Frame 1
stop();
var firstpage;
var savefile;
var savegame;
var startscene = 0;
var explore = 0;
var inpName = "";
var Position = 1;
var Location = "House Entrance";
var nextBut = 1;
var nextCheck = 0;
var lev = 1;
var exp = 0;
var tok = 0;
var str = 12;
var def = 8;
var agi = 10;
var mox = 8;
var stc = 1;
var mhp = 15;
var chp = 15;
var Cint = 12;
var stat = 1;
var dragmeet = 0;
var creamFind = 0;
var sinfind = 0;
var slothfind = 0;
var lustfind = 0;
var pridefind = 0;
var wrathfind = 0;
var greedfind = 0;
var gluttfind = 0;
var envyfind = 0;
var chance = 0;
var statusCheck = 0;
var yesno = 0;
var trapMeet = 0;
var gorillaInvite = 0;
var flee = 0;
var kittyEat = 0;
var levPoint = 0;
var givePoint = 0;
var expGain = 0;
var fatcat = 0;
var remainingPoint = "";
var slot1 = 0;
var slot2 = 0;
var slot3 = 0;
var slot1name = "";
var slot2name = "";
var slot3name = "";
var greedMeet = 0;
var berrify = 0;
var orcaSkin = 0;
var antennae = 0;
var roachmotel = 0;
var strgain = 0;
var defgain = 0;
var intgain = 0;
var agigain = 0;
var moxgain = 0;
var strarr = "";
var defarr = "";
var intarr = "";
var agiarr = "";
var moxarr = "";
var latexGolem = 0;
var companion = 0;
var companionName = "";
var equipment = 0;
var equipName = "";
var latexlevel = 0;
var leatherGolem = 0;
var leatherlevel = 0;
var maxwellcock = 0;
var gold = 0;
var itemDesc = "";
var Item = 0;
var tonguedom = 0;
var scalePolish = 0;
var tribalPaint = 0;
var bintBerry = 0;
var magicSoap = 0;
var voodooDoll = 0;
var healSalve = 0;
var foxmallow = 0;
var laughGas = 0;
var healInvent = 0;
var scaleInvent = 0;
var bintInvent = 0;
var magicInvent = 0;
var foxInvent = 0;
var voodooInvent = 0;
var tribalInvent = 0;
var tongueInvent = 0;
var sleeplevel = 0;
var orcaskinItem = 0;
var orcaskinInvent = 0;
var orcawear = 0;
var suittext = "";
var altButton = 0;
var specialBrew = 0;
var brewInvent = 0;
var cocktongue = 0;
var cocktongueProg = 0;
var cocktongueDesc = "missing";
var cocktongueGet = 0;
var fat = 2;
var muscle = 2;
var bodTone = "missing";
var gender = 0;
var genderDesc = "missing";
var genderDesc2 = "missing";
var head = 3;
var headDesc = "missing";
var charFace = 3;
var faceDesc;
var hair = 3;
var hairDesc = "missing";
var ear = 3;
var earDesc = "missing";
var arm = 3;
var armNo = 1;
var armDesc = "missing";
var torso = 3;
var torsoDesc = "missing";
var leg = 3;
var legDesc = "missing";
var foot = 3;
var footDesc = "missing";
var tail = 3;
var tailDesc = "missing";
var cock = 3;
var cockDesc = "missing";
var cockSize = 7;
var cockSize2 = 0;
var boob = 0;
var boobDesc = "missing";
var boobSize = 0;
var boobSizeDesc = "";
var cunt = 0;
var cuntDesc = "missing";
var cuntSize = "2";
var charHeight = 0;
var domspecies = "";
var subspecies = "";
var nosePierce = 0;
var earPierce = 0;
var cockPierce = 0;
var nipPierce = 0;
var ballSize = 0;
var ballDesc = "";
var enemy = 0;
var enChp = 0;
var enMhp = 0;
var enhealth_lev;
var enStr = 0;
var enDef = 0;
var enAgi = 0;
var battleText = "";
var damage = 0;
var weapon = 0;
var weaponDam = 0;
var weaponDam2 = 0;
var weaponBuff = 0;
var weaponName = "fists";
var dodge = 0;
var enemyLoss = 0;
var battleEnd = "";
genderbox.gotoAndStop(1);
speciesbox.gotoAndStop(1);
bodbox.gotoAndStop(1);
difbox.gotoAndStop(1);
var itemBuy = 0;
var itemBuyDesc = "";
