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__Thy_Dungeonman.swf

This is the info page for
Flash #101967

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


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oo

Thy Dungeonman

Click to enter yon Dungeon

>

What wouldst thou deau?

ActionScript [AS1/AS2]

Frame 1
ifFrameLoaded (64) { gotoAndPlay (10); }
Frame 5
gotoAndPlay (1);
Frame 60
stop();
Frame 62
function init() { output.text = ""; roomText.DUNGEON = "Ye find yeself in yon dungeon. Ye see a SCROLL. Behind ye SCROLL is a FLASK. Obvious exits are NORTH, SOUTH, and DENNIS."; roomText.PARAPETS = "Ye thou now be at parapets. Ye see a ROPE. Obvious exits are SOUTH."; roomText.CHASM = "Ye stand yeself close to a yet-unnamed escarpment. Nonetheless, ye spies a TRINKET. Obvious exits are NORTH."; roomText.DENNIS = "Ye arrive at Dennis. He wears a sporty frock coat and a long jimberjam. He paces about nervously. Obvious exits are NOT DENNIS."; gGameOver = false; gFlaskTries = 0; gStarting = true; gScore = 0; gRoom = "DUNGEON"; gAcceptInput = false; gShowString = ""; input_mc._visible = false; gScrollTaken = false; gTrinketTaken = false; } function main() { if (gStarting) { showText("THY DUNGEONMAN\n\nYOU ARE THY DUNGEONMAN!\n\n"); showText(roomText.DUNGEON); gStarting = false; } updateText(); if (((!gAcceptInput) && (gShowString.length <= 0)) && (!gGameOver)) { input_mc._visible = true; input_mc.input.text = ""; gAcceptInput = true; } } function inputSubmitted() { gAcceptInput = false; parseString = input_mc.input.text; input_mc._visible = false; output.text = ""; parseString = parseString.toLowerCase(); trace((("parseString = " + parseString) + " ") + parseString.length); if (gRoom == "DUNGEON") { if (parseString == "look flask") { showText("Looks like you could quaff some serious mead out of that thing."); return(true); } if (parseString == "look scroll") { if (gScrollTaken) { showText("Ye seeth nothing wheretofore it went ZAP."); } else { showText("Parchment, definitely parchment. I'd recognize it anywhere."); } return(true); } if (((parseString.slice(0, 3) == "get") || (parseString.slice(0, 4) == "take")) && (parseString.slice(-5) == "flask")) { if (gFlaskTries < 2) { showText("Ye cannot get the FLASK. It is firmly bolted to a wall which is bolted to the rest of the dungeon which is probably bolted to a castle. Never you mind."); gScore = gScore + 1; gFlaskTries++; } else { showText("Okay, okay. You unbolt yon FLASK and hold it aloft. A great shaking begins. The dungeon ceiling collapses down upon you, crushing you in twain. Apparently, this was a load-bearing FLASK."); gScore = gScore - 1000; gameOver(); } return(true); } if (((parseString.slice(0, 3) == "get") || (parseString.slice(0, 4) == "take")) && (parseString.slice(-6) == "scroll")) { if (!gScrollTaken) { showText("Ye takes the SCROLL and reads of it. It doth say:\n\nBEWARE, READER OF YE SCROLL,\nDANGERS AWAIT TO THE -\n\nThe SCROLL disappears in thy hands with ye olde ZAP!"); gScore = gScore + 2; roomText.DUNGEON = "Ye find yeself in yon dungeon. Back yonder there is a FLASK. Obvious exits are NORTH, SOUTH, and DENNIS."; gScrollTaken = true; } else { showText("Ye doth suffer from memory loss. YE SCROLL is no more. Honestly."); roomText.DUNGEON = "Ye find yeself in yon dungeon. Back yonder there is a FLASK. Obvious exits are NORTH, SOUTH, and DENNIS. There is definitely no YE SCROLL, so drop it."; gScore = gScore - 1; } return(true); } if ((parseString == "north") || (parseString == "go north")) { gRoom = "PARAPETS"; showText("You go NORTH through yon corridor. You arrive at parapets. Ye see a ROPE. Obvious exits are SOUTH."); return(true); } if ((parseString == "south") || (parseString == "go south")) { gRoom = "CHASM"; showText("You head south to an embankment. Or maybe a chasm. You can't decide which. Anyway, ye spies a TRINKET. Obvious exits are NORTH."); return(true); } if ((parseString == "dennis") || (parseString == "go dennis")) { gRoom = "DENNIS"; showText(roomText.DENNIS); return(true); } } if (gRoom == "PARAPETS") { if (parseString == "look rope") { showText("It looks okay. You've seen better."); return(true); } if (parseString == "look parapets") { showText("Well, they're parapets. This much we know for sure."); return(true); } if (((parseString.slice(0, 3) == "get") || (parseString.slice(0, 4) == "take")) && (parseString.slice(-4) == "rope")) { showText("You attempt to take ye ROPE but alas it is enchanted! It glows a mustard red and smells like a public privy. The ROPE wraps round your neck and hangs you from parapets. With your last breath, you wonder what parapets are."); gScore = gScore - 1; gameOver(); return(true); } if ((parseString == "south") || (parseString == "go south")) { gRoom = "DUNGEON"; showText("You go SOUTH back through yon corridor.