade enemy attacks. Armor made in East Empire also requires high DEX (not CON)."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1124 Button
on (rollOver) { item_name_txt.text = "Constitution (CON)"; item_stats_txt.text = "Constitution is a very important attribute for everybody. It increases hero's hit points and allows him to wear the best armor and shields. It is also needed for using better maces."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1125 Button
on (rollOver) { item_name_txt.text = "Intelligence (INT)"; item_stats_txt.text = "Intelligence is the most important attribute for any commander. It is required to master skills \"Patriotism\" and \"Art Of War\". Also, every 2 points of INT increase your unit's HP and damage by 1%"; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1126 Button
on (rollOver) { item_name_txt.text = "Dual weapons"; item_stats_txt.text = "This skill increases your chance to hit an enemy when you're fighting with weapons in both hands."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1127 Button
on (rollOver) { item_name_txt.text = "Swords"; item_stats_txt.text = "This skill increases your chance to hit an enemy with one-handed and two-handed swords. \nSwords deal medium damage and have rather good attack speed but low crit rates."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1128 Button
on (rollOver) { item_name_txt.text = "Axe"; item_stats_txt.text = "This skill increases your chance to hit an enemy with one-handed and two-handed axes.\nAxes deal high damage, but they have lower attack speeds and crit rates than swords."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1129 Button
on (rollOver) { item_name_txt.text = "Mace"; item_stats_txt.text = "This skill increases your chance to hit an enemy with one-handed and two-handed maces.\nMaces deal low damage, have rather good attack speed, and very high crit rates."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1130 Button
on (rollOver) { item_name_txt.text = "Spear"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a spear.\nSpears deal high damage with the highest crit rate, but they have the lowest attack speed."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1131 Button
on (rollOver) { item_name_txt.text = "Dagger"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a dagger.\nDaggers are fast weapons with low damage and high crit rate."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1132 Button
on (rollOver) { item_name_txt.text = "Staff"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a staff.\nStaffs deal low damage, have average crit rates and attack speeds and hit enemy TWICE per attack."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1133 Button
on (rollOver) { item_name_txt.text = "Far east weapons"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a katana, ninja-to and shuriken.\nKatanas and ninja-to are faster than sword, deal a little less damage, and have better crit rate."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1134 Button
on (rollOver) { item_name_txt.text = "Bow"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a bow.\nBows deal less damage than crossbows, but attack much faster."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1135 Button
on (rollOver) { item_name_txt.text = "Crossbow"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a crossbow.\nCrossbow is a very slow weapon, but its damage and crit rates are just great."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1136 Button
on (rollOver) { item_name_txt.text = "Throwing weapons"; item_stats_txt.text = "This skill increases your chance to hit an enemy with all throwing weapons, excluding shuriken.\nThrowing weapons have higher damage than bows, but lower range."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1137 Button
on (rollOver) { item_name_txt.text = "Art of war"; item_stats_txt.text = "This skill increases HP and damage of all your units by 0.5% per skill point."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1138 Button
on (rollOver) { item_name_txt.text = "Patriotism"; item_stats_txt.text = "This skill increases HP and damage of your units, which are the same nation as you, by 1% per skill point."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1143 Button
on (release) { opt_quality.gotoAndStop("LOW"); }
Symbol 1144 Button
on (release) { opt_quality.gotoAndStop("MEDIUM"); }
Symbol 1145 Button
on (release) { opt_quality.gotoAndStop("HIGH"); }
Symbol 1147 Button
on (release) { _root.saveDefaults(); gotoAndStop (1); }
Symbol 1150 MovieClip Frame 1
this.onRelease = function () { _global[val] = !_global[val]; if (_global[val]) { gotoAndStop (3); } else { gotoAndStop (2); } }; if (_global[val]) { gotoAndStop (3); } else { gotoAndStop (2); }
Symbol 1150 MovieClip Frame 2
_global[val] = false;
Symbol 1150 MovieClip Frame 3
_global[val] = true;
Symbol 1157 MovieClip Frame 1
gotoAndStop(_global.SAVED_QUALITY);
Symbol 1157 MovieClip Frame 2
_global.SAVED_QUALITY = "MEDIUM";
Symbol 1157 MovieClip Frame 3
_global.SAVED_QUALITY = "HIGH";
Symbol 1157 MovieClip Frame 4
_global.SAVED_QUALITY = "LOW";
Symbol 1165 Button
on (release) { if (!_root.loadGame(1)) { err_notice.gotoAndPlay(2); } }
Symbol 1167 Button
on (release) { if (!_root.loadGame(2)) { err_notice.gotoAndPlay(2); } }
Symbol 1169 Button
on (release) { if (!_root.loadGame(3)) { err_notice.gotoAndPlay(2); } }
Symbol 1171 Button
on (release) { if (!_root.loadGame("auto")) { err_notice.gotoAndPlay(2); } }
Symbol 1173 MovieClip Frame 1
stop();
Symbol 1173 MovieClip Frame 55
gotoAndStop (1);
Symbol 1181 Button
on (release) { gotoAndStop ("buildings"); }
Symbol 1186 MovieClip Frame 1
stop();
Symbol 1186 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1189 MovieClip Frame 1
stop();
Symbol 1189 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1192 MovieClip Frame 1
stop();
Symbol 1192 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1195 MovieClip Frame 1
stop();
Symbol 1195 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1200 MovieClip Frame 1
stop();
Symbol 1200 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1203 MovieClip Frame 1
stop();
Symbol 1203 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1206 MovieClip Frame 1
stop();
Symbol 1206 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1209 MovieClip Frame 1
stop();
Symbol 1209 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1212 MovieClip Frame 1
stop();
Symbol 1212 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1215 MovieClip Frame 1
stop();
Symbol 1215 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1218 MovieClip Frame 1
stop();
Symbol 1218 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1221 MovieClip Frame 1
stop();
Symbol 1221 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1224 MovieClip Frame 1
stop();
Symbol 1224 MovieClip Frame 33
gotoAndStop (1);
Symbol 1227 MovieClip Frame 1
stop();
Symbol 1227 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1231 MovieClip Frame 1
stop();
Symbol 1231 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1234 MovieClip Frame 1
stop();
Symbol 1234 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1237 MovieClip Frame 1
stop();
Symbol 1237 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1238 MovieClip Frame 1
gotoAndStop(_global.MAIN_HERO.NATION);
Symbol 1240 Button
on (release) { gotoAndStop ("city_hall"); }
Symbol 1242 Button
on (release) { gotoAndStop ("forge"); }
Symbol 1244 Button
on (release) { gotoAndStop ("barracks"); }
Symbol 1246 Button
on (release) { gotoAndStop ("temple"); }
Symbol 1248 Button
on (release) { gotoAndStop ("also"); }
Symbol 1250 Button
on (release) { gotoAndPlay ("world"); }
Symbol 1322 MovieClip Frame 1
stop();
Symbol 1322 MovieClip Frame 106
stop();
Symbol 1324 Button
on (release) { gotoAndStop ("battle"); }
Symbol 1452 MovieClip [BarracksUnit - tutorial] Frame 1
#initclip 67 Object.registerClass("BarracksUnit - tutorial", BarracksIcon); #endinitclip
Symbol 1460 MovieClip Frame 1
var i = 0; while (i < 5) { if (_global.FRIENDS[i]) { this["fr_" + i].setHero(_global.FRIENDS[i]); this["fr_" + i].anim._xscale = 65; this["fr_" + i].anim._yscale = 65; this["fr_" + i].anim._xscale = this["fr_" + i].anim._xscale * -1; this["fr_" + i]._visible = true; } else { this["fr_" + i]._visible = false; } i++; } var i = 0; while (i < 5) { if (_global.ENEMIES[i]) { this["en_" + i].setHero(_global.ENEMIES[i]); this["en_" + i].anim._xscale = 65; this["en_" + i].anim._yscale = 65; this["en_" + i].anim._xscale = this["en_" + i].anim._xscale * -1; this["en_" + i]._visible = true; } else { this["en_" + i]._visible = false; } i++; } this.hr_0.setHero(_global.MAIN_HERO); this.hr_0.anim._xscale = 65; this.hr_0.anim._yscale = 65; this.hr_0.anim._xscale = this.hr_0.anim._xscale * -1; this.hp_txt.text = (this.hr_0.anim.HP + "/") + this.hr_0.anim.MAX_HP; this.backgr.gotoAndStop(_global.BATTLE_MAP); stop();
Symbol 1460 MovieClip Frame 41
gotoAndPlay ("blink_potions");
Symbol 1460 MovieClip Frame 81
gotoAndPlay ("blink_control");
Symbol 1460 MovieClip Frame 121
gotoAndPlay ("blink_hero");
Symbol 1460 MovieClip Frame 161
gotoAndPlay ("blink_friends");
Symbol 1460 MovieClip Frame 201
gotoAndPlay ("blink_enemies");
Symbol 1460 MovieClip Frame 241
gotoAndPlay ("blink_shower");
Symbol 1460 MovieClip Frame 281
gotoAndPlay ("blink_wall");
Symbol 1463 Button
on (release) { gotoAndStop ("your_hero"); }
Symbol 1465 Button
on (release) { gotoAndStop ("troops"); }
Symbol 1467 Button
on (release) { gotoAndStop ("swap"); }
Symbol 1470 Button
on (release) { gotoAndStop ("enemies"); }
Symbol 1472 Button
on (release) { gotoAndStop ("potions"); }
Symbol 1475 Button
on (release) { gotoAndStop ("end"); }
Symbol 1477 Button
on (release) { _parent.gotoAndStop(1); }
Symbol 1478 MovieClip Frame 1
stop();
Symbol 1478 MovieClip Frame 3
backgr.hall_btn.play();
Symbol 1478 MovieClip Frame 4
backgr.forge_btn.play(); backgr.hall_btn.gotoAndStop(1);
Symbol 1478 MovieClip Frame 5
backgr.barracks_btn.play(); backgr.forge_btn.gotoAndStop(1);
Symbol 1478 MovieClip Frame 6
backgr.temple_btn.play(); backgr.barracks_btn.gotoAndStop(1);
Symbol 1478 MovieClip Frame 7
backgr.temple_btn.gotoAndStop(1);
Symbol 1478 MovieClip Frame 67
backgr_world.play();
Symbol 1478 MovieClip Frame 178
stop();
Symbol 1478 MovieClip Frame 179
backgr_battle.gotoAndPlay("blink_hero");
Symbol 1478 MovieClip Frame 180
backgr_battle.gotoAndPlay("blink_friends");
Symbol 1478 MovieClip Frame 181
backgr_battle.gotoAndPlay("blink_control");
Symbol 1478 MovieClip Frame 182
backgr_battle.gotoAndPlay("blink_enemies");
Symbol 1478 MovieClip Frame 183
backgr_battle.gotoAndPlay("blink_potions");
Symbol 1483 MovieClip Frame 1
this.VARIABLE = the_var; this.is_waiting = false; this.getBtnName = function (code) { if (code == 8) { return("BcSpc"); } if (code == 20) { return("Caps"); } if (code == 17) { return("Ctrl"); } if (code == 46) { return("Del"); } if (code == 40) { return("Down"); } if (code == 35) { return("End"); } if (code == 13) { return("Enter"); } if (code == 27) { return("Esc"); } if (code == 36) { return("Home"); } if (code == 45) { return("Ins"); } if (code == 37) { return("Left"); } if (code == 34) { return("PgDn"); } if (code == 33) { return("PgUp"); } if (code == 39) { return("Right"); } if (code == 16) { return("Shift"); } if (code == 32) { return("Space"); } if (code == 9) { return("Tab"); } if (code == 38) { return("Up"); } return(String.fromCharCode(code).toUpperCase()); }; this.onRelease = function () { this.is_waiting = true; this.btn_name.text = "???"; this.gotoAndStop(3); }; this.btn_name.text = this.getBtnName(_global["CO_" + this.VARIABLE]); this.gotoAndStop(2);
Symbol 1484 Button
on (release) { _root.saveDefaults(); gotoAndStop (1); }
Symbol 1492 MovieClip Frame 1
function inventoryShowStats() { this.STR_txt.text = _global.MAIN_HERO.STR; this.DEX_txt.text = _global.MAIN_HERO.DEX; this.CON_txt.text = _global.MAIN_HERO.CON; this.INT_txt.text = _global.MAIN_HERO.INT; var _local3 = _global.MAIN_HERO.free_points >= 2; var _local4 = 0; while (_local4 < 4) { this["stat_btn_" + _local4]._visible = _local3; _local4++; } if (_global.MAIN_HERO.STR >= 200) { this.stat_btn_0._visible = false; } if (_global.MAIN_HERO.DEX >= 200) { this.stat_btn_1._visible = false; } if (_global.MAIN_HERO.CON >= 200) { this.stat_btn_2._visible = false; } if (_global.MAIN_HERO.INT >= 200) { this.stat_btn_3._visible = false; } this.free_points_txt.text = _global.MAIN_HERO.free_points; _local3 = _global.MAIN_HERO.free_points >= 1; for (_local4 in _global.MAIN_HERO.SKILL) { this[_local4 + "_txt"].text = _global.MAIN_HERO.SKILL[_local4]; this["skill_btn_" + _local4]._visible = ((_global.MAIN_HERO.SKILL[_local4] < 100) ? (_local3) : false); } if (_global.MAIN_HERO.SKILL.ArtOfWar >= (_global.MAIN_HERO.INT * 2)) { this.skill_btn_ArtOfWar._visible = false; } if (_global.MAIN_HERO.SKILL.Patriotism >= (_global.MAIN_HERO.INT * 2)) { this.skill_btn_Patriotism._visible = false; } this.hero_stats_txt.text = (_global.MAIN_HERO.NAME + "\nLevel ") + _global.MAIN_HERO.LEVEL; } stop(); delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Edgar"; _global.MAIN_HERO.NATION = "Viz"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 30; _global.MAIN_HERO.CON = 15; _global.MAIN_HERO.DEX = 20; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 55; _global.MAIN_HERO.SKILL.Axe = 20; _global.MAIN_HERO.SKILL.Mace = 20; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 25; _global.MAIN_HERO.SKILL.Dagger = 45; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 15; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 20; _global.MAIN_HERO.SKILL.Crossbow = 30; _global.MAIN_HERO.SKILL.Throwing = 40; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; _global.GOLD = 100; _global.SHIP_LOCATION = "none"; _global.SAILING_SHIP = false; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); _global.IS_CAPTURED.Trapezus = true; _global.CURR_TOWN = "Trapezus"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Ranged", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Ranged", "Viz", 1)); _global.POTION_HealSmall = 5; _global.POTION_HealMedium = 2; _global.POTION_HealBig = 1; _global.SCROLL_AllHealSmall = 4; _global.SCROLL_AllHealBig = 2; _global.SCROLL_Rage = 1;
Symbol 1492 MovieClip Frame 2
inventoryShowStats();
Instance of Symbol 1150 MovieClip in Symbol 1492 MovieClip Frame 3
//component parameters onClipEvent (construct) { val = "HIGHLIGHT_TROOPS"; }
Instance of Symbol 1150 MovieClip in Symbol 1492 MovieClip Frame 3
//component parameters onClipEvent (construct) { val = "SHOW_HELP"; }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "SWITCH"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "UP_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "DOWN_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "LEFT_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "RIGHT_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "ATTACK_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "UP_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "DOWN_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "LEFT_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "RIGHT_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 1483 MovieClip in Symbol 1492 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "ATTACK_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Symbol 1496 MovieClip Frame 1
_root.addUnit(this._x, this._y, _global[arr].shift(), tm); this.unloadMovie(); this.removeMovieClip();
Symbol 1498 MovieClip Frame 1
_root.addHero(this._x, this._y, _global.MAIN_HERO, 0); this.unloadMovie(); this.removeMovieClip();
Symbol 1500 MovieClip [TreeBroken_1] Frame 1
#initclip 68 Object.registerClass("TreeBroken_1", Tree); #endinitclip
Symbol 1502 MovieClip [Crate_2] Frame 1
#initclip 69 Object.registerClass("Crate_2", Tree); #endinitclip
Symbol 1504 MovieClip [Sword_in_ground_1] Frame 1
#initclip 71 Object.registerClass("Sword_in_ground_1", Tree); #endinitclip
Symbol 1508 MovieClip [Head_on_spear] Frame 1
#initclip 70 Object.registerClass("Head_on_spear", Tree); #endinitclip
Symbol 1510 MovieClip [Sword_in_ground_2] Frame 1
#initclip 72 Object.registerClass("Sword_in_ground_2", Tree); #endinitclip
Symbol 1511 Button
on (release) { openBarracks(); }
Symbol 1512 Button
on (release) { openCityHall(); }
Symbol 1513 Button
on (release) { openForge(); }
Symbol 1514 Button
on (release) { openTemple(); }
Symbol 1533 MovieClip Frame 1
stop();
Symbol 1537 Button
on (release) { _parent.leaveTown(); }
Symbol 1592 MovieClip [ICON Inventory] Frame 1
#initclip 76 Object.registerClass("ICON Inventory", StoreIcon); #endinitclip
Symbol 1593 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.storeShowTrader(); } }
Symbol 1594 Button
on (press) { if (_parent.city.forge.length > (_parent.scrollTrader + 7)) { _parent.scrollTrader++; _parent.storeShowTrader(); } }
Symbol 1595 Button
on (press) { if (_parent.scrollUser > 0) { _parent.scrollUser--; _parent.storeShowUser(); } }
Symbol 1596 Button
on (press) { if (_global.INVENTORY.length > (_parent.scrollUser + 7)) { _parent.scrollUser++; _parent.storeShowUser(); } }
Symbol 1605 Button
on (release) { _parent.enableAll(); gotoAndStop (1); }
Symbol 1608 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (10 * mult)) { _global.GOLD = _global.GOLD - (10 * mult); _global.POTION_HealSmall = _global.POTION_HealSmall + mult; money_txt.text = _global.GOLD + " gp."; potion_1_txt.text = _global.POTION_HealSmall; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Small heal potion"; item_stats_txt.text = "Heals 40 HP\n\nCost 10 gp."; }
Symbol 1609 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (100 * mult)) { _global.GOLD = _global.GOLD - (100 * mult); _global.POTION_HealMedium = _global.POTION_HealMedium + mult; money_txt.text = _global.GOLD + " gp."; potion_2_txt.text = _global.POTION_HealMedium; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Medium heal potion"; item_stats_txt.text = "Heals 300 HP\n\nCost 100 gp."; }
Symbol 1610 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (900 * mult)) { _global.GOLD = _global.GOLD - (900 * mult); _global.POTION_HealBig = _global.POTION_HealBig + mult; money_txt.text = _global.GOLD + " gp."; potion_3_txt.text = _global.POTION_HealBig; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Large heal potion"; item_stats_txt.text = "Completely restores HP\n\nCost 900 gp."; }
Symbol 1611 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (50 * mult)) { _global.GOLD = _global.GOLD - (50 * mult); _global.SCROLL_AllHealSmall = _global.SCROLL_AllHealSmall + mult; money_txt.text = _global.GOLD + " gp."; scroll_1_txt.text = _global.SCROLL_AllHealSmall; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Scroll of Small Healing"; item_stats_txt.text = "Restores 1/3 HP to all friendly units\n\nCost 50 gp."; }
Symbol 1612 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (200 * mult)) { _global.GOLD = _global.GOLD - (200 * mult); _global.SCROLL_AllHealBig = _global.SCROLL_AllHealBig + mult; money_txt.text = _global.GOLD + " gp."; scroll_2_txt.text = _global.SCROLL_AllHealBig; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Scroll of Healing"; item_stats_txt.text = "Restores 2/3 HP to all friendly units\n\nCost 200 gp."; }
Symbol 1613 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (1000 * mult)) { _global.GOLD = _global.GOLD - (1000 * mult); _global.SCROLL_Rage = _global.SCROLL_Rage + mult; money_txt.text = _global.GOLD + " gp."; scroll_3_txt.text = _global.SCROLL_Rage; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Scroll of Bloody Rage"; item_stats_txt.text = "Makes your units attack much faster. Units with low attack speed gain a huge bunus, perhaps fast attacking units get a very small bonus.\n\nCost 1000 gp."; }
Symbol 1633 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.barracksShowTrader(); } }
Symbol 1634 Button
on (press) { if (_parent.city.barracks.length > (_parent.scrollTrader + 8)) { _parent.scrollTrader++; _parent.barracksShowTrader(); } }
Symbol 1635 Button
on (press) { if (_parent.scrollUser > 0) { _parent.scrollUser--; _parent.barracksShowUser(); } }
Symbol 1636 Button
on (press) { if ((_global.FRIENDS.length - 9) > (_parent.scrollUser + 8)) { _parent.scrollUser++; _parent.barracksShowUser(); } }
Symbol 1638 MovieClip [BarracksUnit] Frame 1
#initclip 73 Object.registerClass("BarracksUnit", BarracksIcon); #endinitclip
Symbol 1644 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.STR++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; _parent.inventoryShowStats(); } }
Symbol 1679 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.DEX++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; _parent.inventoryShowStats(); } }
Symbol 1680 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.CON++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; _parent.inventoryShowStats(); } }