var itemBuyValue = 0;
var savegen = "N/A";
var devpride = 0;
var devsloth = 0;
var devlust = 0;
var devenvy = 0;
var devgluttony = 0;
var devwrath = 0;
var devgreed = 0;
var mod;
var mod2;
var moodringlevel = 0;
var moodRing = 0;
var donator = 0;
var maxwellbeat = 0;
var sinlordfight = 0;
var difficulty = 1;
var musklevel = 0;
var assSize = 1;
var hipSize = 1;
var savestart = 0;
var assDesc;
var hipDesc;
var klonoass = 0;
var defmod = 0;
var atkmod = 0;
var agimod = 0;
var dodgemod = 0;
var specialmove = 0;
var specialmovecheck = 0;
var poisonCounter = 0;
var enCint = 0;
var critical = 0;
var magic = 0;
var battlecounter = 0;
var firespellcounter = 0;
var firespell = 0;
var regenspellcounter = 0;
var regenspell = 0;
var xaraxmeet = 0;
var maxwellcounter = 0;
var gasmask = 0;
var mouseEvent = 0;
Frame 2
var genName = (inpName + ", huh? Well, as long as you're happy with it. Not a name that I would pick though ...");
Frame 3
if (gender == 0) {
var genDesc = "Dudes like us have to stick together! Don't think you're safe from the power of the house though; it'll take all types!";
} else if (gender == 1) {
var genDesc = "A lovely lady out for a stroll! Or perhaps she is seeking something else~? Who am I kidding, EVERYBODY is after something else here!";
} else {
var denDesc = "You little cheat! I've not programmed anything for a herm start yet! >:\u00A3";
}
Frame 4
if (torso == 1) {
var speDesc = "Fox, eh? Got plenty of those around here, maybe you're related somehow!";
} else if (torso == 2) {
var speDesc = "Well aren't you a powerful-looking dragon? Let's see how long that lasts in the house.";
} else if (torso == 3) {
var speDesc = "Human? Ha! We'll see how long THAT lasts.";
} else if (torso == 4) {
var speDesc = "What the bloody hell are you? 'Binturong'? Never heard of it.";
}
Frame 7
switch (lev) {
case 1 :
if (exp >= 120) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 2 :
if (exp >= 280) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 3 :
if (exp >= 540) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 4 :
if (exp >= 830) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 5 :
if (exp >= 1220) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 6 :
if (exp >= 1650) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 7 :
if (exp >= 2225) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 8 :
if (exp >= 2800) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 9 :
if (exp >= 3500) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 10 :
if (exp >= 4400) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 11 :
if (exp >= 5600) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 12 :
if (exp > 7200) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 13 :
if (exp >= 9000) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 14 :
if (exp >= 10500) {
lev = lev + 1;
gotoAndStop (18);
}
break;
case 15 :
if (exp < 12300) {
break;
}
lev = lev + 1;
gotoAndStop (18);
}
var health_lev = ((chp + " / ") + mhp);
if (chp > mhp) {
healthbox.textColor = 16103424 /* 0xF5B800 */;
} else {
healthbox.textColor = 0;
roachmotel = 0;
}
if (chp <= 5) {
healthbox.textColor = 16071936 /* 0xF53D00 */;
roachmotel = 0;
}
scroll13.scrollPosition = 0;
if (status == 1) {
stat = "Normal";
} else {
stat = "Horny";
}
switch (Position) {
case 1 :
