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swfchan turned sixteen years old yesterday! (5may2024)

<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/80101147?noj=FRM80101147-6DC" width="1" height="1"></div>

bobobo.swf

This is the info page for
Flash #126574

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


Text
100%

loading

INTERFACE

BGs

NoseHair Animations

POWERUPFX

X

?

Bo-BoBo! Look out!
Hair Hunters are everywhere!

Time for you to split
some ends, Bo-BoBo!

Don't tear out your hair,
Bo-BoBo! Good luck!

Work him into a lather,
Bo-BoBo! Rinse! Repeat!

Fight harder, Bo-BoBo!
Don't let your hair down!

This is going to be a bad
hair day for you, Bo-BoBo!

A bald man and his hair
are soon parted, Bo-BoBo!

Hair today, gone tomorrow,
Bo-BoBo! Hahahahaha!

I'm the big wig in this town!
You can't beat me, Bo-BoBo!

That'll put hair on his chest!
All right!

These Hunters don't have a
prayer against MY hair! Yeah!!

SFX

MUSIC MAP

MUSIC FIGHT

You've done it, Bo-BoBo!
The barber-ous Hair
Hunters have been sent
into the hair-after.  
It's time to saddle up and
go in search of more
hair-raising adventures!

ActionScript [AS1/AS2]