Symbol 1681 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.INT++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; _parent.inventoryShowStats(); } }
Symbol 1682 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Dual++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1683 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Sword++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1684 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Axe++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1685 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Mace++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1686 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Spear++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1687 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Dagger++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1688 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Staff++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1689 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.FarEast++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1690 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Bow++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1691 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Crossbow++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1692 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Throwing++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1693 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.ArtOfWar++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1694 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Patriotism++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1743 MovieClip [ICON Equipment] Frame 1
#initclip 74 Object.registerClass("ICON Equipment", EquipmentIcon); #endinitclip
Symbol 1744 Button
on (press) { if (_global.INVENTORY.length > (_parent.scrollUser + 4)) { _parent.scrollUser++; _parent.storeShowUser(); } }
Symbol 1749 Button
on (rollOver) { item_name_txt.text = (_global.MAIN_HERO.NAME + " Level ") + _global.MAIN_HERO.LEVEL; item_stats_txt.text = ("Hit Pionts: " + hero_ico.anim.MAX_HP) + newline; item_stats_txt.text = item_stats_txt.text + (("Defence: " + hero_ico.anim.DEF) + " "); item_stats_txt.text = item_stats_txt.text + (((("Dodge: " + hero_ico.anim.FLEE) + "%") + ((hero_ico.anim.SHIELD_FLEE > 0) ? (("+" + hero_ico.anim.SHIELD_FLEE) + "% (Shield)") : "")) + newline); item_stats_txt.text = item_stats_txt.text + (((("Damage: " + hero_ico.anim.wpn.dmg) + "-") + (hero_ico.anim.wpn.dmg + hero_ico.anim.wpn.rnd)) + newline); item_stats_txt.text = item_stats_txt.text + (("Attack Speed: " + (Math.round((100 / (hero_ico.anim.wpn.t_bef + hero_ico.anim.wpn.t_aft)) * 100) / 100)) + newline); if (this.anim.wpn.rng > 0) { item_stats_txt.text = item_stats_txt.text + (("Range: " + hero_ico.anim.wpn.rng) + newline); } item_stats_txt.text = item_stats_txt.text + (("Hit rate: " + hero_ico.anim.wpn.HIT) + "%\n"); item_stats_txt.text = item_stats_txt.text + (("Crit Rate: " + hero_ico.anim.wpn.CRIT) + "%\n"); } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1828 MovieClip Frame 1
stop();
Symbol 1838 Button
on (release) { _parent.openHeroStats(); }
Symbol 1839 Button
on (release) { _parent.openCaptureTown(); }
Symbol 1840 Button
on (release) { _parent.openGetQuest(); }
Symbol 1844 Button
on (release) { _root.saveGame(1); }
Symbol 1845 Button
on (release) { _root.loadGame(1); }
Symbol 1847 Button
on (release) { _root.saveGame(2); }
Symbol 1848 Button
on (release) { _root.loadGame(2); }
Symbol 1850 Button
on (release) { _root.saveGame(3); }
Symbol 1851 Button
on (release) { _root.loadGame(3); }
Symbol 1853 Button
on (release) { _root.saveGame("auto"); }
Symbol 1854 Button
on (release) { _root.loadGame("auto"); }
Symbol 1862 Button
on (release) { _parent.openGetQuest(); }
Symbol 1864 Button
on (release) { if (_global.QUEST.avatar_id < 0) { _global.QUEST.aproveDeliver(); } _parent.enableAll(); gotoAndStop (1); }
Symbol 1866 Button
on (release) { if (_global.MAIN_HERO.HORSE != null) { _global.GOLD = _global.GOLD + Math.round(_global.MAIN_HERO.HORSE.price / 3); _global.MAIN_HERO.HORSE = null; _parent.barnShowTrader(); } }
Symbol 1870 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.barnShowTrader(); } }
Symbol 1871 Button
on (press) { if (_parent.city.barracks.length > (_parent.scrollTrader + 8)) { _parent.scrollTrader++; _parent.barnShowTrader(); } }
Symbol 1880 Button
on (release) { _global.GOLD = _global.GOLD - _global.SHIP_PRICE; _global.SAILING_SHIP = true; _parent.leaveTown(); }
Symbol 1882 Button
on (release) { _parent.enableAll(); gotoAndStop (1); }
Symbol 1885 Button
on (release) { _parent.startBattleForCity(); }
Symbol 1888 Button
on (release) { _parent.enableAll(); gotoAndStop (1); }
Symbol 1893 Button
on (release) { _parent.startBattleForCity(); }
Symbol 1894 MovieClip Frame 1
stop();
Symbol 1894 MovieClip Frame 2
_parent.storeShowTrader(); _parent.storeShowUser();
Instance of Symbol 1150 MovieClip in Symbol 1894 MovieClip Frame 2
//component parameters onClipEvent (construct) { val = "STORE_DONT_ASK_AMOUNT"; }
Symbol 1894 MovieClip Frame 3
potion_1_txt.text = _global.POTION_HealSmall; potion_2_txt.text = _global.POTION_HealMedium; potion_3_txt.text = _global.POTION_HealBig; scroll_1_txt.text = _global.SCROLL_AllHealSmall; scroll_2_txt.text = _global.SCROLL_AllHealBig; scroll_3_txt.text = _global.SCROLL_Rage;
Symbol 1894 MovieClip Frame 4
_parent.barracksShowTrader(); _parent.barracksShowUser();
Symbol 1894 MovieClip Frame 5
_parent.inventoryShowUser(); _parent.inventoryShowStats(); hero_stats_txt.text = (_global.MAIN_HERO.NAME + " lv. ") + _global.MAIN_HERO.LEVEL;
Symbol 1894 MovieClip Frame 7
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1894 MovieClip Frame 8
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1894 MovieClip Frame 9
_parent.barnShowTrader(); hero_stats_txt.text = (_global.MAIN_HERO.NAME + " lv. ") + _global.MAIN_HERO.LEVEL;
Symbol 1894 MovieClip Frame 11
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1894 MovieClip Frame 12
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1894 MovieClip Frame 13
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1894 MovieClip Frame 15
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1898 Button
on (release) { openHarbor(); }
Symbol 1900 Button
on (release) { openBarn(); }
Symbol 1908 Button
on (release) { openBarracks(); }
Symbol 1909 Button
on (release) { openCityHall(); }
Symbol 1910 Button
on (release) { openForge(); }
Symbol 1911 Button
on (release) { openTemple(); }
Symbol 1924 Button
on (release) { openBarracks(); }
Symbol 1925 Button
on (release) { openCityHall(); }
Symbol 1926 Button
on (release) { openForge(); }
Symbol 1927 Button
on (release) { openTemple(); }
Symbol 1940 Button
on (release) { openBarracks(); }
Symbol 1941 Button
on (release) { openCityHall(); }
Symbol 1942 Button
on (release) { openForge(); }
Symbol 1943 Button
on (release) { openTemple(); }
Symbol 1955 MovieClip [Cities] Frame 1
#initclip 75 Object.registerClass("Cities", Cities); #endinitclip
Symbol 1974 MovieClip Frame 1
stop(); loops = 0;
Symbol 1974 MovieClip Frame 3
if (loops < 8) { gotoAndPlay (2); loops++; } else { gotoAndStop (1); loops = 0; }
Symbol 1976 MovieClip [WorldMap] Frame 1
#initclip 77 Object.registerClass("WorldMap", WorldMap); #endinitclip init();
Symbol 1980 Button
on (release) { this._visible = false; }
Symbol 1981 MovieClip Frame 1
this._visible = _global.SHOW_HELP; if (this._visible) { _parent.world_map.blinker.play(); }
Instance of Symbol 1150 MovieClip in Symbol 1981 MovieClip Frame 1
//component parameters onClipEvent (construct) { val = "SHOW_HELP"; }
Symbol 1985 MovieClip Frame 1
gotoAndStop(_root.d(8) + 1);
Symbol 1989 Button
on (release) { if (_global.BATTLE_TUTORIAL_PLAYED || (!_global.SHOW_HELP)) { _root.loadMap(_global.BATTLE_MAP); } else { _root.gotoAndStop("BATTLE_TUT"); } }
Symbol 1995 MovieClip Frame 110
if (_global.BATTLE_TUTORIAL_PLAYED || (!_global.SHOW_HELP)) { _root.loadMap(_global.BATTLE_MAP); } else { _root.gotoAndStop("BATTLE_TUT"); }
Symbol 2003 Button
on (release) { _root.gotoAndStop(4); }
Symbol 2005 MovieClip Frame 1
hero.attachMovie(((_global.MAIN_HERO.HORSE == null) ? "Human" : "Horseman"), "anim", 1, {_x:0, _y:0}); hero.anim._xscale = 70; hero.anim._yscale = 70; hero.anim._x = 0; hero.anim._y = 0; hero.anim.onEnterFrame = null; hero.anim.initUnit(_global.MAIN_HERO); hero.anim.die();
Symbol 2005 MovieClip Frame 50
stop();
Symbol 2009 MovieClip Frame 1
gotoAndStop(_root.d(4) + 1);
Symbol 2014 Button
on (release) { if ((_global.EXP_GOT == 0) && (_global.GOLD_GOT == 0)) { if (_global.BATTLE_TYPE != "SIEGE") { _root.gotoAndStop("WORLD_MAP"); } else { var town = new Town(_global.CURR_TOWN); if (town.adv_defenders.length > 0) { town.getAdvDefenders(); _global.BATTLE_MAP = 60 + _root.d(4); _global.BATTLE_TYPE = "THRONE_HALL"; _root.gotoAndStop("SPLASH_SCREEN"); } else { _root.gotoAndStop("WORLD_MAP"); } } } else { if (_global.MAIN_HERO.experience(_global.EXP_GOT)) { fields.level_up.gotoAndPlay(2); } _global.EXP_GOT = 0; _global.GOLD = _global.GOLD + _global.GOLD_GOT; _global.GOLD_GOT = 0; fields.exp_txt.text = (_global.MAIN_HERO.EXP + "/") + _global.MAIN_HERO.EXP_FOR_LEVELS[_global.MAIN_HERO.LEVEL + 1]; fields.gold_txt.text = _global.GOLD + " gp."; } }
Symbol 2031 MovieClip Frame 1
stop();
Symbol 2034 Button
on (release) { _parent.nextFrame(); }
Symbol 2044 Button
on (release) { _global.BATTLE_TUTORIAL_PLAYED = true; _root.loadMap(_global.BATTLE_MAP); }
Symbol 2046 MovieClip Frame 1
stop();
Symbol 2046 MovieClip Frame 2
backgr_battle.gotoAndPlay("blink_hero");
Symbol 2046 MovieClip Frame 3
backgr_battle.gotoAndPlay("blink_friends");
Symbol 2046 MovieClip Frame 4
backgr_battle.gotoAndPlay("blink_control");
Symbol 2046 MovieClip Frame 5
backgr_battle.gotoAndPlay("blink_enemies");
Symbol 2046 MovieClip Frame 6
backgr_battle.gotoAndPlay("blink_potions");
Symbol 2046 MovieClip Frame 7
backgr_battle.gotoAndPlay("blink_shower");
Symbol 2046 MovieClip Frame 8
backgr_battle.gotoAndPlay("blink_wall");
Symbol 2046 MovieClip Frame 9
backgr_battle.gotoAndStop(280);

Library Items

Symbol 1 GraphicUsed by:39
Symbol 2 GraphicUsed by:7
Symbol 3 GraphicUsed by:7
Symbol 4 GraphicUsed by:7
Symbol 5 GraphicUsed by:7
Symbol 6 GraphicUsed by:7
Symbol 7 MovieClipUses:2 3 4 5 6Used by:38 566
Symbol 8 GraphicUsed by:13
Symbol 9 GraphicUsed by:13
Symbol 10 GraphicUsed by:13
Symbol 11 GraphicUsed by:13
Symbol 12 GraphicUsed by:13
Symbol 13 MovieClipUses:8 9 10 11 12Used by:38 566
Symbol 14 GraphicUsed by:19
Symbol 15 GraphicUsed by:19
Symbol 16 GraphicUsed by:19
Symbol 17 GraphicUsed by:19
Symbol 18 GraphicUsed by:19
Symbol 19 MovieClipUses:14 15 16 17 18Used by:38 566
Symbol 20 GraphicUsed by:25
Symbol 21 GraphicUsed by:25
Symbol 22 GraphicUsed by:25
Symbol 23 GraphicUsed by:25
Symbol 24 GraphicUsed by:25
Symbol 25 MovieClipUses:20 21 22 23 24Used by:38 566
Symbol 26 GraphicUsed by:31
Symbol 27 GraphicUsed by:31
Symbol 28 GraphicUsed by:31
Symbol 29 GraphicUsed by:31
Symbol 30 GraphicUsed by:31
Symbol 31 MovieClipUses:26 27 28 29 30Used by:38 566
Symbol 32 GraphicUsed by:37
Symbol 33 GraphicUsed by:37
Symbol 34 GraphicUsed by:37
Symbol 35 GraphicUsed by:37
Symbol 36 GraphicUsed by:37
Symbol 37 MovieClipUses:32 33 34 35 36Used by:38 566
Symbol 38 MovieClipUses:7 13 19 25 31 37Used by:39
Symbol 39 MovieClip [BarnUnit]Uses:1 38Used by:1894
Symbol 40 GraphicUsed by:43
Symbol 41 GraphicUsed by:43
Symbol 42 GraphicUsed by:43
Symbol 43 MovieClip [BlackSquare]Uses:40 41 42Used by:Timeline
Symbol 44 GraphicUsed by:47
Symbol 45 FontUsed by:46 805 901 908
Symbol 46 EditableTextUses:45Used by:47
Symbol 47 MovieClipUses:44 46Used by:48
Symbol 48 MovieClip [FlyCritDamage]Uses:47Used by:929
Symbol 49 FontUsed by:50 236 237 238 239 240 241 793 799 802 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1101 1102 1120 1121 1146 1178 1180 1239 1241 1243 1245 1247 1249 1323 1325 1462 1464 1466 1469 1471 1474 1476 1479 1516 1542 1597 1598 1599 1600 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1629 1630 1631 1632 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1695 1696 1697 1745 1746 1747 1748 1856 1868 1869 1872 1874 1875 1878 1879 1881 1884 1886 1889 1892 1895 1899 1901 1902 1904 1905 1906 1907 1912 1913 1914 1915 1918 1919 1920 1922 1928 1929 1930 1931 1932 1934 1935 1937 1944 1945 1946 1947 1948 1950 1951 1953 2036 2037 2038 2039 2040 2041 2042 2043 2045
Symbol 50 EditableTextUses:49Used by:58
Symbol 51 GraphicUsed by:58
Symbol 52 GraphicUsed by:54
Symbol 53 GraphicUsed by:54 78
Symbol 54 MovieClipUses:52 53Used by:58 1492
Symbol 55 GraphicUsed by:56
Symbol 56 MovieClipUses:55Used by:58
Symbol 57 GraphicUsed by:58
Symbol 58 MovieClipUses:50 51 54 56 57Used by:140
Symbol 59 GraphicUsed by:78
Symbol 60 GraphicUsed by:61 994 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1143 1144 1145 1608 1609 1610 1611 1612 1613 1749 1838 1839 1840
Symbol 61 ButtonUses:60Used by:78
Symbol 62 GraphicUsed by:78
Symbol 63 GraphicUsed by:78
Symbol 64 GraphicUsed by:78
Symbol 65 GraphicUsed by:78
Symbol 66 GraphicUsed by:78
Symbol 67 GraphicUsed by:78
Symbol 68 GraphicUsed by:78
Symbol 69 GraphicUsed by:78
Symbol 70 GraphicUsed by:78
Symbol 71 GraphicUsed by:78
Symbol 72 GraphicUsed by:78
Symbol 73 GraphicUsed by:78
Symbol 74 ShapeTweeningUsed by:78
Symbol 75 GraphicUsed by:78
Symbol 76 GraphicUsed by:78
Symbol 77 GraphicUsed by:78
Symbol 78 MovieClipUses:59 53 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77Used by:140
Symbol 79 GraphicUsed by:129
Symbol 80 GraphicUsed by:129
Symbol 81 GraphicUsed by:82 129
Symbol 82 MovieClipUses:81Used by:129
Symbol 83 GraphicUsed by:85
Symbol 84 GraphicUsed by:85
Symbol 85 MovieClipUses:83 84Used by:129
Symbol 86 GraphicUsed by:129
Symbol 87 GraphicUsed by:129
Symbol 88 GraphicUsed by:95 128
Symbol 89 GraphicUsed by:95 128
Symbol 90 GraphicUsed by:95 128
Symbol 91 GraphicUsed by:95 128
Symbol 92 GraphicUsed by:95 128 1165 1167 1169 1171 1844 1845 1847 1848 1850 1851 1853 1854
Symbol 93 GraphicUsed by:95 128
Symbol 94 GraphicUsed by:95 128
Symbol 95 MovieClipUses:88 89 90 91 92 93 94Used by:129
Symbol 96 GraphicUsed by:126 139
Symbol 97 GraphicUsed by:126
Symbol 98 GraphicUsed by:99
Symbol 99 MovieClipUses:98Used by:126
Symbol 100 GraphicUsed by:126
Symbol 101 GraphicUsed by:126
Symbol 102 GraphicUsed by:126
Symbol 103 GraphicUsed by:104
Symbol 104 MovieClipUses:103Used by:125
Symbol 105 GraphicUsed by:109
Symbol 106 GraphicUsed by:109
Symbol 107 GraphicUsed by:108
Symbol 108 MovieClipUses:107Used by:109 112
Symbol 109 MovieClipUses:105 106 108Used by:123
Symbol 110 GraphicUsed by:112
Symbol 111 GraphicUsed by:112
Symbol 112 MovieClipUses:110 111 108Used by:123
Symbol 113 GraphicUsed by:116
Symbol 114 GraphicUsed by:116 119
Symbol 115 GraphicUsed by:116
Symbol 116 MovieClipUses:113 114 115Used by:120
Symbol 117 GraphicUsed by:119
Symbol 118 GraphicUsed by:119
Symbol 119 MovieClipUses:117 114 118Used by:120
Symbol 120 MovieClipUses:116 119Used by:123
Symbol 121 GraphicUsed by:122
Symbol 122 MovieClipUses:121Used by:123
Symbol 123 MovieClipUses:109 112 120 122Used by:124
Symbol 124 MovieClipUses:123Used by:125
Symbol 125 MovieClipUses:104 124Used by:126 139
Symbol 126 MovieClipUses:96 97 99 100 101 102 125Used by:129
Symbol 127 GraphicUsed by:128
Symbol 128 MovieClipUses:88 89 90 91 92 93 94 127Used by:129
Symbol 129 MovieClipUses:79 80 82 85 86 87 95 126 81 128Used by:140
Symbol 130 GraphicUsed by:139
Symbol 131 GraphicUsed by:139
Symbol 132 ShapeTweeningUsed by:139
Symbol 133 ShapeTweeningUsed by:139
Symbol 134 ShapeTweeningUsed by:139
Symbol 135 ShapeTweeningUsed by:139
Symbol 136 GraphicUsed by:139
Symbol 137 GraphicUsed by:139
Symbol 138 GraphicUsed by:139
Symbol 139 MovieClipUses:130 96 131 132 133 134 135 136 125 137 138Used by:140
Symbol 140 MovieClipUses:58 78 129 139Used by:Timeline
Symbol 2047 MovieClip [__Packages.Hero]
Symbol 2048 MovieClip [__Packages.Item]
Symbol 2049 MovieClip [__Packages.Enchant]
Symbol 2050 MovieClip [__Packages.ItemInfo]
Symbol 2051 MovieClip [__Packages.Armor]
Symbol 2052 MovieClip [__Packages.WeaponClass]
Symbol 2053 MovieClip [__Packages.Horse]
Symbol 2054 MovieClip [__Packages.Unit]
Symbol 2055 MovieClip [__Packages.UnitInfo]
Symbol 2056 MovieClip [__Packages.Cage]
Symbol 2057 MovieClip [__Packages.Creature]
Symbol 2058 MovieClip [__Packages.Weapon]
Symbol 2059 MovieClip [__Packages.BarnIcon]
Symbol 2060 MovieClip [__Packages.Soldier]
Symbol 2061 MovieClip [__Packages.Player]
Symbol 2062 MovieClip [__Packages.SelectBorder]
Symbol 2063 MovieClip [__Packages.Projectile]
Symbol 2064 MovieClip [__Packages.Grenade]
Symbol 2065 MovieClip [__Packages.ArrowStorm]
Symbol 2066 MovieClip [__Packages.Tree]
Symbol 2067 MovieClip [__Packages.Arrow]
Symbol 2068 MovieClip [__Packages.Screen]
Symbol 2069 MovieClip [__Packages.Quest]
Symbol 2070 MovieClip [__Packages.BarracksIcon]
Symbol 2071 MovieClip [__Packages.StoreIcon]
Symbol 2072 MovieClip [__Packages.EquipmentIcon]
Symbol 2073 MovieClip [__Packages.Cities]
Symbol 2074 MovieClip [__Packages.Town]
Symbol 2075 MovieClip [__Packages.WorldMap]
Symbol 141 GraphicUsed by:243 1460
Symbol 142 GraphicUsed by:143 1894
Symbol 143 MovieClipUses:142Used by:243 1460
Symbol 144 GraphicUsed by:145 1894
Symbol 145 MovieClipUses:144Used by:243 1460
Symbol 146 GraphicUsed by:147 1894
Symbol 147 MovieClipUses:146Used by:243 1460
Symbol 148 GraphicUsed by:243 1460 1894
Symbol 149 GraphicUsed by:243 1460 1894
Symbol 150 GraphicUsed by:243 1460 1894
Symbol 151 GraphicUsed by:155 171 172 173 174 175 223 224 1460
Symbol 152 GraphicUsed by:155 171 172 173 174 175 223 224
Symbol 153 GraphicUsed by:155 171 172 173 174 175 223 224
Symbol 154 GraphicUsed by:155 171 172 173 174 175 223 224
Symbol 155 ButtonUses:151 152 153 154Used by:243
Symbol 156 FontUsed by:157
Symbol 157 EditableTextUses:156Used by:243
Symbol 158 GraphicUsed by:170
Symbol 159 FontUsed by:160 161 162 163 164 165 166 167 168 169
Symbol 160 TextUses:159Used by:170
Symbol 161 TextUses:159Used by:170
Symbol 162 TextUses:159Used by:170
Symbol 163 TextUses:159Used by:170
Symbol 164 TextUses:159Used by:170
Symbol 165 TextUses:159Used by:170
Symbol 166 TextUses:159Used by:170
Symbol 167 TextUses:159Used by:170
Symbol 168 TextUses:159Used by:170
Symbol 169 TextUses:159Used by:170
Symbol 170 MovieClipUses:158 160 161 162 163 164 165 166 167 168 169Used by:243 1460
Symbol 171 ButtonUses:151 152 153 154Used by:243
Symbol 172 ButtonUses:151 152 153 154Used by:243
Symbol 173 ButtonUses:151 152 153 154Used by:243
Symbol 174 ButtonUses:151 152 153 154Used by:243
Symbol 175 ButtonUses:151 152 153 154Used by:243
Symbol 176 FontUsed by:177 1453
Symbol 177 EditableTextUses:176Used by:243
Symbol 178 GraphicUsed by:243 1460
Symbol 179 GraphicUsed by:181
Symbol 180 GraphicUsed by:181
Symbol 181 MovieClip [RageAnim]Uses:179 180Used by:243 929
Symbol 182 GraphicUsed by:206
Symbol 183 GraphicUsed by:206
Symbol 184 GraphicUsed by:205
Symbol 185 GraphicUsed by:197
Symbol 186 GraphicUsed by:197
Symbol 187 GraphicUsed by:197
Symbol 188 GraphicUsed by:197
Symbol 189 GraphicUsed by:197
Symbol 190 GraphicUsed by:197
Symbol 191 GraphicUsed by:197
Symbol 192 GraphicUsed by:197
Symbol 193 GraphicUsed by:197
Symbol 194 GraphicUsed by:197 792 864 1592 1743
Symbol 195 GraphicUsed by:197
Symbol 196 GraphicUsed by:197
Symbol 197 MovieClipUses:185 186 187 188 189 190 191 192 193 194 195 196Used by:205
Symbol 198 GraphicUsed by:205
Symbol 199 GraphicUsed by:205
Symbol 200 GraphicUsed by:205
Symbol 201 GraphicUsed by:205
Symbol 202 GraphicUsed by:205
Symbol 203 GraphicUsed by:205
Symbol 204 GraphicUsed by:205
Symbol 205 MovieClipUses:184 197 198 199 200 201 202 203 204Used by:206 543 566
Symbol 206 MovieClipUses:182 183 205Used by:243
Symbol 207 GraphicUsed by:216
Symbol 208 GraphicUsed by:216
Symbol 209 GraphicUsed by:216
Symbol 210 GraphicUsed by:216
Symbol 211 GraphicUsed by:216
Symbol 212 GraphicUsed by:216
Symbol 213 GraphicUsed by:216
Symbol 214 GraphicUsed by:216
Symbol 215 GraphicUsed by:216
Symbol 216 MovieClipUses:207 208 209 210 211 212 213 214 215Used by:243 1460
Symbol 217 GraphicUsed by:222
Symbol 218 GraphicUsed by:222
Symbol 219 GraphicUsed by:220
Symbol 220 MovieClipUses:219Used by:222
Symbol 221 GraphicUsed by:222
Symbol 222 MovieClipUses:217 218 220 221Used by:243 1460
Symbol 223 ButtonUses:151 152 153 154Used by:243
Symbol 224 ButtonUses:151 152 153 154Used by:243
Symbol 225 GraphicUsed by:233 235 1460
Symbol 226 GraphicUsed by:233 235 1460
Symbol 227 GraphicUsed by:233 235 1460
Symbol 228 GraphicUsed by:233 235 547 567 1460
Symbol 229 GraphicUsed by:233 1460
Symbol 230 GraphicUsed by:233 235 1460
Symbol 231 GraphicUsed by:233 235
Symbol 232 GraphicUsed by:233 235