\n"); showText(roomText[gRoom]); return(true); } } if (gRoom == "CHASM") { if (((parseString.slice(0, 3) == "get") || (parseString.slice(0, 4) == "take")) && (parseString.slice(-7) == "trinket")) { if (!gTrinketTaken) { showText("Ye getsts yon TRINKET and discover it to be a bauble. You rejoice at your good fortune. You shove the TRINKET in your pouchel. It kinda hurts."); gScore = gScore + 2; roomText.CHASM = "Ye stand high above a canyon-like depression. Obvious exits are NORTH."; gTrinketTaken = true; } else { showText("Sigh. The trinket is in thou pouchel. Recallest thou?"); roomText.CHASM = "Thou hangeth out at an overlook. Obvious exits are NORTH. I shouldn't have to tell ye there is no TRINKET."; gScore = gScore - 1; } return(true); } if ((parseString == "north") || (parseString == "go north")) { gRoom = "DUNGEON"; showText("You go NORTH.\n"); showText(roomText[gRoom]); return(true); } if (parseString == "look trinket") { if (gTrinketTaken) { showText("Just a bulge in thou pouchel at thist point."); } else { showText("Quit looking! Just get it already."); } return(true); } } if (gRoom == "DENNIS") { if (parseString == "look dennis") { showText("That jimberjam really makes the outfit."); return(true); } if (parseString == "look jimberjam") { showText("Man, that art a nice jimberjam."); return(true); } if (((parseString.slice(0, 4) == "talk") && (parseString.slice(-6) == "dennis")) || (parseString == "talk")) { showText("You engage Dennis in lesiurely discussion. Ye learns that his jimberjam was purchased on sale at a discount market and that he enjoys pacing about nervously. You become bored and begin thinking about parapets."); return(true); } if (parseString == "not dennis") { gRoom = "DUNGEON"; showText("You go NOT DENNIS.\n"); showText(roomText[gRoom]); return(true); } if (gTrinketTaken && ((parseString == "give trinket") || (parseString == "give trinket to dennis"))) { showText("A novel idea! You givst the TRINKET to Dennis and he happily agrees to tell you what parapets are. With this new knowledge, ye escapes from yon dungeon in order to search for new dungeons and to remain...\n\nTHY DUNGEONMAN!!\nYou hath won! Congraturation!"); gameOver(); return(true); } } if ((parseString == "sniff") || (parseString == "smell")) { showText("You smell a Wumpus."); return(true); } if ((parseString == "get dagger") || (parseString == "get the dagger")) { showText("Yeah, okay."); gScore = gScore + 25; return(true); } if (((((parseString.slice(0, 3) == "go ") || (parseString == "north")) || (parseString == "south")) || (parseString == "west")) || (parseString == "east")) { showText("Thou cannotst go there. Who do you think thou art? A magistrate?!"); return(true); } if ((parseString.slice(0, 4) == "get ") || (parseString.slice(0, 5) == "take ")) { showText("Thou cannotst get that. Quit making stuffeth up!"); return(true); } if (parseString.slice(0, 5) == "give ") { showText(("Thou don'tst have a " + parseString.slice(5)) + " to give. Go back to your tiny life."); return(true); } if (parseString.slice(0, 5) == "talk ") { showText(("Who is \"" + parseString.slice(5)) + "\"? Your new boyfriend?! Someone from work you don't want me to meeteth?"); return(true); } if (parseString.slice(0, 5) == "look ") { showText("It looketh pretty awesome."); return(true); } if (parseString.slice(0, 4) == "drink") { showText("Thou aren'nest thirsty, last time thou checked."); return(true); } if (((parseString.slice(0, 4) == "help") || (parseString.slice(0, 5) == "where")) || (parseString == "look")) { showText(roomText[gRoom]); return(true); } if (parseString.slice(0, 5) == "dance") { showText("Thou shaketh it a little, and it feeleth all right."); return(true); } if (parseString.slice(0, 3) == "die") { showText("That wasn't very smart."); gScore = gScore - 100; gameOver(); return(true); } showText("That does not computeth. Type HELP is thou needs of it."); } function gameOver() { gGameOver = true; showText(("\nYour score was: " + gScore) + "\n\nPlay again? [Y/N]"); } function showText(phrase) { gShowString = gShowString + phrase; trace("showText(phrase) called. phrase = " + phrase); } function updateText() { if (gShowString.length > 0) { trace(gShowString.length); var _local1 = 0; while (_local1 < CHAR_SPEED) { output.text = output.text + gShowString.charAt(_local1); _local1++; } gShowString = gShowString.slice(CHAR_SPEED); return(true); } return(false); } var gScore; var gRoom; var gAcceptInput; var gShowString; var CHAR_SPEED = 5; var gStarting; var gCurrentRoomText; var gGameOver; var gFlaskTries; var gScrollTaken; var gTrinketTaken; var roomText = new Array(); keyListener = new Object(); keyListener.onKeyDown = function () { lastKeyPressed = String.fromCharCode(Key.getAscii()); a = Key.getCode(); if ((a == 40) || ((a == 13) && (gAcceptInput))) { trace("enter pressed"); inputSubmitted(); } if (((a == 8) || (a == 46)) || (a == 37)) { trace("length of input_mc.input.text = " + input_mc.input.text.length); input_mc.input.text = input_mc.input.text.slice(0, input_mc.input.text.length - 1); trace("length of input_mc.input.text = " + input_mc.input.text.length); trace("backspace pressed"); return(true); } b = lastKeyPressed.toLowerCase(); if ((b == "y") && (gGameOver)) { init(); } if ((b == "n") && (gGameOver)) { } if (gAcceptInput) { input_mc.input.text = input_mc.input.text + lastKeyPressed; trace(lastKeyPressed); } }; Key.addListener(keyListener); init();
Frame 63
main();
Frame 64
gotoAndPlay ("gameLoop");
Symbol 10 Button
on (release) { gotoAndPlay (62); }