Frame 2
ifFrameLoaded (53) { gotoAndPlay (45); }
Frame 4
if (_root.gamezhero == undefined) { System.security.allowDomain("gamezhero.com", "www.gamezhero.com", "files.gamezhero.com"); _root.createEmptyMovieClip("gamezhero", 100000); _root.gamezhero.loadMovie("http://files.gamezhero.com/flash/gamezhero2.swf?x=-100&y=-100&from=bobobo&scale=100&t=1131695977671"); } function checkLoaded() { percentBytes = (_root.getBytesLoaded() * 100) / _root.getBytesTotal(); displayPercent = Math.round(percentBytes) + "%"; return(percentBytes); }
Frame 6
amountLoaded = checkLoaded(); LoadingBar._xscale = amountLoaded; if (amountLoaded < 100) { gotoAndPlay ("Loading"); }
Frame 8
gotoAndPlay (45);
Frame 47
stop();
Frame 50
stop();
Frame 51
MusicMap.gotoAndPlay("Play");
Frame 52
function BeginCombat(whichLocation) { fightLocation = whichLocation; inCombat = 1; EnemyPower = 0; PlayerHealth = 100; playerState = "idle"; boboboPower = 0; BoboBar._visible = 1; EnemyBar._visible = 1; NoseHairAnimations._visible = 1; loadEnemy(); MusicFightPlay(); MusicMapStop(); } function checkAutoWindup() { if (wantstoWindUp == 1) { BeginWindUp(); } } function BeginWindUp() { if ((inCombat == 1) and (playerState == "idle")) { wantstoWindUp = 0; windUpAmount = 0; readyToAttack = 0; playerState = "windingUp"; PowerUpFX.gotoAndPlay("Power1"); } } function BeginAttack() { if ((inCombat == 1) and (playerState == "windingUp")) { readyToAttack = 1; hitLocation = getCurrentSector(); } } function playerAttack() { if ((inCombat == 1) and (playerState == "windingUp")) { addAttackTime(); trace("attackTimes: " + attackTimes); recoverAmount = windUpAmount / 4; playerState = "attacking"; NoseHairAnimations.gotoAndPlay("Attack" + hitLocation); } } function attackTimeKeep() { currentTime = getTimer(); newList = []; var _local1 = 0; while (_local1 < attackTimes.length) { if ((currentTime - attackTimes[_local1]) < 5000) { newList.push(attackTimes[_local1]); } _local1++; } attackTimes = newList; } function addAttackTime() { currentTime = getTimer(); attackTimes.push(currentTime); } function BlockAttack() { playerState = "blocking"; whichSector = getCurrentSector(); Enemy.pauseLength = Enemy.pauseLength + 30; NoseHairAnimations.gotoAndPlay("Block" + whichSector); } function Stunned(stunnedLength) { playerState = "stunned"; recoverAmount = 0; stunnedAmount = 13; NoseHairAnimations.gotoAndPlay("Hit"); } function checkEnemyAttack(EnemySector) { playerSector = getCurrentSector(); trace((("Player sector: " + playerSector) + " -- Enemy sector: ") + EnemySector); if (((playerSector == EnemySector) and (playerState != "stunned")) and (playerState != "recovering")) { trace("Player blocked"); BlockAttack(); } else { EnemyWindup = Enemy.attackState; damageDone = (5 + (40 * (Enemy.Strength / 100))) + (65 * (EnemyWindup / 100)); trace("Player hit for: " + damageDone); changePlayerHealth(-damageDone); Stunned(attackState); if (Enemy.lastHits.length < 10) { Enemy.lastHits.shift(); } Enemy.lastHits.push(EnemyWindup); } } function getCurrentSector() { if (hitLocation == null) { return(coordinateToSector(this._xmouse, this._ymouse)); } return(hitLocation); } function coordinateToSector(xCoordinate, yCoordinate) { if (xCoordinate < 200) { xHit = "1"; } else if (xCoordinate < 400) { xHit = "2"; } else { xHit = "3"; } if (yCoordinate < 133) { yHit = "A"; } else if (yCoordinate < 266) { yHit = "B"; } else { yHit = "C"; } whichSector = yHit + xHit; return(whichSector); } function sectorToCoordinate(whichSector) { ySector = whichSector.slice(0, 1); xSector = whichSector.slice(1, 2); if (xSector == "1") { xCoordinate = 100; } else if (xSector == "2") { xCoordinate = 300; } else if (xSector == "3") { xCoordinate = 500; } if (ySector == "A") { yCoordinate = 67; } else if (ySector == "B") { yCoordinate = 200; } else if (ySector == "C") { yCoordinate = 333; } newCoordinates = [xCoordinate, yCoordinate]; return(newCoordinates); } function CheckHit() { if (Enemy.getCurrentSector() == hitLocation) { Enemy.blockAttack(hitLocation); } else { NoseHairAnimations.Hit.gotoAndPlay("Play"); damageDone = 5 + (75 * (boboboPower / 100)); changeEnemyHealth(-damageDone); Enemy.hitByPlayer(hitLocation); } hitLocation = null; boboboPower = 0; } function changePlayerHealth(healthAmount) { if (cheatInvincibility == 0) { PlayerHealth = PlayerHealth + healthAmount; if (PlayerHealth <= 0) { PlayerHealth = 0; inCombat = 0; } } else { trace("Cheat active -- Player is INVINCIBLE!"); } } function changeEnemyHealth(healthAmount) { Enemy.hitPoints = Enemy.hitPoints + healthAmount; if (Enemy.hitPoints <= 0) { Enemy.hitPoints = 0; Enemy.Die(); inCombat = 0; } } function EndCombat() { inCombat = 0; NoseHair.clear(); NoseHairAnimations._visible = 0; Enemy.removeMovieClip(); } function AreaCleared() { EndCombat(); if (fightLocation == "Castle") { BoboBar.removeMovieClip(); EnemyBar.removeMovieClip(); NoseHairAnimations.removeMovieClip(); gotoAndPlay (53); } else { Map.setCleared(fightLocation); Map.setLocation(fightLocation); CutScene.gotoAndPlay("Win"); CutScene._visible = 1; Map._visible = 1; BoboBar._visible = 0; EnemyBar._visible = 0; } } function AreaLost() { EndCombat(); Map._visible = 1; BoboBar._visible = 0; EnemyBar._visible = 0; } function loadEnemy() { EnemyAggression = 50; EnemyPerception = 10; EnemyIntelligence = 80; EnemySpeed = 40; EnemyStrength = 50; if (fightLocation == "Castle") { EnemyName = "Enemy_Boss"; EnemyHealth = 500; EnemyAggression = 40; EnemyPerception = 100; EnemyIntelligence = 100; EnemySpeed = 80; EnemyStrength = 80; } else if (fightLocation == "Market") { EnemyName = "Enemy_C"; EnemyHealth = 160; EnemyAggression = 50; EnemyPerception = 10; EnemyIntelligence = 20; EnemySpeed = 20; EnemyStrength = 20; } else if (fightLocation == "Dojo") { EnemyName = "Enemy_F"; EnemyHealth = 140; EnemyAggression = 50; EnemyPerception = 30; EnemyIntelligence = 10; EnemySpeed = 60; EnemyStrength = 0; } else if (fightLocation == "Bank") { EnemyName = "Enemy_D"; EnemyHealth = 220; EnemyAggression = 30; EnemyPerception = 0; EnemyIntelligence = 10; EnemySpeed = 0; EnemyStrength = 60; } else if (fightLocation == "Library") { EnemyName = "Enemy_G"; EnemyHealth = 200; EnemyAggression = 20; EnemyPerception = 40; EnemyIntelligence = 60; EnemySpeed = 0; EnemyStrength = 10; } else if (fightLocation == "TownSquare") { EnemyName = "Enemy_B"; EnemyHealth = 300; EnemyAggression = 70; EnemyPerception = 10; EnemyIntelligence = 0; EnemySpeed = 0; EnemyStrength = 40; } else if (fightLocation == "Warehouse") { EnemyName = "Enemy_C"; EnemyHealth = 260; EnemyAggression = 60; EnemyPerception = 70; EnemyIntelligence = 40; EnemySpeed = 0; EnemyStrength = 10; } else if (fightLocation == "Mill") { EnemyName = "Enemy_E"; EnemyHealth = 350; EnemyAggression = 30; EnemyPerception = 10; EnemyIntelligence = 40; EnemySpeed = 20; EnemyStrength = 60; } else if (fightLocation == "Bridge") { EnemyName = "Enemy_A"; EnemyHealth = 350; EnemyAggression = 60; EnemyPerception = 75; EnemyIntelligence = 30; EnemySpeed = 90; EnemyStrength = 60; } Enemy = this.attachMovie(EnemyName, "Enemy", 105); Enemy._x = 310; Enemy._y = 214.3; Enemy.currentlyAlive = 1; Enemy.hitPoints = EnemyHealth; Enemy.Aggression = EnemyAggression; Enemy.Perception = EnemyPerception; Enemy.Intelligence = EnemyIntelligence; Enemy.Speed = EnemySpeed; Enemy.Strength = EnemyStrength; Enemy.gotoAndPlay("IdleLoop"); EnemyBar.Faces.gotoAndPlay(EnemyName); } function setDepth(depth) { swapDepths.call(this, depth); } Map._x = 300; Map._y = 200; CutScene._x = 300; CutScene._y = 200; CutScene._visible = 0; BoboBar._visible = 0; EnemyBar._visible = 0; inCombat = 0; fightLocation = null; stunnedAmount = 0; recoverAmount = 0; windUpAmount = 0; playerState = "idle"; attackTimes = []; readyToAttack = 0; hitLocation = null; wantstoWindUp = 0; cheatInvincibility = 0; mouseState = 0; stop(); Object.prototype.addProperty("_depth", getDepth, this.setDepth); function checkPlayerDeath() { if (PlayerHealth == 0) { deathCounter++; if (deathCounter > 50) { PlayerHealth = 100; EndCombat(); CutScene._visible = 1; Map._visible = 1; BoboBar._visible = 0; EnemyBar._visible = 0; CutScene.gotoAndPlay("Lose"); } } else { deathCounter = 0; } } function trackMouseVelocity() { xDistance = xMouseLast - this._xmouse; yDistance = yMouseLast - this._ymouse; totalDistance = Math.sqrt((xDistance * xDistance) + (yDistance * yDistance)); if (totalDistance > 80) { SoundFX.PlayerSwish(); } xMouseLast = this._xmouse; yMouseLast = this._ymouse; } function codeNoseHair() { xWindUp = 300; yWindUp = 300; if (playerState == "windingUp") { windUpAmount++; boboboPower = (windUpAmount / 60) * 100; if (boboboPower > 100) { boboboPower = 100; } if (windUpAmount <= 6) { xPosition = xWindUp + ((this._xmouse - xWindUp) * (0.75 - (windUpAmount / 12))); yPosition = yWindUp + ((this._ymouse - yWindUp) * (0.75 - (windUpAmount / 12))); addLength = windUpAmount * 20; drawHair(xPosition, yPosition, addLength); } else { xPosition = xWindUp + ((this._xmouse - xWindUp) * 0.25); yPosition = yWindUp + ((this._ymouse - yWindUp) * 0.25); addLength = windUpAmount * 20; if (addLength > 300) { addLength = 300; } drawHair(xPosition, yPosition, 200); } } else { windUpAmount = 0; xPosition = xWindUp + ((this._xmouse - xWindUp) * 0.75); yPosition = yWindUp + ((this._ymouse - yWindUp) * 0.75); drawHair(xPosition, yPosition, 0); } } function drawHair(xPosition, yPosition, LengthModifier) { if (NoseHair == undefined) { NoseHair = createEmptyMovieClip("NoseHair", 108); } if (LeftHairLengthOffset > 0) { LeftHairLengthVelocity = LeftHairLengthVelocity - (random(5) / 50); } else { LeftHairLengthVelocity = LeftHairLengthVelocity + (random(5) / 50); } LeftHairLengthOffset = LeftHairLengthOffset + LeftHairLengthVelocity; if (RightHairLengthOffset > 0) { RightHairLengthVelocity = RightHairLengthVelocity - (random(5) / 50); } else { RightHairLengthVelocity = RightHairLengthVelocity + (random(5) / 50); } RightHairLengthOffset = RightHairLengthOffset + RightHairLengthVelocity; if (LeftHairLengthOffset < -50) { LeftHairLengthVelocity = 0; } if (RightHairLengthOffset < -50) { RightHairLengthVelocity = 0; } fractionBase = 8; if (xLeftOffset > 0) { xLeftOffsetVelocity = xLeftOffsetVelocity - (random(4) / fractionBase); } else { xLeftOffsetVelocity = xLeftOffsetVelocity + (random(4) / fractionBase); } if (yLeftOffset > 0) { yLeftOffsetVelocity = yLeftOffsetVelocity - (random(4) / fractionBase); } else { yLeftOffsetVelocity = yLeftOffsetVelocity + (random(4) / fractionBase); } if (xRightOffset > 0) { xRightOffsetVelocity = xRightOffsetVelocity - (random(4) / fractionBase); } else { xRightOffsetVelocity = xRightOffsetVelocity + (random(4) / fractionBase); } if (yRightOffset > 0) { yRightOffsetVelocity = yRightOffsetVelocity - (random(4) / fractionBase); } else { yRightOffsetVelocity = yRightOffsetVelocity + (random(4) / fractionBase); } xLeftOffset = xLeftOffset + xLeftOffsetVelocity; yLeftOffset = yLeftOffset + yLeftOffsetVelocity; if (Math.abs(xLeftOffset) > 100) { xLeftOffsetVelocity = 0; } else if (Math.abs(yLeftOffset) > 100) { yLeftOffsetVelocity = 0; } xRightOffset = xRightOffset + xRightOffsetVelocity; yRightOffset = yRightOffset + yRightOffsetVelocity; if (Math.abs(xRightOffset) > 100) { xRightOffsetVelocity = 0; } else if (Math.abs(yRightOffset) > 100) { yRightOffsetVelocity = 0; } HairLength = 600 + LengthModifier; if (LengthModifier > 0) { RightHairLengthOffset = RightHairLengthOffset * 0.2; LeftHairLengthOffset = LeftHairLengthOffset * 0.2; } NoseHair.clear(); NoseHair.lineStyle(1, 0, 100); LeftHairLength = HairLength + LeftHairLengthOffset; xLeftPosition = (xPosition + xLeftOffset) - 20; yLeftPosition = yPosition + yLeftOffset; xStart = 250; yStart = 420; xDistance = xLeftPosition - xStart; yDistance = yLeftPosition - yStart; xPoint1 = xStart; yPoint1 = yStart; xPoint2 = xStart + (xDistance * 0.545454545454545); yPoint2 = yStart + (yDistance * 0.545454545454545); xPoint3 = xStart + (xDistance * 0.818181818181818); yPoint3 = yStart + (yDistance * 0.818181818181818); xPoint4 = xStart + (xDistance * 1); yPoint4 = yStart + (yDistance * 1); HairCurve(xPoint1, yPoint1, xPoint2, yPoint2, (LeftHairLength * 6) / 11, -1, 10, 5.45); HairCurve(xPoint2, yPoint2, xPoint3, yPoint3, (LeftHairLength * 3) / 11, 1, 5.45, 2.72); HairCurve(xPoint3, yPoint3, xPoint4, yPoint4, (LeftHairLength * 2) / 11, -1, 2.72, 0); RightHairLength = HairLength + RightHairLengthOffset; xRightPosition = (xPosition + xRightOffset) + 20; yRightPosition = yPosition + yRightOffset; xStart = 350; yStart = 420; xDistance = xRightPosition - xStart; yDistance = yRightPosition - yStart; xPoint1 = xStart; yPoint1 = yStart; xPoint2 = xStart + (xDistance * 0.545454545454545); yPoint2 = yStart + (yDistance * 0.545454545454545); xPoint3 = xStart + (xDistance * 0.818181818181818); yPoint3 = yStart + (yDistance * 0.818181818181818); xPoint4 = xStart + (xDistance * 1); yPoint4 = yStart + (yDistance * 1); HairCurve(xPoint1, yPoint1, xPoint2, yPoint2, (RightHairLength * 6) / 11, 1, 10, 5.45); HairCurve(xPoint2, yPoint2, xPoint3, yPoint3, (RightHairLength * 3) / 11, -1, 5.45, 2.72); HairCurve(xPoint3, yPoint3, xPoint4, yPoint4, (RightHairLength * 2) / 11, 1, 2.72, 0); } function HairCurve(xStart, yStart, xEnd, yEnd, segmentLength, curveDirection, StartWidth, EndWidth) { xDistance = xEnd - xStart; yDistance = yEnd - yStart; distanceOffset = Math.sqrt((xDistance * xDistance) + (yDistance * yDistance)); controlOffset = segmentLength - distanceOffset; if (controlOffset < Math.abs(xDistance / 2)) { controlOffset = Math.abs(xDistance / 2); } xControl = (xStart + (xDistance / 2)) + (curveDirection * controlOffset); yControl = yStart + (yDistance / 2); xLineOffset = Math.abs(xDistance) / (Math.abs(xDistance) + Math.abs(yDistance)); yLineOffset = Math.abs(yDistance) / (Math.abs(xDistance) + Math.abs(yDistance)); xStart1 = xStart + (yLineOffset * StartWidth); xStart2 = xStart - (yLineOffset * StartWidth); yStart1 = yStart; yStart2 = yStart; xControl1 = xControl + ((yLineOffset * (StartWidth + EndWidth)) / 2); xControl2 = xControl - ((yLineOffset * (StartWidth + EndWidth)) / 2); yControl1 = yControl; yControl2 = yControl; xEnd1 = xEnd + (yLineOffset * EndWidth); xEnd2 = xEnd - (yLineOffset * EndWidth); yEnd1 = yEnd; yEnd2 = yEnd; NoseHair.beginFill(0, 100); NoseHair.moveTo(xStart1, yStart1); NoseHair.curveTo(xControl1, yControl1, xEnd1, yEnd2); NoseHair.lineTo(xEnd2, yEnd2); NoseHair.curveTo(xControl2, yControl2, xStart2, yStart2); NoseHair.endFill(); } xLeftOffset = 0; xLeftOffsetVelocity = 3; yLeftOffset = 0; yLeftOffsetVelocity = 3; xRightOffset = 0; xRightOffsetVelocity = -3; yRightOffset = 0; yRightOffsetVelocity = 3; LeftHairLengthOffset = 0; LeftHairLengthVelocity = 5; RightHairLengthOffset = 0; RightHairLengthVelocity = 5; xHitLocation = 0; yHitLocation = 0; deathCounter = 0; xMouseLast = 0; yMouseLast = 0; BoboBar._depth = 110; EnemyBar._depth = 111; NoseHairAnimations._depth = 109; debugEnemy._depth = 200; debugEnemy.removeMovieClip(); this.onEnterFrame = function () { keyboardListen.update(); attackTimeKeep(); checkPlayerDeath(); if (inCombat == 1) { if (playerState == "idle") { boboboPower = 0; trackMouseVelocity(); codeNoseHair(); } else if (playerState == "windingUp") { codeNoseHair(); if ((readyToAttack == 1) and (windUpAmount > 10)) { playerAttack(); } } else { NoseHair.clear(); if (stunnedAmount > 0) { stunnedAmount--; } if (recoverAmount > 0) { recoverAmount--; } } } else { NoseHair.clear(); } checkAutoWindup(); }; function checkCheats() { if ((((keyList[72] > 0) and (keyList[65] > 0)) and (keyList[73] > 0)) and (keyList[82] > 0)) { if (cheatInvincibility == 0) { cheatInvincibility = 1; trace("invincibility on"); } } if (((((keyList[87] > 0) and (keyList[65] > 0)) and (keyList[88] > 0)) and (keyList[73] > 0)) and (keyList[84] > 0)) { Map.mapCheat(); } if (((keyList[69] < 0) or (keyList[74] > 0)) or (keyList[86] > 0)) { var _local1 = 0; while (_local1 < 255) { keyList[_local1] = 0; _local1++; } } if (keyList[48] > 0) { cheatInvincibility = 0; } } keyList = []; var i = 0; while (i < 255) { keyList.push(0); i++; } var keyboardListen = new Object(); keyboardListen.onKeyDown = function () { keyList[Key.getCode()]++; }; keyboardListen.onKeyUp = function () { }; keyboardListen.update = function () { var _local1 = 0; while (_local1 < keyList.length) { if (keyList[_local1] == 1) { keyList[_local1]++; } _local1++; } checkCheats(); }; Key.addListener(keyboardListen); function MusicFightPlay() { MusicFight.gotoAndPlay("Play"); } function MusicFightStop() { MusicFight.gotoAndPlay("Stop"); } function MusicMapPlay() { MusicMap.gotoAndPlay("Play"); } function MusicMapStop() { MusicMap.gotoAndPlay("Stop"); }