Symbol 233 MovieClipUses:225 226 227 228 229 230 231 232Used by:243
Symbol 234 GraphicUsed by:235 1460
Symbol 235 MovieClipUses:225 226 227 228 234 230 231 232Used by:243
Symbol 236 EditableTextUses:49Used by:243
Symbol 237 EditableTextUses:49Used by:243
Symbol 238 EditableTextUses:49Used by:243
Symbol 239 EditableTextUses:49Used by:243
Symbol 240 EditableTextUses:49Used by:243
Symbol 241 EditableTextUses:49Used by:243
Symbol 242 GraphicUsed by:243 545
Symbol 243 MovieClip [Screen]Uses:141 143 145 147 148 149 150 155 157 170 171 172 173 174 175 177 178 181 206 216 222 223 224 233 235 236 237 238 239 240 241 242Used by:929
Symbol 244 GraphicUsed by:246
Symbol 245 GraphicUsed by:246
Symbol 246 MovieClipUses:244 245Used by:547 567
Symbol 247 GraphicUsed by:279
Symbol 248 GraphicUsed by:271
Symbol 249 GraphicUsed by:271
Symbol 250 GraphicUsed by:271
Symbol 251 GraphicUsed by:271
Symbol 252 GraphicUsed by:271
Symbol 253 GraphicUsed by:271
Symbol 254 GraphicUsed by:271
Symbol 255 GraphicUsed by:271
Symbol 256 GraphicUsed by:271
Symbol 257 GraphicUsed by:271
Symbol 258 GraphicUsed by:271
Symbol 259 GraphicUsed by:271
Symbol 260 GraphicUsed by:271
Symbol 261 GraphicUsed by:271
Symbol 262 GraphicUsed by:271
Symbol 263 GraphicUsed by:271
Symbol 264 GraphicUsed by:271
Symbol 265 GraphicUsed by:271
Symbol 266 GraphicUsed by:271
Symbol 267 GraphicUsed by:271
Symbol 268 GraphicUsed by:271
Symbol 269 GraphicUsed by:271
Symbol 270 GraphicUsed by:271
Symbol 271 MovieClipUses:248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270Used by:279
Symbol 272 GraphicUsed by:279
Symbol 273 GraphicUsed by:279
Symbol 274 GraphicUsed by:279
Symbol 275 GraphicUsed by:279
Symbol 276 GraphicUsed by:279
Symbol 277 GraphicUsed by:279
Symbol 278 GraphicUsed by:279
Symbol 279 MovieClipUses:247 271 272 273 274 275 276 277 278Used by:543 566
Symbol 280 GraphicUsed by:309
Symbol 281 GraphicUsed by:301
Symbol 282 GraphicUsed by:301
Symbol 283 GraphicUsed by:301
Symbol 284 GraphicUsed by:301
Symbol 285 GraphicUsed by:301
Symbol 286 GraphicUsed by:301
Symbol 287 GraphicUsed by:301
Symbol 288 GraphicUsed by:301
Symbol 289 GraphicUsed by:301
Symbol 290 GraphicUsed by:301
Symbol 291 GraphicUsed by:301
Symbol 292 GraphicUsed by:301
Symbol 293 GraphicUsed by:301
Symbol 294 GraphicUsed by:301
Symbol 295 GraphicUsed by:301
Symbol 296 GraphicUsed by:301
Symbol 297 GraphicUsed by:301
Symbol 298 GraphicUsed by:301
Symbol 299 GraphicUsed by:301
Symbol 300 GraphicUsed by:301
Symbol 301 MovieClipUses:281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300Used by:309
Symbol 302 GraphicUsed by:309
Symbol 303 GraphicUsed by:309
Symbol 304 GraphicUsed by:309
Symbol 305 GraphicUsed by:309
Symbol 306 GraphicUsed by:309
Symbol 307 GraphicUsed by:309
Symbol 308 GraphicUsed by:309
Symbol 309 MovieClipUses:280 301 302 303 304 305 306 307 308Used by:543 566
Symbol 310 GraphicUsed by:478
Symbol 311 GraphicUsed by:478
Symbol 312 GraphicUsed by:478
Symbol 313 GraphicUsed by:478
Symbol 314 GraphicUsed by:478
Symbol 315 GraphicUsed by:478
Symbol 316 GraphicUsed by:478
Symbol 317 GraphicUsed by:478
Symbol 318 GraphicUsed by:478
Symbol 319 GraphicUsed by:478
Symbol 320 GraphicUsed by:478
Symbol 321 GraphicUsed by:478
Symbol 322 GraphicUsed by:478
Symbol 323 GraphicUsed by:478
Symbol 324 GraphicUsed by:478
Symbol 325 GraphicUsed by:478
Symbol 326 GraphicUsed by:478
Symbol 327 GraphicUsed by:478
Symbol 328 GraphicUsed by:478
Symbol 329 GraphicUsed by:478
Symbol 330 GraphicUsed by:478
Symbol 331 GraphicUsed by:478
Symbol 332 GraphicUsed by:478
Symbol 333 GraphicUsed by:478
Symbol 334 GraphicUsed by:478
Symbol 335 GraphicUsed by:478
Symbol 336 GraphicUsed by:478
Symbol 337 GraphicUsed by:478
Symbol 338 GraphicUsed by:478
Symbol 339 GraphicUsed by:478
Symbol 340 GraphicUsed by:478
Symbol 341 GraphicUsed by:478
Symbol 342 GraphicUsed by:478
Symbol 343 GraphicUsed by:478
Symbol 344 GraphicUsed by:478
Symbol 345 GraphicUsed by:478
Symbol 346 GraphicUsed by:478
Symbol 347 GraphicUsed by:478
Symbol 348 GraphicUsed by:478
Symbol 349 GraphicUsed by:478
Symbol 350 GraphicUsed by:478
Symbol 351 GraphicUsed by:478
Symbol 352 GraphicUsed by:478
Symbol 353 GraphicUsed by:478
Symbol 354 GraphicUsed by:478
Symbol 355 GraphicUsed by:478
Symbol 356 GraphicUsed by:478
Symbol 357 GraphicUsed by:478
Symbol 358 GraphicUsed by:478
Symbol 359 GraphicUsed by:478
Symbol 360 GraphicUsed by:478
Symbol 361 GraphicUsed by:478
Symbol 362 GraphicUsed by:478
Symbol 363 GraphicUsed by:478
Symbol 364 GraphicUsed by:478
Symbol 365 GraphicUsed by:478
Symbol 366 GraphicUsed by:478
Symbol 367 GraphicUsed by:478
Symbol 368 GraphicUsed by:478
Symbol 369 GraphicUsed by:478
Symbol 370 GraphicUsed by:478
Symbol 371 GraphicUsed by:478
Symbol 372 GraphicUsed by:478
Symbol 373 GraphicUsed by:478
Symbol 374 GraphicUsed by:478
Symbol 375 GraphicUsed by:478
Symbol 376 GraphicUsed by:478
Symbol 377 GraphicUsed by:478
Symbol 378 GraphicUsed by:478
Symbol 379 GraphicUsed by:478
Symbol 380 GraphicUsed by:478
Symbol 381 GraphicUsed by:478
Symbol 382 GraphicUsed by:478
Symbol 383 GraphicUsed by:478
Symbol 384 GraphicUsed by:478
Symbol 385 GraphicUsed by:478
Symbol 386 GraphicUsed by:478
Symbol 387 GraphicUsed by:478
Symbol 388 GraphicUsed by:478
Symbol 389 GraphicUsed by:478
Symbol 390 GraphicUsed by:478
Symbol 391 GraphicUsed by:478
Symbol 392 GraphicUsed by:478
Symbol 393 GraphicUsed by:478
Symbol 394 GraphicUsed by:478
Symbol 395 GraphicUsed by:478
Symbol 396 GraphicUsed by:478
Symbol 397 GraphicUsed by:478
Symbol 398 GraphicUsed by:478
Symbol 399 GraphicUsed by:478
Symbol 400 GraphicUsed by:478
Symbol 401 GraphicUsed by:478
Symbol 402 GraphicUsed by:478
Symbol 403 GraphicUsed by:478
Symbol 404 GraphicUsed by:478
Symbol 405 GraphicUsed by:478
Symbol 406 GraphicUsed by:478
Symbol 407 GraphicUsed by:478
Symbol 408 GraphicUsed by:478
Symbol 409 GraphicUsed by:478
Symbol 410 GraphicUsed by:478
Symbol 411 GraphicUsed by:478
Symbol 412 GraphicUsed by:478
Symbol 413 GraphicUsed by:478
Symbol 414 GraphicUsed by:478
Symbol 415 GraphicUsed by:478
Symbol 416 GraphicUsed by:478
Symbol 417 GraphicUsed by:478
Symbol 418 GraphicUsed by:478
Symbol 419 GraphicUsed by:478
Symbol 420 GraphicUsed by:478
Symbol 421 GraphicUsed by:478
Symbol 422 GraphicUsed by:478
Symbol 423 GraphicUsed by:478
Symbol 424 GraphicUsed by:478
Symbol 425 GraphicUsed by:478
Symbol 426 GraphicUsed by:478
Symbol 427 GraphicUsed by:478
Symbol 428 GraphicUsed by:478
Symbol 429 GraphicUsed by:478
Symbol 430 GraphicUsed by:478
Symbol 431 GraphicUsed by:478
Symbol 432 GraphicUsed by:478
Symbol 433 GraphicUsed by:478
Symbol 434 GraphicUsed by:478
Symbol 435 GraphicUsed by:478
Symbol 436 GraphicUsed by:478
Symbol 437 GraphicUsed by:478
Symbol 438 GraphicUsed by:478
Symbol 439 GraphicUsed by:478
Symbol 440 GraphicUsed by:478
Symbol 441 GraphicUsed by:478
Symbol 442 GraphicUsed by:478
Symbol 443 GraphicUsed by:478
Symbol 444 GraphicUsed by:478
Symbol 445 GraphicUsed by:478 792 864 1592 1743
Symbol 446 GraphicUsed by:478 792 864 1592 1743
Symbol 447 GraphicUsed by:478 792 864 1592 1743
Symbol 448 GraphicUsed by:478 792 864 1592 1743
Symbol 449 GraphicUsed by:478 792 864 1592 1743
Symbol 450 GraphicUsed by:478
Symbol 451 GraphicUsed by:478
Symbol 452 GraphicUsed by:478
Symbol 453 GraphicUsed by:478
Symbol 454 GraphicUsed by:478
Symbol 455 GraphicUsed by:478
Symbol 456 GraphicUsed by:478
Symbol 457 GraphicUsed by:478
Symbol 458 GraphicUsed by:478
Symbol 459 GraphicUsed by:478
Symbol 460 GraphicUsed by:478
Symbol 461 GraphicUsed by:478
Symbol 462 GraphicUsed by:478
Symbol 463 GraphicUsed by:478
Symbol 464 GraphicUsed by:478
Symbol 465 GraphicUsed by:478
Symbol 466 GraphicUsed by:478
Symbol 467 GraphicUsed by:478
Symbol 468 GraphicUsed by:478
Symbol 469 GraphicUsed by:478
Symbol 470 GraphicUsed by:478
Symbol 471 GraphicUsed by:478
Symbol 472 GraphicUsed by:478
Symbol 473 GraphicUsed by:478
Symbol 474 GraphicUsed by:478
Symbol 475 GraphicUsed by:478
Symbol 476 GraphicUsed by:478
Symbol 477 GraphicUsed by:478
Symbol 478 MovieClipUses:310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477Used by:543 566 579 927
Symbol 479 GraphicUsed by:486
Symbol 480 GraphicUsed by:486
Symbol 481 GraphicUsed by:486
Symbol 482 GraphicUsed by:486
Symbol 483 GraphicUsed by:486
Symbol 484 GraphicUsed by:486
Symbol 485 GraphicUsed by:486
Symbol 486 MovieClipUses:479 480 481 482 483 484 485Used by:543 566
Symbol 487 GraphicUsed by:495
Symbol 488 GraphicUsed by:495
Symbol 489 GraphicUsed by:495
Symbol 490 GraphicUsed by:495
Symbol 491 GraphicUsed by:495
Symbol 492 GraphicUsed by:495
Symbol 493 GraphicUsed by:495
Symbol 494 GraphicUsed by:495
Symbol 495 MovieClipUses:487 488 489 490 491 492 493 494Used by:543 566
Symbol 496 GraphicUsed by:529
Symbol 497 GraphicUsed by:521
Symbol 498 GraphicUsed by:521
Symbol 499 GraphicUsed by:521
Symbol 500 GraphicUsed by:521
Symbol 501 GraphicUsed by:521
Symbol 502 GraphicUsed by:521
Symbol 503 GraphicUsed by:521
Symbol 504 GraphicUsed by:521
Symbol 505 GraphicUsed by:521
Symbol 506 GraphicUsed by:521
Symbol 507 GraphicUsed by:521
Symbol 508 GraphicUsed by:521
Symbol 509 GraphicUsed by:521
Symbol 510 GraphicUsed by:521
Symbol 511 GraphicUsed by:521
Symbol 512 GraphicUsed by:521
Symbol 513 GraphicUsed by:521
Symbol 514 GraphicUsed by:521
Symbol 515 GraphicUsed by:521
Symbol 516 GraphicUsed by:521
Symbol 517 GraphicUsed by:521
Symbol 518 GraphicUsed by:521
Symbol 519 GraphicUsed by:521
Symbol 520 GraphicUsed by:521
Symbol 521 MovieClipUses:497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520Used by:529
Symbol 522 GraphicUsed by:529
Symbol 523 GraphicUsed by:529
Symbol 524 GraphicUsed by:529
Symbol 525 GraphicUsed by:529
Symbol 526 GraphicUsed by:529
Symbol 527 GraphicUsed by:529
Symbol 528 GraphicUsed by:529
Symbol 529 MovieClipUses:496 521 522 523 524 525 526 527 528Used by:543 566
Symbol 530 SoundUsed by:543 566
Symbol 531 SoundUsed by:543 566
Symbol 532 SoundUsed by:543 566
Symbol 533 SoundUsed by:543
Symbol 534 SoundUsed by:543 566
Symbol 535 SoundUsed by:543 566
Symbol 536 SoundUsed by:543 566
Symbol 537 SoundUsed by:543
Symbol 538 SoundUsed by:543
Symbol 539 SoundUsed by:543 566
Symbol 540 SoundUsed by:543
Symbol 541 SoundUsed by:543
Symbol 542 SoundUsed by:543
Symbol 543 MovieClipUses:279 309 478 486 495 529 205 530 531 532 533 534 535 536 537 538 539 540 541 542Used by:547 551
Symbol 544 GraphicUsed by:546
Symbol 545 MovieClipUses:242Used by:546 550
Symbol 546 MovieClipUses:544 545Used by:547 567
Symbol 547 MovieClip [Human]Uses:228 246 543 546Used by:929
Symbol 548 GraphicUsed by:551 568
Symbol 549 GraphicUsed by:550
Symbol 550 MovieClipUses:549 545Used by:551 568
Symbol 551 MovieClip [Human_Player]Uses:548 543 550Used by:929
Symbol 552 ShapeTweeningUsed by:555
Symbol 553 ShapeTweeningUsed by:555
Symbol 554 GraphicUsed by:555
Symbol 555 MovieClip [Blood_1]Uses:552 553 554Used by:929
Symbol 556 ShapeTweeningUsed by:559
Symbol 557 ShapeTweeningUsed by:559
Symbol 558 GraphicUsed by:559
Symbol 559 MovieClip [Blood_2]Uses:556 557 558Used by:929
Symbol 560 ShapeTweeningUsed by:562
Symbol 561 GraphicUsed by:562
Symbol 562 MovieClipUses:560 561Used by:929
Symbol 563 GraphicUsed by:564
Symbol 564 MovieClip [SelectBorder]Uses:563Used by:929
Symbol 565 SoundUsed by:566
Symbol 566 MovieClipUses:486 495 478 7 13 19 25 31 37 279 309 529 205 530 531 532 534 535 536 539 565Used by:567 568
Symbol 567 MovieClip [Horseman]Uses:228 246 566 546Used by:929
Symbol 568 MovieClip [Horseman_Player]Uses:548 566 550Used by:929
Symbol 569 GraphicUsed by:577
Symbol 570 GraphicUsed by:577
Symbol 571 GraphicUsed by:577
Symbol 572 GraphicUsed by:577
Symbol 573 GraphicUsed by:577
Symbol 574 GraphicUsed by:577
Symbol 575 GraphicUsed by:577
Symbol 576 GraphicUsed by:577
Symbol 577 MovieClipUses:569 570 571 572 573 574 575 576Used by:579
Symbol 578 SoundUsed by:579
Symbol 579 MovieClip [Grenade]Uses:478 577 578Used by:929
Symbol 580 ShapeTweeningUsed by:582
Symbol 581 GraphicUsed by:582
Symbol 582 MovieClip [HealAnim]Uses:580 581Used by:929
Symbol 583 GraphicUsed by:590
Symbol 584 GraphicUsed by:590
Symbol 585 GraphicUsed by:590
Symbol 586 GraphicUsed by:590
Symbol 587 GraphicUsed by:590
Symbol 588 GraphicUsed by:590
Symbol 589 GraphicUsed by:590
Symbol 590 MovieClip [RiseAnim]Uses:583 584 585 586 587 588 589Used by:929
Symbol 591 GraphicUsed by:804
Symbol 592 GraphicUsed by:792 1592 1743
Symbol 593 GraphicUsed by:792 864 1592 1743
Symbol 594 GraphicUsed by:792
Symbol 595 GraphicUsed by:792 864 1592 1743
Symbol 596 GraphicUsed by:792 864 1592 1743
Symbol 597 GraphicUsed by:792 864 1592 1743
Symbol 598 GraphicUsed by:792 864 1592 1743
Symbol 599 GraphicUsed by:792 864 1592 1743
Symbol 600 GraphicUsed by:792 864 1592 1743
Symbol 601 GraphicUsed by:792 864 1592 1743
Symbol 602 GraphicUsed by:792 864 1592 1743
Symbol 603 GraphicUsed by:792 864 1592 1743
Symbol 604 GraphicUsed by:792 864 1592 1743
Symbol 605 GraphicUsed by:792 864 1592 1743
Symbol 606 GraphicUsed by:792 864 1592 1743
Symbol 607 GraphicUsed by:792 864 1592 1743
Symbol 608 GraphicUsed by:792 864 1592 1743
Symbol 609 GraphicUsed by:792 864 1592 1743
Symbol 610 GraphicUsed by:792 864 1592 1743
Symbol 611 GraphicUsed by:792 864 1592 1743
Symbol 612 GraphicUsed by:792
Symbol 613 GraphicUsed by:792
Symbol 614 GraphicUsed by:792
Symbol 615 GraphicUsed by:792
Symbol 616 GraphicUsed by:792
Symbol 617 GraphicUsed by:792 864 1592 1743
Symbol 618 GraphicUsed by:792 864 1592 1743
Symbol 619 GraphicUsed by:792
Symbol 620 GraphicUsed by:792
Symbol 621 GraphicUsed by:792
Symbol 622 GraphicUsed by:792
Symbol 623 GraphicUsed by:792
Symbol 624 GraphicUsed by:792
Symbol 625 GraphicUsed by:792
Symbol 626 GraphicUsed by:792
Symbol 627 GraphicUsed by:792 864 1592 1743
Symbol 628 GraphicUsed by:792 864 1592 1743
Symbol 629 GraphicUsed by:792 864 1592 1743
Symbol 630 GraphicUsed by:792 864 1592 1743
Symbol 631 GraphicUsed by:792 864 1592 1743
Symbol 632 GraphicUsed by:792 864 1592 1743
Symbol 633 GraphicUsed by:792 864 1592 1743
Symbol 634 GraphicUsed by:792 864 1592 1743
Symbol 635 GraphicUsed by:792 864 1592 1743
Symbol 636 GraphicUsed by:792 864 1592 1743
Symbol 637 GraphicUsed by:792 864 1592 1743
Symbol 638 GraphicUsed by:792 864 1592 1743
Symbol 639 GraphicUsed by:792 864 1592 1743
Symbol 640 GraphicUsed by:792 864 1592 1743
Symbol 641 GraphicUsed by:792 864 1592 1743
Symbol 642 GraphicUsed by:792 864 1592 1743
Symbol 643 GraphicUsed by:792 864 1592 1743
Symbol 644 GraphicUsed by:792 864 1592 1743
Symbol 645 GraphicUsed by:792 864 1592 1743
Symbol 646 GraphicUsed by:792 864 1592 1743
Symbol 647 GraphicUsed by:792 864 1592 1743
Symbol 648 GraphicUsed by:792 864 1592 1743
Symbol 649 GraphicUsed by:792 864 1592 1743
Symbol 650 GraphicUsed by:792 864 1592 1743
Symbol 651 GraphicUsed by:792 864 1592 1743
Symbol 652 GraphicUsed by:792 864 1592 1743
Symbol 653 GraphicUsed by:792 864 1592 1743
Symbol 654 GraphicUsed by:792
Symbol 655 GraphicUsed by:792
Symbol 656 GraphicUsed by:792 864 1592 1743
Symbol 657 GraphicUsed by:792 864 1592 1743
Symbol 658 GraphicUsed by:792 864 1592 1743
Symbol 659 GraphicUsed by:792 864 1592 1743
Symbol 660 GraphicUsed by:792 864 1592 1743
Symbol 661 GraphicUsed by:792 864 1592 1743
Symbol 662 GraphicUsed by:792 864 1592 1743
Symbol 663 GraphicUsed by:792 864 1592 1743
Symbol 664 GraphicUsed by:792 864 1592 1743
Symbol 665 GraphicUsed by:792 864 1592 1743
Symbol 666 GraphicUsed by:792 864 1592 1743
Symbol 667 GraphicUsed by:792 864 1592 1743
Symbol 668 GraphicUsed by:792 864 1592 1743
Symbol 669 GraphicUsed by:792 864 1592 1743
Symbol 670 GraphicUsed by:792 864 1592 1743
Symbol 671 GraphicUsed by:792 864 1592 1743
Symbol 672 GraphicUsed by:792
Symbol 673 GraphicUsed by:792
Symbol 674 GraphicUsed by:792
Symbol 675 GraphicUsed by:792
Symbol 676 GraphicUsed by:792
Symbol 677 GraphicUsed by:792
Symbol 678 GraphicUsed by:792
Symbol 679 GraphicUsed by:792
Symbol 680 GraphicUsed by:792
Symbol 681 GraphicUsed by:792
Symbol 682 GraphicUsed by:792
Symbol 683 GraphicUsed by:792 864 1592 1743
Symbol 684 GraphicUsed by:792 864 1592 1743
Symbol 685 GraphicUsed by:792 864 1592 1743
Symbol 686 GraphicUsed by:792 864 1592 1743
Symbol 687 GraphicUsed by:792 864 1592 1743
Symbol 688 GraphicUsed by:792
Symbol 689 GraphicUsed by:792 864 1592 1743
Symbol 690 GraphicUsed by:792
Symbol 691 GraphicUsed by:792
Symbol 692 GraphicUsed by:792 864 1592 1743
Symbol 693 GraphicUsed by:792
Symbol 694 GraphicUsed by:792
Symbol 695 GraphicUsed by:792
Symbol 696 GraphicUsed by:792
Symbol 697 GraphicUsed by:792
Symbol 698 GraphicUsed by:792 864 1592 1743
Symbol 699 GraphicUsed by:792 864 1592 1743
Symbol 700 GraphicUsed by:792 864 1592 1743
Symbol 701 GraphicUsed by:792 864 1592 1743
Symbol 702 GraphicUsed by:792 864 1592 1743
Symbol 703 GraphicUsed by:792 864 1592 1743
Symbol 704 GraphicUsed by:792 864 1592 1743
Symbol 705 GraphicUsed by:792 1743
Symbol 706 GraphicUsed by:792 864 1592 1743
Symbol 707 GraphicUsed by:792 864 1592 1743
Symbol 708 GraphicUsed by:792 864 1592 1743
Symbol 709 GraphicUsed by:792 864 1592 1743
Symbol 710 GraphicUsed by:792 864 1592 1743
Symbol 711 GraphicUsed by:792 864 1592 1743
Symbol 712 GraphicUsed by:792 864 1592 1743
Symbol 713 GraphicUsed by:792 864 1592 1743
Symbol 714 GraphicUsed by:792 864 1592 1743
Symbol 715 GraphicUsed by:792 864 1592 1743
Symbol 716 GraphicUsed by:792 864 1592 1743
Symbol 717 GraphicUsed by:792 864 1592 1743
Symbol 718 GraphicUsed by:792 864 1592 1743
Symbol 719 GraphicUsed by:792 864 1592 1743
Symbol 720 GraphicUsed by:792
Symbol 721 GraphicUsed by:792
Symbol 722 GraphicUsed by:792
Symbol 723 GraphicUsed by:792 864 1592 1743
Symbol 724 GraphicUsed by:792 864 1592 1743
Symbol 725 GraphicUsed by:792 864 1592 1743
Symbol 726 GraphicUsed by:792 864 1592 1743
Symbol 727 GraphicUsed by:792 864 1592 1743
Symbol 728 GraphicUsed by:792 864 1592 1743
Symbol 729 GraphicUsed by:792 864 1592 1743
Symbol 730 GraphicUsed by:792 864 1592 1743
Symbol 731 GraphicUsed by:792 1592 1743
Symbol 732 GraphicUsed by:792 864 1592 1743
Symbol 733 GraphicUsed by:792 1592 1743
Symbol 734 GraphicUsed by:792 1592 1743
Symbol 735 GraphicUsed by:792 864 1592 1743
Symbol 736 GraphicUsed by:792 864 1592 1743
Symbol 737 GraphicUsed by:792 864 1592 1743
Symbol 738 GraphicUsed by:792 864 1592 1743
Symbol 739 GraphicUsed by:792 864 1592 1743
Symbol 740 GraphicUsed by:792 864 1592 1743
Symbol 741 GraphicUsed by:792 1592 1743
Symbol 742 GraphicUsed by:792 864 1592 1743
Symbol 743 GraphicUsed by:792 864 1592 1743
Symbol 744 GraphicUsed by:792 864 1592 1743
Symbol 745 GraphicUsed by:792 864 1592 1743
Symbol 746 GraphicUsed by:792 864 1592 1743
Symbol 747 GraphicUsed by:792 1592 1743
Symbol 748 GraphicUsed by:792 864 1592 1743
Symbol 749 GraphicUsed by:792
Symbol 750 GraphicUsed by:792
Symbol 751 GraphicUsed by:792
Symbol 752 GraphicUsed by:792
Symbol 753 GraphicUsed by:792
Symbol 754 GraphicUsed by:792
Symbol 755 GraphicUsed by:792
Symbol 756 GraphicUsed by:792
Symbol 757 GraphicUsed by:792 864 1592 1743
Symbol 758 GraphicUsed by:792 864 1592 1743
Symbol 759 GraphicUsed by:792 864 1592 1743
Symbol 760 GraphicUsed by:792
Symbol 761 GraphicUsed by:792 864 1592 1743
Symbol 762 GraphicUsed by:792 864 1592 1743
Symbol 763 GraphicUsed by:792 864 1592 1743
Symbol 764 GraphicUsed by:792 864 1592 1743
Symbol 765 GraphicUsed by:792 864 1592 1743
Symbol 766 GraphicUsed by:792 864 1592 1743
Symbol 767 GraphicUsed by:792 864 1592 1743
Symbol 768 GraphicUsed by:792 864 1592 1743
Symbol 769 GraphicUsed by:792 864 1592 1743
Symbol 770 GraphicUsed by:792 864 1592 1743
Symbol 771 GraphicUsed by:792 864 1592 1743
Symbol 772 GraphicUsed by:792 864 1592 1743
Symbol 773 GraphicUsed by:792 864 1592 1743
Symbol 774 GraphicUsed by:792 864 1592 1743
Symbol 775 GraphicUsed by:792 864 1592 1743
Symbol 776 GraphicUsed by:792 864
Symbol 777 GraphicUsed by:792 1592 1743
Symbol 778 GraphicUsed by:792
Symbol 779 GraphicUsed by:792 864 1592 1743
Symbol 780 GraphicUsed by:792
Symbol 781 GraphicUsed by:792 864 1592 1743
Symbol 782 GraphicUsed by:792 864 1592 1743
Symbol 783 GraphicUsed by:792 864 1592 1743
Symbol 784 GraphicUsed by:792 864 1592 1743
Symbol 785 GraphicUsed by:792 864 1592 1743
Symbol 786 GraphicUsed by:792 864 1592 1743
Symbol 787 GraphicUsed by:792 864 1592 1743
Symbol 788 GraphicUsed by:792 864 1592 1743
Symbol 789 GraphicUsed by:792 864 1592 1743
Symbol 790 GraphicUsed by:792 864 1592 1743
Symbol 791 GraphicUsed by:792 1592 1743
Symbol 792 MovieClipUses:592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 445 446 447 448 449 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 194 790 791Used by:804
Symbol 793 EditableTextUses:49Used by:804
Symbol 794 GraphicUsed by:796 797 1593 1594 1595 1596 1633 1634 1635 1636 1744 1870 1871
Symbol 795 GraphicUsed by:796 797 1593 1594 1595 1596 1633 1634 1635 1636 1744 1870 1871
Symbol 796 ButtonUses:794 795Used by:804
Symbol 797 ButtonUses:794 795Used by:804