Location = "Outside House";
break;
case 2 :
Location = "Entrance Hall";
exptext = "You are currently in the Entrance Hall.";
break;
case 3 :
Location = "Sinner's Wing";
exptext = "You are currently in the Sinner's Wing.";
break;
case 4 :
Location = "Hall of Gluttony";
exptext = "You are currently in the Hall of Gluttony.";
break;
case 5 :
Location = "Hall of Pride";
exptext = "You are currently in the Hall of Pride.";
break;
case 6 :
Location = "Hall of Wrath";
exptext = "You are currently in the Hall of Wrath.";
break;
case 7 :
Location = "Hall of Envy";
exptext = "You are currently in the Hall of Envy.";
break;
case 8 :
Location = "Hall of Sloth";
exptext = "You are currently in the Hall of Sloth.";
break;
case 9 :
Location = "Hall of Lust";
exptext = "You are currently in the Hall of Lust.";
break;
case 10 :
Location = "Hall of Greed";
exptext = "You are currently in the Hall of Greed.";
}
if (chp == 0) {
eventText = "Feeling weakened by your last battle, you choose to wait a while until your energy comes back to you.";
chp = mhp;
gotoAndStop (8);
nextBut = 4;
}
Instance of Symbol 184 MovieClip [UIScrollBar] "scroll3" in Frame 7
//component parameters
onClipEvent (construct) {
_targetInstanceName = "Exptext";
horizontal = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Frame 8
switch (donator) {
case 0 :
donstar.gotoAndStop(1);
break;
case 1 :
donstar.gotoAndStop(2);
break;
case 2 :
donstar.gotoAndStop(3);
break;
case 3 :
donstar.gotoAndStop(4);
break;
case 4 :
donstar.gotoAndStop(5);
}
scrollBar.Exptext.scroll = 1;
var health_lev = ((chp + " / ") + mhp);
if (chp > mhp) {
healthbox.textColor = 16103424 /* 0xF5B800 */;
} else {
healthbox.textColor = 0;
roachmotel = 0;
}
if (chp <= 5) {
healthbox.textColor = 16071936 /* 0xF53D00 */;
roachmotel = 0;
}
switch (strgain) {
case -1 :
strbox.textColor = 16071936 /* 0xF53D00 */;
strgain = 0;
strarr = "\u25BC";
strarr2.textColor = 16071936 /* 0xF53D00 */;
break;
case 0 :
strbox.textColor = 0;
strarr = "";
break;
case 1 :
strbox.textColor = 39206;
strgain = 0;
strarr = "\u25B2";
strarr2.textColor = 39206;
}
switch (defgain) {
case -1 :
defbox.textColor = 16071936 /* 0xF53D00 */;
defgain = 0;
defarr = "\u25BC";
defarr2.textColor = 16071936 /* 0xF53D00 */;
break;
case 0 :
defbox.textColor = 0;
defarr = "";
break;
case 1 :
defbox.textColor = 39206;
defgain = 0;
defarr = "\u25B2";
defarr2.textColor = 39206;
}
switch (intgain) {
case -1 :
intbox.textColor = 16071936 /* 0xF53D00 */;
intgain = 0;
intarr = "\u25BC";
intarr2.textColor = 16071936 /* 0xF53D00 */;
break;
case 0 :
intbox.textColor = 0;
intarr = "";
break;
case 1 :
intbox.textColor = 39206;
intgain = 0;
intarr = "\u25B2";
intarr2.textColor = 39206;
}
switch (agigain) {
case -1 :
agibox.textColor = 16071936 /* 0xF53D00 */;
agigain = 0;
agiarr = "\u25BC";
agiarr2.textColor = 16071936 /* 0xF53D00 */;
break;
case 0 :
agibox.textColor = 0;
intarr = "";
break;
case 1 :
agibox.textColor = 39206;
agigain = 0;
agiarr = "\u25B2";
agiarr2.textColor = 39206;
}
switch (moxgain) {
case -1 :
moxbox.textColor = 16071936 /* 0xF53D00 */;
moxgain = 0;
moxarr = "\u25BC";
moxarr2.textColor = 16071936 /* 0xF53D00 */;
break;
case 0 :
moxbox.textColor = 0;
moxarr = "";
break;
case 1 :
moxbox.textColor = 39206;
moxgain = 0;
moxarr = "\u25B2";
moxarr2.textColor = 39206;