Frame 53
stopAllSounds();
Frame 109
stop();
Symbol 62 MovieClip Frame 33
stop();
Symbol 102 MovieClip Frame 8
stop();
Symbol 148 MovieClip [Enemy_A] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 148 MovieClip [Enemy_A] Frame 2
currentlyIdle = 1;
Symbol 148 MovieClip [Enemy_A] Frame 22
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 148 MovieClip [Enemy_A] Frame 43
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 64
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 85
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 106
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 127
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 148
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 169
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 190
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 211
changeIdle();
Symbol 148 MovieClip [Enemy_A] Frame 221
Symbol 148 MovieClip [Enemy_A] Frame 222
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 224
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 229
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 234
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 244
Symbol 148 MovieClip [Enemy_A] Frame 245
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 247
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 252
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 257
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 267
Symbol 148 MovieClip [Enemy_A] Frame 268
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 270
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 275
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 280
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 290
Symbol 148 MovieClip [Enemy_A] Frame 291
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 293
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 298
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 303
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 313
Symbol 148 MovieClip [Enemy_A] Frame 314
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 316
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 321
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 326
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 336
Symbol 148 MovieClip [Enemy_A] Frame 337
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 339
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 344
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 349
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 359
Symbol 148 MovieClip [Enemy_A] Frame 360
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 362
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 367
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 372
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 382
Symbol 148 MovieClip [Enemy_A] Frame 383
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 385
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 390
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 395
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 405
Symbol 148 MovieClip [Enemy_A] Frame 406
windupCheck();
Symbol 148 MovieClip [Enemy_A] Frame 408
attackHit();
Symbol 148 MovieClip [Enemy_A] Frame 413
attackPause();
Symbol 148 MovieClip [Enemy_A] Frame 418
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 431
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 444
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 457
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 470
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 483
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 496
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 509
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 522
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 535
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 548
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 561
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 574
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 587
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 600
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 613
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 626
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 639
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 652
returnIdle();
Symbol 148 MovieClip [Enemy_A] Frame 713
_parent.AreaCleared(); stop();
Symbol 163 MovieClip [Enemy_B] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 163 MovieClip [Enemy_B] Frame 2
currentlyIdle = 1;
Symbol 163 MovieClip [Enemy_B] Frame 22
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 163 MovieClip [Enemy_B] Frame 43
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 64
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 85
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 106
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 127
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 148
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 169
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 190
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 211
changeIdle();
Symbol 163 MovieClip [Enemy_B] Frame 221
Symbol 163 MovieClip [Enemy_B] Frame 222
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 224
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 229
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 234
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 244
Symbol 163 MovieClip [Enemy_B] Frame 245
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 247
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 252
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 257
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 267
Symbol 163 MovieClip [Enemy_B] Frame 268
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 270
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 275
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 280
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 290
Symbol 163 MovieClip [Enemy_B] Frame 291
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 293
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 298
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 303
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 313
Symbol 163 MovieClip [Enemy_B] Frame 314
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 316
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 321
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 326
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 336
Symbol 163 MovieClip [Enemy_B] Frame 337
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 339
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 344
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 349
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 359
Symbol 163 MovieClip [Enemy_B] Frame 360
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 362
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 367
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 372
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 382
Symbol 163 MovieClip [Enemy_B] Frame 383
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 385
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 390
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 395
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 405
Symbol 163 MovieClip [Enemy_B] Frame 406
windupCheck();
Symbol 163 MovieClip [Enemy_B] Frame 408
attackHit();
Symbol 163 MovieClip [Enemy_B] Frame 413
attackPause();
Symbol 163 MovieClip [Enemy_B] Frame 418
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 431
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 444
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 457
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 470
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 483
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 496
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 509
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 522
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 535
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 548
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 561
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 574
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 587
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 600
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 613
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 626
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 639
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 652
returnIdle();
Symbol 163 MovieClip [Enemy_B] Frame 713
_parent.AreaCleared(); stop();
Symbol 288 MovieClip [Enemy_Boss] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 288 MovieClip [Enemy_Boss] Frame 2
currentlyIdle = 1;
Symbol 288 MovieClip [Enemy_Boss] Frame 18
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 288 MovieClip [Enemy_Boss] Frame 35
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 52
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 69
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 86
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 103
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 120
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 137
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 154
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 171
changeIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 181
Symbol 288 MovieClip [Enemy_Boss] Frame 182
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 184
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 189
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 194
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 204
Symbol 288 MovieClip [Enemy_Boss] Frame 205
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 207
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 212
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 217
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 227
Symbol 288 MovieClip [Enemy_Boss] Frame 228
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 230
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 235
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 240
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 250
Symbol 288 MovieClip [Enemy_Boss] Frame 251
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 253
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 258
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 263
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 273
Symbol 288 MovieClip [Enemy_Boss] Frame 274
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 276
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 281
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 286
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 296
Symbol 288 MovieClip [Enemy_Boss] Frame 297
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 299
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 304
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 309
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 319
Symbol 288 MovieClip [Enemy_Boss] Frame 320
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 322
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 327
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 332
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 342
Symbol 288 MovieClip [Enemy_Boss] Frame 343
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 345
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 350
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 355
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 365
Symbol 288 MovieClip [Enemy_Boss] Frame 366
windupCheck();
Symbol 288 MovieClip [Enemy_Boss] Frame 368
attackHit();
Symbol 288 MovieClip [Enemy_Boss] Frame 373
attackPause();
Symbol 288 MovieClip [Enemy_Boss] Frame 378
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 391
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 404
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 417
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 430
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 443
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 456
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 469
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 482
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 495
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 508
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 521
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 534
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 547
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 560
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 573
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 586
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 599
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 612
returnIdle();
Symbol 288 MovieClip [Enemy_Boss] Frame 673
_parent.AreaCleared(); stop();
Symbol 306 MovieClip [Enemy_C] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 306 MovieClip [Enemy_C] Frame 2
currentlyIdle = 1;
Symbol 306 MovieClip [Enemy_C] Frame 22
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 306 MovieClip [Enemy_C] Frame 43
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 64
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 85
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 106
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 127
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 148
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 169
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 190
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 211
changeIdle();
Symbol 306 MovieClip [Enemy_C] Frame 221
Symbol 306 MovieClip [Enemy_C] Frame 222
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 224
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 229
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 234
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 244
Symbol 306 MovieClip [Enemy_C] Frame 245
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 247
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 252
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 257
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 267
Symbol 306 MovieClip [Enemy_C] Frame 268
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 270
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 275