Symbol 798 GraphicUsed by:801 803 1147 1181 1240 1242 1244 1246 1248 1250 1324 1463 1465 1467 1470 1472 1475 1477 1605 1864 1880 1882 1893 1980 2034 2044
Symbol 799 EditableTextUses:49Used by:801 1477 1864 1980 2044
Symbol 800 GraphicUsed by:801 803 1147 1181 1240 1242 1244 1246 1248 1250 1324 1463 1465 1467 1470 1472 1475 1477 1605 1864 1880 1882 1893 1980 2034 2044
Symbol 801 ButtonUses:798 799 800Used by:804
Symbol 802 EditableTextUses:49Used by:803
Symbol 803 ButtonUses:798 802 800Used by:804
Symbol 804 MovieClip [Amount window]Uses:591 792 793 796 797 801 803Used by:929
Symbol 805 EditableTextUses:45Used by:806
Symbol 806 MovieClipUses:805Used by:807
Symbol 807 MovieClip [FlyDamage]Uses:806Used by:929
Symbol 808 GraphicUsed by:864
Symbol 809 GraphicUsed by:864
Symbol 810 GraphicUsed by:864
Symbol 811 GraphicUsed by:864
Symbol 812 GraphicUsed by:864
Symbol 813 GraphicUsed by:864
Symbol 814 GraphicUsed by:864
Symbol 815 GraphicUsed by:864
Symbol 816 GraphicUsed by:864
Symbol 817 GraphicUsed by:864
Symbol 818 GraphicUsed by:864
Symbol 819 GraphicUsed by:864
Symbol 820 GraphicUsed by:864
Symbol 821 GraphicUsed by:864
Symbol 822 GraphicUsed by:864
Symbol 823 GraphicUsed by:864
Symbol 824 GraphicUsed by:864
Symbol 825 GraphicUsed by:864
Symbol 826 GraphicUsed by:864
Symbol 827 GraphicUsed by:864
Symbol 828 GraphicUsed by:864
Symbol 829 GraphicUsed by:864
Symbol 830 GraphicUsed by:864
Symbol 831 GraphicUsed by:864
Symbol 832 GraphicUsed by:864
Symbol 833 GraphicUsed by:864
Symbol 834 GraphicUsed by:864 1743
Symbol 835 GraphicUsed by:864
Symbol 836 GraphicUsed by:864
Symbol 837 GraphicUsed by:864
Symbol 838 GraphicUsed by:864
Symbol 839 GraphicUsed by:864
Symbol 840 GraphicUsed by:864
Symbol 841 GraphicUsed by:864
Symbol 842 GraphicUsed by:864
Symbol 843 GraphicUsed by:864
Symbol 844 GraphicUsed by:864
Symbol 845 GraphicUsed by:864
Symbol 846 GraphicUsed by:864
Symbol 847 GraphicUsed by:864
Symbol 848 GraphicUsed by:864
Symbol 849 GraphicUsed by:864
Symbol 850 GraphicUsed by:864
Symbol 851 GraphicUsed by:864
Symbol 852 GraphicUsed by:864
Symbol 853 GraphicUsed by:864
Symbol 854 GraphicUsed by:864
Symbol 855 GraphicUsed by:864
Symbol 856 GraphicUsed by:864
Symbol 857 GraphicUsed by:864
Symbol 858 GraphicUsed by:864
Symbol 859 GraphicUsed by:864 1743
Symbol 860 GraphicUsed by:864
Symbol 861 GraphicUsed by:864 1592 1743
Symbol 862 GraphicUsed by:864
Symbol 863 GraphicUsed by:864
Symbol 864 MovieClip [ICON Mouse]Uses:593 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 808 809 810 811 812 617 618 813 814 815 816 817 818 819 820 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 821 822 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 823 824 825 826 827 828 829 830 831 832 833 683 684 685 686 687 834 689 835 836 692 837 838 839 840 841 698 699 700 701 702 703 704 842 706 707 708 709 710 711 712 713 714 715 716 717 718 719 843 844 845 723 724 725 726 727 728 445 446 447 448 449 729 730 846 732 847 848 735 736 737 738 739 740 849 742 743 744 745 746 850 748 851 852 853 854 855 856 857 858 757 758 759 859 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 860 861 779 862 781 782 783 784 785 786 787 788 789 194 790 863Used by:929
Symbol 865 GraphicUsed by:866 867
Symbol 866 MovieClip [ArrowShower]Uses:865Used by:929
Symbol 867 MovieClip [ArrowWall]Uses:865Used by:929
Symbol 868 GraphicUsed by:869 2009
Symbol 869 MovieClip [Tree_1]Uses:868Used by:929  Timeline
Symbol 870 GraphicUsed by:871 1985 2009
Symbol 871 MovieClip [Tree_2]Uses:870Used by:929  Timeline
Symbol 872 GraphicUsed by:873 1985 2009
Symbol 873 MovieClip [Tree_3]Uses:872Used by:929  Timeline
Symbol 874 GraphicUsed by:875 1985
Symbol 875 MovieClip [Tree_4]Uses:874Used by:929  Timeline
Symbol 876 GraphicUsed by:877 1985 2009
Symbol 877 MovieClip [Bush_1]Uses:876Used by:929  Timeline
Symbol 878 GraphicUsed by:879 1985 2009
Symbol 879 MovieClip [Bush_2]Uses:878Used by:929  Timeline
Symbol 880 GraphicUsed by:881 1985 2009
Symbol 881 MovieClip [Bush_3]Uses:880Used by:929  Timeline
Symbol 882 GraphicUsed by:883 1985 2009
Symbol 883 MovieClip [Bush_4]Uses:882Used by:929  Timeline
Symbol 884 GraphicUsed by:885
Symbol 885 MovieClip [Crate_1]Uses:884Used by:929  Timeline
Symbol 886 GraphicUsed by:887
Symbol 887 MovieClip [Lantern]Uses:886Used by:929  Timeline
Symbol 888 GraphicUsed by:891
Symbol 889 FontUsed by:890
Symbol 890 EditableTextUses:889Used by:891
Symbol 891 MovieClip [RIP_1]Uses:888 890Used by:929
Symbol 892 GraphicUsed by:893
Symbol 893 MovieClip [RIP_2]Uses:892Used by:929
Symbol 894 GraphicUsed by:895 1985 2009
Symbol 895 MovieClip [Barrel]Uses:894Used by:929  Timeline
Symbol 896 GraphicUsed by:897
Symbol 897 MovieClip [Ammun]Uses:896Used by:929  Timeline
Symbol 898 GraphicUsed by:899 1985 2009
Symbol 899 MovieClip [SkullTower]Uses:898Used by:929  Timeline
Symbol 900 GraphicUsed by:902
Symbol 901 TextUses:45Used by:902
Symbol 902 MovieClip [Sign]Uses:900 901Used by:929
Symbol 903 GraphicUsed by:904 1985 2009
Symbol 904 MovieClip [Tree_5]Uses:903Used by:929  Timeline
Symbol 905 GraphicUsed by:906 2009
Symbol 906 MovieClip [Tree_6]Uses:905Used by:929  Timeline
Symbol 907 GraphicUsed by:909
Symbol 908 TextUses:45Used by:909
Symbol 909 MovieClip [Sign2]Uses:907 908Used by:929
Symbol 910 GraphicUsed by:911 1002 1449 1492 1985 2009  Timeline
Symbol 911 MovieClip [Tree_12]Uses:910Used by:929  Timeline
Symbol 912 GraphicUsed by:913 1985 2009
Symbol 913 MovieClip [Tree_11]Uses:912Used by:929  Timeline
Symbol 914 GraphicUsed by:915 1985 2009
Symbol 915 MovieClip [Tree_10]Uses:914Used by:929  Timeline
Symbol 916 GraphicUsed by:917 1985 2009
Symbol 917 MovieClip [Tree_9]Uses:916Used by:929  Timeline
Symbol 918 GraphicUsed by:919 1985
Symbol 919 MovieClip [Tree_8]Uses:918Used by:929  Timeline
Symbol 920 GraphicUsed by:921 1002 1449 1492 1985 2009  Timeline
Symbol 921 MovieClip [Tree_7]Uses:920Used by:929  Timeline
Symbol 922 GraphicUsed by:923 1002 1449 1492 1985 2009  Timeline
Symbol 923 MovieClip [Well_1]Uses:922Used by:929  Timeline
Symbol 924 GraphicUsed by:925
Symbol 925 MovieClip [GrenSymb]Uses:924Used by:929
Symbol 926 GraphicUsed by:927
Symbol 927 MovieClip [Arrow]Uses:478 926Used by:929
Symbol 928 GraphicUsed by:929
Symbol 929 MovieClipUses:243 547 551 555 559 562 564 567 568 579 582 590 181 804 807 48 864 866 867 869 871 873 875 877 879 881 883 885 887 891 893 895 897 899 902 904 906 909 911 913 915 917 919 921 923 925 927 928Used by:Timeline
Symbol 930 Sound [slash.wav]Used by:Timeline
Symbol 931 ShapeTweeningUsed by:1002
Symbol 932 GraphicUsed by:1002
Symbol 933 GraphicUsed by:1002 1449 1492  Timeline
Symbol 934 GraphicUsed by:1002 1449 1492  Timeline
Symbol 935 GraphicUsed by:1002 1449 1492  Timeline
Symbol 936 GraphicUsed by:1002 1449 1492 2005  Timeline
Symbol 937 GraphicUsed by:1002 1449 1492  Timeline
Symbol 938 GraphicUsed by:1002 1449 1492  Timeline
Symbol 939 GraphicUsed by:1002 1492
Symbol 940 GraphicUsed by:1002 1449 1492  Timeline
Symbol 941 GraphicUsed by:1002 1449 1492  Timeline
Symbol 942 GraphicUsed by:1002 1449 1492  Timeline
Symbol 943 GraphicUsed by:1002 1449 1492  Timeline
Symbol 944 GraphicUsed by:1002 1449 1492  Timeline
Symbol 945 GraphicUsed by:1002 1449 1492  Timeline
Symbol 946 GraphicUsed by:1002 1449 1492  Timeline
Symbol 947 GraphicUsed by:1002
Symbol 948 GraphicUsed by:1002 1449 1492  Timeline
Symbol 949 GraphicUsed by:1002
Symbol 950 GraphicUsed by:1002 1449 1492  Timeline
Symbol 951 GraphicUsed by:1002 1449 1492  Timeline
Symbol 952 GraphicUsed by:1002 1449 1492  Timeline
Symbol 953 GraphicUsed by:1002 1449 1492  Timeline
Symbol 954 GraphicUsed by:1002 1449 1492  Timeline
Symbol 955 GraphicUsed by:1002 1449 1492  Timeline
Symbol 956 GraphicUsed by:1002
Symbol 957 GraphicUsed by:1002
Symbol 958 GraphicUsed by:1002
Symbol 959 GraphicUsed by:1002 1449 1492 2005  Timeline
Symbol 960 GraphicUsed by:1002 1492
Symbol 961 GraphicUsed by:1002 1449 1492  Timeline
Symbol 962 GraphicUsed by:1002 1449 1492  Timeline
Symbol 963 GraphicUsed by:1002 1449 1492  Timeline
Symbol 964 GraphicUsed by:1002 1449 1492  Timeline
Symbol 965 GraphicUsed by:1002 1449 1492  Timeline
Symbol 966 GraphicUsed by:1002
Symbol 967 GraphicUsed by:1002 1449 1492  Timeline
Symbol 968 GraphicUsed by:1002 1492
Symbol 969 GraphicUsed by:1002
Symbol 970 GraphicUsed by:1002 1449 1492  Timeline
Symbol 971 GraphicUsed by:1002
Symbol 972 GraphicUsed by:1002
Symbol 973 GraphicUsed by:1002 1449 1492  Timeline
Symbol 974 GraphicUsed by:1002 1449 1492  Timeline
Symbol 975 GraphicUsed by:1002 1449 1492  Timeline
Symbol 976 GraphicUsed by:1002
Symbol 977 GraphicUsed by:1002
Symbol 978 GraphicUsed by:1002 1449 1492  Timeline
Symbol 979 GraphicUsed by:1002 1492
Symbol 980 GraphicUsed by:1002 1492
Symbol 981 GraphicUsed by:1002 1449 1492  Timeline
Symbol 982 GraphicUsed by:1002 1492
Symbol 983 GraphicUsed by:1002 1449 1492  Timeline
Symbol 984 GraphicUsed by:1002 1492
Symbol 985 GraphicUsed by:1002
Symbol 986 GraphicUsed by:1002 1449 1492  Timeline
Symbol 987 GraphicUsed by:1002
Symbol 988 GraphicUsed by:1002 1449 1492  Timeline
Symbol 989 GraphicUsed by:1002
Symbol 990 GraphicUsed by:1002 1449 1492  Timeline
Symbol 991 GraphicUsed by:1002
Symbol 992 GraphicUsed by:1002 1492
Symbol 993 ShapeTweeningUsed by:1002
Symbol 994 ButtonUses:60Used by:1002
Symbol 995 GraphicUsed by:1002 1492
Symbol 996 GraphicUsed by:1002
Symbol 997 GraphicUsed by:1002
Symbol 998 GraphicUsed by:1001
Symbol 999 ShapeTweeningUsed by:1001
Symbol 1000 GraphicUsed by:1001
Symbol 1001 MovieClipUses:998 999 1000Used by:1002
Symbol 1002 MovieClipUses:931 932 910 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 920 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 922 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 1001Used by:Timeline
Symbol 1003 GraphicUsed by:1492
Symbol 1004 GraphicUsed by:1492
Symbol 1005 GraphicUsed by:1492
Symbol 1006 GraphicUsed by:1492
Symbol 1007 GraphicUsed by:1492
Symbol 1008 GraphicUsed by:1492
Symbol 1009 GraphicUsed by:1492
Symbol 1010 GraphicUsed by:1492
Symbol 1011 GraphicUsed by:1492
Symbol 1012 GraphicUsed by:1492
Symbol 1013 GraphicUsed by:1492
Symbol 1014 GraphicUsed by:1492
Symbol 1015 GraphicUsed by:1492
Symbol 1016 GraphicUsed by:1492
Symbol 1017 GraphicUsed by:1492
Symbol 1018 GraphicUsed by:1492
Symbol 1019 GraphicUsed by:1492
Symbol 1020 GraphicUsed by:1023 1024 1025
Symbol 1021 GraphicUsed by:1023 1024 1025
Symbol 1022 GraphicUsed by:1023 1024 1025
Symbol 1023 ButtonUses:1020 1021 1022Used by:1492
Symbol 1024 ButtonUses:1020 1021 1022Used by:1492
Symbol 1025 ButtonUses:1020 1021 1022Used by:1492
Symbol 1026 GraphicUsed by:1029 1030 1031 1032 1033 1034 1035 1036 1119 1484 1862 1866 1885 1888 2003
Symbol 1027 GraphicUsed by:1029 1030 1031 1032 1033 1034 1035 1036 1119 1484 1862 1866 1885 1888 2003
Symbol 1028 GraphicUsed by:1029 1030 1031 1032 1033 1034 1035 1036 1119 1484 1862 1866 1885 1888 2003
Symbol 1029 ButtonUses:1026 1027 1028Used by:1492
Symbol 1030 ButtonUses:1026 1027 1028Used by:1492
Symbol 1031 ButtonUses:1026 1027 1028Used by:1492
Symbol 1032 ButtonUses:1026 1027 1028Used by:1492
Symbol 1033 ButtonUses:1026 1027 1028Used by:1492
Symbol 1034 ButtonUses:1026 1027 1028Used by:1492
Symbol 1035 ButtonUses:1026 1027 1028Used by:1492
Symbol 1036 ButtonUses:1026 1027 1028Used by:1492
Symbol 1037 FontUsed by:1038 1039 1040 1041 1042 1043 1044 1045 1139 1140 1161 1163 1166 1168 1170 1174 1175 1491 1842 1863 1873 1887 1890 2002 2004
Symbol 1038 TextUses:1037Used by:1492
Symbol 1039 TextUses:1037Used by:1492
Symbol 1040 TextUses:1037Used by:1492
Symbol 1041 TextUses:1037Used by:1492
Symbol 1042 TextUses:1037Used by:1492
Symbol 1043 TextUses:1037Used by:1492
Symbol 1044 TextUses:1037Used by:1492
Symbol 1045 TextUses:1037Used by:1492
Symbol 1046 GraphicUsed by:1492
Symbol 1047 GraphicUsed by:1050 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1644 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694
Symbol 1048 GraphicUsed by:1050 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1644 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694
Symbol 1049 GraphicUsed by:1050 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1644 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694
Symbol 1050 ButtonUses:1047 1048 1049Used by:1492
Symbol 1051 EditableTextUses:49Used by:1492
Symbol 1052 EditableTextUses:49Used by:1492
Symbol 1053 EditableTextUses:49Used by:1492
Symbol 1054 EditableTextUses:49Used by:1492
Symbol 1055 EditableTextUses:49Used by:1492
Symbol 1056 EditableTextUses:49Used by:1492
Symbol 1057 EditableTextUses:49Used by:1492
Symbol 1058 EditableTextUses:49Used by:1492
Symbol 1059 EditableTextUses:49Used by:1492
Symbol 1060 EditableTextUses:49Used by:1492
Symbol 1061 EditableTextUses:49Used by:1492
Symbol 1062 EditableTextUses:49Used by:1492
Symbol 1063 EditableTextUses:49Used by:1492
Symbol 1064 EditableTextUses:49Used by:1492
Symbol 1065 EditableTextUses:49Used by:1492
Symbol 1066 EditableTextUses:49Used by:1492
Symbol 1067 EditableTextUses:49Used by:1492
Symbol 1068 EditableTextUses:49Used by:1492
Symbol 1069 EditableTextUses:49Used by:1492
Symbol 1070 EditableTextUses:49Used by:1492
Symbol 1071 EditableTextUses:49Used by:1492
Symbol 1072 EditableTextUses:49Used by:1492
Symbol 1073 EditableTextUses:49Used by:1492
Symbol 1074 EditableTextUses:49Used by:1492
Symbol 1075 EditableTextUses:49Used by:1492
Symbol 1076 EditableTextUses:49Used by:1492
Symbol 1077 EditableTextUses:49Used by:1492
Symbol 1078 EditableTextUses:49Used by:1492
Symbol 1079 EditableTextUses:49Used by:1492
Symbol 1080 EditableTextUses:49Used by:1492
Symbol 1081 EditableTextUses:49Used by:1492
Symbol 1082 EditableTextUses:49Used by:1492
Symbol 1083 EditableTextUses:49Used by:1492
Symbol 1084 EditableTextUses:49Used by:1492
Symbol 1085 ButtonUses:1047 1048 1049Used by:1492
Symbol 1086 ButtonUses:1047 1048 1049Used by:1492
Symbol 1087 ButtonUses:1047 1048 1049Used by:1492
Symbol 1088 ButtonUses:1047 1048 1049Used by:1492
Symbol 1089 ButtonUses:1047 1048 1049Used by:1492
Symbol 1090 ButtonUses:1047 1048 1049Used by:1492
Symbol 1091 ButtonUses:1047 1048 1049Used by:1492
Symbol 1092 ButtonUses:1047 1048 1049Used by:1492
Symbol 1093 ButtonUses:1047 1048 1049Used by:1492
Symbol 1094 ButtonUses:1047 1048 1049Used by:1492
Symbol 1095 ButtonUses:1047 1048 1049Used by:1492
Symbol 1096 ButtonUses:1047 1048 1049Used by:1492
Symbol 1097 ButtonUses:1047 1048 1049Used by:1492
Symbol 1098 ButtonUses:1047 1048 1049Used by:1492
Symbol 1099 ButtonUses:1047 1048 1049Used by:1492
Symbol 1100 ButtonUses:1047 1048 1049Used by:1492
Symbol 1101 EditableTextUses:49Used by:1492
Symbol 1102 EditableTextUses:49Used by:1492
Symbol 1103 GraphicUsed by:1104 1985 2009
Symbol 1104 ButtonUses:1103Used by:1492
Symbol 1105 GraphicUsed by:1106 1985 2009
Symbol 1106 ButtonUses:1105Used by:1492
Symbol 1107 GraphicUsed by:1108 1985 2009
Symbol 1108 ButtonUses:1107Used by:1492
Symbol 1109 GraphicUsed by:1110 1985 2009
Symbol 1110 ButtonUses:1109Used by:1492
Symbol 1111 GraphicUsed by:1112 1985 2009
Symbol 1112 ButtonUses:1111Used by:1492
Symbol 1113 GraphicUsed by:1114 1985 2009
Symbol 1114 ButtonUses:1113Used by:1492
Symbol 1115 GraphicUsed by:1116 1985 2009
Symbol 1116 ButtonUses:1115Used by:1492
Symbol 1117 GraphicUsed by:1118 1985 2009
Symbol 1118 ButtonUses:1117Used by:1492
Symbol 1119 ButtonUses:1026 1027 1028Used by:1492
Symbol 1120 EditableTextUses:49Used by:1492
Symbol 1121 EditableTextUses:49Used by:1492
Symbol 1122 ButtonUses:60Used by:1492 1894
Symbol 1123 ButtonUses:60Used by:1492 1894
Symbol 1124 ButtonUses:60Used by:1492 1894
Symbol 1125 ButtonUses:60Used by:1492 1894
Symbol 1126 ButtonUses:60Used by:1492 1894
Symbol 1127 ButtonUses:60Used by:1492 1894
Symbol 1128 ButtonUses:60Used by:1492 1894
Symbol 1129 ButtonUses:60Used by:1492 1894
Symbol 1130 ButtonUses:60Used by:1492 1894
Symbol 1131 ButtonUses:60Used by:1492 1894
Symbol 1132 ButtonUses:60Used by:1492 1894
Symbol 1133 ButtonUses:60Used by:1492 1894
Symbol 1134 ButtonUses:60Used by:1492 1894
Symbol 1135 ButtonUses:60Used by:1492 1894
Symbol 1136 ButtonUses:60Used by:1492 1894
Symbol 1137 ButtonUses:60Used by:1492 1894
Symbol 1138 ButtonUses:60Used by:1492 1894
Symbol 1139 TextUses:1037Used by:1492
Symbol 1140 TextUses:1037Used by:1492
Symbol 1141 GraphicUsed by:1492
Symbol 1142 GraphicUsed by:1492
Symbol 1143 ButtonUses:60Used by:1492
Symbol 1144 ButtonUses:60Used by:1492
Symbol 1145 ButtonUses:60Used by:1492
Symbol 1146 EditableTextUses:49Used by:1147 1605
Symbol 1147 ButtonUses:798 1146 800Used by:1492
Symbol 1148 GraphicUsed by:1150
Symbol 1149 GraphicUsed by:1150
Symbol 1150 MovieClipUses:1148 1149Used by:1492 1894 1981
Symbol 1151 GraphicUsed by:1157
Symbol 1152 FontUsed by:1153 1154 1155 1158 1159 1485 1486 1487 1488 1489 1490 1601 1602 1603 1604 1624 1626 1627 1628 1639 1751 1752 1756 1759 1762 1766 1769 1772 1775 1778 1781 1784 1785 1788 1790 1793 1796 1798 1800 1803 1806 1809 1812 1816 1818 1821 1824 1826 1876
Symbol 1153 TextUses:1152Used by:1157
Symbol 1154 TextUses:1152Used by:1157
Symbol 1155 TextUses:1152Used by:1157
Symbol 1156 GraphicUsed by:1157
Symbol 1157 MovieClipUses:1151 1153 1154 1155 1156Used by:1492
Symbol 1158 TextUses:1152Used by:1492
Symbol 1159 TextUses:1152Used by:1492
Symbol 1160 GraphicUsed by:1173 1483 1492 2005
Symbol 1161 TextUses:1037Used by:1492 1894 2005
Symbol 1162 GraphicUsed by:1165 1167 1169 1171 1845 1848 1851 1854
Symbol 1163 TextUses:1037Used by:1165 1167 1169 1171 1845 1848 1851 1854
Symbol 1164 GraphicUsed by:1165 1167 1169 1171 1845 1848 1851 1854
Symbol 1165 ButtonUses:1162 1163 1164 92Used by:1492
Symbol 1166 TextUses:1037Used by:1492 1894 2005
Symbol 1167 ButtonUses:1162 1163 1164 92Used by:1492
Symbol 1168 TextUses:1037Used by:1492 1894 2005
Symbol 1169 ButtonUses:1162 1163 1164 92Used by:1492
Symbol 1170 TextUses:1037Used by:1492 1894 2005
Symbol 1171 ButtonUses:1162 1163 1164 92Used by:1492
Symbol 1172 GraphicUsed by:1173
Symbol 1173 MovieClipUses:1160 1172Used by:1492
Symbol 1174 TextUses:1037Used by:1492
Symbol 1175 TextUses:1037Used by:1492
Symbol 1176 GraphicUsed by:1478
Symbol 1177 GraphicUsed by:1478
Symbol 1178 EditableTextUses:49Used by:1478
Symbol 1179 GraphicUsed by:1478
Symbol 1180 EditableTextUses:49Used by:1181 1240 1242 1244 1246 1248 1250 1324 1463 1465 1467 1470 1472 1475 2034
Symbol 1181 ButtonUses:798 1180 800Used by:1478
Symbol 1182 GraphicUsed by:1238 1955
Symbol 1183 GraphicUsed by:1238 1270 1272 1274 1278 1280 1955
Symbol 1184 GraphicUsed by:1186 1276 1282 1284 1511
Symbol 1185 GraphicUsed by:1186
Symbol 1186 MovieClipUses:1184 1185Used by:1238
Symbol 1187 GraphicUsed by:1189 1512
Symbol 1188 GraphicUsed by:1189
Symbol 1189 MovieClipUses:1187 1188Used by:1238
Symbol 1190 GraphicUsed by:1192 1513
Symbol 1191 GraphicUsed by:1192
Symbol 1192 MovieClipUses:1190 1191Used by:1238
Symbol 1193 GraphicUsed by:1195 1514
Symbol 1194 GraphicUsed by:1195
Symbol 1195 MovieClipUses:1193 1194Used by:1238
Symbol 1196 GraphicUsed by:1238 1955
Symbol 1197 GraphicUsed by:1238 1286 1288 1292 1296 1298 1955
Symbol 1198 GraphicUsed by:1200 1254 1260 1264 1908
Symbol 1199 GraphicUsed by:1200
Symbol 1200 MovieClipUses:1198 1199Used by:1238
Symbol 1201 GraphicUsed by:1203 1909
Symbol 1202 GraphicUsed by:1203
Symbol 1203 MovieClipUses:1201 1202Used by:1238
Symbol 1204 GraphicUsed by:1206 1256 1258 1262 1266 1268 1910
Symbol 1205 GraphicUsed by:1206
Symbol 1206 MovieClipUses:1204 1205Used by:1238
Symbol 1207 GraphicUsed by:1209 1911
Symbol 1208 GraphicUsed by:1209
Symbol 1209 MovieClipUses:1207 1208Used by:1238
Symbol 1210 GraphicUsed by:1212 1924
Symbol 1211 GraphicUsed by:1212
Symbol 1212 MovieClipUses:1210 1211Used by:1238
Symbol 1213 GraphicUsed by:1215 1290 1294 1316 1925
Symbol 1214 GraphicUsed by:1215
Symbol 1215 MovieClipUses:1213 1214Used by:1238
Symbol 1216 GraphicUsed by:1218 1926
Symbol 1217 GraphicUsed by:1218
Symbol 1218 MovieClipUses:1216 1217Used by:1238
Symbol 1219 GraphicUsed by:1221 1927
Symbol 1220 GraphicUsed by:1221
Symbol 1221 MovieClipUses:1219 1220Used by:1238
Symbol 1222 GraphicUsed by:1224 1900
Symbol 1223 GraphicUsed by:1224
Symbol 1224 MovieClipUses:1222 1223Used by:1238
Symbol 1225 GraphicUsed by:1227
Symbol 1226 GraphicUsed by:1227
Symbol 1227 MovieClipUses:1225 1226Used by:1238
Symbol 1228 GraphicUsed by:1238 1300 1305 1307 1309 1311 1955
Symbol 1229 GraphicUsed by:1231
Symbol 1230 GraphicUsed by:1231
Symbol 1231 MovieClipUses:1229 1230Used by:1238
Symbol 1232 GraphicUsed by:1234 1942
Symbol 1233 GraphicUsed by:1234
Symbol 1234 MovieClipUses:1232 1233Used by:1238
Symbol 1235 GraphicUsed by:1237 1943
Symbol 1236 GraphicUsed by:1237
Symbol 1237 MovieClipUses:1235 1236Used by:1238
Symbol 1238 MovieClipUses:1182 1183 1186 1189 1192 1195 1196 1197 1200 1203 1206 1209 1212 1215 1218 1221 1224 1227 1228 1231 1234 1237Used by:1478
Symbol 1239 EditableTextUses:49Used by:1478
Symbol 1240 ButtonUses:798 1180 800Used by:1478
Symbol 1241 EditableTextUses:49Used by:1478
Symbol 1242 ButtonUses:798 1180 800Used by:1478