}
if (stat == 1) {
stat = "Normal";
} else {
stat = "Horny";
}
switch (Position) {
case 1 :
Location = "Outside House";
break;
case 2 :
Location = "Entrance Hall";
exptext = "You are currently in the Entrance Hall";
break;
case 3 :
Location = "Sinner's Wing";
exptext = "You are currently in the Sinner's Wing";
break;
case 4 :
Location = "Hall of Gluttony";
exptext = "You are currently in the Hall of Gluttony";
break;
case 5 :
Location = "Hall of Pride";
exptext = "You are currently in the Hall of Pride";
break;
case 6 :
Location = "Hall of Wrath";
exptext = "You are currently in the Hall of Wrath";
break;
case 7 :
Location = "Hall of Envy";
exptext = "You are currently in the Hall of Envy";
break;
case 8 :
Location = "Hall of Sloth";
exptext = "You are currently in the Hall of Sloth";
break;
case 9 :
Location = "Hall of Lust";
exptext = "You are currently in the Hall of Lust";
break;
case 10 :
Location = "Hall of Greed";
exptext = "You are currently in the hall of Greed";
}
if (latexlevel == 30) {
nextBut = 13;
}
if (leatherlevel == 50) {
nextBut = 15;
}
Instance of Symbol 184 MovieClip [UIScrollBar] "scroll2" in Frame 8
//component parameters
onClipEvent (construct) {
_targetInstanceName = "Exptext";
horizontal = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Frame 9
var health_lev = ((chp + " / ") + mhp);
if (chp > mhp) {
healthbox.textColor = 16103424 /* 0xF5B800 */;
} else {
healthbox.textColor = 0;
roachmotel = 0;
}
if (chp <= 5) {
healthbox.textColor = 16071936 /* 0xF53D00 */;
roachmotel = 0;
}
switch (yesno) {
case 1 :
if (maxwellcock >= 5) {
extrabut.gotoAndStop(2);
}
extrabut2.gotoAndStop(2);
break;
case 5 :
if ((cockSize >= 24) && (ballSize >= 3)) {
extrabut.gotoAndStop(3);
}
break;
default :
extrabut.gotoAndStop(1);
extrabut2.gotoAndStop(1);
}
scroll1.scrollPosition = 0;
if (stat == 1) {
stat = "Normal";
} else {
stat = "Horny";
}
switch (Position) {
case 1 :
Location = "Outside House";
case 2 :
Location = "Entrance Hall";
exptext = "You are currently in the Entrance Hall";
case 3 :
Location = "Sinner's Wing";
exptext = "You are currently in the Sinner's Wing";
case 4 :
Location = "Hall of Gluttony";
exptext = "You are currently in the Hall of Gluttony";
case 5 :
Location = "Hall of Pride";
exptext = "You are currently in the Hall of Pride";
case 6 :
Location = "Hall of Wrath";
exptext = "You are currently in the Hall of Wrath";
case 7 :
Location = "Hall of Envy";
exptext = "You are currently in the Hall of Envy";
case 8 :
Location = "Hall of Sloth";
exptext = "You are currently in the Hall of Sloth";
case 9 :
Location = "Hall of Lust";
exptext = "You are currently in the Hall of Lust";
case 10 :
Location = "Hall of Greed";
exptext = "You are currently in the hall of Greed";
}
Instance of Symbol 184 MovieClip [UIScrollBar] "scroll1" in Frame 9
//component parameters
onClipEvent (construct) {
_targetInstanceName = "yesnotext";
horizontal = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Frame 10
if (sinFind == 1) {
sin.gotoAndStop(2);
}
if (lustfind == 1) {
lust.gotoAndStop(2);
}
if (pridefind == 1) {
pride.gotoAndStop(2);
}
if (gluttfind == 1) {
gluttony.gotoAndStop(2);
}
if (wrathfind == 1) {
wrath.gotoAndStop(2);
}
if (greedfind == 1) {
greed.gotoAndStop(2);
}
if (slothfind == 1) {
sloth.gotoAndStop(2);
}