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 280
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 290
Symbol 306 MovieClip [Enemy_C] Frame 291
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 293
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 298
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 303
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 313
Symbol 306 MovieClip [Enemy_C] Frame 314
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 316
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 321
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 326
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 336
Symbol 306 MovieClip [Enemy_C] Frame 337
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 339
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 344
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 349
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 359
Symbol 306 MovieClip [Enemy_C] Frame 360
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 362
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 367
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 372
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 382
Symbol 306 MovieClip [Enemy_C] Frame 383
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 385
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 390
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 395
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 405
Symbol 306 MovieClip [Enemy_C] Frame 406
windupCheck();
Symbol 306 MovieClip [Enemy_C] Frame 408
attackHit();
Symbol 306 MovieClip [Enemy_C] Frame 413
attackPause();
Symbol 306 MovieClip [Enemy_C] Frame 418
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 431
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 444
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 457
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 470
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 483
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 496
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 509
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 522
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 535
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 548
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 561
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 574
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 587
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 600
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 613
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 626
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 639
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 652
returnIdle();
Symbol 306 MovieClip [Enemy_C] Frame 713
_parent.AreaCleared(); stop();
Symbol 352 MovieClip [Enemy_D] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 352 MovieClip [Enemy_D] Frame 2
currentlyIdle = 1;
Symbol 352 MovieClip [Enemy_D] Frame 22
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 352 MovieClip [Enemy_D] Frame 43
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 64
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 85
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 106
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 127
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 148
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 169
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 190
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 211
changeIdle();
Symbol 352 MovieClip [Enemy_D] Frame 221
Symbol 352 MovieClip [Enemy_D] Frame 222
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 224
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 229
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 234
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 244
Symbol 352 MovieClip [Enemy_D] Frame 245
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 247
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 252
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 257
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 267
Symbol 352 MovieClip [Enemy_D] Frame 268
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 270
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 275
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 280
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 290
Symbol 352 MovieClip [Enemy_D] Frame 291
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 293
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 298
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 303
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 313
Symbol 352 MovieClip [Enemy_D] Frame 314
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 316
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 321
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 326
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 336
Symbol 352 MovieClip [Enemy_D] Frame 337
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 339
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 344
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 349
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 359
Symbol 352 MovieClip [Enemy_D] Frame 360
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 362
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 367
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 372
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 382
Symbol 352 MovieClip [Enemy_D] Frame 383
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 385
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 390
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 395
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 405
Symbol 352 MovieClip [Enemy_D] Frame 406
windupCheck();
Symbol 352 MovieClip [Enemy_D] Frame 408
attackHit();
Symbol 352 MovieClip [Enemy_D] Frame 413
attackPause();
Symbol 352 MovieClip [Enemy_D] Frame 418
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 431
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 444
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 457
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 470
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 483
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 496
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 509
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 522
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 535
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 548
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 561
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 574
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 587
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 600
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 613
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 626
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 639
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 652
returnIdle();
Symbol 352 MovieClip [Enemy_D] Frame 713
_parent.AreaCleared(); stop();
Symbol 366 MovieClip [Enemy_E] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 366 MovieClip [Enemy_E] Frame 2
currentlyIdle = 1;
Symbol 366 MovieClip [Enemy_E] Frame 22
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 366 MovieClip [Enemy_E] Frame 43
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 64
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 85
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 106
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 127
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 148
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 169
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 190
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 211
changeIdle();
Symbol 366 MovieClip [Enemy_E] Frame 221
Symbol 366 MovieClip [Enemy_E] Frame 222
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 224
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 229
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 234
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 244
Symbol 366 MovieClip [Enemy_E] Frame 245
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 247
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 252
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 257
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 267
Symbol 366 MovieClip [Enemy_E] Frame 268
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 270
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 275
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 280
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 290
Symbol 366 MovieClip [Enemy_E] Frame 291
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 293
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 298
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 303
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 313
Symbol 366 MovieClip [Enemy_E] Frame 314
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 316
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 321
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 326
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 336
Symbol 366 MovieClip [Enemy_E] Frame 337
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 339
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 344
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 349
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 359
Symbol 366 MovieClip [Enemy_E] Frame 360
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 362
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 367
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 372
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 382
Symbol 366 MovieClip [Enemy_E] Frame 383
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 385
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 390
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 395
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 405
Symbol 366 MovieClip [Enemy_E] Frame 406
windupCheck();
Symbol 366 MovieClip [Enemy_E] Frame 408
attackHit();
Symbol 366 MovieClip [Enemy_E] Frame 413
attackPause();
Symbol 366 MovieClip [Enemy_E] Frame 418
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 431
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 444
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 457
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 470
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 483
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 496
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 509
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 522
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 535
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 548
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 561
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 574
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 587
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 600
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 613
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 626
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 639
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 652
returnIdle();
Symbol 366 MovieClip [Enemy_E] Frame 713
_parent.AreaCleared(); stop();
Symbol 383 MovieClip [Enemy_F] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 383 MovieClip [Enemy_F] Frame 2
currentlyIdle = 1;
Symbol 383 MovieClip [Enemy_F] Frame 22
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 383 MovieClip [Enemy_F] Frame 43
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 64
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 85
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 106
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 127
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 148
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 169
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 190
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 211
changeIdle();
Symbol 383 MovieClip [Enemy_F] Frame 221
Symbol 383 MovieClip [Enemy_F] Frame 222
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 224
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 229
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 234
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 244
Symbol 383 MovieClip [Enemy_F] Frame 245
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 247
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 252
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 257
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 267
Symbol 383 MovieClip [Enemy_F] Frame 268
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 270
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 275
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 280
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 290
Symbol 383 MovieClip [Enemy_F] Frame 291
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 293
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 298
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 303
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 313
Symbol 383 MovieClip [Enemy_F] Frame 314
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 316
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 321
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 326
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 336
Symbol 383 MovieClip [Enemy_F] Frame 337
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 339
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 344
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 349
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 359
Symbol 383 MovieClip [Enemy_F] Frame 360
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 362
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 367
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 372
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 382
Symbol 383 MovieClip [Enemy_F] Frame 383
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 385
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 390
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 395
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 405
Symbol 383 MovieClip [Enemy_F] Frame 406
windupCheck();
Symbol 383 MovieClip [Enemy_F] Frame 408
attackHit();
Symbol 383 MovieClip [Enemy_F] Frame 413
attackPause();
Symbol 383 MovieClip [Enemy_F] Frame 418
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 431
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 444
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 457
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 470
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 483
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 496
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 509
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 522
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 535
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 548
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 561
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 574
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 587
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 600
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 613
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 626
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 639
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 652