Symbol 1243 EditableTextUses:49Used by:1478
Symbol 1244 ButtonUses:798 1180 800Used by:1478
Symbol 1245 EditableTextUses:49Used by:1478
Symbol 1246 ButtonUses:798 1180 800Used by:1478
Symbol 1247 EditableTextUses:49Used by:1478
Symbol 1248 ButtonUses:798 1180 800Used by:1478
Symbol 1249 EditableTextUses:49Used by:1478
Symbol 1250 ButtonUses:798 1180 800Used by:1478
Symbol 1251 GraphicUsed by:1322 1976
Symbol 1252 FontUsed by:1253 1255 1257 1259 1261 1263 1265 1267 1269 1271 1273 1275 1277 1279 1281 1283 1285 1287 1289 1291 1293 1295 1297 1299 1302 1304 1306 1308 1310 1312 1314 1317 1916 1921 1923 1933 1936 1938 1949 1952 1954
Symbol 1253 EditableTextUses:1252Used by:1254
Symbol 1254 MovieClipUses:1198 1253Used by:1322 1976
Symbol 1255 EditableTextUses:1252Used by:1256
Symbol 1256 MovieClipUses:1204 1255Used by:1322 1976
Symbol 1257 EditableTextUses:1252Used by:1258
Symbol 1258 MovieClipUses:1204 1257Used by:1322 1976
Symbol 1259 EditableTextUses:1252Used by:1260
Symbol 1260 MovieClipUses:1198 1259Used by:1322 1976
Symbol 1261 EditableTextUses:1252Used by:1262
Symbol 1262 MovieClipUses:1204 1261Used by:1322 1976
Symbol 1263 EditableTextUses:1252Used by:1264
Symbol 1264 MovieClipUses:1198 1263Used by:1322 1976
Symbol 1265 EditableTextUses:1252Used by:1266
Symbol 1266 MovieClipUses:1204 1265Used by:1322 1976
Symbol 1267 EditableTextUses:1252Used by:1268
Symbol 1268 MovieClipUses:1204 1267Used by:1322 1976
Symbol 1269 EditableTextUses:1252Used by:1270
Symbol 1270 MovieClipUses:1183 1269Used by:1322 1976
Symbol 1271 EditableTextUses:1252Used by:1272
Symbol 1272 MovieClipUses:1183 1271Used by:1322 1976
Symbol 1273 EditableTextUses:1252Used by:1274
Symbol 1274 MovieClipUses:1183 1273Used by:1322 1976
Symbol 1275 EditableTextUses:1252Used by:1276
Symbol 1276 MovieClipUses:1184 1275Used by:1322 1976
Symbol 1277 EditableTextUses:1252Used by:1278
Symbol 1278 MovieClipUses:1183 1277Used by:1322 1976
Symbol 1279 EditableTextUses:1252Used by:1280
Symbol 1280 MovieClipUses:1183 1279Used by:1322 1976
Symbol 1281 EditableTextUses:1252Used by:1282
Symbol 1282 MovieClipUses:1184 1281Used by:1322 1976
Symbol 1283 EditableTextUses:1252Used by:1284
Symbol 1284 MovieClipUses:1184 1283Used by:1322 1976
Symbol 1285 EditableTextUses:1252Used by:1286
Symbol 1286 MovieClipUses:1197 1285Used by:1322 1976
Symbol 1287 EditableTextUses:1252Used by:1288
Symbol 1288 MovieClipUses:1197 1287Used by:1322 1976
Symbol 1289 EditableTextUses:1252Used by:1290
Symbol 1290 MovieClipUses:1213 1289Used by:1322 1976
Symbol 1291 EditableTextUses:1252Used by:1292
Symbol 1292 MovieClipUses:1197 1291Used by:1322 1976
Symbol 1293 EditableTextUses:1252Used by:1294
Symbol 1294 MovieClipUses:1213 1293Used by:1322 1976
Symbol 1295 EditableTextUses:1252Used by:1296
Symbol 1296 MovieClipUses:1197 1295Used by:1322 1976
Symbol 1297 EditableTextUses:1252Used by:1298
Symbol 1298 MovieClipUses:1197 1297Used by:1322 1976
Symbol 1299 EditableTextUses:1252Used by:1300
Symbol 1300 MovieClipUses:1228 1299Used by:1322 1976
Symbol 1301 GraphicUsed by:1303 1313 1315 1941
Symbol 1302 EditableTextUses:1252Used by:1303
Symbol 1303 MovieClipUses:1301 1302Used by:1322 1976
Symbol 1304 EditableTextUses:1252Used by:1305
Symbol 1305 MovieClipUses:1228 1304Used by:1322 1976
Symbol 1306 EditableTextUses:1252Used by:1307
Symbol 1307 MovieClipUses:1228 1306Used by:1322 1976
Symbol 1308 EditableTextUses:1252Used by:1309
Symbol 1309 MovieClipUses:1228 1308Used by:1322 1976
Symbol 1310 EditableTextUses:1252Used by:1311
Symbol 1311 MovieClipUses:1228 1310Used by:1322 1976
Symbol 1312 EditableTextUses:1252Used by:1313
Symbol 1313 MovieClipUses:1301 1312Used by:1322 1976
Symbol 1314 EditableTextUses:1252Used by:1315
Symbol 1315 MovieClipUses:1301 1314Used by:1322 1976
Symbol 1316 MovieClipUses:1213Used by:1318
Symbol 1317 EditableTextUses:1252Used by:1318
Symbol 1318 MovieClipUses:1316 1317Used by:1322 1976
Symbol 1319 GraphicUsed by:1322 1975
Symbol 1320 GraphicUsed by:1322
Symbol 1321 GraphicUsed by:1322 1975
Symbol 1322 MovieClipUses:1251 1254 1256 1258 1260 1262 1264 1266 1268 1270 1272 1274 1276 1278 1280 1282 1284 1286 1288 1290 1292 1294 1296 1298 1300 1303 1305 1307 1309 1311 1313 1315 1318 1319 1320 1321Used by:1478
Symbol 1323 EditableTextUses:49Used by:1478
Symbol 1324 ButtonUses:798 1180 800Used by:1478
Symbol 1325 EditableTextUses:49Used by:1478
Symbol 1326 BitmapUsed by:1327 1352 1420 1442
Symbol 1327 GraphicUses:1326Used by:1449  Timeline
Symbol 1328 GraphicUsed by:1449  Timeline
Symbol 1329 GraphicUsed by:1449  Timeline
Symbol 1330 GraphicUsed by:1449  Timeline
Symbol 1331 GraphicUsed by:1449  Timeline
Symbol 1332 GraphicUsed by:1449  Timeline
Symbol 1333 GraphicUsed by:1449  Timeline
Symbol 1334 GraphicUsed by:1449  Timeline
Symbol 1335 GraphicUsed by:1336
Symbol 1336 MovieClipUses:1335Used by:1449  Timeline
Symbol 1337 GraphicUsed by:1338
Symbol 1338 MovieClipUses:1337Used by:1449  Timeline
Symbol 1339 GraphicUsed by:1449  Timeline
Symbol 1340 BitmapUsed by:1341
Symbol 1341 GraphicUses:1340Used by:1449  Timeline
Symbol 1342 GraphicUsed by:1449 1504 1985 2009  Timeline
Symbol 1343 GraphicUsed by:1449 1510 1985 2009  Timeline
Symbol 1344 GraphicUsed by:1449  Timeline
Symbol 1345 GraphicUsed by:1449  Timeline
Symbol 1346 GraphicUsed by:1449 1508 1985 2009  Timeline
Symbol 1347 GraphicUsed by:1449  Timeline
Symbol 1348 GraphicUsed by:1449  Timeline
Symbol 1349 GraphicUsed by:1449  Timeline
Symbol 1350 GraphicUsed by:1449  Timeline
Symbol 1351 BitmapUsed by:1352
Symbol 1352 GraphicUses:1326 1351Used by:1449  Timeline
Symbol 1353 GraphicUsed by:1449  Timeline
Symbol 1354 GraphicUsed by:1449  Timeline
Symbol 1355 GraphicUsed by:1449  Timeline
Symbol 1356 GraphicUsed by:1449  Timeline
Symbol 1357 GraphicUsed by:1449  Timeline
Symbol 1358 GraphicUsed by:1449  Timeline
Symbol 1359 GraphicUsed by:1449  Timeline
Symbol 1360 GraphicUsed by:1449  Timeline
Symbol 1361 BitmapUsed by:1362
Symbol 1362 GraphicUses:1361Used by:1449  Timeline
Symbol 1363 GraphicUsed by:1449  Timeline
Symbol 1364 GraphicUsed by:1449  Timeline
Symbol 1365 GraphicUsed by:1449  Timeline
Symbol 1366 GraphicUsed by:1449  Timeline
Symbol 1367 GraphicUsed by:1449  Timeline
Symbol 1368 GraphicUsed by:1449  Timeline
Symbol 1369 GraphicUsed by:1449  Timeline
Symbol 1370 GraphicUsed by:1449  Timeline
Symbol 1371 BitmapUsed by:1372
Symbol 1372 GraphicUses:1371Used by:1449  Timeline
Symbol 1373 GraphicUsed by:1449  Timeline
Symbol 1374 GraphicUsed by:1449  Timeline
Symbol 1375 GraphicUsed by:1449  Timeline
Symbol 1376 GraphicUsed by:1449  Timeline
Symbol 1377 GraphicUsed by:1449  Timeline
Symbol 1378 GraphicUsed by:1449  Timeline
Symbol 1379 GraphicUsed by:1449  Timeline
Symbol 1380 GraphicUsed by:1449  Timeline
Symbol 1381 BitmapUsed by:1382
Symbol 1382 GraphicUses:1381Used by:1449  Timeline
Symbol 1383 GraphicUsed by:1449  Timeline
Symbol 1384 GraphicUsed by:1449  Timeline
Symbol 1385 GraphicUsed by:1449  Timeline
Symbol 1386 GraphicUsed by:1449  Timeline
Symbol 1387 GraphicUsed by:1449  Timeline
Symbol 1388 BitmapUsed by:1389
Symbol 1389 GraphicUses:1388Used by:1449  Timeline
Symbol 1390 GraphicUsed by:1449  Timeline
Symbol 1391 GraphicUsed by:1449  Timeline
Symbol 1392 GraphicUsed by:1449  Timeline
Symbol 1393 BitmapUsed by:1394
Symbol 1394 GraphicUses:1393Used by:1449  Timeline
Symbol 1395 GraphicUsed by:1449  Timeline
Symbol 1396 GraphicUsed by:1449  Timeline
Symbol 1397 BitmapUsed by:1398
Symbol 1398 GraphicUses:1397Used by:1449  Timeline
Symbol 1399 GraphicUsed by:1449  Timeline
Symbol 1400 BitmapUsed by:1401
Symbol 1401 GraphicUses:1400Used by:1449  Timeline
Symbol 1402 GraphicUsed by:1449  Timeline
Symbol 1403 GraphicUsed by:1449  Timeline
Symbol 1404 BitmapUsed by:1405
Symbol 1405 GraphicUses:1404Used by:1449  Timeline
Symbol 1406 GraphicUsed by:1449  Timeline
Symbol 1407 GraphicUsed by:1449  Timeline
Symbol 1408 BitmapUsed by:1409
Symbol 1409 GraphicUses:1408Used by:1449  Timeline
Symbol 1410 GraphicUsed by:1449  Timeline
Symbol 1411 BitmapUsed by:1412
Symbol 1412 GraphicUses:1411Used by:1449  Timeline
Symbol 1413 GraphicUsed by:1449  Timeline
Symbol 1414 GraphicUsed by:1449  Timeline
Symbol 1415 GraphicUsed by:1449  Timeline
Symbol 1416 BitmapUsed by:1417
Symbol 1417 GraphicUses:1416Used by:1449  Timeline
Symbol 1418 GraphicUsed by:1449  Timeline
Symbol 1419 GraphicUsed by:1449  Timeline
Symbol 1420 GraphicUses:1326Used by:1449  Timeline
Symbol 1421 GraphicUsed by:1449  Timeline
Symbol 1422 GraphicUsed by:1449  Timeline
Symbol 1423 GraphicUsed by:1449  Timeline
Symbol 1424 GraphicUsed by:1449  Timeline
Symbol 1425 GraphicUsed by:1449  Timeline
Symbol 1426 GraphicUsed by:1449  Timeline
Symbol 1427 GraphicUsed by:1449  Timeline
Symbol 1428 GraphicUsed by:1449  Timeline
Symbol 1429 GraphicUsed by:1449  Timeline
Symbol 1430 BitmapUsed by:1431
Symbol 1431 GraphicUses:1430Used by:1449  Timeline
Symbol 1432 GraphicUsed by:1449  Timeline
Symbol 1433 BitmapUsed by:1434
Symbol 1434 GraphicUses:1433Used by:1449  Timeline
Symbol 1435 GraphicUsed by:1449  Timeline
Symbol 1436 GraphicUsed by:1449 2005  Timeline
Symbol 1437 GraphicUsed by:1449 2005  Timeline
Symbol 1438 BitmapUsed by:1439
Symbol 1439 GraphicUses:1438Used by:1449  Timeline
Symbol 1440 GraphicUsed by:1449  Timeline
Symbol 1441 BitmapUsed by:1442
Symbol 1442 GraphicUses:1326 1441Used by:1449  Timeline
Symbol 1443 GraphicUsed by:1449  Timeline
Symbol 1444 GraphicUsed by:1449  Timeline
Symbol 1445 GraphicUsed by:1449  Timeline
Symbol 1446 GraphicUsed by:1449  Timeline
Symbol 1447 GraphicUsed by:1449  Timeline
Symbol 1448 GraphicUsed by:1449  Timeline
Symbol 1449 MovieClipUses:1327 1328 1329 1330 1331 1332 1333 1334 1336 1338 981 1339 973 974 975 1341 1342 1343 1344 1345 1346 1347 1348 938 1349 944 942 943 945 940 941 967 946 1350 1352 1353 1354 1355 1356 1357 1358 1359 934 935 936 937 959 933 1360 988 990 1362 1363 1364 1365 1366 1367 1368 1369 948 1370 952 950 955 954 951 953 1372 1373 1374 1375 920 910 1376 983 1377 1378 1379 1380 963 965 986 970 962 964 1382 1383 1384 1385 922 1386 1387 1389 1390 1391 961 1392 978 1394 1395 1396 1398 1399 1401 1402 1403 1405 1406 1407 1409 1410 1412 1413 1414 1415 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1431 1432 1434 1435 1436 1437 1439 1440 1442 1443 1444 1445 1446 1447 1448Used by:1460
Symbol 1450 GraphicUsed by:1460
Symbol 1451 GraphicUsed by:1452
Symbol 1452 MovieClip [BarracksUnit - tutorial]Uses:1451Used by:1460
Symbol 1453 EditableTextUses:176Used by:1460
Symbol 1454 GraphicUsed by:1460
Symbol 1455 GraphicUsed by:1460
Symbol 1456 GraphicUsed by:1460
Symbol 1457 GraphicUsed by:1460
Symbol 1458 GraphicUsed by:1460
Symbol 1459 GraphicUsed by:1460
Symbol 1460 MovieClipUses:1449 1450 1452 141 143 145 147 148 149 150 151 170 1453 178 216 222 225 226 227 228 229 230 234 1454 1455 1456 1457 1458 1459Used by:1478 2046
Symbol 1461 GraphicUsed by:1478
Symbol 1462 EditableTextUses:49Used by:1478
Symbol 1463 ButtonUses:798 1180 800Used by:1478
Symbol 1464 EditableTextUses:49Used by:1478
Symbol 1465 ButtonUses:798 1180 800Used by:1478
Symbol 1466 EditableTextUses:49Used by:1478
Symbol 1467 ButtonUses:798 1180 800Used by:1478
Symbol 1468 GraphicUsed by:1478
Symbol 1469 EditableTextUses:49Used by:1478
Symbol 1470 ButtonUses:798 1180 800Used by:1478
Symbol 1471 EditableTextUses:49Used by:1478
Symbol 1472 ButtonUses:798 1180 800Used by:1478
Symbol 1473 GraphicUsed by:1478
Symbol 1474 EditableTextUses:49Used by:1478
Symbol 1475 ButtonUses:798 1180 800Used by:1478
Symbol 1476 EditableTextUses:49Used by:1478
Symbol 1477 ButtonUses:798 799 800Used by:1478
Symbol 1478 MovieClipUses:1176 1177 1178 1179 1181 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1322 1323 1324 1325 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477Used by:1492
Symbol 1479 EditableTextUses:49Used by:1483
Symbol 1480 GraphicUsed by:1483
Symbol 1481 FontUsed by:1482
Symbol 1482 TextUses:1481Used by:1483
Symbol 1483 MovieClipUses:1160 1479 1480 1482Used by:1492
Symbol 1484 ButtonUses:1026 1027 1028Used by:1492
Symbol 1485 TextUses:1152Used by:1492
Symbol 1486 TextUses:1152Used by:1492
Symbol 1487 TextUses:1152Used by:1492
Symbol 1488 TextUses:1152Used by:1492
Symbol 1489 TextUses:1152Used by:1492
Symbol 1490 TextUses:1152Used by:1492
Symbol 1491 TextUses:1037Used by:1492
Symbol 1492 MovieClipUses:1003 910 933 934 935 936 937 938 939 940 941 942 943 944 945 946 1004 948 1005 950 951 952 953 954 955 1006 920 1007 1008 959 960 961 962 963 964 965 1009 967 968 1010 970 1011 1012 973 974 975 1013 1014 978 979 980 922 981 982 983 984 1015 986 1016 988 1017 990 1018 992 1019 995 1023 1024 1025 1029 1030 1031 1032 1033 1034 1035 1036 54 1038 1039 1040 1041 1042 1043 1044 1045 1046 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1104 1106 1108 1110 1112 1114 1116 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1147 1150 1157 1158 1159 1160 1161 1165 1166 1167 1168 1169 1170 1171 1173 1174 1175 1478 1483 1484 1485 1486 1487 1488 1489 1490 1491Used by:Timeline
Symbol 1493 GraphicUsed by:1494
Symbol 1494 MovieClipUses:1493Used by:Timeline
Symbol 1495 GraphicUsed by:1496
Symbol 1496 MovieClipUses:1495Used by:Timeline
Symbol 1497 GraphicUsed by:1498
Symbol 1498 MovieClipUses:1497Used by:Timeline
Symbol 1499 GraphicUsed by:1500 1985
Symbol 1500 MovieClip [TreeBroken_1]Uses:1499Used by:Timeline
Symbol 1501 GraphicUsed by:1502
Symbol 1502 MovieClip [Crate_2]Uses:1501Used by:Timeline
Symbol 1503 GraphicUsed by:1504 1985 2009
Symbol 1504 MovieClip [Sword_in_ground_1]Uses:1503 1342Used by:Timeline
Symbol 1505 GraphicUsed by:1508 1985 2009
Symbol 1506 GraphicUsed by:1508 1894 1985 2009
Symbol 1507 GraphicUsed by:1508 1985 2009
Symbol 1508 MovieClip [Head_on_spear]Uses:1505 1506 1507 1346Used by:Timeline
Symbol 1509 GraphicUsed by:1510 1985 2009
Symbol 1510 MovieClip [Sword_in_ground_2]Uses:1509 1343Used by:Timeline
Symbol 1511 ButtonUses:1184Used by:1955
Symbol 1512 ButtonUses:1187Used by:1955
Symbol 1513 ButtonUses:1190Used by:1955
Symbol 1514 ButtonUses:1193Used by:1955
Symbol 1515 GraphicUsed by:1955
Symbol 1516 EditableTextUses:49Used by:1955
Symbol 1517 GraphicUsed by:1533
Symbol 1518 GraphicUsed by:1533
Symbol 1519 FontUsed by:1520 1522 1524 1526 1528 1530 1532 1978 1979
Symbol 1520 EditableTextUses:1519Used by:1533
Symbol 1521 GraphicUsed by:1533
Symbol 1522 EditableTextUses:1519Used by:1533
Symbol 1523 GraphicUsed by:1533
Symbol 1524 EditableTextUses:1519Used by:1533
Symbol 1525 GraphicUsed by:1533
Symbol 1526 EditableTextUses:1519Used by:1533
Symbol 1527 GraphicUsed by:1533
Symbol 1528 EditableTextUses:1519Used by:1533
Symbol 1529 GraphicUsed by:1533
Symbol 1530 EditableTextUses:1519Used by:1533
Symbol 1531 GraphicUsed by:1533
Symbol 1532 EditableTextUses:1519Used by:1533
Symbol 1533 MovieClipUses:1517 1518 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532Used by:1955
Symbol 1534 GraphicUsed by:1894
Symbol 1535 GraphicUsed by:1537
Symbol 1536 GraphicUsed by:1537
Symbol 1537 ButtonUses:1535 1536Used by:1894
Symbol 1538 GraphicUsed by:1894
Symbol 1539 GraphicUsed by:1540
Symbol 1540 MovieClipUses:1539Used by:1592 1743
Symbol 1541 GraphicUsed by:1592 1743
Symbol 1542 EditableTextUses:49Used by:1592
Symbol 1543 GraphicUsed by:1592
Symbol 1544 GraphicUsed by:1592
Symbol 1545 GraphicUsed by:1592
Symbol 1546 GraphicUsed by:1592
Symbol 1547 GraphicUsed by:1592
Symbol 1548 GraphicUsed by:1592
Symbol 1549 GraphicUsed by:1592
Symbol 1550 GraphicUsed by:1592
Symbol 1551 GraphicUsed by:1592
Symbol 1552 GraphicUsed by:1592
Symbol 1553 GraphicUsed by:1592
Symbol 1554 GraphicUsed by:1592
Symbol 1555 GraphicUsed by:1592
Symbol 1556 GraphicUsed by:1592
Symbol 1557 GraphicUsed by:1592
Symbol 1558 GraphicUsed by:1592
Symbol 1559 GraphicUsed by:1592
Symbol 1560 GraphicUsed by:1592
Symbol 1561 GraphicUsed by:1592
Symbol 1562 GraphicUsed by:1592
Symbol 1563 GraphicUsed by:1592
Symbol 1564 GraphicUsed by:1592
Symbol 1565 GraphicUsed by:1592
Symbol 1566 GraphicUsed by:1592
Symbol 1567 GraphicUsed by:1592
Symbol 1568 GraphicUsed by:1592
Symbol 1569 GraphicUsed by:1592
Symbol 1570 GraphicUsed by:1592
Symbol 1571 GraphicUsed by:1592
Symbol 1572 GraphicUsed by:1592
Symbol 1573 GraphicUsed by:1592
Symbol 1574 GraphicUsed by:1592
Symbol 1575 GraphicUsed by:1592
Symbol 1576 GraphicUsed by:1592
Symbol 1577 GraphicUsed by:1592
Symbol 1578 GraphicUsed by:1592
Symbol 1579 GraphicUsed by:1592
Symbol 1580 GraphicUsed by:1592
Symbol 1581 GraphicUsed by:1592
Symbol 1582 GraphicUsed by:1592
Symbol 1583 GraphicUsed by:1592
Symbol 1584 GraphicUsed by:1592
Symbol 1585 GraphicUsed by:1592
Symbol 1586 GraphicUsed by:1592
Symbol 1587 GraphicUsed by:1592
Symbol 1588 GraphicUsed by:1592
Symbol 1589 GraphicUsed by:1592
Symbol 1590 GraphicUsed by:1592 1743
Symbol 1591 GraphicUsed by:1592
Symbol 1592 MovieClip [ICON Inventory]Uses:1540 592 593 1541 1542 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 1543 1544 1545 1546 1547 617 618 1548 1549 1550 1551 1552 1553 1554 1555 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 1556 1557 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 683 684 685 686 687 1569 689 1570 1571 692 1572 1573 1574 1575 1576 698 699 700 701 702 703 704 1577 706 707 708 709 710 711 712 713 714 715 716 717 718 719 1578 1579 1580 723 724 725 726 727 728 445 446 447 448 449 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 1581 1582 1583 1584 1585 1586 1587 1588 757 758 759 1589 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 1590 777 861 779 1591 781 782 783 784 785 786 787 788 789 194 790 791Used by:1894
Symbol 1593 ButtonUses:794 795Used by:1894
Symbol 1594 ButtonUses:794 795Used by:1894
Symbol 1595 ButtonUses:794 795Used by:1894
Symbol 1596 ButtonUses:794 795Used by:1894
Symbol 1597 EditableTextUses:49Used by:1894
Symbol 1598 EditableTextUses:49Used by:1894
Symbol 1599 EditableTextUses:49Used by:1894
Symbol 1600 EditableTextUses:49Used by:1894
Symbol 1601 TextUses:1152Used by:1894
Symbol 1602 TextUses:1152Used by:1894
Symbol 1603 TextUses:1152Used by:1894
Symbol 1604 TextUses:1152Used by:1894
Symbol 1605 ButtonUses:798 1146 800Used by:1894
Symbol 1606 GraphicUsed by:1894
Symbol 1607 GraphicUsed by:1894
Symbol 1608 ButtonUses:60Used by:1894
Symbol 1609 ButtonUses:60Used by:1894
Symbol 1610 ButtonUses:60Used by:1894
Symbol 1611 ButtonUses:60Used by:1894
Symbol 1612 ButtonUses:60Used by:1894
Symbol 1613 ButtonUses:60Used by:1894
Symbol 1614 EditableTextUses:49Used by:1894
Symbol 1615 EditableTextUses:49Used by:1894
Symbol 1616 EditableTextUses:49Used by:1894
Symbol 1617 EditableTextUses:49Used by:1894
Symbol 1618 EditableTextUses:49Used by:1894
Symbol 1619 EditableTextUses:49Used by:1894
Symbol 1620 EditableTextUses:49Used by:1894
Symbol 1621 EditableTextUses:49Used by:1894
Symbol 1622 EditableTextUses:49Used by:1894
Symbol 1623 EditableTextUses:49Used by:1894
Symbol 1624 TextUses:1152Used by:1894
Symbol 1625 GraphicUsed by:1894
Symbol 1626 TextUses:1152Used by:1894
Symbol 1627 TextUses:1152Used by:1894
Symbol 1628 TextUses:1152Used by:1894
Symbol 1629 EditableTextUses:49Used by:1894
Symbol 1630 EditableTextUses:49Used by:1894
Symbol 1631 EditableTextUses:49Used by:1894
Symbol 1632 EditableTextUses:49Used by:1894
Symbol 1633 ButtonUses:794 795Used by:1894
Symbol 1634 ButtonUses:794 795Used by:1894
Symbol 1635 ButtonUses:794 795Used by:1894
Symbol 1636 ButtonUses:794 795Used by:1894
Symbol 1637 GraphicUsed by:1638
Symbol 1638 MovieClip [BarracksUnit]Uses:1637Used by:1894
Symbol 1639 TextUses:1152Used by:1894
Symbol 1640 GraphicUsed by:1894
Symbol 1641 GraphicUsed by:1642
Symbol 1642 MovieClipUses:1641Used by:1894
Symbol 1643 GraphicUsed by:1894
Symbol 1644 ButtonUses:1047 1048 1049Used by:1894
Symbol 1645 EditableTextUses:49Used by:1894
Symbol 1646 EditableTextUses:49Used by:1894
Symbol 1647 EditableTextUses:49Used by:1894
Symbol 1648 EditableTextUses:49Used by:1894
Symbol 1649 EditableTextUses:49Used by:1894
Symbol 1650 EditableTextUses:49Used by:1894
Symbol 1651 EditableTextUses:49Used by:1894
Symbol 1652 EditableTextUses:49Used by:1894
Symbol 1653 EditableTextUses:49Used by:1894
Symbol 1654 EditableTextUses:49Used by:1894
Symbol 1655 EditableTextUses:49Used by:1894
Symbol 1656 EditableTextUses:49Used by:1894
Symbol 1657 EditableTextUses:49Used by:1894
Symbol 1658 EditableTextUses:49Used by:1894
Symbol 1659 EditableTextUses:49Used by:1894
Symbol 1660 EditableTextUses:49Used by:1894
Symbol 1661 EditableTextUses:49Used by:1894
Symbol 1662 EditableTextUses:49Used by:1894
Symbol 1663 EditableTextUses:49Used by:1894
Symbol 1664 EditableTextUses:49Used by:1894
Symbol 1665 EditableTextUses:49Used by:1894
Symbol 1666 EditableTextUses:49Used by:1894
Symbol 1667 EditableTextUses:49Used by:1894
Symbol 1668 EditableTextUses:49Used by:1894
Symbol 1669 EditableTextUses:49Used by:1894
Symbol 1670 EditableTextUses:49Used by:1894
Symbol 1671 EditableTextUses:49Used by:1894
Symbol 1672 EditableTextUses:49Used by:1894