if (envyfind == 1) {
envy.gotoAndStop(2);
}
Frame 11
if ((exp >= 120) && (lev == 1)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 280) && (lev == 2)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 540) && (lev == 3)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 830) && (lev == 4)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 1220) && (lev == 5)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 1650) && (lev == 6)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 2225) && (lev == 7)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 2800) && (lev == 8)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 3500) && (lev == 9)) {
lev = lev + 1;
gotoAndStop (18);
}
if ((exp >= 4400) && (lev == 10)) {
lev = lev + 1;
gotoAndStop (18);
}
var health_lev = ((chp + " / ") + mhp);
if (chp > mhp) {
healthbox.textColor = 16103424 /* 0xF5B800 */;
} else {
healthbox.textColor = 0;
roachmotel = 0;
}
if (chp <= 5) {
healthbox.textColor = 16071936 /* 0xF53D00 */;
roachmotel = 0;
}
if (status == 1) {
stat = "Normal";
} else {
stat = "Horny";
}
switch (Position) {
case 1 :
Location = "Outside House";
break;
case 2 :
Location = "Entrance Hall";
exptext = "You are currently in the Entrance Hall.";
break;
case 3 :
Location = "Sinner's Wing";
exptext = "You are currently in the Sinner's Wing.";
break;
case 4 :
Location = "Hall of Gluttony";
exptext = "You are currently in the Hall of Gluttony.";
break;
case 5 :
Location = "Hall of Pride";
exptext = "You are currently in the Hall of Pride.";
break;
case 6 :
Location = "Hall of Wrath";
exptext = "You are currently in the Hall of Wrath.";
break;
case 7 :
Location = "Hall of Envy";
exptext = "You are currently in the Hall of Envy.";
break;
case 8 :
Location = "Hall of Sloth";
exptext = "You are currently in the Hall of Sloth.";
break;
case 9 :
Location = "Hall of Lust";
exptext = "You are currently in the Hall of Lust.";
break;
case 10 :
Location = "Hall of Greed";
exptext = "You are currently in the Hall of Greed.";
}
if (chp == 0) {
eventText = "Feeling weakened by your last battle, you choose to wait a while until your energy comes back to you.";
chp = mhp;
gotoAndStop (8);
}
Instance of Symbol 184 MovieClip [UIScrollBar] "scroll3" in Frame 11
//component parameters
onClipEvent (construct) {
_targetInstanceName = "Exptext";
horizontal = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Frame 12
switch (companion) {
case 0 :
companionName = "None";
break;
case 1 :
companionName = "Latex Blob";
break;
case 2 :
companionName = "Latex Golem";
break;
case 3 :
companionName = "Leather Golem";
}
switch (equipment) {
case 0 :
equipName = "None";
break;
case 1 :
equipName = "Sentient Gauntlets";
break;
case 2 :
equipName = "Mood Ring";
break;
case 3 :
equipName = "Gasmask";
}
switch (healInvent) {
case 0 :
if (healSalve > 0) {
healInventbut.gotoAndStop(2);
healInvent = 1;
gotoAndStop (13);
}
break;
default :
if (healSalve == 0) {
healInventbut.gotoAndStop(3);
} else {
healInventbut.gotoAndStop(2);
}
}
switch (scaleInvent) {
case 0 :
if (scalePolish > 0) {
scalePolishbut.gotoAndStop(2);
scaleInvent = 1;
gotoAndStop (13);
}
break;
default :
if ((scalePolish == 0) || (orcawear == 1)) {
scalePolishbut.gotoAndStop(3);
} else {
scalePolishbut.gotoAndStop(2);
}
}
switch (foxInvent) {
case 0 :