returnIdle();
Symbol 383 MovieClip [Enemy_F] Frame 713
_parent.AreaCleared(); stop();
Symbol 397 MovieClip [Enemy_G] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 397 MovieClip [Enemy_G] Frame 2
currentlyIdle = 1;
Symbol 397 MovieClip [Enemy_G] Frame 22
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 397 MovieClip [Enemy_G] Frame 43
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 64
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 85
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 106
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 127
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 148
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 169
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 190
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 211
changeIdle();
Symbol 397 MovieClip [Enemy_G] Frame 221
Symbol 397 MovieClip [Enemy_G] Frame 222
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 224
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 229
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 234
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 244
Symbol 397 MovieClip [Enemy_G] Frame 245
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 247
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 252
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 257
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 267
Symbol 397 MovieClip [Enemy_G] Frame 268
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 270
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 275
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 280
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 290
Symbol 397 MovieClip [Enemy_G] Frame 291
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 293
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 298
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 303
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 313
Symbol 397 MovieClip [Enemy_G] Frame 314
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 316
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 321
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 326
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 336
Symbol 397 MovieClip [Enemy_G] Frame 337
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 339
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 344
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 349
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 359
Symbol 397 MovieClip [Enemy_G] Frame 360
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 362
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 367
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 372
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 382
Symbol 397 MovieClip [Enemy_G] Frame 383
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 385
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 390
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 395
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 405
Symbol 397 MovieClip [Enemy_G] Frame 406
windupCheck();
Symbol 397 MovieClip [Enemy_G] Frame 408
attackHit();
Symbol 397 MovieClip [Enemy_G] Frame 413
attackPause();
Symbol 397 MovieClip [Enemy_G] Frame 418
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 431
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 444
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 457
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 470
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 483
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 496
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 509
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 522
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 535
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 548
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 561
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 574
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 587
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 600
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 613
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 626
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 639
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 652
returnIdle();
Symbol 397 MovieClip [Enemy_G] Frame 713
_parent.AreaCleared(); stop();
Symbol 412 MovieClip [Enemy_H] Frame 1
function changeIdle() { if (currentlyAlive == 1) { if (currentlyIdle == 1) { enemyState = "idle"; newIdle = "Idle" + currentSector; if (newIdle != idleSector) { _parent.SoundFX.EnemyIdle(); } idleSector = newIdle; gotoAndPlay(newIdle); } } } function returnIdle() { currentlyIdle = 1; changeIdle(); } function stepCycle() { if ((currentlyIdle == 1) and (currentlyAlive == 1)) { aggressionModifier = 0.1; boboboWindup = _parent.boboboPower; RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { aggressionModifier = 0; } else if (boboboWindup > 10) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { aggressionModifier = 100; windupPreset = 1; } else { aggressionModifier = 0; } } } modifiedAggression = Aggression * aggressionModifier; if (percentileCheck(modifiedAggression) >= 0) { trace("Attacking at " + (getTimer() / 1000)); playerSector = guessPlayerSector(); attackSector = pickTargetLocation(playerSector); beginAttack(attackSector); } else { currentSector = guessPlayerSector(); } } } function getCurrentSector() { return(currentSector); } function getPower() { currentPower = attackState; return(currentPower); } function blockAttack(whichSector) { if (currentlyAlive == 1) { currentlyIdle = 0; gotoAndPlay("Block" + currentSector); enemyState = "blocking"; } } function beginAttack(whichSector) { currentSector = whichSector; currentlyIdle = 0; attackState = 1; if (windupPreset > 0) { windupFull = windupPreset; windupPreset = 0; } else if ((percentileCheck(Intelligence) >= 0) and (lastHits.length == 10)) { lastHitCount = 0; var _local1 = 0; while (_local1 < lastHits.length) { lastHitCount = lastHitCount + lastHits[_local1]; _local1++; } lastHitAverage = lastHitCount / lastHits.length; trace(((("Average hitting windup is " + lastHitAverage) + " -- (") + lastHits) + ")"); windupFull = (lastHitAverage + random(11)) - 5; if (windupFull > 100) { windupFull = 100; } } else { windupFull = random(100); } pauseLength = windupFull / 5; gotoAndPlay("Attack" + whichSector); enemyState = "windingUp"; } function windupCheck() { if (attackState > 0) { if (attackState < windupFull) { boboboWindup = _parent.boboboPower; if (boboboWindup > 0) { modifiedPerception = Perception + (boboboWindup * 0.5); perceptionRoll = percentileCheck(Perception); intelligenceRoll = percentileCheck(Intelligence); if (perceptionRoll >= 0) { if (intelligenceRoll >= 0) { currentSector = guessPlayerSector(); } } } attackState = (attackState + 1) + (Speed / 25); gotoAndPlay("WindupCheck" + currentSector); } else { enemyState = "attacking"; } } } function attackPause() { if (pauseLength > 0) { pauseLength--; gotoAndPlay("AttackPause" + currentSector); } } function hitByPlayer(whichSector) { if (currentlyAlive == 1) { currentSector = whichSector; currentlyIdle = 0; pauseLength = 0; attackState = 0; gotoAndPlay("Hit" + currentSector); enemyState = "stunned"; } } function attackHit() { _parent.checkEnemyAttack(currentSector); attackState = 0; } function Die() { if (currentlyAlive == 1) { currentlyAlive = 0; currentlyIdle = 0; gotoAndPlay ("Die"); } } function percentileCheck(percentChance) { randomNumber = random(100) + 1; percentDifference = percentChance - randomNumber; return(percentDifference); } function guessPlayerSector() { actualPlayerSector = _parent.getCurrentSector(); boboboWindup = _parent.boboboPower; modifiedPerception = Perception + (boboboWindup * 0.25); RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { modifiedPerception = 100; } perceptionRoll = percentileCheck(modifiedPerception); if (perceptionRoll >= 0) { return(actualPlayerSector); } xCurrent = _parent._xmouse; yCurrent = _parent._ymouse; xMiss = xCurrent + (random(perceptionRoll * -12) / 2); if (xMiss > 600) { xMiss = 600 - (xMiss - 600); } else if (xMiss < 0) { xMiss = -xMiss; } yMiss = yCurrent + (random(perceptionRoll * -8) / 2); if (yMiss > 400) { yMiss = 400 - (yMiss - 400); } else if (yMiss < 0) { yMiss = -yMiss; } guessedSector = _parent.coordinateToSector(xMiss, yMiss); return(guessedSector); } function pickTargetLocation(playerSector) { if (playerSector == "A1") { possibleSectors = ["A3", "B2", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A2") { possibleSectors = ["B1", "B3", "C1", "C2", "C3"]; } else if (playerSector == "A3") { possibleSectors = ["A1", "B1", "B2", "C1", "C2", "C3"]; } else if (playerSector == "B1") { possibleSectors = ["A2", "A3", "B3", "C2", "C3"]; } else if (playerSector == "B2") { possibleSectors = ["A1", "A3", "C1", "C3"]; } else if (playerSector == "B3") { possibleSectors = ["A1", "A2", "B1", "C1", "C2"]; } else if (playerSector == "C1") { possibleSectors = ["A1", "A2", "A3", "B2", "B3", "C3"]; } else if (playerSector == "C2") { possibleSectors = ["A1", "A2", "A3", "B1", "B3"]; } else if (playerSector == "C3") { possibleSectors = ["A1", "A2", "A3", "B1", "B2", "C1"]; } trace("DEBUG -- possiblesectors is " + possibleSectors); whichSector = possibleSectors[random(possibleSectors.length)]; trace("DEBUG -- sector chosen: " + whichSector); return(whichSector); } currentlyIdle = 1; currentSector = "B2"; lastUpdate = getTimer(); changeIdle(); enemyState = "idle"; attackState = 0; windupFull = 0; pauseLength = 0; idleSector = null; windupPreset = 0; lastHits = []; this.onEnterFrame = function () { if ((currentlyAlive == 1) and (_parent.inCombat == 1)) { RecentAttacks = _parent.attackTimes.length; if (RecentAttacks > 2) { changeIdle(); } currentTime = getTimer(); if ((currentTime - lastUpdate) > 100) { lastUpdate = currentTime; stepCycle(); } } };
Symbol 412 MovieClip [Enemy_H] Frame 2
currentlyIdle = 1;
Symbol 412 MovieClip [Enemy_H] Frame 22
if (continueIdle == 1) { gotoAndPlay ("IdleLoop"); }
Symbol 412 MovieClip [Enemy_H] Frame 43
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 64
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 85
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 106
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 127
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 148
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 169
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 190
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 211
changeIdle();
Symbol 412 MovieClip [Enemy_H] Frame 221
Symbol 412 MovieClip [Enemy_H] Frame 222
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 224
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 229
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 234
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 244
Symbol 412 MovieClip [Enemy_H] Frame 245
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 247
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 252
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 257
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 267
Symbol 412 MovieClip [Enemy_H] Frame 268
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 270
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 275
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 280
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 290
Symbol 412 MovieClip [Enemy_H] Frame 291
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 293
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 298
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 303
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 313
Symbol 412 MovieClip [Enemy_H] Frame 314
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 316
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 321
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 326
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 336
Symbol 412 MovieClip [Enemy_H] Frame 337
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 339
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 344
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 349
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 359
Symbol 412 MovieClip [Enemy_H] Frame 360
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 362
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 367
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 372
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 382
Symbol 412 MovieClip [Enemy_H] Frame 383
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 385
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 390
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 395
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 405
Symbol 412 MovieClip [Enemy_H] Frame 406
windupCheck();
Symbol 412 MovieClip [Enemy_H] Frame 408
attackHit();
Symbol 412 MovieClip [Enemy_H] Frame 413
attackPause();
Symbol 412 MovieClip [Enemy_H] Frame 418
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 431
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 444
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 457
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 470
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 483
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 496
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 509
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 522
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 535
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 548
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 561
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 574
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 587
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 600
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 613
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 626
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 639
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 652
returnIdle();
Symbol 412 MovieClip [Enemy_H] Frame 713
_parent.AreaCleared(); stop();
Symbol 418 MovieClip Frame 1
function EnemyIdle() { randomWhich = 1 + random(4); gotoAndPlay("EnemyMove" + randomWhich); } function PlayerSwish() { if (playerSwishPause == 0) { playerSwishPause = 10; randomWhich = 1 + random(2); gotoAndPlay("PlayerSwish" + randomWhich); } } playerSwishPause = 0; stop(); this.onEnterFrame = function () { if (playerSwishPause > 0) { playerSwishPause--; } };
Symbol 418 MovieClip Frame 16
stop();
Symbol 421 Button
on (release) { SFX_Interface.gotoAndPlay("Accept"); gotoAndPlay (48); }
Symbol 424 Button
on (release) { var fakeVar = new Date().getTime(); ("tracker.swf?" + fakeVar);// not popped SFX_Interface.gotoAndPlay("Accept"); gotoAndPlay (51); }
Symbol 438 MovieClip Frame 1
function loadBG(BGName) { currentLocation = BGName; trace("-- Showing BG for area " + currentLocation); gotoAndPlay(BGName); }
Symbol 438 MovieClip Frame 13
stop();
Symbol 438 MovieClip Frame 26
stop();
Symbol 438 MovieClip Frame 39
stop();
Symbol 438 MovieClip Frame 53
stop();
Symbol 438 MovieClip Frame 68
stop();
Symbol 438 MovieClip Frame 81
stop();
Symbol 438 MovieClip Frame 93
stop();
Symbol 438 MovieClip Frame 106
stop();
Symbol 438 MovieClip Frame 118
stop();
Symbol 438 MovieClip Frame 131
stop();
Symbol 469 MovieClip Frame 55
stop();
Symbol 475 MovieClip Frame 45
stop();
Symbol 476 MovieClip Frame 8
stop();
Symbol 484 MovieClip Frame 8
stop();
Symbol 488 MovieClip Frame 1