Symbol 1673 EditableTextUses:49Used by:1894
Symbol 1674 EditableTextUses:49Used by:1894
Symbol 1675 EditableTextUses:49Used by:1894
Symbol 1676 EditableTextUses:49Used by:1894
Symbol 1677 EditableTextUses:49Used by:1894
Symbol 1678 EditableTextUses:49Used by:1894
Symbol 1679 ButtonUses:1047 1048 1049Used by:1894
Symbol 1680 ButtonUses:1047 1048 1049Used by:1894
Symbol 1681 ButtonUses:1047 1048 1049Used by:1894
Symbol 1682 ButtonUses:1047 1048 1049Used by:1894
Symbol 1683 ButtonUses:1047 1048 1049Used by:1894
Symbol 1684 ButtonUses:1047 1048 1049Used by:1894
Symbol 1685 ButtonUses:1047 1048 1049Used by:1894
Symbol 1686 ButtonUses:1047 1048 1049Used by:1894
Symbol 1687 ButtonUses:1047 1048 1049Used by:1894
Symbol 1688 ButtonUses:1047 1048 1049Used by:1894
Symbol 1689 ButtonUses:1047 1048 1049Used by:1894
Symbol 1690 ButtonUses:1047 1048 1049Used by:1894
Symbol 1691 ButtonUses:1047 1048 1049Used by:1894
Symbol 1692 ButtonUses:1047 1048 1049Used by:1894
Symbol 1693 ButtonUses:1047 1048 1049Used by:1894
Symbol 1694 ButtonUses:1047 1048 1049Used by:1894
Symbol 1695 EditableTextUses:49Used by:1894
Symbol 1696 EditableTextUses:49Used by:1894
Symbol 1697 EditableTextUses:49Used by:1743
Symbol 1698 GraphicUsed by:1743
Symbol 1699 GraphicUsed by:1743
Symbol 1700 GraphicUsed by:1743
Symbol 1701 GraphicUsed by:1743
Symbol 1702 GraphicUsed by:1743
Symbol 1703 GraphicUsed by:1743
Symbol 1704 GraphicUsed by:1743
Symbol 1705 GraphicUsed by:1743
Symbol 1706 GraphicUsed by:1743
Symbol 1707 GraphicUsed by:1743
Symbol 1708 GraphicUsed by:1743
Symbol 1709 GraphicUsed by:1743
Symbol 1710 GraphicUsed by:1743
Symbol 1711 GraphicUsed by:1743
Symbol 1712 GraphicUsed by:1743
Symbol 1713 GraphicUsed by:1743
Symbol 1714 GraphicUsed by:1743
Symbol 1715 GraphicUsed by:1743
Symbol 1716 GraphicUsed by:1743
Symbol 1717 GraphicUsed by:1743
Symbol 1718 GraphicUsed by:1743
Symbol 1719 GraphicUsed by:1743
Symbol 1720 GraphicUsed by:1743
Symbol 1721 GraphicUsed by:1743
Symbol 1722 GraphicUsed by:1743
Symbol 1723 GraphicUsed by:1743
Symbol 1724 GraphicUsed by:1743
Symbol 1725 GraphicUsed by:1743
Symbol 1726 GraphicUsed by:1743
Symbol 1727 GraphicUsed by:1743
Symbol 1728 GraphicUsed by:1743
Symbol 1729 GraphicUsed by:1743
Symbol 1730 GraphicUsed by:1743
Symbol 1731 GraphicUsed by:1743
Symbol 1732 GraphicUsed by:1743
Symbol 1733 GraphicUsed by:1743
Symbol 1734 GraphicUsed by:1743
Symbol 1735 GraphicUsed by:1743
Symbol 1736 GraphicUsed by:1743
Symbol 1737 GraphicUsed by:1743
Symbol 1738 GraphicUsed by:1743
Symbol 1739 GraphicUsed by:1743
Symbol 1740 GraphicUsed by:1743
Symbol 1741 GraphicUsed by:1743
Symbol 1742 GraphicUsed by:1743
Symbol 1743 MovieClip [ICON Equipment]Uses:1540 592 593 1541 1697 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 1698 1699 1700 1701 1702 617 618 1703 1704 1705 1706 1707 1708 1709 1710 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 1711 1712 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 683 684 685 686 687 834 689 1724 1725 692 1726 1727 1728 1729 1730 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 1731 1732 1733 723 724 725 726 727 728 445 446 447 448 449 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 1734 1735 1736 1737 1738 1739 1740 1741 757 758 759 859 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 1590 777 861 779 1742 781 782 783 784 785 786 787 788 789 194 790 791Used by:1894
Symbol 1744 ButtonUses:794 795Used by:1894
Symbol 1745 EditableTextUses:49Used by:1894
Symbol 1746 EditableTextUses:49Used by:1894
Symbol 1747 EditableTextUses:49Used by:1894
Symbol 1748 EditableTextUses:49Used by:1894
Symbol 1749 ButtonUses:60Used by:1894
Symbol 1750 GraphicUsed by:1828
Symbol 1751 EditableTextUses:1152Used by:1828
Symbol 1752 TextUses:1152Used by:1828
Symbol 1753 FontUsed by:1754 1757 1760 1763 1765 1768 1771 1774 1777 1780 1783 1787 1791 1794 1797 1801 1804 1807 1810 1813 1815 1819 1822 1825
Symbol 1754 TextUses:1753Used by:1828
Symbol 1755 GraphicUsed by:1828
Symbol 1756 TextUses:1152Used by:1828
Symbol 1757 TextUses:1753Used by:1828
Symbol 1758 GraphicUsed by:1828
Symbol 1759 TextUses:1152Used by:1828
Symbol 1760 TextUses:1753Used by:1828
Symbol 1761 GraphicUsed by:1828
Symbol 1762 TextUses:1152Used by:1828
Symbol 1763 TextUses:1753Used by:1828
Symbol 1764 GraphicUsed by:1828
Symbol 1765 TextUses:1753Used by:1828
Symbol 1766 TextUses:1152Used by:1828
Symbol 1767 GraphicUsed by:1828
Symbol 1768 TextUses:1753Used by:1828
Symbol 1769 TextUses:1152Used by:1828
Symbol 1770 GraphicUsed by:1828
Symbol 1771 TextUses:1753Used by:1828
Symbol 1772 TextUses:1152Used by:1828
Symbol 1773 GraphicUsed by:1828
Symbol 1774 TextUses:1753Used by:1828
Symbol 1775 TextUses:1152Used by:1828
Symbol 1776 GraphicUsed by:1828
Symbol 1777 TextUses:1753Used by:1828
Symbol 1778 TextUses:1152Used by:1828
Symbol 1779 GraphicUsed by:1828
Symbol 1780 TextUses:1753Used by:1828
Symbol 1781 TextUses:1152Used by:1828
Symbol 1782 GraphicUsed by:1828
Symbol 1783 TextUses:1753Used by:1828
Symbol 1784 TextUses:1152Used by:1828
Symbol 1785 TextUses:1152Used by:1828
Symbol 1786 GraphicUsed by:1828
Symbol 1787 TextUses:1753Used by:1828
Symbol 1788 TextUses:1152Used by:1828
Symbol 1789 GraphicUsed by:1828
Symbol 1790 TextUses:1152Used by:1828
Symbol 1791 TextUses:1753Used by:1828
Symbol 1792 GraphicUsed by:1828
Symbol 1793 TextUses:1152Used by:1828
Symbol 1794 TextUses:1753Used by:1828
Symbol 1795 GraphicUsed by:1828
Symbol 1796 TextUses:1152Used by:1828
Symbol 1797 TextUses:1753Used by:1828
Symbol 1798 TextUses:1152Used by:1828
Symbol 1799 GraphicUsed by:1828
Symbol 1800 TextUses:1152Used by:1828
Symbol 1801 TextUses:1753Used by:1828
Symbol 1802 GraphicUsed by:1828
Symbol 1803 TextUses:1152Used by:1828
Symbol 1804 TextUses:1753Used by:1828
Symbol 1805 GraphicUsed by:1828
Symbol 1806 TextUses:1152Used by:1828
Symbol 1807 TextUses:1753Used by:1828
Symbol 1808 GraphicUsed by:1828
Symbol 1809 TextUses:1152Used by:1828
Symbol 1810 TextUses:1753Used by:1828
Symbol 1811 GraphicUsed by:1828
Symbol 1812 TextUses:1152Used by:1828
Symbol 1813 TextUses:1753Used by:1828
Symbol 1814 GraphicUsed by:1828
Symbol 1815 TextUses:1753Used by:1828
Symbol 1816 TextUses:1152Used by:1828
Symbol 1817 GraphicUsed by:1828
Symbol 1818 TextUses:1152Used by:1828
Symbol 1819 TextUses:1753Used by:1828
Symbol 1820 GraphicUsed by:1828
Symbol 1821 TextUses:1152Used by:1828
Symbol 1822 TextUses:1753Used by:1828
Symbol 1823 GraphicUsed by:1828
Symbol 1824 TextUses:1152Used by:1828
Symbol 1825 TextUses:1753Used by:1828
Symbol 1826 TextUses:1152Used by:1828
Symbol 1827 GraphicUsed by:1828
Symbol 1828 MovieClipUses:1750 1751 1752 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827Used by:1894
Symbol 1829 GraphicUsed by:1894
Symbol 1830 GraphicUsed by:1894
Symbol 1831 GraphicUsed by:1894
Symbol 1832 GraphicUsed by:1894
Symbol 1833 FontUsed by:1834 1835 1836
Symbol 1834 EditableTextUses:1833Used by:1894
Symbol 1835 EditableTextUses:1833Used by:1894
Symbol 1836 EditableTextUses:1833Used by:1894
Symbol 1837 GraphicUsed by:1894
Symbol 1838 ButtonUses:60Used by:1894
Symbol 1839 ButtonUses:60Used by:1894
Symbol 1840 ButtonUses:60Used by:1894
Symbol 1841 GraphicUsed by:1844 1847 1850 1853
Symbol 1842 TextUses:1037Used by:1844 1847 1850 1853
Symbol 1843 GraphicUsed by:1844 1847 1850 1853
Symbol 1844 ButtonUses:1841 1842 1843 92Used by:1894
Symbol 1845 ButtonUses:1162 1163 1164 92Used by:1894 2005
Symbol 1846 GraphicUsed by:1894
Symbol 1847 ButtonUses:1841 1842 1843 92Used by:1894
Symbol 1848 ButtonUses:1162 1163 1164 92Used by:1894 2005
Symbol 1849 GraphicUsed by:1894
Symbol 1850 ButtonUses:1841 1842 1843 92Used by:1894
Symbol 1851 ButtonUses:1162 1163 1164 92Used by:1894 2005
Symbol 1852 GraphicUsed by:1894
Symbol 1853 ButtonUses:1841 1842 1843 92Used by:1894
Symbol 1854 ButtonUses:1162 1163 1164 92Used by:1894 2005
Symbol 1855 GraphicUsed by:1894
Symbol 1856 EditableTextUses:49Used by:1894
Symbol 1857 GraphicUsed by:1861
Symbol 1858 GraphicUsed by:1861
Symbol 1859 GraphicUsed by:1861
Symbol 1860 GraphicUsed by:1861
Symbol 1861 MovieClipUses:1857 1858 1859 1860Used by:1894
Symbol 1862 ButtonUses:1026 1027 1028Used by:1894
Symbol 1863 TextUses:1037Used by:1894
Symbol 1864 ButtonUses:798 799 800Used by:1894
Symbol 1865 GraphicUsed by:1894
Symbol 1866 ButtonUses:1026 1027 1028Used by:1894
Symbol 1867 GraphicUsed by:1894
Symbol 1868 EditableTextUses:49Used by:1894
Symbol 1869 EditableTextUses:49Used by:1894
Symbol 1870 ButtonUses:794 795Used by:1894
Symbol 1871 ButtonUses:794 795Used by:1894
Symbol 1872 EditableTextUses:49Used by:1894
Symbol 1873 TextUses:1037Used by:1894
Symbol 1874 EditableTextUses:49Used by:1894
Symbol 1875 EditableTextUses:49Used by:1894
Symbol 1876 TextUses:1152Used by:1894
Symbol 1877 GraphicUsed by:1894
Symbol 1878 EditableTextUses:49Used by:1894
Symbol 1879 EditableTextUses:49Used by:1880 1893
Symbol 1880 ButtonUses:798 1879 800Used by:1894
Symbol 1881 EditableTextUses:49Used by:1882
Symbol 1882 ButtonUses:798 1881 800Used by:1894
Symbol 1883 GraphicUsed by:1894
Symbol 1884 EditableTextUses:49Used by:1894
Symbol 1885 ButtonUses:1026 1027 1028Used by:1894
Symbol 1886 EditableTextUses:49Used by:1894
Symbol 1887 TextUses:1037Used by:1894
Symbol 1888 ButtonUses:1026 1027 1028Used by:1894
Symbol 1889 EditableTextUses:49Used by:1894
Symbol 1890 TextUses:1037Used by:1894
Symbol 1891 GraphicUsed by:1894
Symbol 1892 EditableTextUses:49Used by:1894
Symbol 1893 ButtonUses:798 1879 800Used by:1894
Symbol 1894 MovieClipUses:1534 1537 1538 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1150 1604 1605 1606 146 142 144 149 148 150 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1638 1639 1640 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1743 1744 1745 1746 1747 1748 1749 1828 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1829 1830 1506 1831 1832 1834 1835 1836 1837 1838 1839 1840 1844 1161 1845 1846 1847 1166 1848 1849 1850 1168 1851 1852 1853 1170 1854 1855 1856 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 39 1872 1873 1874 1875 1876 1877 1878 1880 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893Used by:1955
Symbol 1895 EditableTextUses:49Used by:1955
Symbol 1896 GraphicUsed by:1955
Symbol 1897 GraphicUsed by:1898
Symbol 1898 ButtonUses:1897Used by:1955
Symbol 1899 EditableTextUses:49Used by:1955
Symbol 1900 ButtonUses:1222Used by:1955
Symbol 1901 EditableTextUses:49Used by:1955
Symbol 1902 EditableTextUses:49Used by:1955
Symbol 1903 GraphicUsed by:1955
Symbol 1904 EditableTextUses:49Used by:1955
Symbol 1905 EditableTextUses:49Used by:1955
Symbol 1906 EditableTextUses:49Used by:1955
Symbol 1907 EditableTextUses:49Used by:1955
Symbol 1908 ButtonUses:1198Used by:1955
Symbol 1909 ButtonUses:1201Used by:1955
Symbol 1910 ButtonUses:1204Used by:1955
Symbol 1911 ButtonUses:1207Used by:1955
Symbol 1912 EditableTextUses:49Used by:1955
Symbol 1913 EditableTextUses:49Used by:1955
Symbol 1914 EditableTextUses:49Used by:1955
Symbol 1915 EditableTextUses:49Used by:1955
Symbol 1916 EditableTextUses:1252Used by:1955
Symbol 1917 GraphicUsed by:1955
Symbol 1918 EditableTextUses:49Used by:1955
Symbol 1919 EditableTextUses:49Used by:1955
Symbol 1920 EditableTextUses:49Used by:1955
Symbol 1921 EditableTextUses:1252Used by:1955
Symbol 1922 EditableTextUses:49Used by:1955
Symbol 1923 EditableTextUses:1252Used by:1955
Symbol 1924 ButtonUses:1210Used by:1955
Symbol 1925 ButtonUses:1213Used by:1955
Symbol 1926 ButtonUses:1216Used by:1955
Symbol 1927 ButtonUses:1219Used by:1955
Symbol 1928 EditableTextUses:49Used by:1955
Symbol 1929 EditableTextUses:49Used by:1955
Symbol 1930 EditableTextUses:49Used by:1955
Symbol 1931 EditableTextUses:49Used by:1955
Symbol 1932 EditableTextUses:49Used by:1955
Symbol 1933 EditableTextUses:1252Used by:1955
Symbol 1934 EditableTextUses:49Used by:1955
Symbol 1935 EditableTextUses:49Used by:1955
Symbol 1936 EditableTextUses:1252Used by:1955
Symbol 1937 EditableTextUses:49Used by:1955
Symbol 1938 EditableTextUses:1252Used by:1955
Symbol 1939 GraphicUsed by:1940
Symbol 1940 ButtonUses:1939Used by:1955
Symbol 1941 ButtonUses:1301Used by:1955
Symbol 1942 ButtonUses:1232Used by:1955
Symbol 1943 ButtonUses:1235Used by:1955
Symbol 1944 EditableTextUses:49Used by:1955
Symbol 1945 EditableTextUses:49Used by:1955
Symbol 1946 EditableTextUses:49Used by:1955
Symbol 1947 EditableTextUses:49Used by:1955
Symbol 1948 EditableTextUses:49Used by:1955
Symbol 1949 EditableTextUses:1252Used by:1955
Symbol 1950 EditableTextUses:49Used by:1955
Symbol 1951 EditableTextUses:49Used by:1955
Symbol 1952 EditableTextUses:1252Used by:1955
Symbol 1953 EditableTextUses:49Used by:1955
Symbol 1954 EditableTextUses:1252Used by:1955
Symbol 1955 MovieClip [Cities]Uses:1182 1183 1511 1512 1513 1514 1515 1516 1533 1894 1895 1896 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1196 1197 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1940 1228 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954Used by:Timeline
Symbol 1956 GraphicUsed by:1957
Symbol 1957 MovieClipUses:1956Used by:1976
Symbol 1958 GraphicUsed by:1959
Symbol 1959 MovieClipUses:1958Used by:1976
Symbol 1960 GraphicUsed by:1961
Symbol 1961 MovieClipUses:1960Used by:1976
Symbol 1962 GraphicUsed by:1963
Symbol 1963 MovieClipUses:1962Used by:1976
Symbol 1964 GraphicUsed by:1965
Symbol 1965 MovieClipUses:1964Used by:1976
Symbol 1966 GraphicUsed by:1967
Symbol 1967 MovieClipUses:1966Used by:1976
Symbol 1968 GraphicUsed by:1976
Symbol 1969 GraphicUsed by:1970
Symbol 1970 MovieClipUses:1969Used by:1976
Symbol 1971 GraphicUsed by:1972
Symbol 1972 MovieClipUses:1971Used by:1976
Symbol 1973 GraphicUsed by:1974
Symbol 1974 MovieClipUses:1973Used by:1975
Symbol 1975 MovieClipUses:1321 1974 1319Used by:1976
Symbol 1976 MovieClip [WorldMap]Uses:1957 1959 1961 1963 1965 1967 1968 1970 1251 1254 1256 1258 1260 1262 1264 1266 1268 1270 1272 1274 1276 1278 1280 1282 1284 1286 1288 1290 1292 1294 1296 1298 1300 1303 1305 1307 1309 1311 1313 1315 1318 1972 1975Used by:Timeline
Symbol 1977 GraphicUsed by:1981
Symbol 1978 EditableTextUses:1519Used by:1981
Symbol 1979 EditableTextUses:1519Used by:1981
Symbol 1980 ButtonUses:798 799 800Used by:1981
Symbol 1981 MovieClipUses:1977 1978 1150 1979 1980Used by:Timeline
Symbol 1982 GraphicUsed by:1985  Timeline
Symbol 1983 GraphicUsed by:1985
Symbol 1984 GraphicUsed by:1985
Symbol 1985 MovieClipUses:1982 1983 876 1984 1113 903 914 918 880 1103 1505 1506 1507 1346 872 1499 870 882 898 1105 874 912 916 922 894 1117 1509 1343 1107 1109 920 910 878 1115 1503 1342 1111Used by:Timeline
Symbol 1986 GraphicUsed by:1989
Symbol 1987 GraphicUsed by:1989
Symbol 1988 GraphicUsed by:1989
Symbol 1989 ButtonUses:1986 1987 1988Used by:Timeline
Symbol 1990 FontUsed by:1991 1992 1993 2011 2015 2016 2017 2018 2019 2020 2021
Symbol 1991 TextUses:1990Used by:Timeline
Symbol 1992 TextUses:1990Used by:Timeline
Symbol 1993 TextUses:1990Used by:Timeline
Symbol 1994 GraphicUsed by:1995
Symbol 1995 MovieClipUses:1994Used by:Timeline
Symbol 1996 GraphicUsed by:2005
Symbol 1997 GraphicUsed by:1998
Symbol 1998 MovieClipUses:1997Used by:2005
Symbol 1999 ShapeTweeningUsed by:2005
Symbol 2000 ShapeTweeningUsed by:2005
Symbol 2001 GraphicUsed by:2005
Symbol 2002 TextUses:1037Used by:2005
Symbol 2003 ButtonUses:1026 1027 1028Used by:2005
Symbol 2004 TextUses:1037Used by:2005
Symbol 2005 MovieClipUses:1996 936 959 1437 1436 1998 1999 2000 2001 1160 1161 1845 1166 1848 1168 1851 1170 1854 2002 2003 2004Used by:Timeline
Symbol 2006 GraphicUsed by:Timeline
Symbol 2007 GraphicUsed by:2009
Symbol 2008 GraphicUsed by:2009
Symbol 2009 MovieClipUses:2007 2008 910 920 878 882 894 876 880 1115 1111 905 903 1509 1343 1113 1103 916 914 912 1505 1506 1507 1346 922 1503 1342 1107 1109 868 870 872 898 1105 1117Used by:Timeline
Symbol 2010 GraphicUsed by:2014
Symbol 2011 TextUses:1990Used by:2014
Symbol 2012 GraphicUsed by:2014
Symbol 2013 GraphicUsed by:2014
Symbol 2014 ButtonUses:2010 2011 2012 2013Used by:Timeline
Symbol 2015 TextUses:1990Used by:Timeline
Symbol 2016 TextUses:1990Used by:Timeline
Symbol 2017 TextUses:1990Used by:Timeline
Symbol 2018 EditableTextUses:1990Used by:Timeline
Symbol 2019 TextUses:1990Used by:Timeline
Symbol 2020 EditableTextUses:1990Used by:2032
Symbol 2021 EditableTextUses:1990Used by:2032
Symbol 2022 GraphicUsed by:2031
Symbol 2023 GraphicUsed by:2031
Symbol 2024 GraphicUsed by:2031
Symbol 2025 GraphicUsed by:2031
Symbol 2026 GraphicUsed by:2031
Symbol 2027 GraphicUsed by:2031
Symbol 2028 GraphicUsed by:2031
Symbol 2029 GraphicUsed by:2031
Symbol 2030 GraphicUsed by:2031
Symbol 2031 MovieClipUses:2022 2023 2024 2025 2026 2027 2028 2029 2030Used by:2032
Symbol 2032 MovieClipUses:2020 2021 2031Used by:Timeline
Symbol 2033 GraphicUsed by:2035 2046
Symbol 2034 ButtonUses:798 1180 800Used by:2035
Symbol 2035 MovieClipUses:2033 2034Used by:2046
Symbol 2036 EditableTextUses:49Used by:2046
Symbol 2037 EditableTextUses:49Used by:2046
Symbol 2038 EditableTextUses:49Used by:2046
Symbol 2039 EditableTextUses:49Used by:2046
Symbol 2040 EditableTextUses:49Used by:2046
Symbol 2041 EditableTextUses:49Used by:2046
Symbol 2042 EditableTextUses:49Used by:2046
Symbol 2043 EditableTextUses:49Used by:2046
Symbol 2044 ButtonUses:798 799 800Used by:2046
Symbol 2045 EditableTextUses:49Used by:2046
Symbol 2046 MovieClipUses:1460 2035 2036 2037 2038 2039 2040 2041 2042 2043 2033 2044 2045Used by:Timeline

Instance Names

"cursor"Frame 5Symbol 43 MovieClip [BlackSquare]
"town_screen"Frame 85Symbol 1955 MovieClip [Cities]
"world_map"Frame 86Symbol 1976 MovieClip [WorldMap]
"loot_txt"Frame 90Symbol 2018 EditableText
"fields"Frame 90Symbol 2032 MovieClip
"ftR1"Symbol 38 MovieClip Frame 1Symbol 7 MovieClip
"lgR1"Symbol 38 MovieClip Frame 1Symbol 13 MovieClip
"ftR2"Symbol 38 MovieClip Frame 1Symbol 19 MovieClip
"lgR2"Symbol 38 MovieClip Frame 1Symbol 25 MovieClip
"horse"Symbol 38 MovieClip Frame 1Symbol 31 MovieClip
"morda"Symbol 38 MovieClip Frame 1Symbol 37 MovieClip
"ftL1"Symbol 38 MovieClip Frame 1Symbol 7 MovieClip
"lgL1"Symbol 38 MovieClip Frame 1Symbol 13 MovieClip
"ftL2"Symbol 38 MovieClip Frame 1Symbol 19 MovieClip
"lgL2"Symbol 38 MovieClip Frame 1Symbol 25 MovieClip
"anim"Symbol 39 MovieClip [BarnUnit] Frame 1Symbol 38 MovieClip
"value_txt"Symbol 47 MovieClip Frame 1Symbol 46 EditableText
"inner"Symbol 48 MovieClip [FlyCritDamage] Frame 1Symbol 47 MovieClip
"percent_txt"Symbol 58 MovieClip Frame 1Symbol 50 EditableText
"bar"Symbol 58 MovieClip Frame 1Symbol 56 MovieClip
"mc3"Symbol 120 MovieClip Frame 1Symbol 116 MovieClip
"mc0"Symbol 120 MovieClip Frame 1Symbol 116 MovieClip
"mc2"Symbol 120 MovieClip Frame 1Symbol 119 MovieClip
"mc1"Symbol 120 MovieClip Frame 1Symbol 119 MovieClip
"mc2"Symbol 123 MovieClip Frame 1Symbol 109 MovieClip
"mc1"Symbol 123 MovieClip Frame 1Symbol 112 MovieClip
"mc0"Symbol 123 MovieClip Frame 1Symbol 120 MovieClip
"mc0"Symbol 124 MovieClip Frame 1Symbol 123 MovieClip
"mc1"Symbol 125 MovieClip Frame 1Symbol 104 MovieClip
"mc0"Symbol 125 MovieClip Frame 1Symbol 124 MovieClip
"mc1"Symbol 126 MovieClip Frame 1Symbol 99 MovieClip
"mc4"Symbol 126 MovieClip Frame 1Symbol 125 MovieClip
"bar"Symbol 129 MovieClip Frame 1Symbol 82 MovieClip
"bargfx"Symbol 129 MovieClip Frame 1Symbol 85 MovieClip
"tank"Symbol 129 MovieClip Frame 1Symbol 126 MovieClip
"bargfx"Symbol 129 MovieClip Frame 2Symbol 85 MovieClip
"armor"Symbol 205 MovieClip Frame 1Symbol 197 MovieClip
"head"Symbol 206 MovieClip Frame 1Symbol 205 MovieClip
"hp_bar"Symbol 222 MovieClip Frame 1Symbol 220 MovieClip
"unit_hp_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 157 EditableText
"hint"Symbol 243 MovieClip [Screen] Frame 1Symbol 170 MovieClip
"hp_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 177 EditableText
"rage_anim"Symbol 243 MovieClip [Screen] Frame 1Symbol 181 MovieClip [RageAnim]
"portrait"Symbol 243 MovieClip [Screen] Frame 1Symbol 206 MovieClip
"hp_bottle"Symbol 243 MovieClip [Screen] Frame 1Symbol 222 MovieClip
"control_shower"Symbol 243 MovieClip [Screen] Frame 1Symbol 233 MovieClip
"control_wall"Symbol 243 MovieClip [Screen] Frame 1Symbol 235 MovieClip
"potion_1_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 236 EditableText
"potion_2_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 237 EditableText
"potion_3_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 238 EditableText
"scroll_1_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 239 EditableText
"scroll_2_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 240 EditableText
"scroll_3_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 241 EditableText
"armor"Symbol 279 MovieClip Frame 1Symbol 271 MovieClip
"armor"Symbol 309 MovieClip Frame 1Symbol 301 MovieClip
"armor"Symbol 529 MovieClip Frame 1Symbol 521 MovieClip
"hand_r"Symbol 543 MovieClip Frame 1Symbol 279 MovieClip
"arm_r"Symbol 543 MovieClip Frame 1Symbol 309 MovieClip
"weapR"Symbol 543 MovieClip Frame 1Symbol 478 MovieClip