Library Items

Symbol 1 GraphicUsed by:Timeline
Symbol 2 GraphicUsed by:3
Symbol 3 MovieClipUses:2Used by:Timeline
Symbol 4 FontUsed by:5 6 7 8
Symbol 5 TextUses:4Used by:Timeline
Symbol 6 TextUses:4Used by:Timeline
Symbol 7 TextUses:4Used by:Timeline
Symbol 8 TextUses:4Used by:Timeline
Symbol 9 GraphicUsed by:10
Symbol 10 ButtonUses:9Used by:Timeline
Symbol 11 FontUsed by:12 13 14 15
Symbol 12 EditableTextUses:11Used by:Timeline
Symbol 13 EditableTextUses:11Used by:16
Symbol 14 TextUses:11Used by:16
Symbol 15 TextUses:11Used by:16
Symbol 16 MovieClipUses:13 14 15Used by:Timeline
Streaming Sound 1Used by:Timeline

Instance Names

"output"Frame 62Symbol 12 EditableText
"input_mc"Frame 62Symbol 16 MovieClip
"input"Symbol 16 MovieClip Frame 1Symbol 13 EditableText

Labels

"init"Frame 62
"gameLoop"Frame 63




http://swfchan.com/21/101967/info.shtml
Created: 20/3 -2019 03:10:08 Last modified: 20/3 -2019 03:10:08 Server time: 24/04 -2024 10:53:13