function showFace() { playerState = _parent._parent.playerState; if (playerState == "idle") { gotoAndPlay ("Idle"); } else if (playerState == "windingUp") { gotoAndPlay ("windup"); } else if (playerState == "stunned") { gotoAndPlay ("stunned"); } else if (playerState == "recovery") { gotoAndPlay ("attackRecover"); } else if (playerState == "attacking") { gotoAndPlay ("striking"); } else if (playerState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 488 MovieClip Frame 3
showFace();
Symbol 488 MovieClip Frame 8
showFace();
Symbol 488 MovieClip Frame 18
showFace();
Symbol 488 MovieClip Frame 26
showFace();
Symbol 488 MovieClip Frame 36
showFace();
Symbol 488 MovieClip Frame 46
showFace();
Symbol 489 MovieClip Frame 1
this.onEnterFrame = function () { currentHealth = _parent.PlayerHealth; HealthBar._xscale = currentHealth; currentPower = _parent.boboboPower; PowerBar._xscale = currentPower; };
Symbol 501 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 501 MovieClip Frame 3
showFace();
Symbol 501 MovieClip Frame 9
showFace();
Symbol 501 MovieClip Frame 17
showFace();
Symbol 501 MovieClip Frame 23
showFace();
Symbol 501 MovieClip Frame 32
showFace();
Symbol 504 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 504 MovieClip Frame 3
showFace();
Symbol 504 MovieClip Frame 9
showFace();
Symbol 504 MovieClip Frame 17
showFace();
Symbol 504 MovieClip Frame 23
showFace();
Symbol 504 MovieClip Frame 32
showFace();
Symbol 514 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 514 MovieClip Frame 3
showFace();
Symbol 514 MovieClip Frame 9
showFace();
Symbol 514 MovieClip Frame 17
showFace();
Symbol 514 MovieClip Frame 23
showFace();
Symbol 514 MovieClip Frame 32
showFace();
Symbol 520 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 520 MovieClip Frame 3
showFace();
Symbol 520 MovieClip Frame 9
showFace();
Symbol 520 MovieClip Frame 17
showFace();
Symbol 520 MovieClip Frame 23
showFace();
Symbol 520 MovieClip Frame 32
showFace();
Symbol 523 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 523 MovieClip Frame 3
showFace();
Symbol 523 MovieClip Frame 9
showFace();
Symbol 523 MovieClip Frame 17
showFace();
Symbol 523 MovieClip Frame 23
showFace();
Symbol 523 MovieClip Frame 32
showFace();
Symbol 526 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 526 MovieClip Frame 3
showFace();
Symbol 526 MovieClip Frame 9
showFace();
Symbol 526 MovieClip Frame 17
showFace();
Symbol 526 MovieClip Frame 23
showFace();
Symbol 526 MovieClip Frame 32
showFace();
Symbol 529 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 529 MovieClip Frame 3
showFace();
Symbol 529 MovieClip Frame 9
showFace();
Symbol 529 MovieClip Frame 17
showFace();
Symbol 529 MovieClip Frame 23
showFace();
Symbol 529 MovieClip Frame 32
showFace();
Symbol 532 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 532 MovieClip Frame 3
showFace();
Symbol 532 MovieClip Frame 9
showFace();
Symbol 532 MovieClip Frame 17
showFace();
Symbol 532 MovieClip Frame 23
showFace();
Symbol 532 MovieClip Frame 32
showFace();
Symbol 536 MovieClip Frame 1
function showFace() { enemyState = _parent._parent._parent.Enemy.enemyState; if (enemyState == "idle") { gotoAndPlay ("Idle"); } else if (enemyState == "windingUp") { gotoAndPlay ("windup"); } else if (enemyState == "stunned") { gotoAndPlay ("stunned"); } else if (enemyState == "attacking") { gotoAndPlay ("striking"); } else if (enemyState == "blocking") { gotoAndPlay ("Blocking"); } }
Symbol 536 MovieClip Frame 3
showFace();
Symbol 536 MovieClip Frame 9
showFace();
Symbol 536 MovieClip Frame 17
showFace();
Symbol 536 MovieClip Frame 23
showFace();
Symbol 536 MovieClip Frame 32
showFace();
Symbol 537 MovieClip Frame 2
stop();
Symbol 537 MovieClip Frame 10
stop();
Symbol 537 MovieClip Frame 18
stop();
Symbol 537 MovieClip Frame 26
stop();
Symbol 537 MovieClip Frame 34
stop();
Symbol 537 MovieClip Frame 41
stop();
Symbol 537 MovieClip Frame 48
stop();
Symbol 537 MovieClip Frame 56
stop();
Symbol 537 MovieClip Frame 66
stop();
Symbol 538 MovieClip Frame 1
this.onEnterFrame = function () { currentHealth = 100 * (_parent.Enemy.hitPoints / _parent.EnemyHealth); HealthBar._xscale = currentHealth; currentPower = _parent.Enemy.getPower(); PowerBar._xscale = currentPower; };
Symbol 539 Button
on (press) { wantstoWindUp = 1; BeginWindUp(); } on (release) { BeginAttack(); wantstoWindUp = 0; PowerUpFX.gotoAndPlay("Idle"); }
Symbol 553 MovieClip Frame 2
stop();
Symbol 553 MovieClip Frame 10
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 1
_parent.playerState = "idle";
Symbol 590 MovieClip Frame 2
stop();
Symbol 590 MovieClip Frame 10
_parent.CheckHit();
Symbol 590 MovieClip Frame 21
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 26
_parent.CheckHit();
Symbol 590 MovieClip Frame 37
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 43
_parent.CheckHit();
Symbol 590 MovieClip Frame 54
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 60
_parent.CheckHit();
Symbol 590 MovieClip Frame 70
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 75
_parent.CheckHit();
Symbol 590 MovieClip Frame 84
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 90
_parent.CheckHit();
Symbol 590 MovieClip Frame 99
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 105
_parent.CheckHit();
Symbol 590 MovieClip Frame 113
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 118
_parent.CheckHit();
Symbol 590 MovieClip Frame 126
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 132
_parent.CheckHit();
Symbol 590 MovieClip Frame 141
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 150
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 159
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 168
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 177
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 185
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 193
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 201
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 209
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 217
gotoAndStop ("Hide");
Symbol 590 MovieClip Frame 233
if ((_parent.stunnedAmount > 0) and (_parent.playerState == "stunned")) { gotoAndPlay ("StunnedLoop"); } else { gotoAndStop ("Hide"); }
Symbol 590 MovieClip Frame 244
_parent.playerState = "recovery"; Hair2.gotoAndPlay(3);
Symbol 590 MovieClip Frame 246
if ((_parent.playerState == "recovery") and (_parent.recoverAmount > 0)) { gotoAndPlay ("PauseLoop"); }
Symbol 590 MovieClip Frame 254
_parent.attackRecovery = 0; gotoAndStop ("Hide");
Symbol 596 MovieClip Frame 2
stop();
Symbol 596 MovieClip Frame 55
stop();
Symbol 612 MovieClip Frame 116
stop();
Symbol 614 MovieClip Frame 47
stop();
Symbol 615 MovieClip Frame 75
stop();
Symbol 618 MovieClip Frame 35
stop();
Symbol 619 MovieClip Frame 62
stop();
Symbol 627 Button
on (release) { _parent.MoveTo(this); }
Symbol 630 MovieClip Frame 10
stop();
Symbol 630 MovieClip Frame 20
stop();
Symbol 630 MovieClip Frame 30
stop();
Symbol 630 MovieClip Frame 40
stop();
Symbol 635 MovieClip Frame 10
stop();
Symbol 635 MovieClip Frame 20
stop();
Symbol 635 MovieClip Frame 30
stop();
Symbol 635 MovieClip Frame 40
stop();
Symbol 638 MovieClip Frame 10
stop();
Symbol 638 MovieClip Frame 20
stop();
Symbol 638 MovieClip Frame 30
stop();
Symbol 638 MovieClip Frame 40
stop();
Symbol 640 MovieClip Frame 10
stop();
Symbol 640 MovieClip Frame 20
stop();
Symbol 640 MovieClip Frame 30
stop();
Symbol 640 MovieClip Frame 40
stop();
Symbol 642 MovieClip Frame 10
stop();
Symbol 642 MovieClip Frame 20
stop();
Symbol 642 MovieClip Frame 30
stop();
Symbol 642 MovieClip Frame 40
stop();
Symbol 645 MovieClip Frame 10
stop();
Symbol 645 MovieClip Frame 20
stop();
Symbol 645 MovieClip Frame 30
stop();
Symbol 645 MovieClip Frame 40
stop();
Symbol 647 MovieClip Frame 10
stop();
Symbol 647 MovieClip Frame 20
stop();
Symbol 647 MovieClip Frame 30
stop();
Symbol 647 MovieClip Frame 40
stop();
Symbol 651 MovieClip Frame 10
stop();
Symbol 651 MovieClip Frame 20
stop();
Symbol 651 MovieClip Frame 30
stop();
Symbol 651 MovieClip Frame 40
stop();
Symbol 651 MovieClip Frame 48
stop();
Symbol 654 MovieClip Frame 10
stop();
Symbol 654 MovieClip Frame 20
stop();
Symbol 654 MovieClip Frame 30
stop();
Symbol 654 MovieClip Frame 40
stop();
Symbol 659 MovieClip Frame 10
stop();
Symbol 659 MovieClip Frame 20
stop();
Symbol 659 MovieClip Frame 30
stop();
Symbol 659 MovieClip Frame 40
stop();
Symbol 660 MovieClip Frame 1
function mapCheat() { if (cheatSet == 0) { cheatSet = 1; var _local1 = 0; while (_local1 < 9) { nodeList[_local1][0] = 1; _local1++; } setMap(); } } function setMap() { bridgeDenied = 0; var j = 0; while (j < 9) { if (nodeList[j][0] == 0) { bridgeDenied = 1; } j++; } if (bridgeDenied == 0) { Bridge.unlocked = 1; } var i = 0; while (i < nodeList.length) { whichNode = eval (nodeList[i][1]); if (nodeList[i][0] == 1) { whichNode.currentStatus = "Completed"; whichNode.gotoAndPlay("Completed"); } else if (whichNode.unlocked == 1) { whichNode.currentStatus = "Unlocked"; whichNode.gotoAndPlay("Unlocked"); } else { whichNode.currentStatus = "Locked"; whichNode.gotoAndPlay("Locked"); } if (nodeList[i][1] == CurrentLocation) { currentInfo = nodeList[i]; } i++; } currentNode = eval (currentInfo[1]); currentNode.currentStatus = "Current"; currentNode.gotoAndPlay("Current"); var i = 2; while (i < currentInfo.length) { whichNode = eval (currentInfo[i]); if (whichNode.currentStatus == "Locked") { if (currentInfo[i] == "Bridge") { if (bridgeDenied == 1) { trace("Setting bridge to denied status"); whichNode.currentStatus = "Denied"; whichNode.gotoAndPlay("Denied"); } else { trace("setting bridge to unlocked"); whichNode.currentStatus = "Unlocked"; whichNode.gotoAndPlay("Unlocked"); whichNode.unlocked = 1; } } else { whichNode.currentStatus = "Unlocked"; whichNode.gotoAndPlay("Unlocked"); whichNode.unlocked = 1; } } i++; } } function setCleared(locationName) { var _local1 = 0; while (_local1 < nodeList.length) { if (nodeList[_local1][1] == locationName) { nodeList[_local1][0] = 1; } _local1++; } } function setLocation(locationName) { CurrentLocation = locationName; setMap(); } function MoveTo(nodeLocation) { var i = 0; while (i < nodeList.length) { if (eval (nodeList[i][1]) == nodeLocation) { nodeInfo = nodeList[i]; break; } i++; } if (nodeInfo[0] == 1) { CurrentLocation = nodeInfo[1]; setMap(); } else { _parent.MusicMapPlay(); _parent.SFX_Interface.gotoAndPlay("Accept"); _parent.CutScene.loadCutScene(nodeInfo[1]); _parent.BGs.loadBG(nodeInfo[1]); this._visible = 0; } } function isNodeCleared(locationName) { var _local1 = 0; while (_local1 < nodeList.length) { if (nodeList[_local1][1] == locationName) { if (nodeList[_local1][0] == 1) { return(1); } return(0); } _local1++; } } CurrentLocation = "Farmhouse"; LastLocation = CurrentLocation; cheatSet = 0; bridgeDenied = 0; nodeList = []; nodeList.push([1, "StartLocation", "Farmhouse"]); nodeList.push([1, "Farmhouse", "Market", "Dojo"]); nodeList.push([0, "Market", "Farmhouse", "Bank", "TownSquare"]); nodeList.push([0, "Warehouse", "Bank", "TownSquare", "Bridge"]); nodeList.push([0, "Bank", "Market", "TownSquare", "Warehouse"]); nodeList.push([0, "TownSquare", "Market", "Warehouse", "Mill", "Bridge", "Library", "Bank", "Dojo"]); nodeList.push([0, "Mill", "Library", "TownSquare", "Bridge"]); nodeList.push([0, "Dojo", "TownSquare", "Library", "Farmhouse"]); nodeList.push([0, "Library", "Mill", "TownSquare", "Dojo"]); nodeList.push([0, "Bridge", "Mill", "TownSquare", "Warehouse", "Castle"]); nodeList.push([0, "Castle", "Dojo"]); setMap(); NoClick.useHandCursor = false; stop();
Symbol 682 MovieClip Frame 4
RandomMax = 5; randomNumber = random(RandomMax) + 1; RandomLabel = "Text" + randomNumber; trace("RandomLabel = " + RandomLabel); gotoAndStop(RandomLabel);
Symbol 682 MovieClip Frame 8
stop();
Symbol 682 MovieClip Frame 13
stop();
Symbol 682 MovieClip Frame 18
stop();
Symbol 682 MovieClip Frame 24
stop();
Symbol 682 MovieClip Frame 30
stop();
Symbol 683 MovieClip Frame 107
_parent.loadScene(); stop();
Symbol 687 MovieClip Frame 117
_parent.loadScene(); stop();
Symbol 691 MovieClip Frame 91
_parent.loadScene(); stop();
Symbol 692 MovieClip Frame 107
_parent.loadScene(); stop();
Symbol 695 MovieClip Frame 117
_parent.loadScene(); stop();
Symbol 699 MovieClip Frame 117
_parent.loadScene(); stop();
Symbol 709 MovieClip Frame 4
RandomMax = 2; randomNumber = random(RandomMax) + 1; RandomLabel = "Text" + randomNumber; trace("RandomLabel = " + RandomLabel); gotoAndStop(RandomLabel);
Symbol 709 MovieClip Frame 8
stop();
Symbol 709 MovieClip Frame 13
stop();
Symbol 709 MovieClip Frame 18
stop();
Symbol 709 MovieClip Frame 24
stop();
Symbol 709 MovieClip Frame 30
stop();
Symbol 710 MovieClip Frame 76
_parent._parent.CutScene._visible = 0; _parent._parent.MusicMapPlay(); stop();
Symbol 727 MovieClip Frame 88
_parent._parent.CutScene._visible = 0; _parent._parent.MusicMapPlay(); stop();
Symbol 729 MovieClip Frame 1
function loadCutScene(cutSceneName) { lastLocation = currentLocation; currentLocation = cutSceneName; this._visible = 1; trace("-- Playing cutScene for area " + currentLocation); gotoAndPlay(cutSceneName); } function loadScene() { if (_parent.Map.isNodeCleared(currentLocation) == 1) { _parent.Map.setLocation(currentLocation); _parent.Map._visible = true; this._visible = false; } else { this._visible = false; _parent.BeginCombat(currentLocation); } } currentLocation = "Farmhouse"; lastLocation = "Farmhouse"; NoClick.useHandCursor = false; stop();
Symbol 729 MovieClip Frame 13
loadScene(); stop();
Symbol 729 MovieClip Frame 14
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 25
stop();
Symbol 729 MovieClip Frame 27
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 38
stop();
Symbol 729 MovieClip Frame 40
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 52
stop();
Symbol 729 MovieClip Frame 54
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 67
stop();
Symbol 729 MovieClip Frame 69
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 80
stop();
Symbol 729 MovieClip Frame 82
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 93
stop();
Symbol 729 MovieClip Frame 95
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 106
stop();
Symbol 729 MovieClip Frame 108
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 117
stop();
Symbol 729 MovieClip Frame 119
_parent.MusicMapStop();
Symbol 729 MovieClip Frame 130
stop();
Symbol 729 MovieClip Frame 132
_parent.MusicFightStop();
Symbol 729 MovieClip Frame 145
stop();
Symbol 729 MovieClip Frame 153
_parent.MusicFightStop();
Symbol 729 MovieClip Frame 203
stop();
Symbol 732 MovieClip Frame 1
function EnemyIdle() { randomWhich = 1 + random(4); gotoAndPlay("EnemyMove" + randomWhich); } function PlayerSwish() { if (playerSwishPause == 0) { playerSwishPause = 10; randomWhich = 1 + random(2); gotoAndPlay("PlayerSwish" + randomWhich); } } playerSwishPause = 0; stop(); this.onEnterFrame = function () { if (playerSwishPause > 0) { playerSwishPause--; } };
Symbol 732 MovieClip Frame 16
stop();
Symbol 732 MovieClip Frame 27
stop();
Symbol 732 MovieClip Frame 38
stop();
Symbol 732 MovieClip Frame 49
stop();
Symbol 732 MovieClip Frame 60
stop();
Symbol 732 MovieClip Frame 71
stop();
Symbol 735 MovieClip Frame 1
stop();
Symbol 735 MovieClip Frame 16
stop();
Symbol 738 MovieClip Frame 1
stop();
Symbol 738 MovieClip Frame 16
stop();
Symbol 739 Button
on (release) { MusicMapPlay(); }
Symbol 740 Button
on (release) { MusicMap.gotoAndPlay("Play"); }
Symbol 748 MovieClip Frame 12
gotoAndPlay ("Loop");
Symbol 772 Button
on (release) { var fakeVar = new Date().getTime(); ("tracker.swf?" + fakeVar);// not popped gotoAndPlay (51); }