"legR"Symbol 543 MovieClip Frame 1Symbol 486 MovieClip
"footR"Symbol 543 MovieClip Frame 1Symbol 495 MovieClip
"legL"Symbol 543 MovieClip Frame 1Symbol 486 MovieClip
"footL"Symbol 543 MovieClip Frame 1Symbol 495 MovieClip
"body"Symbol 543 MovieClip Frame 1Symbol 529 MovieClip
"head"Symbol 543 MovieClip Frame 1Symbol 205 MovieClip
"weapL"Symbol 543 MovieClip Frame 1Symbol 478 MovieClip
"hand_l"Symbol 543 MovieClip Frame 1Symbol 279 MovieClip
"arm_l"Symbol 543 MovieClip Frame 1Symbol 309 MovieClip
"hp_bar"Symbol 546 MovieClip Frame 1Symbol 545 MovieClip
"light_circle"Symbol 547 MovieClip [Human] Frame 1Symbol 246 MovieClip
"body"Symbol 547 MovieClip [Human] Frame 1Symbol 543 MovieClip
"borders"Symbol 547 MovieClip [Human] Frame 1Symbol 546 MovieClip
"hp_bar"Symbol 550 MovieClip Frame 1Symbol 545 MovieClip
"body"Symbol 551 MovieClip [Human_Player] Frame 1Symbol 543 MovieClip
"borders"Symbol 551 MovieClip [Human_Player] Frame 1Symbol 550 MovieClip
"legR"Symbol 566 MovieClip Frame 1Symbol 486 MovieClip
"footR"Symbol 566 MovieClip Frame 1Symbol 495 MovieClip
"weapR"Symbol 566 MovieClip Frame 1Symbol 478 MovieClip
"ftR1"Symbol 566 MovieClip Frame 1Symbol 7 MovieClip
"lgR1"Symbol 566 MovieClip Frame 1Symbol 13 MovieClip
"ftR2"Symbol 566 MovieClip Frame 1Symbol 19 MovieClip
"lgR2"Symbol 566 MovieClip Frame 1Symbol 25 MovieClip
"horse"Symbol 566 MovieClip Frame 1Symbol 31 MovieClip
"morda"Symbol 566 MovieClip Frame 1Symbol 37 MovieClip
"ftL1"Symbol 566 MovieClip Frame 1Symbol 7 MovieClip
"lgL1"Symbol 566 MovieClip Frame 1Symbol 13 MovieClip
"ftL2"Symbol 566 MovieClip Frame 1Symbol 19 MovieClip
"lgL2"Symbol 566 MovieClip Frame 1Symbol 25 MovieClip
"hand_r"Symbol 566 MovieClip Frame 1Symbol 279 MovieClip
"arm_r"Symbol 566 MovieClip Frame 1Symbol 309 MovieClip
"legL"Symbol 566 MovieClip Frame 1Symbol 486 MovieClip
"footL"Symbol 566 MovieClip Frame 1Symbol 495 MovieClip
"body"Symbol 566 MovieClip Frame 1Symbol 529 MovieClip
"head"Symbol 566 MovieClip Frame 1Symbol 205 MovieClip
"weapL"Symbol 566 MovieClip Frame 1Symbol 478 MovieClip
"hand_l"Symbol 566 MovieClip Frame 1Symbol 279 MovieClip
"arm_l"Symbol 566 MovieClip Frame 1Symbol 309 MovieClip
"light_circle"Symbol 567 MovieClip [Horseman] Frame 1Symbol 246 MovieClip
"body"Symbol 567 MovieClip [Horseman] Frame 1Symbol 566 MovieClip
"borders"Symbol 567 MovieClip [Horseman] Frame 1Symbol 546 MovieClip
"body"Symbol 568 MovieClip [Horseman_Player] Frame 1Symbol 566 MovieClip
"borders"Symbol 568 MovieClip [Horseman_Player] Frame 1Symbol 550 MovieClip
"gren"Symbol 579 MovieClip [Grenade] Frame 1Symbol 478 MovieClip
"item_ico"Symbol 804 MovieClip [Amount window] Frame 1Symbol 792 MovieClip
"amount_txt"Symbol 804 MovieClip [Amount window] Frame 1Symbol 793 EditableText
"value_txt"Symbol 806 MovieClip Frame 1Symbol 805 EditableText
"inner"Symbol 807 MovieClip [FlyDamage] Frame 1Symbol 806 MovieClip
"gren"Symbol 927 MovieClip [Arrow] Frame 1Symbol 478 MovieClip
"barracks_btn"Symbol 1238 MovieClip Frame 1Symbol 1186 MovieClip
"hall_btn"Symbol 1238 MovieClip Frame 1Symbol 1189 MovieClip
"forge_btn"Symbol 1238 MovieClip Frame 1Symbol 1192 MovieClip
"temple_btn"Symbol 1238 MovieClip Frame 1Symbol 1195 MovieClip
"barracks_btn"Symbol 1238 MovieClip Frame 3Symbol 1200 MovieClip
"hall_btn"Symbol 1238 MovieClip Frame 3Symbol 1203 MovieClip
"forge_btn"Symbol 1238 MovieClip Frame 3Symbol 1206 MovieClip
"temple_btn"Symbol 1238 MovieClip Frame 3Symbol 1209 MovieClip
"barracks_btn"Symbol 1238 MovieClip Frame 4Symbol 1212 MovieClip
"hall_btn"Symbol 1238 MovieClip Frame 4Symbol 1215 MovieClip
"forge_btn"Symbol 1238 MovieClip Frame 4Symbol 1218 MovieClip
"temple_btn"Symbol 1238 MovieClip Frame 4Symbol 1221 MovieClip
"barn_btn"Symbol 1238 MovieClip Frame 4Symbol 1224 MovieClip
"barracks_btn"Symbol 1238 MovieClip Frame 5Symbol 1227 MovieClip
"hall_btn"Symbol 1238 MovieClip Frame 5Symbol 1231 MovieClip
"forge_btn"Symbol 1238 MovieClip Frame 5Symbol 1234 MovieClip
"temple_btn"Symbol 1238 MovieClip Frame 5Symbol 1237 MovieClip
"name_txt"Symbol 1254 MovieClip Frame 1Symbol 1253 EditableText
"name_txt"Symbol 1256 MovieClip Frame 1Symbol 1255 EditableText
"name_txt"Symbol 1258 MovieClip Frame 1Symbol 1257 EditableText
"name_txt"Symbol 1260 MovieClip Frame 1Symbol 1259 EditableText
"name_txt"Symbol 1262 MovieClip Frame 1Symbol 1261 EditableText
"name_txt"Symbol 1264 MovieClip Frame 1Symbol 1263 EditableText
"name_txt"Symbol 1266 MovieClip Frame 1Symbol 1265 EditableText
"name_txt"Symbol 1268 MovieClip Frame 1Symbol 1267 EditableText
"name_txt"Symbol 1270 MovieClip Frame 1Symbol 1269 EditableText
"name_txt"Symbol 1272 MovieClip Frame 1Symbol 1271 EditableText
"name_txt"Symbol 1274 MovieClip Frame 1Symbol 1273 EditableText
"name_txt"Symbol 1276 MovieClip Frame 1Symbol 1275 EditableText
"name_txt"Symbol 1278 MovieClip Frame 1Symbol 1277 EditableText
"name_txt"Symbol 1280 MovieClip Frame 1Symbol 1279 EditableText
"name_txt"Symbol 1282 MovieClip Frame 1Symbol 1281 EditableText
"name_txt"Symbol 1284 MovieClip Frame 1Symbol 1283 EditableText
"name_txt"Symbol 1286 MovieClip Frame 1Symbol 1285 EditableText
"name_txt"Symbol 1288 MovieClip Frame 1Symbol 1287 EditableText
"name_txt"Symbol 1290 MovieClip Frame 1Symbol 1289 EditableText
"name_txt"Symbol 1292 MovieClip Frame 1Symbol 1291 EditableText
"name_txt"Symbol 1294 MovieClip Frame 1Symbol 1293 EditableText
"name_txt"Symbol 1296 MovieClip Frame 1Symbol 1295 EditableText
"name_txt"Symbol 1298 MovieClip Frame 1Symbol 1297 EditableText
"name_txt"Symbol 1300 MovieClip Frame 1Symbol 1299 EditableText
"name_txt"Symbol 1303 MovieClip Frame 1Symbol 1302 EditableText
"name_txt"Symbol 1305 MovieClip Frame 1Symbol 1304 EditableText
"name_txt"Symbol 1307 MovieClip Frame 1Symbol 1306 EditableText
"name_txt"Symbol 1309 MovieClip Frame 1Symbol 1308 EditableText
"name_txt"Symbol 1311 MovieClip Frame 1Symbol 1310 EditableText
"name_txt"Symbol 1313 MovieClip Frame 1Symbol 1312 EditableText
"name_txt"Symbol 1315 MovieClip Frame 1Symbol 1314 EditableText
"name_txt"Symbol 1318 MovieClip Frame 1Symbol 1317 EditableText
"Wanderburg"Symbol 1322 MovieClip Frame 1Symbol 1254 MovieClip
"Endem"Symbol 1322 MovieClip Frame 1Symbol 1256 MovieClip
"Hoffen"Symbol 1322 MovieClip Frame 1Symbol 1258 MovieClip
"Braunburg"Symbol 1322 MovieClip Frame 1Symbol 1260 MovieClip
"Gerlitz"Symbol 1322 MovieClip Frame 1Symbol 1262 MovieClip
"Sturmburg"Symbol 1322 MovieClip Frame 1Symbol 1264 MovieClip
"Jana"Symbol 1322 MovieClip Frame 1Symbol 1266 MovieClip
"Konstanz"Symbol 1322 MovieClip Frame 1Symbol 1268 MovieClip
"Trapezus"Symbol 1322 MovieClip Frame 1Symbol 1270 MovieClip
"Lutetia"Symbol 1322 MovieClip Frame 1Symbol 1272 MovieClip
"Arretium"Symbol 1322 MovieClip Frame 1Symbol 1274 MovieClip
"Alexandria"Symbol 1322 MovieClip Frame 1Symbol 1276 MovieClip
"Lacrimosa"Symbol 1322 MovieClip Frame 1Symbol 1278 MovieClip
"Ravenna"Symbol 1322 MovieClip Frame 1Symbol 1280 MovieClip
"Carthage"Symbol 1322 MovieClip Frame 1Symbol 1282 MovieClip
"Caesaria"Symbol 1322 MovieClip Frame 1Symbol 1284 MovieClip
"Grouzeno"Symbol 1322 MovieClip Frame 1Symbol 1286 MovieClip
"Medvedevo"Symbol 1322 MovieClip Frame 1Symbol 1288 MovieClip
"Dobrov"Symbol 1322 MovieClip Frame 1Symbol 1290 MovieClip
"Dubkee"Symbol 1322 MovieClip Frame 1Symbol 1292 MovieClip
"RaGorod"Symbol 1322 MovieClip Frame 1Symbol 1294 MovieClip
"Losevo"Symbol 1322 MovieClip Frame 1Symbol 1296 MovieClip
"Dalnevodye"Symbol 1322 MovieClip Frame 1Symbol 1298 MovieClip
"Echigo"Symbol 1322 MovieClip Frame 1Symbol 1300 MovieClip
"Nagoya"Symbol 1322 MovieClip Frame 1Symbol 1303 MovieClip
"Fukushima"Symbol 1322 MovieClip Frame 1Symbol 1305 MovieClip
"Omi"Symbol 1322 MovieClip Frame 1Symbol 1307 MovieClip
"Kozuke"Symbol 1322 MovieClip Frame 1Symbol 1309 MovieClip
"Suo"Symbol 1322 MovieClip Frame 1Symbol 1311 MovieClip
"Matsuyama"Symbol 1322 MovieClip Frame 1Symbol 1313 MovieClip
"Izumo"Symbol 1322 MovieClip Frame 1Symbol 1315 MovieClip
"Zlatograd"Symbol 1322 MovieClip Frame 1Symbol 1318 MovieClip
"backgr"Symbol 1460 MovieClip Frame 1Symbol 1449 MovieClip
"fr_4"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"hr_0"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"en_1"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"en_2"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"en_0"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"en_3"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"en_4"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"fr_0"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"fr_1"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"fr_2"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"fr_3"Symbol 1460 MovieClip Frame 1Symbol 1452 MovieClip [BarracksUnit - tutorial]
"hint"Symbol 1460 MovieClip Frame 1Symbol 170 MovieClip
"hp_txt"Symbol 1460 MovieClip Frame 1Symbol 1453 EditableText
"hp_bottle"Symbol 1460 MovieClip Frame 1Symbol 222 MovieClip
"backgr"Symbol 1478 MovieClip Frame 2Symbol 1238 MovieClip
"backgr_world"Symbol 1478 MovieClip Frame 8Symbol 1322 MovieClip
"backgr_battle"Symbol 1478 MovieClip Frame 178Symbol 1460 MovieClip
"btn_name"Symbol 1483 MovieClip Frame 1Symbol 1479 EditableText
"stat_btn_0"Symbol 1492 MovieClip Frame 2Symbol 1050 Button
"STR_txt"Symbol 1492 MovieClip Frame 2Symbol 1068 EditableText
"DEX_txt"Symbol 1492 MovieClip Frame 2Symbol 1069 EditableText
"CON_txt"Symbol 1492 MovieClip Frame 2Symbol 1070 EditableText
"INT_txt"Symbol 1492 MovieClip Frame 2Symbol 1071 EditableText
"Sword_txt"Symbol 1492 MovieClip Frame 2Symbol 1072 EditableText
"Axe_txt"Symbol 1492 MovieClip Frame 2Symbol 1073 EditableText
"Mace_txt"Symbol 1492 MovieClip Frame 2Symbol 1074 EditableText
"Staff_txt"Symbol 1492 MovieClip Frame 2Symbol 1075 EditableText
"FarEast_txt"Symbol 1492 MovieClip Frame 2Symbol 1076 EditableText
"Dagger_txt"Symbol 1492 MovieClip Frame 2Symbol 1077 EditableText
"Spear_txt"Symbol 1492 MovieClip Frame 2Symbol 1078 EditableText
"Dual_txt"Symbol 1492 MovieClip Frame 2Symbol 1079 EditableText
"Bow_txt"Symbol 1492 MovieClip Frame 2Symbol 1080 EditableText
"Crossbow_txt"Symbol 1492 MovieClip Frame 2Symbol 1081 EditableText
"Throwing_txt"Symbol 1492 MovieClip Frame 2Symbol 1082 EditableText
"ArtOfWar_txt"Symbol 1492 MovieClip Frame 2Symbol 1083 EditableText
"Patriotism_txt"Symbol 1492 MovieClip Frame 2Symbol 1084 EditableText
"stat_btn_1"Symbol 1492 MovieClip Frame 2Symbol 1085 Button
"stat_btn_2"Symbol 1492 MovieClip Frame 2Symbol 1086 Button
"stat_btn_3"Symbol 1492 MovieClip Frame 2Symbol 1087 Button
"skill_btn_Dual"Symbol 1492 MovieClip Frame 2Symbol 1088 Button
"skill_btn_Sword"Symbol 1492 MovieClip Frame 2Symbol 1089 Button
"skill_btn_Axe"Symbol 1492 MovieClip Frame 2Symbol 1090 Button
"skill_btn_Mace"Symbol 1492 MovieClip Frame 2Symbol 1091 Button
"skill_btn_Spear"Symbol 1492 MovieClip Frame 2Symbol 1092 Button
"skill_btn_Dagger"Symbol 1492 MovieClip Frame 2Symbol 1093 Button
"skill_btn_Staff"Symbol 1492 MovieClip Frame 2Symbol 1094 Button
"skill_btn_FarEast"Symbol 1492 MovieClip Frame 2Symbol 1095 Button
"skill_btn_Bow"Symbol 1492 MovieClip Frame 2Symbol 1096 Button
"skill_btn_Crossbow"Symbol 1492 MovieClip Frame 2Symbol 1097 Button
"skill_btn_Throwing"Symbol 1492 MovieClip Frame 2Symbol 1098 Button
"skill_btn_ArtOfWar"Symbol 1492 MovieClip Frame 2Symbol 1099 Button
"skill_btn_Patriotism"Symbol 1492 MovieClip Frame 2Symbol 1100 Button
"free_points_txt"Symbol 1492 MovieClip Frame 2Symbol 1102 EditableText
"item_name_txt"Symbol 1492 MovieClip Frame 2Symbol 1120 EditableText
"item_stats_txt"Symbol 1492 MovieClip Frame 2Symbol 1121 EditableText
"opt_quality"Symbol 1492 MovieClip Frame 3Symbol 1157 MovieClip
"err_notice"Symbol 1492 MovieClip Frame 4Symbol 1173 MovieClip
"ench_back"Symbol 1592 MovieClip [ICON Inventory] Frame 1Symbol 1540 MovieClip
"amount_txt"Symbol 1592 MovieClip [ICON Inventory] Frame 1Symbol 1542 EditableText
"ench_back"Symbol 1743 MovieClip [ICON Equipment] Frame 1Symbol 1540 MovieClip
"amount_txt"Symbol 1743 MovieClip [ICON Equipment] Frame 1Symbol 1697 EditableText
"item_name_txt"Symbol 1828 MovieClip Frame 2Symbol 1751 EditableText
"trader_0"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"trader_1"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"trader_2"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"trader_3"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"trader_4"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"trader_5"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"trader_6"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"user_0"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"user_1"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"user_2"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"user_3"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"user_4"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"user_5"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"user_6"Symbol 1894 MovieClip Frame 2Symbol 1592 MovieClip [ICON Inventory]
"item_name_txt"Symbol 1894 MovieClip Frame 2Symbol 1597 EditableText
"item_stats_txt"Symbol 1894 MovieClip Frame 2Symbol 1598 EditableText
"money_txt"Symbol 1894 MovieClip Frame 2Symbol 1599 EditableText
"item_name_txt"Symbol 1894 MovieClip Frame 3Symbol 1614 EditableText
"item_stats_txt"Symbol 1894 MovieClip Frame 3Symbol 1615 EditableText
"money_txt"Symbol 1894 MovieClip Frame 3Symbol 1616 EditableText
"potion_1_txt"Symbol 1894 MovieClip Frame 3Symbol 1618 EditableText
"potion_2_txt"Symbol 1894 MovieClip Frame 3Symbol 1619 EditableText
"potion_3_txt"Symbol 1894 MovieClip Frame 3Symbol 1620 EditableText
"scroll_1_txt"Symbol 1894 MovieClip Frame 3Symbol 1621 EditableText
"scroll_2_txt"Symbol 1894 MovieClip Frame 3Symbol 1622 EditableText
"scroll_3_txt"Symbol 1894 MovieClip Frame 3Symbol 1623 EditableText
"unit_name_txt"Symbol 1894 MovieClip Frame 4Symbol 1629 EditableText
"unit_stats_txt"Symbol 1894 MovieClip Frame 4Symbol 1630 EditableText
"money_txt"Symbol 1894 MovieClip Frame 4Symbol 1631 EditableText
"army_0"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_1"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_2"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_3"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_4"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"unit_0"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"unit_1"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"unit_2"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"unit_3"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"unit_4"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"unit_5"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"unit_6"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_5"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_6"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_7"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_8"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"army_9"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"reserve_0"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"reserve_1"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"reserve_2"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"reserve_3"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"reserve_4"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"reserve_5"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"reserve_6"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"reserve_7"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"unit_7"Symbol 1894 MovieClip Frame 4Symbol 1638 MovieClip [BarracksUnit]
"ARMOR_hit"Symbol 1894 MovieClip Frame 5Symbol 1642 MovieClip
"HELMET_hit"Symbol 1894 MovieClip Frame 5Symbol 1642 MovieClip
"WEAPON_PRI_hit"Symbol 1894 MovieClip Frame 5Symbol 1642 MovieClip
"WEAPON_SEC_hit"Symbol 1894 MovieClip Frame 5Symbol 1642 MovieClip
"stat_btn_0"Symbol 1894 MovieClip Frame 5Symbol 1644 Button
"STR_txt"Symbol 1894 MovieClip Frame 5Symbol 1662 EditableText
"DEX_txt"Symbol 1894 MovieClip Frame 5Symbol 1663 EditableText
"CON_txt"Symbol 1894 MovieClip Frame 5Symbol 1664 EditableText
"INT_txt"Symbol 1894 MovieClip Frame 5Symbol 1665 EditableText
"Sword_txt"Symbol 1894 MovieClip Frame 5Symbol 1666 EditableText
"Axe_txt"Symbol 1894 MovieClip Frame 5Symbol 1667 EditableText
"Mace_txt"Symbol 1894 MovieClip Frame 5Symbol 1668 EditableText
"Staff_txt"Symbol 1894 MovieClip Frame 5Symbol 1669 EditableText
"FarEast_txt"Symbol 1894 MovieClip Frame 5Symbol 1670 EditableText
"Dagger_txt"Symbol 1894 MovieClip Frame 5Symbol 1671 EditableText
"Spear_txt"Symbol 1894 MovieClip Frame 5Symbol 1672 EditableText
"Dual_txt"Symbol 1894 MovieClip Frame 5Symbol 1673 EditableText
"Bow_txt"Symbol 1894 MovieClip Frame 5Symbol 1674 EditableText
"Crossbow_txt"Symbol 1894 MovieClip Frame 5Symbol 1675 EditableText
"Throwing_txt"Symbol 1894 MovieClip Frame 5Symbol 1676 EditableText
"ArtOfWar_txt"Symbol 1894 MovieClip Frame 5Symbol 1677 EditableText
"Patriotism_txt"Symbol 1894 MovieClip Frame 5Symbol 1678 EditableText
"stat_btn_1"Symbol 1894 MovieClip Frame 5Symbol 1679 Button
"stat_btn_2"Symbol 1894 MovieClip Frame 5Symbol 1680 Button
"stat_btn_3"Symbol 1894 MovieClip Frame 5Symbol 1681 Button
"skill_btn_Dual"Symbol 1894 MovieClip Frame 5Symbol 1682 Button
"skill_btn_Sword"Symbol 1894 MovieClip Frame 5Symbol 1683 Button
"skill_btn_Axe"Symbol 1894 MovieClip Frame 5Symbol 1684 Button
"skill_btn_Mace"Symbol 1894 MovieClip Frame 5Symbol 1685 Button
"skill_btn_Spear"Symbol 1894 MovieClip Frame 5Symbol 1686 Button
"skill_btn_Dagger"Symbol 1894 MovieClip Frame 5Symbol 1687 Button
"skill_btn_Staff"Symbol 1894 MovieClip Frame 5Symbol 1688 Button
"skill_btn_FarEast"Symbol 1894 MovieClip Frame 5Symbol 1689 Button
"skill_btn_Bow"Symbol 1894 MovieClip Frame 5Symbol 1690 Button
"skill_btn_Crossbow"Symbol 1894 MovieClip Frame 5Symbol 1691 Button
"skill_btn_Throwing"Symbol 1894 MovieClip Frame 5Symbol 1692 Button
"skill_btn_ArtOfWar"Symbol 1894 MovieClip Frame 5Symbol 1693 Button
"skill_btn_Patriotism"Symbol 1894 MovieClip Frame 5Symbol 1694 Button
"free_points_txt"Symbol 1894 MovieClip Frame 5Symbol 1696 EditableText
"hero_ico"Symbol 1894 MovieClip Frame 5Symbol 1638 MovieClip [BarracksUnit]
"user_0"Symbol 1894 MovieClip Frame 5Symbol 1743 MovieClip [ICON Equipment]
"user_1"Symbol 1894 MovieClip Frame 5Symbol 1743 MovieClip [ICON Equipment]
"user_2"Symbol 1894 MovieClip Frame 5Symbol 1743 MovieClip [ICON Equipment]
"user_3"Symbol 1894 MovieClip Frame 5Symbol 1743 MovieClip [ICON Equipment]
"ARMOR_ico"Symbol 1894 MovieClip Frame 5Symbol 1743 MovieClip [ICON Equipment]
"WEAPON_PRI_ico"Symbol 1894 MovieClip Frame 5Symbol 1743 MovieClip [ICON Equipment]
"HELMET_ico"Symbol 1894 MovieClip Frame 5Symbol 1743 MovieClip [ICON Equipment]
"WEAPON_SEC_ico"Symbol 1894 MovieClip Frame 5Symbol 1743 MovieClip [ICON Equipment]
"item_name_txt"Symbol 1894 MovieClip Frame 5Symbol 1745 EditableText
"item_stats_txt"Symbol 1894 MovieClip Frame 5Symbol 1746 EditableText
"error_txt"Symbol 1894 MovieClip Frame 5Symbol 1747 EditableText
"hero_stats_txt"Symbol 1894 MovieClip Frame 5Symbol 1748 EditableText
"ench_info"Symbol 1894 MovieClip Frame 5Symbol 1828 MovieClip
"quest_txt"Symbol 1894 MovieClip Frame 7Symbol 1856 EditableText
"man_movie"Symbol 1894 MovieClip Frame 7Symbol 1861 MovieClip
"hero_ico"Symbol 1894 MovieClip Frame 9Symbol 1638 MovieClip [BarracksUnit]
"hero_stats_txt"Symbol 1894 MovieClip Frame 9Symbol 1868 EditableText
"unit_stats_txt"Symbol 1894 MovieClip Frame 9Symbol 1869 EditableText
"unit_0"Symbol 1894 MovieClip Frame 9Symbol 39 MovieClip [BarnUnit]
"unit_1"Symbol 1894 MovieClip Frame 9Symbol 39 MovieClip [BarnUnit]
"unit_2"Symbol 1894 MovieClip Frame 9Symbol 39 MovieClip [BarnUnit]
"unit_3"Symbol 1894 MovieClip Frame 9Symbol 39 MovieClip [BarnUnit]
"unit_4"Symbol 1894 MovieClip Frame 9Symbol 39 MovieClip [BarnUnit]
"unit_5"Symbol 1894 MovieClip Frame 9Symbol 39 MovieClip [BarnUnit]
"unit_6"Symbol 1894 MovieClip Frame 9Symbol 39 MovieClip [BarnUnit]
"unit_7"Symbol 1894 MovieClip Frame 9Symbol 39 MovieClip [BarnUnit]
"error_txt"Symbol 1894 MovieClip Frame 9Symbol 1872 EditableText
"money_txt"Symbol 1894 MovieClip Frame 9Symbol 1874 EditableText
"quest_txt"Symbol 1894 MovieClip Frame 10Symbol 1878 EditableText
"yes_btn"Symbol 1894 MovieClip Frame 10Symbol 1880 Button
"no_btn"Symbol 1894 MovieClip Frame 10Symbol 1882 Button
"man_movie"Symbol 1894 MovieClip Frame 11Symbol 1861 MovieClip
"man_movie"Symbol 1894 MovieClip Frame 15Symbol 1861 MovieClip
"barracks_btn"Symbol 1955 MovieClip [Cities] Frame 1Symbol 1511 Button
"hall_btn"Symbol 1955 MovieClip [Cities] Frame 1Symbol 1512 Button
"forge_btn"Symbol 1955 MovieClip [Cities] Frame 1Symbol 1513 Button
"temple_btn"Symbol 1955 MovieClip [Cities] Frame 1Symbol 1514 Button
"hint"Symbol 1955 MovieClip [Cities] Frame 1Symbol 1533 MovieClip
"wnd"Symbol 1955 MovieClip [Cities] Frame 1Symbol 1894 MovieClip