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Instance Names

"LoadingBar"Frame 4Symbol 5 MovieClip
"SFX_Interface"Frame 45Symbol 418 MovieClip
"SFX_Interface"Frame 48Symbol 418 MovieClip
"BGs"Frame 51Symbol 438 MovieClip
"debugEnemy"Frame 51Symbol 288 MovieClip [Enemy_Boss]
"BoboBar"Frame 51Symbol 489 MovieClip
"EnemyBar"Frame 51Symbol 538 MovieClip
"HitButton"Frame 51Symbol 539 Button
"NoseHairAnimations"Frame 51Symbol 590 MovieClip
"PowerUpFX_OFF"Frame 51Symbol 596 MovieClip
"Map"Frame 51Symbol 660 MovieClip
"CutScene"Frame 51Symbol 729 MovieClip
"SoundFX"Frame 51Symbol 732 MovieClip
"MusicMap"Frame 51Symbol 735 MovieClip
"MusicFight"Frame 51Symbol 738 MovieClip
"SFX_Interface"Frame 51Symbol 418 MovieClip
"a"Symbol 288 MovieClip [Enemy_Boss] Frame 183Symbol 68 MovieClip
"a"Symbol 288 MovieClip [Enemy_Boss] Frame 229Symbol 68 MovieClip
"a"Symbol 288 MovieClip [Enemy_Boss] Frame 252Symbol 68 MovieClip
"a"Symbol 288 MovieClip [Enemy_Boss] Frame 298Symbol 68 MovieClip
"a"Symbol 288 MovieClip [Enemy_Boss] Frame 321Symbol 68 MovieClip
"a"Symbol 288 MovieClip [Enemy_Boss] Frame 367Symbol 68 MovieClip
"HealthBar"Symbol 489 MovieClip Frame 1Symbol 441 MovieClip
"PowerBar"Symbol 489 MovieClip Frame 1Symbol 443 MovieClip
"HealthBar"Symbol 538 MovieClip Frame 1Symbol 5 MovieClip
"PowerBar"Symbol 538 MovieClip Frame 1Symbol 492 MovieClip
"Faces"Symbol 538 MovieClip Frame 1Symbol 537 MovieClip
"Hit"Symbol 590 MovieClip Frame 10Symbol 553 MovieClip
"Hit"Symbol 590 MovieClip Frame 26Symbol 553 MovieClip
"Hit"Symbol 590 MovieClip Frame 43Symbol 553 MovieClip
"Hit"Symbol 590 MovieClip Frame 60Symbol 553 MovieClip
"Hit"Symbol 590 MovieClip Frame 75Symbol 553 MovieClip
"Hit"Symbol 590 MovieClip Frame 90Symbol 553 MovieClip
"Hit"Symbol 590 MovieClip Frame 105Symbol 553 MovieClip
"Hit"Symbol 590 MovieClip Frame 118Symbol 553 MovieClip
"Hit"Symbol 590 MovieClip Frame 132Symbol 553 MovieClip
"Hair1"Symbol 590 MovieClip Frame 244Symbol 589 MovieClip
"Hair2"Symbol 590 MovieClip Frame 244Symbol 589 MovieClip
"NoClick"Symbol 660 MovieClip Frame 1Symbol 597 Button
"Farmhouse"Symbol 660 MovieClip Frame 1Symbol 630 MovieClip
"Market"Symbol 660 MovieClip Frame 1Symbol 635 MovieClip
"Bank"Symbol 660 MovieClip Frame 1Symbol 638 MovieClip
"Library"Symbol 660 MovieClip Frame 1Symbol 640 MovieClip
"TownSquare"Symbol 660 MovieClip Frame 1Symbol 642 MovieClip
"Warehouse"Symbol 660 MovieClip Frame 1Symbol 645 MovieClip
"Mill"Symbol 660 MovieClip Frame 1Symbol 647 MovieClip
"Bridge"Symbol 660 MovieClip Frame 1Symbol 651 MovieClip
"Dojo"Symbol 660 MovieClip Frame 1Symbol 654 MovieClip
"Castle"Symbol 660 MovieClip Frame 1Symbol 659 MovieClip
"NoClick"Symbol 729 MovieClip Frame 1Symbol 597 Button

Special Tags

Protect (24)Timeline Frame 10 bytes ""
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ExportAssets (56)Timeline Frame 34Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 34Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 34Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 34Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 34Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 35Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 35Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 35Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 35Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 35Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 35Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 35Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 35Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 35Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 36Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 36Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 36Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 36Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 36Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 36Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 36Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 36Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 36Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 37Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 37Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 37Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 37Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 37Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 37Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 37Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 37Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 37Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 38Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 38Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 38Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 38Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 38Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 38Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 38Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 38Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 38Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 39Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 39Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 39Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 39Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 39Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 39Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 39Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 39Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 39Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 40Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 40Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 40Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 40Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 40Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 40Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 40Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 40Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 40Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 41Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 41Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 41Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 41Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 41Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 41Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 41Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 41Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 41Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 42Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 42Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 42Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 42Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 42Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 42Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 42Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 42Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 42Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 43Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 43Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 43Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 43Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 43Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 43Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 43Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 43Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 43Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 44Symbol 148 as "Enemy_A"
ExportAssets (56)Timeline Frame 44Symbol 163 as "Enemy_B"
ExportAssets (56)Timeline Frame 44Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 44Symbol 306 as "Enemy_C"
ExportAssets (56)Timeline Frame 44Symbol 352 as "Enemy_D"
ExportAssets (56)Timeline Frame 44Symbol 366 as "Enemy_E"
ExportAssets (56)Timeline Frame 44Symbol 383 as "Enemy_F"
ExportAssets (56)Timeline Frame 44Symbol 397 as "Enemy_G"
ExportAssets (56)Timeline Frame 44Symbol 412 as "Enemy_H"
ExportAssets (56)Timeline Frame 51Symbol 288 as "Enemy_Boss"
ExportAssets (56)Timeline Frame 52Symbol 288 as "Enemy_Boss"

Labels

"Loading"Frame 5
"IdleLoop"Symbol 148 MovieClip [Enemy_A] Frame 2
"IdleA1"Symbol 148 MovieClip [Enemy_A] Frame 23
"IdleA2"Symbol 148 MovieClip [Enemy_A] Frame 44
"IdleA3"Symbol 148 MovieClip [Enemy_A] Frame 65
"IdleB1"Symbol 148 MovieClip [Enemy_A] Frame 86
"IdleB2"Symbol 148 MovieClip [Enemy_A] Frame 107
"IdleB3"Symbol 148 MovieClip [Enemy_A] Frame 128
"IdleC1"Symbol 148 MovieClip [Enemy_A] Frame 149
"IdleC2"Symbol 148 MovieClip [Enemy_A] Frame 170
"IdleC3"Symbol 148 MovieClip [Enemy_A] Frame 191
"AttackA1"Symbol 148 MovieClip [Enemy_A] Frame 212
"WindupCheckA1"Symbol 148 MovieClip [Enemy_A] Frame 221
"AttackPauseA1"Symbol 148 MovieClip [Enemy_A] Frame 228
"AttackA2"Symbol 148 MovieClip [Enemy_A] Frame 235
"WindupCheckA2"Symbol 148 MovieClip [Enemy_A] Frame 244
"AttackPauseA2"Symbol 148 MovieClip [Enemy_A] Frame 251
"AttackA3"Symbol 148 MovieClip [Enemy_A] Frame 258
"WindupCheckA3"Symbol 148 MovieClip [Enemy_A] Frame 267
"AttackPauseA3"Symbol 148 MovieClip [Enemy_A] Frame 274
"AttackB1"Symbol 148 MovieClip [Enemy_A] Frame 281
"WindupCheckB1"Symbol 148 MovieClip [Enemy_A] Frame 290
"AttackPauseB1"Symbol 148 MovieClip [Enemy_A] Frame 297
"AttackB2"Symbol 148 MovieClip [Enemy_A] Frame 304
"WindupCheckB2"Symbol 148 MovieClip [Enemy_A] Frame 313
"AttackPauseB2"Symbol 148 MovieClip [Enemy_A] Frame 320
"AttackB3"Symbol 148 MovieClip [Enemy_A] Frame 327
"WindupCheckB3"Symbol 148 MovieClip [Enemy_A] Frame 336
"AttackPauseB3"Symbol 148 MovieClip [Enemy_A] Frame 343
"AttackC1"Symbol 148 MovieClip [Enemy_A] Frame 350
"WindupCheckC1"Symbol 148 MovieClip [Enemy_A] Frame 359
"AttackPauseC1"Symbol 148 MovieClip [Enemy_A] Frame 366
"AttackC2"Symbol 148 MovieClip [Enemy_A] Frame 373
"WindupCheckC2"Symbol 148 MovieClip [Enemy_A] Frame 382
"AttackPauseC2"Symbol 148 MovieClip [Enemy_A] Frame 389
"AttackC3"Symbol 148 MovieClip [Enemy_A] Frame 396
"WindupCheckC3"Symbol 148 MovieClip [Enemy_A] Frame 405
"AttackPauseC3"Symbol 148 MovieClip [Enemy_A] Frame 412
"HitA1"Symbol 148 MovieClip [Enemy_A] Frame 419
"HitA2"Symbol 148 MovieClip [Enemy_A] Frame 432
"HitA3"Symbol 148 MovieClip [Enemy_A] Frame 445
"HitB1"Symbol 148 MovieClip [Enemy_A] Frame 458
"HitB2"Symbol 148 MovieClip [Enemy_A] Frame 471
"HitB3"Symbol 148 MovieClip [Enemy_A] Frame 484
"HitC1"Symbol 148 MovieClip [Enemy_A] Frame 497
"HitC2"Symbol 148 MovieClip [Enemy_A] Frame 510
"HitC3"Symbol 148 MovieClip [Enemy_A] Frame 523
"BlockA1"Symbol 148 MovieClip [Enemy_A] Frame 536
"BlockA2"Symbol 148 MovieClip [Enemy_A] Frame 549
"BlockA3"Symbol 148 MovieClip [Enemy_A] Frame 562
"BlockB1"Symbol 148 MovieClip [Enemy_A] Frame 575
"BlockB2"Symbol 148 MovieClip [Enemy_A] Frame 588
"BlockB3"Symbol 148 MovieClip [Enemy_A] Frame 601
"BlockC1"Symbol 148 MovieClip [Enemy_A] Frame 614
"BlockC2"Symbol 148 MovieClip [Enemy_A] Frame 627
"BlockC3"Symbol 148 MovieClip [Enemy_A] Frame 640
"Die"Symbol 148 MovieClip [Enemy_A] Frame 663
"IdleLoop"Symbol 163 MovieClip [Enemy_B] Frame 2
"IdleA1"Symbol 163 MovieClip [Enemy_B] Frame 23
"IdleA2"Symbol 163 MovieClip [Enemy_B] Frame 44
"IdleA3"Symbol 163 MovieClip [Enemy_B] Frame 65
"IdleB1"Symbol 163 MovieClip [Enemy_B] Frame 86
"IdleB2"Symbol 163 MovieClip [Enemy_B] Frame 107
"IdleB3"Symbol 163 MovieClip [Enemy_B] Frame 128
"IdleC1"Symbol 163 MovieClip [Enemy_B] Frame 149
"IdleC2"Symbol 163 MovieClip [Enemy_B] Frame 170
"IdleC3"Symbol 163 MovieClip [Enemy_B] Frame 191
"AttackA1"Symbol 163 MovieClip [Enemy_B] Frame 212
"WindupCheckA1"Symbol 163 MovieClip [Enemy_B] Frame 221
"AttackPauseA1"Symbol 163 MovieClip [Enemy_B] Frame 228
"AttackA2"Symbol 163 MovieClip [Enemy_B] Frame 235
"WindupCheckA2"Symbol 163 MovieClip [Enemy_B] Frame 244
"AttackPauseA2"Symbol 163 MovieClip [Enemy_B] Frame 251
"AttackA3"Symbol 163 MovieClip [Enemy_B] Frame 258
"WindupCheckA3"Symbol 163 MovieClip [Enemy_B] Frame 267
"AttackPauseA3"Symbol 163 MovieClip [Enemy_B] Frame 274
"AttackB1"Symbol 163 MovieClip [Enemy_B] Frame 281
"WindupCheckB1"Symbol 163 MovieClip [Enemy_B] Frame 290
"AttackPauseB1"Symbol 163 MovieClip [Enemy_B] Frame 297
"AttackB2"Symbol 163 MovieClip [Enemy_B] Frame 304
"WindupCheckB2"Symbol 163 MovieClip [Enemy_B] Frame 313
"AttackPauseB2"Symbol 163 MovieClip [Enemy_B] Frame 320
"AttackB3"Symbol 163 MovieClip [Enemy_B] Frame 327
"WindupCheckB3"Symbol 163 MovieClip [Enemy_B] Frame 336
"AttackPauseB3"Symbol 163 MovieClip [Enemy_B] Frame 343
"AttackC1"Symbol 163 MovieClip [Enemy_B] Frame 350
"WindupCheckC1"Symbol 163 MovieClip [Enemy_B] Frame 359
"AttackPauseC1"Symbol 163 MovieClip [Enemy_B] Frame 366
"AttackC2"Symbol 163 MovieClip [Enemy_B] Frame 373
"WindupCheckC2"Symbol 163 MovieClip [Enemy_B] Frame 382
"AttackPauseC2"Symbol 163 MovieClip [Enemy_B] Frame 389
"AttackC3"Symbol 163 MovieClip [Enemy_B] Frame 396
"WindupCheckC3"Symbol 163 MovieClip [Enemy_B] Frame 405
"AttackPauseC3"Symbol 163 MovieClip [Enemy_B] Frame 412
"HitA1"Symbol 163 MovieClip [Enemy_B] Frame 419
"HitA2"Symbol 163 MovieClip [Enemy_B] Frame 432
"HitA3"Symbol 163 MovieClip [Enemy_B] Frame 445
"HitB1"Symbol 163 MovieClip [Enemy_B] Frame 458
"HitB2"Symbol 163 MovieClip [Enemy_B] Frame 471
"HitB3"Symbol 163 MovieClip [Enemy_B] Frame 484
"HitC1"Symbol 163 MovieClip [Enemy_B] Frame 497
"HitC2"Symbol 163 MovieClip [Enemy_B] Frame 510
"HitC3"Symbol 163 MovieClip [Enemy_B] Frame 523
"BlockA1"Symbol 163 MovieClip [Enemy_B] Frame 536
"BlockA2"Symbol 163 MovieClip [Enemy_B] Frame 549
"BlockA3"Symbol 163 MovieClip [Enemy_B] Frame 562
"BlockB1"Symbol 163 MovieClip [Enemy_B] Frame 575
"BlockB2"Symbol 163 MovieClip [Enemy_B] Frame 588
"BlockB3"Symbol 163 MovieClip [Enemy_B] Frame 601
"BlockC1"Symbol 163 MovieClip [Enemy_B] Frame 614
"BlockC2"Symbol 163 MovieClip [Enemy_B] Frame 627
"BlockC3"Symbol 163 MovieClip [Enemy_B] Frame 640
"Die"Symbol 163 MovieClip [Enemy_B] Frame 663
"IdleLoop"Symbol 288 MovieClip [Enemy_Boss] Frame 2
"IdleA1"Symbol 288 MovieClip [Enemy_Boss] Frame 19
"IdleA2"Symbol 288 MovieClip [Enemy_Boss] Frame 36
"IdleA3"Symbol 288 MovieClip [Enemy_Boss] Frame 53
"IdleB1"Symbol 288 MovieClip [Enemy_Boss] Frame 70
"IdleB2"Symbol 288 MovieClip [Enemy_Boss] Frame 87
"IdleB3"Symbol 288 MovieClip [Enemy_Boss] Frame 104
"IdleC1"Symbol 288 MovieClip [Enemy_Boss] Frame 121
"IdleC2"Symbol 288 MovieClip [Enemy_Boss] Frame 138
"IdleC3"Symbol 288 MovieClip [Enemy_Boss] Frame 155
"AttackA1"Symbol 288 MovieClip [Enemy_Boss] Frame 172
"WindupCheckA1"Symbol 288 MovieClip [Enemy_Boss] Frame 181
"AttackPauseA1"Symbol 288 MovieClip [Enemy_Boss] Frame 188
"AttackA2"Symbol 288 MovieClip [Enemy_Boss] Frame 195
"WindupCheckA2"Symbol 288 MovieClip [Enemy_Boss] Frame 204
"AttackPauseA2"Symbol 288 MovieClip [Enemy_Boss] Frame 211
"AttackA3"Symbol 288 MovieClip [Enemy_Boss] Frame 218
"WindupCheckA3"Symbol 288 MovieClip [Enemy_Boss] Frame 227
"AttackPauseA3"Symbol 288 MovieClip [Enemy_Boss] Frame 234
"AttackB1"Symbol 288 MovieClip [Enemy_Boss] Frame 241
"WindupCheckB1"Symbol 288 MovieClip [Enemy_Boss] Frame 250
"AttackPauseB1"Symbol 288 MovieClip [Enemy_Boss] Frame 257
"AttackB2"Symbol 288 MovieClip [Enemy_Boss] Frame 264
"WindupCheckB2"Symbol 288 MovieClip [Enemy_Boss] Frame 273
"AttackPauseB2"Symbol 288 MovieClip [Enemy_Boss] Frame 280
"AttackB3"Symbol 288 MovieClip [Enemy_Boss] Frame 287
"WindupCheckB3"Symbol 288 MovieClip [Enemy_Boss] Frame 296
"AttackPauseB3"Symbol 288 MovieClip [Enemy_Boss] Frame 303
"AttackC1"Symbol 288 MovieClip [Enemy_Boss] Frame 310
"WindupCheckC1"Symbol 288 MovieClip [Enemy_Boss] Frame 319
"AttackPauseC1"Symbol 288 MovieClip [Enemy_Boss] Frame 326
"AttackC2"Symbol 288 MovieClip [Enemy_Boss] Frame 333
"WindupCheckC2"Symbol 288 MovieClip [Enemy_Boss] Frame 342
"AttackPauseC2"Symbol 288 MovieClip [Enemy_Boss] Frame 349
"AttackC3"Symbol 288 MovieClip [Enemy_Boss] Frame 356
"WindupCheckC3"Symbol 288 MovieClip [Enemy_Boss] Frame 365
"AttackPauseC3"Symbol 288 MovieClip [Enemy_Boss] Frame 372
"HitA1"Symbol 288 MovieClip [Enemy_Boss] Frame 379
"HitA2"Symbol 288 MovieClip [Enemy_Boss] Frame 392
"HitA3"Symbol 288 MovieClip [Enemy_Boss] Frame 405
"HitB1"Symbol 288 MovieClip [Enemy_Boss] Frame 418
"HitB2"Symbol 288 MovieClip [Enemy_Boss] Frame 431
"HitB3"Symbol 288 MovieClip [Enemy_Boss] Frame 444
"HitC1"Symbol 288 MovieClip [Enemy_Boss] Frame 457
"HitC2"Symbol 288 MovieClip [Enemy_Boss] Frame 470
"HitC3"Symbol 288 MovieClip [Enemy_Boss] Frame 483
"BlockA1"Symbol 288 MovieClip [Enemy_Boss] Frame 496
"BlockA2"Symbol 288 MovieClip [Enemy_Boss] Frame 509
"BlockA3"Symbol 288 MovieClip [Enemy_Boss] Frame 522
"BlockB1"Symbol 288 MovieClip [Enemy_Boss] Frame 535
"BlockB2"Symbol 288 MovieClip [Enemy_Boss] Frame 548
"BlockB3"Symbol 288 MovieClip [Enemy_Boss] Frame 561
"BlockC1"Symbol 288 MovieClip [Enemy_Boss] Frame 574
"BlockC2"Symbol 288 MovieClip [Enemy_Boss] Frame 587
"BlockC3"Symbol 288 MovieClip [Enemy_Boss] Frame 600
"Die"Symbol 288 MovieClip [Enemy_Boss] Frame 623
"IdleLoop"Symbol 306 MovieClip [Enemy_C] Frame 2
"IdleA1"Symbol 306 MovieClip [Enemy_C] Frame 23
"IdleA2"Symbol 306 MovieClip [Enemy_C] Frame 44
"IdleA3"Symbol 306 MovieClip [Enemy_C] Frame 65
"IdleB1"Symbol 306 MovieClip [Enemy_C] Frame 86
"IdleB2"Symbol 306 MovieClip [Enemy_C] Frame 107
"IdleB3"Symbol 306 MovieClip [Enemy_C] Frame 128
"IdleC1"Symbol 306 MovieClip [Enemy_C] Frame 149
"IdleC2"Symbol 306 MovieClip [Enemy_C] Frame 170
"IdleC3"Symbol 306 MovieClip [Enemy_C] Frame 191
"AttackA1"Symbol 306 MovieClip [Enemy_C] Frame 212
"WindupCheckA1"Symbol 306 MovieClip [Enemy_C] Frame 221
"AttackPauseA1"Symbol 306 MovieClip [Enemy_C] Frame 228
"AttackA2"Symbol 306 MovieClip [Enemy_C] Frame 235
"WindupCheckA2"Symbol 306 MovieClip [Enemy_C] Frame 244
"AttackPauseA2"Symbol 306 MovieClip [Enemy_C] Frame 251
"AttackA3"Symbol 306 MovieClip [Enemy_C] Frame 258
"WindupCheckA3"Symbol 306 MovieClip [Enemy_C] Frame 267
"AttackPauseA3"Symbol 306 MovieClip [Enemy_C] Frame 274
"AttackB1"Symbol 306 MovieClip [Enemy_C] Frame 281
"WindupCheckB1"Symbol 306 MovieClip [Enemy_C] Frame 290
"AttackPauseB1"Symbol 306 MovieClip [Enemy_C] Frame 297
"AttackB2"Symbol 306 MovieClip [Enemy_C] Frame 304
"WindupCheckB2"Symbol 306 MovieClip [Enemy_C] Frame 313
"AttackPauseB2"Symbol 306 MovieClip [Enemy_C] Frame 320
"AttackB3"Symbol 306 MovieClip [Enemy_C] Frame 327
"WindupCheckB3"Symbol 306 MovieClip [Enemy_C] Frame 336
"AttackPauseB3"Symbol 306 MovieClip [Enemy_C] Frame 343
"AttackC1"Symbol 306 MovieClip [Enemy_C] Frame 350
"WindupCheckC1"Symbol 306 MovieClip [Enemy_C] Frame 359
"AttackPauseC1"Symbol 306 MovieClip [Enemy_C] Frame 366
"AttackC2"Symbol 306 MovieClip [Enemy_C] Frame 373
"WindupCheckC2"Symbol 306 MovieClip [Enemy_C] Frame 382
"AttackPauseC2"Symbol 306 MovieClip [Enemy_C] Frame 389
"AttackC3"Symbol 306 MovieClip [Enemy_C] Frame 396
"WindupCheckC3"Symbol 306 MovieClip [Enemy_C] Frame 405
"AttackPauseC3"Symbol 306 MovieClip [Enemy_C] Frame 412
"HitA1"Symbol 306 MovieClip [Enemy_C] Frame 419
"HitA2"Symbol 306 MovieClip [Enemy_C] Frame 432
"HitA3"Symbol 306 MovieClip [Enemy_C] Frame 445
"HitB1"Symbol 306 MovieClip [Enemy_C] Frame 458
"HitB2"Symbol 306 MovieClip [Enemy_C] Frame 471
"HitB3"Symbol 306 MovieClip [Enemy_C] Frame 484
"HitC1"Symbol 306 MovieClip [Enemy_C] Frame 497
"HitC2"Symbol 306 MovieClip [Enemy_C] Frame 510
"HitC3"Symbol 306 MovieClip [Enemy_C] Frame 523
"BlockA1"Symbol 306 MovieClip [Enemy_C] Frame 536
"BlockA2"Symbol 306 MovieClip [Enemy_C] Frame 549
"BlockA3"Symbol 306 MovieClip [Enemy_C] Frame 562
"BlockB1"Symbol 306 MovieClip [Enemy_C] Frame 575
"BlockB2"Symbol 306 MovieClip [Enemy_C] Frame 588
"BlockB3"Symbol 306 MovieClip [Enemy_C] Frame 601
"BlockC1"Symbol 306 MovieClip [Enemy_C] Frame 614
"BlockC2"Symbol 306 MovieClip [Enemy_C] Frame 627
"BlockC3"Symbol 306 MovieClip [Enemy_C] Frame 640
"Die"Symbol 306 MovieClip [Enemy_C] Frame 663
"IdleLoop"Symbol 352 MovieClip [Enemy_D] Frame 2
"IdleA1"Symbol 352 MovieClip [Enemy_D] Frame 23
"IdleA2"Symbol 352 MovieClip [Enemy_D] Frame 44
"IdleA3"Symbol 352 MovieClip [Enemy_D] Frame 65
"IdleB1"Symbol 352 MovieClip [Enemy_D] Frame 86
"IdleB2"Symbol 352 MovieClip [Enemy_D] Frame 107
"IdleB3"Symbol 352 MovieClip [Enemy_D] Frame 128
"IdleC1"Symbol 352 MovieClip [Enemy_D] Frame 149
"IdleC2"Symbol 352 MovieClip [Enemy_D] Frame 170
"IdleC3"Symbol 352 MovieClip [Enemy_D] Frame 191
"AttackA1"Symbol 352 MovieClip [Enemy_D] Frame 212
"WindupCheckA1"Symbol 352 MovieClip [Enemy_D] Frame 221
"AttackPauseA1"Symbol 352 MovieClip [Enemy_D] Frame 228
"AttackA2"Symbol 352 MovieClip [Enemy_D] Frame 235
"WindupCheckA2"Symbol 352 MovieClip [Enemy_D] Frame 244
"AttackPauseA2"Symbol 352 MovieClip [Enemy_D] Frame 251
"AttackA3"Symbol 352 MovieClip [Enemy_D] Frame 258
"WindupCheckA3"Symbol 352 MovieClip [Enemy_D] Frame 267
"AttackPauseA3"Symbol 352 MovieClip [Enemy_D] Frame 274
"AttackB1"Symbol 352 MovieClip [Enemy_D] Frame 281
"WindupCheckB1"Symbol 352 MovieClip [Enemy_D] Frame 290
"AttackPauseB1"Symbol 352 MovieClip [Enemy_D] Frame 297
"AttackB2"Symbol 352 MovieClip [Enemy_D] Frame 304
"WindupCheckB2"Symbol 352 MovieClip [Enemy_D] Frame 313
"AttackPauseB2"Symbol 352 MovieClip [Enemy_D] Frame 320
"AttackB3"Symbol 352 MovieClip [Enemy_D] Frame 327
"WindupCheckB3"Symbol 352 MovieClip [Enemy_D] Frame 336
"AttackPauseB3"Symbol 352 MovieClip [Enemy_D] Frame 343
"AttackC1"Symbol 352 MovieClip [Enemy_D] Frame 350
"WindupCheckC1"Symbol 352 MovieClip [Enemy_D] Frame 359
"AttackPauseC1"Symbol 352 MovieClip [Enemy_D] Frame 366
"AttackC2"Symbol 352 MovieClip [Enemy_D] Frame 373
"WindupCheckC2"Symbol 352 MovieClip [Enemy_D] Frame 382
"AttackPauseC2"Symbol 352 MovieClip [Enemy_D] Frame 389
"AttackC3"Symbol 352 MovieClip [Enemy_D] Frame 396
"WindupCheckC3"Symbol 352 MovieClip [Enemy_D] Frame 405
"AttackPauseC3"Symbol 352 MovieClip [Enemy_D] Frame 412
"HitA1"Symbol 352 MovieClip [Enemy_D] Frame 419
"HitA2"Symbol 352 MovieClip [Enemy_D] Frame 432
"HitA3"Symbol 352 MovieClip [Enemy_D] Frame 445
"HitB1"Symbol 352 MovieClip [Enemy_D] Frame 458
"HitB2"Symbol 352 MovieClip [Enemy_D] Frame 471
"HitB3"Symbol 352 MovieClip [Enemy_D] Frame 484
"HitC1"Symbol 352 MovieClip [Enemy_D] Frame 497
"HitC2"Symbol 352 MovieClip [Enemy_D] Frame 510
"HitC3"Symbol 352 MovieClip [Enemy_D] Frame 523
"BlockA1"Symbol 352 MovieClip [Enemy_D] Frame 536
"BlockA2"Symbol 352 MovieClip [Enemy_D] Frame 549
"BlockA3"Symbol 352 MovieClip [Enemy_D] Frame 562
"BlockB1"Symbol 352 MovieClip [Enemy_D] Frame 575
"BlockB2"Symbol 352 MovieClip [Enemy_D] Frame 588
"BlockB3"Symbol 352 MovieClip [Enemy_D] Frame 601
"BlockC1"Symbol 352 MovieClip [Enemy_D] Frame 614
"BlockC2"Symbol 352 MovieClip [Enemy_D] Frame 627
"BlockC3"Symbol 352 MovieClip [Enemy_D] Frame 640
"Die"Symbol 352 MovieClip [Enemy_D] Frame 663
"IdleLoop"Symbol 366 MovieClip [Enemy_E] Frame 2
"IdleA1"Symbol 366 MovieClip [Enemy_E] Frame 23
"IdleA2"Symbol 366 MovieClip [Enemy_E] Frame 44
"IdleA3"Symbol 366 MovieClip [Enemy_E] Frame 65
"IdleB1"Symbol 366 MovieClip [Enemy_E] Frame 86
"IdleB2"Symbol 366 MovieClip [Enemy_E] Frame 107
"IdleB3"Symbol 366 MovieClip [Enemy_E] Frame 128
"IdleC1"Symbol 366 MovieClip [Enemy_E] Frame 149
"IdleC2"Symbol 366 MovieClip [Enemy_E] Frame 170
"IdleC3"Symbol 366 MovieClip [Enemy_E] Frame 191
"AttackA1"Symbol 366 MovieClip [Enemy_E] Frame 212
"WindupCheckA1"Symbol 366 MovieClip [Enemy_E] Frame 221
"AttackPauseA1"Symbol 366 MovieClip [Enemy_E] Frame 228
"AttackA2"Symbol 366 MovieClip [Enemy_E] Frame 235
"WindupCheckA2"Symbol 366 MovieClip [Enemy_E] Frame 244
"AttackPauseA2"Symbol 366 MovieClip [Enemy_E] Frame 251
"AttackA3"Symbol 366 MovieClip [Enemy_E] Frame 258
"WindupCheckA3"Symbol 366 MovieClip [Enemy_E] Frame 267
"AttackPauseA3"Symbol 366 MovieClip [Enemy_E] Frame 274
"AttackB1"Symbol 366 MovieClip [Enemy_E] Frame 281
"WindupCheckB1"Symbol 366 MovieClip [Enemy_E] Frame 290
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http://swfchan.com/26/126574/info.shtml
Created: 25/2 -2019 22:48:25 Last modified: 25/2 -2019 22:48:25 Server time: 06/05 -2024 07:46:04