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 3Symbol 1898 Button
"barn_btn"Symbol 1955 MovieClip [Cities] Frame 4Symbol 1900 Button
"temple_btn"Symbol 1955 MovieClip [Cities] Frame 6Symbol 1514 Button
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 6Symbol 1898 Button
"barn_btn"Symbol 1955 MovieClip [Cities] Frame 6Symbol 1900 Button
"barracks_btn"Symbol 1955 MovieClip [Cities] Frame 9Symbol 1908 Button
"hall_btn"Symbol 1955 MovieClip [Cities] Frame 9Symbol 1909 Button
"forge_btn"Symbol 1955 MovieClip [Cities] Frame 9Symbol 1910 Button
"temple_btn"Symbol 1955 MovieClip [Cities] Frame 9Symbol 1911 Button
"barn_btn"Symbol 1955 MovieClip [Cities] Frame 12Symbol 1900 Button
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 13Symbol 1898 Button
"barn_btn"Symbol 1955 MovieClip [Cities] Frame 15Symbol 1900 Button
"barracks_btn"Symbol 1955 MovieClip [Cities] Frame 17Symbol 1924 Button
"hall_btn"Symbol 1955 MovieClip [Cities] Frame 17Symbol 1925 Button
"forge_btn"Symbol 1955 MovieClip [Cities] Frame 17Symbol 1926 Button
"temple_btn"Symbol 1955 MovieClip [Cities] Frame 17Symbol 1927 Button
"hall_btn"Symbol 1955 MovieClip [Cities] Frame 18Symbol 1925 Button
"forge_btn"Symbol 1955 MovieClip [Cities] Frame 18Symbol 1926 Button
"temple_btn"Symbol 1955 MovieClip [Cities] Frame 18Symbol 1927 Button
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 18Symbol 1898 Button
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 20Symbol 1898 Button
"barn_btn"Symbol 1955 MovieClip [Cities] Frame 21Symbol 1900 Button
"hall_btn"Symbol 1955 MovieClip [Cities] Frame 22Symbol 1925 Button
"forge_btn"Symbol 1955 MovieClip [Cities] Frame 22Symbol 1926 Button
"temple_btn"Symbol 1955 MovieClip [Cities] Frame 22Symbol 1927 Button
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 22Symbol 1898 Button
"barn_btn"Symbol 1955 MovieClip [Cities] Frame 23Symbol 1900 Button
"barn_btn"Symbol 1955 MovieClip [Cities] Frame 24Symbol 1900 Button
"barracks_btn"Symbol 1955 MovieClip [Cities] Frame 25Symbol 1940 Button
"hall_btn"Symbol 1955 MovieClip [Cities] Frame 25Symbol 1941 Button
"forge_btn"Symbol 1955 MovieClip [Cities] Frame 25Symbol 1942 Button
"temple_btn"Symbol 1955 MovieClip [Cities] Frame 25Symbol 1943 Button
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 26Symbol 1898 Button
"barracks_btn"Symbol 1955 MovieClip [Cities] Frame 30Symbol 1940 Button
"hall_btn"Symbol 1955 MovieClip [Cities] Frame 30Symbol 1941 Button
"forge_btn"Symbol 1955 MovieClip [Cities] Frame 30Symbol 1942 Button
"temple_btn"Symbol 1955 MovieClip [Cities] Frame 30Symbol 1943 Button
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 31Symbol 1898 Button
"barracks_btn"Symbol 1955 MovieClip [Cities] Frame 32Symbol 1940 Button
"hall_btn"Symbol 1955 MovieClip [Cities] Frame 32Symbol 1941 Button
"forge_btn"Symbol 1955 MovieClip [Cities] Frame 32Symbol 1942 Button
"harbor_btn"Symbol 1955 MovieClip [Cities] Frame 32Symbol 1898 Button
"blinker"Symbol 1975 MovieClip Frame 1Symbol 1974 MovieClip
"sea"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1957 MovieClip
"ground"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1959 MovieClip
"landRus"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1961 MovieClip
"landGer"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1963 MovieClip
"landViz"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1965 MovieClip
"landJap"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1967 MovieClip
"seashore"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1970 MovieClip
"Wanderburg"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1254 MovieClip
"Endem"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1256 MovieClip
"Hoffen"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1258 MovieClip
"Braunburg"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1260 MovieClip
"Gerlitz"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1262 MovieClip
"Sturmburg"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1264 MovieClip
"Jana"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1266 MovieClip
"Konstanz"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1268 MovieClip
"Trapezus"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1270 MovieClip
"Lutetia"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1272 MovieClip
"Arretium"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1274 MovieClip
"Alexandria"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1276 MovieClip
"Lacrimosa"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1278 MovieClip
"Ravenna"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1280 MovieClip
"Carthage"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1282 MovieClip
"Caesaria"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1284 MovieClip
"Grouzeno"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1286 MovieClip
"Medvedevo"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1288 MovieClip
"Dobrov"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1290 MovieClip
"Dubkee"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1292 MovieClip
"RaGorod"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1294 MovieClip
"Losevo"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1296 MovieClip
"Dalnevodye"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1298 MovieClip
"Echigo"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1300 MovieClip
"Nagoya"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1303 MovieClip
"Fukushima"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1305 MovieClip
"Omi"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1307 MovieClip
"Kozuke"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1309 MovieClip
"Suo"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1311 MovieClip
"Matsuyama"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1313 MovieClip
"Izumo"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1315 MovieClip
"Zlatograd"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1318 MovieClip
"quest_avatar_11"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_12"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_13"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_14"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_4"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_0"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_3"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_2"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_6"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_7"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_8"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_9"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_10"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_5"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"quest_avatar_1"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1972 MovieClip
"avatar"Symbol 1976 MovieClip [WorldMap] Frame 1Symbol 1975 MovieClip
"hero"Symbol 2005 MovieClip Frame 1Symbol 1998 MovieClip
"exp_txt"Symbol 2032 MovieClip Frame 1Symbol 2020 EditableText
"gold_txt"Symbol 2032 MovieClip Frame 1Symbol 2021 EditableText
"level_up"Symbol 2032 MovieClip Frame 1Symbol 2031 MovieClip
"backgr_battle"Symbol 2046 MovieClip Frame 1Symbol 1460 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
ExportAssets (56)Timeline Frame 1Symbol 39 as "BarnUnit"
ExportAssets (56)Timeline Frame 1Symbol 43 as "BlackSquare"
ExportAssets (56)Timeline Frame 1Symbol 48 as "FlyCritDamage"
ExportAssets (56)Timeline Frame 1Symbol 2047 as "__Packages.Hero"
ExportAssets (56)Timeline Frame 1Symbol 2048 as "__Packages.Item"
ExportAssets (56)Timeline Frame 1Symbol 2049 as "__Packages.Enchant"
ExportAssets (56)Timeline Frame 1Symbol 2050 as "__Packages.ItemInfo"
ExportAssets (56)Timeline Frame 1Symbol 2051 as "__Packages.Armor"
ExportAssets (56)Timeline Frame 1Symbol 2052 as "__Packages.WeaponClass"
ExportAssets (56)Timeline Frame 1Symbol 2053 as "__Packages.Horse"
ExportAssets (56)Timeline Frame 1Symbol 2054 as "__Packages.Unit"
ExportAssets (56)Timeline Frame 1Symbol 2055 as "__Packages.UnitInfo"
ExportAssets (56)Timeline Frame 1Symbol 2056 as "__Packages.Cage"
ExportAssets (56)Timeline Frame 1Symbol 2057 as "__Packages.Creature"
ExportAssets (56)Timeline Frame 1Symbol 2058 as "__Packages.Weapon"
ExportAssets (56)Timeline Frame 1Symbol 2059 as "__Packages.BarnIcon"
ExportAssets (56)Timeline Frame 1Symbol 2060 as "__Packages.Soldier"
ExportAssets (56)Timeline Frame 1Symbol 2061 as "__Packages.Player"
ExportAssets (56)Timeline Frame 1Symbol 2062 as "__Packages.SelectBorder"
ExportAssets (56)Timeline Frame 1Symbol 2063 as "__Packages.Projectile"
ExportAssets (56)Timeline Frame 1Symbol 2064 as "__Packages.Grenade"
ExportAssets (56)Timeline Frame 1Symbol 2065 as "__Packages.ArrowStorm"
ExportAssets (56)Timeline Frame 1Symbol 2066 as "__Packages.Tree"
ExportAssets (56)Timeline Frame 1Symbol 2067 as "__Packages.Arrow"
ExportAssets (56)Timeline Frame 1Symbol 2068 as "__Packages.Screen"
ExportAssets (56)Timeline Frame 1Symbol 2069 as "__Packages.Quest"
ExportAssets (56)Timeline Frame 1Symbol 2070 as "__Packages.BarracksIcon"
ExportAssets (56)Timeline Frame 1Symbol 2071 as "__Packages.StoreIcon"
ExportAssets (56)Timeline Frame 1Symbol 2072 as "__Packages.EquipmentIcon"
ExportAssets (56)Timeline Frame 1Symbol 2073 as "__Packages.Cities"
ExportAssets (56)Timeline Frame 1Symbol 2074 as "__Packages.Town"
ExportAssets (56)Timeline Frame 1Symbol 2075 as "__Packages.WorldMap"
ExportAssets (56)Timeline Frame 2Symbol 181 as "RageAnim"
ExportAssets (56)Timeline Frame 2Symbol 243 as "Screen"
ExportAssets (56)Timeline Frame 2Symbol 547 as "Human"
ExportAssets (56)Timeline Frame 2Symbol 551 as "Human_Player"
ExportAssets (56)Timeline Frame 2Symbol 555 as "Blood_1"
ExportAssets (56)Timeline Frame 2Symbol 559 as "Blood_2"
ExportAssets (56)Timeline Frame 2Symbol 564 as "SelectBorder"
ExportAssets (56)Timeline Frame 2Symbol 567 as "Horseman"
ExportAssets (56)Timeline Frame 2Symbol 568 as "Horseman_Player"
ExportAssets (56)Timeline Frame 2Symbol 579 as "Grenade"
ExportAssets (56)Timeline Frame 2Symbol 582 as "HealAnim"
ExportAssets (56)Timeline Frame 2Symbol 590 as "RiseAnim"
ExportAssets (56)Timeline Frame 2Symbol 804 as "Amount window"
ExportAssets (56)Timeline Frame 2Symbol 807 as "FlyDamage"
ExportAssets (56)Timeline Frame 2Symbol 864 as "ICON Mouse"
ExportAssets (56)Timeline Frame 2Symbol 866 as "ArrowShower"
ExportAssets (56)Timeline Frame 2Symbol 867 as "ArrowWall"
ExportAssets (56)Timeline Frame 2Symbol 869 as "Tree_1"
ExportAssets (56)Timeline Frame 2Symbol 871 as "Tree_2"
ExportAssets (56)Timeline Frame 2Symbol 873 as "Tree_3"
ExportAssets (56)Timeline Frame 2Symbol 875 as "Tree_4"
ExportAssets (56)Timeline Frame 2Symbol 877 as "Bush_1"
ExportAssets (56)Timeline Frame 2Symbol 879 as "Bush_2"
ExportAssets (56)Timeline Frame 2Symbol 881 as "Bush_3"
ExportAssets (56)Timeline Frame 2Symbol 883 as "Bush_4"
ExportAssets (56)Timeline Frame 2Symbol 885 as "Crate_1"
ExportAssets (56)Timeline Frame 2Symbol 887 as "Lantern"
ExportAssets (56)Timeline Frame 2Symbol 891 as "RIP_1"
ExportAssets (56)Timeline Frame 2Symbol 893 as "RIP_2"
ExportAssets (56)Timeline Frame 2Symbol 895 as "Barrel"
ExportAssets (56)Timeline Frame 2Symbol 897 as "Ammun"
ExportAssets (56)Timeline Frame 2Symbol 899 as "SkullTower"
ExportAssets (56)Timeline Frame 2Symbol 902 as "Sign"
ExportAssets (56)Timeline Frame 2Symbol 904 as "Tree_5"
ExportAssets (56)Timeline Frame 2Symbol 906 as "Tree_6"
ExportAssets (56)Timeline Frame 2Symbol 909 as "Sign2"
ExportAssets (56)Timeline Frame 2Symbol 911 as "Tree_12"
ExportAssets (56)Timeline Frame 2Symbol 913 as "Tree_11"
ExportAssets (56)Timeline Frame 2Symbol 915 as "Tree_10"
ExportAssets (56)Timeline Frame 2Symbol 917 as "Tree_9"
ExportAssets (56)Timeline Frame 2Symbol 919 as "Tree_8"
ExportAssets (56)Timeline Frame 2Symbol 921 as "Tree_7"
ExportAssets (56)Timeline Frame 2Symbol 923 as "Well_1"
ExportAssets (56)Timeline Frame 2Symbol 925 as "GrenSymb"
ExportAssets (56)Timeline Frame 2Symbol 927 as "Arrow"
ExportAssets (56)Timeline Frame 2Symbol 930 as "slash.wav"
ExportAssets (56)Timeline Frame 4Symbol 1452 as "BarracksUnit - tutorial"
ExportAssets (56)Timeline Frame 5Symbol 1500 as "TreeBroken_1"
ExportAssets (56)Timeline Frame 8Symbol 1502 as "Crate_2"
ExportAssets (56)Timeline Frame 53Symbol 1504 as "Sword_in_ground_1"
ExportAssets (56)Timeline Frame 53Symbol 1508 as "Head_on_spear"
ExportAssets (56)Timeline Frame 54Symbol 1510 as "Sword_in_ground_2"
ExportAssets (56)Timeline Frame 85Symbol 1592 as "ICON Inventory"
ExportAssets (56)Timeline Frame 85Symbol 1638 as "BarracksUnit"
ExportAssets (56)Timeline Frame 85Symbol 1743 as "ICON Equipment"
ExportAssets (56)Timeline Frame 85Symbol 1955 as "Cities"
ExportAssets (56)Timeline Frame 86Symbol 1976 as "WorldMap"

Labels

"TOWN_SCREEN"Frame 85
"WORLD_MAP"Frame 86
"SPLASH_SCREEN"Frame 87
"GAME_LOAD"Frame 88
"GAME_OVER"Frame 89
"VICTORY"Frame 90
"STOLEN"Frame 91
"BATTLE_TUT"Frame 92
"brown"Symbol 7 MovieClip Frame 1
"red"Symbol 7 MovieClip Frame 2
"grey"Symbol 7 MovieClip Frame 3
"white"Symbol 7 MovieClip Frame 4
"black"Symbol 7 MovieClip Frame 5
"brown"Symbol 13 MovieClip Frame 1
"red"Symbol 13 MovieClip Frame 2
"grey"Symbol 13 MovieClip Frame 3
"white"Symbol 13 MovieClip Frame 4
"black"Symbol 13 MovieClip Frame 5
"brown"Symbol 19 MovieClip Frame 1
"red"Symbol 19 MovieClip Frame 2
"grey"Symbol 19 MovieClip Frame 3
"white"Symbol 19 MovieClip Frame 4
"black"Symbol 19 MovieClip Frame 5
"brown"Symbol 25 MovieClip Frame 1
"red"Symbol 25 MovieClip Frame 2
"grey"Symbol 25 MovieClip Frame 3
"white"Symbol 25 MovieClip Frame 4
"black"Symbol 25 MovieClip Frame 5
"brown"Symbol 31 MovieClip Frame 1
"red"Symbol 31 MovieClip Frame 2
"grey"Symbol 31 MovieClip Frame 3
"white"Symbol 31 MovieClip Frame 4
"black"Symbol 31 MovieClip Frame 5
"brown"Symbol 37 MovieClip Frame 1
"red"Symbol 37 MovieClip Frame 2
"grey"Symbol 37 MovieClip Frame 3
"white"Symbol 37 MovieClip Frame 4
"black"Symbol 37 MovieClip Frame 5
"normal"Symbol 43 MovieClip [BlackSquare] Frame 1
"shower"Symbol 43 MovieClip [BlackSquare] Frame 2
"wall"Symbol 43 MovieClip [BlackSquare] Frame 3
"LOAD"Symbol 129 MovieClip Frame 1
"COMPLETE_STOP"Symbol 129 MovieClip Frame 2
"NG"Symbol 140 MovieClip Frame 3
"Nothing"Symbol 170 MovieClip Frame 1
"HoldPosition"Symbol 170 MovieClip Frame 2
"SwapWeapons"Symbol 170 MovieClip Frame 3
"potion_1"Symbol 170 MovieClip Frame 4
"potion_2"Symbol 170 MovieClip Frame 5
"potion_3"Symbol 170 MovieClip Frame 6
"scroll_1"Symbol 170 MovieClip Frame 7
"scroll_2"Symbol 170 MovieClip Frame 8
"scroll_3"Symbol 170 MovieClip Frame 9
"arrow_shower"Symbol 170 MovieClip Frame 10
"arrow_wall"Symbol 170 MovieClip Frame 11
"1 lv"Symbol 197 MovieClip Frame 1
"2 lv"Symbol 197 MovieClip Frame 5
"3 lv"Symbol 197 MovieClip Frame 9
"f_viz"Symbol 205 MovieClip Frame 1
"f_ger"Symbol 205 MovieClip Frame 2
"f_rus"Symbol 205 MovieClip Frame 3
"f_jap"Symbol 205 MovieClip Frame 4
"m_viz"Symbol 205 MovieClip Frame 5
"m_ger"Symbol 205 MovieClip Frame 6
"m_rus"Symbol 205 MovieClip Frame 7
"m_jap"Symbol 205 MovieClip Frame 8
"_up"Symbol 243 MovieClip [Screen] Frame 1
"_hit"Symbol 243 MovieClip [Screen] Frame 2
"f_viz"Symbol 279 MovieClip Frame 1
"f_ger"Symbol 279 MovieClip Frame 2
"f_rus"Symbol 279 MovieClip Frame 3
"f_jap"Symbol 279 MovieClip Frame 4
"m_viz"Symbol 279 MovieClip Frame 5
"m_ger"Symbol 279 MovieClip Frame 6
"m_rus"Symbol 279 MovieClip Frame 7
"m_jap"Symbol 279 MovieClip Frame 8
"f_viz"Symbol 309 MovieClip Frame 1
"f_ger"Symbol 309 MovieClip Frame 2
"f_rus"Symbol 309 MovieClip Frame 3
"f_jap"Symbol 309 MovieClip Frame 4
"m_viz"Symbol 309 MovieClip Frame 5
"m_ger"Symbol 309 MovieClip Frame 6
"m_rus"Symbol 309 MovieClip Frame 7
"m_jap"Symbol 309 MovieClip Frame 8
"unarmed"Symbol 478 MovieClip Frame 169
"f_viz"Symbol 486 MovieClip Frame 1
"f_ger"Symbol 486 MovieClip Frame 2
"f_rus"Symbol 486 MovieClip Frame 3
"f_jap"Symbol 486 MovieClip Frame 4
"m_viz"Symbol 486 MovieClip Frame 5
"m_ger"Symbol 486 MovieClip Frame 6
"m_rus"Symbol 486 MovieClip Frame 7
"m_jap"Symbol 486 MovieClip Frame 8
"f_viz"Symbol 495 MovieClip Frame 1
"f_ger"Symbol 495 MovieClip Frame 2
"f_rus"Symbol 495 MovieClip Frame 3
"f_jap"Symbol 495 MovieClip Frame 4
"m_viz"Symbol 495 MovieClip Frame 5
"m_ger"Symbol 495 MovieClip Frame 6
"m_rus"Symbol 495 MovieClip Frame 7
"m_jap"Symbol 495 MovieClip Frame 8
"f_viz"Symbol 529 MovieClip Frame 1
"f_ger"Symbol 529 MovieClip Frame 2
"f_rus"Symbol 529 MovieClip Frame 3
"f_jap"Symbol 529 MovieClip Frame 4
"m_viz"Symbol 529 MovieClip Frame 5
"m_ger"Symbol 529 MovieClip Frame 6
"m_rus"Symbol 529 MovieClip Frame 7
"m_jap"Symbol 529 MovieClip Frame 8
"sword"Symbol 543 MovieClip Frame 1
"twohanded_sword"Symbol 543 MovieClip Frame 31
"twohanded_axe"Symbol 543 MovieClip Frame 71
"double"Symbol 543 MovieClip Frame 110
"spear"Symbol 543 MovieClip Frame 141
"bow"Symbol 543 MovieClip Frame 171
"crossbow"Symbol 543 MovieClip Frame 211
"dagger"Symbol 543 MovieClip Frame 271
"katana"Symbol 543 MovieClip Frame 291
"staff"Symbol 543 MovieClip Frame 316
"fists"Symbol 543 MovieClip Frame 351
"suriken"Symbol 543 MovieClip Frame 386
"bow_on"Symbol 543 MovieClip Frame 416
"bow_off"Symbol 543 MovieClip Frame 436
"crossbow_on"Symbol 543 MovieClip Frame 456
"crossbow_off"Symbol 543 MovieClip Frame 476
"run_sword"Symbol 543 MovieClip Frame 496
"run_twohandedsword"Symbol 543 MovieClip Frame 526
"run_axe"Symbol 543 MovieClip Frame 556
"run_double"Symbol 543 MovieClip Frame 586
"run_bow"Symbol 543 MovieClip Frame 616
"run_crossbow"Symbol 543 MovieClip Frame 646
"run_suriken"Symbol 543 MovieClip Frame 676
"run_katana"Symbol 543 MovieClip Frame 706
"die_ranged"Symbol 543 MovieClip Frame 736
"die_twohanded"Symbol 543 MovieClip Frame 776
"die_onehanded"Symbol 543 MovieClip Frame 826
"sword"Symbol 566 MovieClip Frame 1
"twohanded_sword"Symbol 566 MovieClip Frame 31
"twohanded_axe"Symbol 566 MovieClip Frame 71
"spear"Symbol 566 MovieClip Frame 111
"bow"Symbol 566 MovieClip Frame 141
"crossbow"Symbol 566 MovieClip Frame 181
"fists"Symbol 566 MovieClip Frame 241
"suriken"Symbol 566 MovieClip Frame 275
"bow_on"Symbol 566 MovieClip Frame 306
"bow_off"Symbol 566 MovieClip Frame 326
"crossbow_on"Symbol 566 MovieClip Frame 346
"crossbow_off"Symbol 566 MovieClip Frame 366
"run_sword"Symbol 566 MovieClip Frame 386
"run_twohandedsword"Symbol 566 MovieClip Frame 416
"run_axe"Symbol 566 MovieClip Frame 446
"run_bow"Symbol 566 MovieClip Frame 476
"run_crossbow"Symbol 566 MovieClip Frame 506
"run_suriken"Symbol 566 MovieClip Frame 536
"die_horse"Symbol 566 MovieClip Frame 566
"blow"Symbol 579 MovieClip [Grenade] Frame 2
"MEDIUM"Symbol 1157 MovieClip Frame 2
"HIGH"Symbol 1157 MovieClip Frame 3
"LOW"Symbol 1157 MovieClip Frame 4
"Viz"Symbol 1238 MovieClip Frame 2
"Ger"Symbol 1238 MovieClip Frame 3
"Rus"Symbol 1238 MovieClip Frame 4
"Jap"Symbol 1238 MovieClip Frame 5
"blink_potions"Symbol 1460 MovieClip Frame 2
"blink_control"Symbol 1460 MovieClip Frame 42
"blink_hero"Symbol 1460 MovieClip Frame 82
"blink_friends"Symbol 1460 MovieClip Frame 122
"blink_enemies"Symbol 1460 MovieClip Frame 162
"blink_shower"Symbol 1460 MovieClip Frame 202
"blink_wall"Symbol 1460 MovieClip Frame 242
"buildings"Symbol 1478 MovieClip Frame 2
"city_hall"Symbol 1478 MovieClip Frame 3
"forge"Symbol 1478 MovieClip Frame 4
"barracks"Symbol 1478 MovieClip Frame 5
"temple"Symbol 1478 MovieClip Frame 6
"also"Symbol 1478 MovieClip Frame 7
"world"Symbol 1478 MovieClip Frame 8
"battle"Symbol 1478 MovieClip Frame 178
"your_hero"Symbol 1478 MovieClip Frame 179
"troops"Symbol 1478 MovieClip Frame 180
"swap"Symbol 1478 MovieClip Frame 181
"enemies"Symbol 1478 MovieClip Frame 182
"potions"Symbol 1478 MovieClip Frame 183
"end"Symbol 1478 MovieClip Frame 184
"NewGame"Symbol 1492 MovieClip Frame 2
"Options"Symbol 1492 MovieClip Frame 3
"Resume"Symbol 1492 MovieClip Frame 4
"Tutorial"Symbol 1492 MovieClip Frame 5
"Controls"Symbol 1492 MovieClip Frame 6
"empty"Symbol 1533 MovieClip Frame 1
"hall"Symbol 1533 MovieClip Frame 2
"forge"Symbol 1533 MovieClip Frame 3
"barracks"Symbol 1533 MovieClip Frame 4
"temple"Symbol 1533 MovieClip Frame 5
"harbor"Symbol 1533 MovieClip Frame 6
"barn"Symbol 1533 MovieClip Frame 7
"exit"Symbol 1533 MovieClip Frame 8
"Viz"Symbol 1861 MovieClip Frame 1
"Ger"Symbol 1861 MovieClip Frame 2
"Rus"Symbol 1861 MovieClip Frame 3
"Jap"Symbol 1861 MovieClip Frame 4
"battle"Symbol 2046 MovieClip Frame 1
"your_hero"Symbol 2046 MovieClip Frame 2
"troops"Symbol 2046 MovieClip Frame 3
"swap"Symbol 2046 MovieClip Frame 4
"enemies"Symbol 2046 MovieClip Frame 5
"potions"Symbol 2046 MovieClip Frame 6
"shower"Symbol 2046 MovieClip Frame 7
"wall"Symbol 2046 MovieClip Frame 8
"end"Symbol 2046 MovieClip Frame 9




http://swfchan.com/2/9737/info.shtml
Created: 9/6 -2019 10:24:04 Last modified: 9/6 -2019 10:24:04 Server time: 02/05 -2024 18:24:53