if (foxmallow > 0) {
foxmallowbut.gotoAndStop(2);
foxInvent = 1;
gotoAndStop (13);
}
break;
default :
if ((foxmallow == 0) || (orcawear == 1)) {
foxmallowbut.gotoAndStop(3);
} else {
foxmallowbut.gotoAndStop(2);
}
}
switch (bintInvent) {
case 0 :
if (bintBerry > 0) {
bintbut.gotoAndStop(2);
bintInvent = 1;
gotoAndStop (13);
}
break;
default :
if ((bintBerry == 0) || (orcawear == 1)) {
bintbut.gotoAndStop(3);
} else {
bintbut.gotoAndStop(2);
}
}
switch (magicInvent) {
case 0 :
if (magicSoap > 0) {
humanbut.gotoAndStop(2);
magicInvent = 1;
gotoAndStop (13);
}
break;
default :
if ((magicSoap == 0) || (orcawear == 1)) {
humanbut.gotoAndStop(3);
} else {
humanbut.gotoAndStop(2);
}
}
switch (tribalInvent) {
case 0 :
if (tribalPaint > 0) {
orcbut.gotoAndStop(2);
tribalInvent = 1;
gotoAndStop (13);
}
break;
default :
if ((tribalPaint == 0) || (orcawear == 1)) {
orcbut.gotoAndStop(3);
} else {
orcbut.gotoAndStop(2);
}
}
switch (voodooInvent) {
case 0 :
if (voodooDoll > 0) {
voodoobut.gotoAndStop(2);
voodooInvent = 1;
gotoAndStop (13);
}
break;
default :
if ((voodooDoll == 0) || (orcawear == 1)) {
voodoobut.gotoAndStop(3);
} else {
voodoobut.gotoAndStop(2);
}
}
switch (tongueInvent) {
case 0 :
if (tonguedom > 0) {
tonguebut.gotoAndStop(2);
tongueInvent = 1;
gotoAndStop (13);
}
break;
default :
if ((tonguedom == 0) || (orcawear == 1)) {
tonguebut.gotoAndStop(3);
} else {
tonguebut.gotoAndStop(2);
}
}
switch (orcaskinInvent) {
case 0 :
if (orcaskinItem > 0) {
orcaskinbut.gotoAndStop(2);
orcaskinInvent = 1;
gotoAndStop (13);
}
break;
default :
if (orcaskinItem == 0) {
orcaskinbut.gotoAndStop(3);
} else {
orcaskinbut.gotoAndStop(2);
}
}
switch (brewInvent) {
case 0 :
if (specialBrew > 0) {
brewbut.gotoAndStop(2);
brewInvent = 1;
gotoAndStop (13);
}
break;
default :
if (specialBrew == 0) {
brewbut.gotoAndStop(3);
} else {
brewbut.gotoAndStop(2);
}
}
switch (latexGolem) {
case 1 :
latexbut.gotoAndStop(2);
break;
case 2 :
latexbut.gotoAndStop(3);
}
switch (leatherGolem) {
case 1 :
gauntletbut.gotoAndStop(2);
break;
case 2 :
leatherbut.gotoAndStop(2);
gauntletbut.gotoAndStop(1);
}
if (!(moodRing === 1)) {
} else {
moodringbut.gotoAndStop(2);
}
if (orcawear >= 1) {
suittext = "You are currently wearing a suit, item use will be restricted!";
} else if (orcawear == 0) {
suittext = "";
}
Frame 13
gotoAndStop (12);
Frame 14
var health_lev = ((chp + " / ") + mhp);
if (chp > mhp) {
healthbox.textColor = 16103424 /* 0xF5B800 */;
} else {
healthbox.textColor = 0;
roachmotel = 0;
}
if (chp <= 5) {
healthbox.textColor = 16071936 /* 0xF53D00 */;
roachmotel = 0;
}
if (ballSize > 8) {
ballSize = 8;
}
scroll13.scrollPosition = 0;
if (status == 1) {
stat = "Normal";
} else {
stat = "Horny";
}
if (armNo == 1) {
armDesc = "a pair of";
} else if (armNo == 2) {
armDesc = "two pairs of";
} else if (armNo == 3) {
armDesc = "THREE pairs of";
}
if (cuntSize == 1) {
cInches = "inch";
} else {
cInches = "inches";
}
if (gender == 1) {
cockSizeDesc = "";
} else if ((cockSize <= 11) && (cockSize != 1)) {
cockSizeDesc = (" reaches about " + cockSize) + " inches";
} else if ((cockSize >= 12) && (cockSize <= 23)) {
cockSize2 = cockSize - 12;
cockSizeDesc = (" reaches about 1 foot " + cockSize2) + " inches";
} else if ((cockSize >= 24) && (cockSize <= 35)) {
cockSize2 = cockSize - 24;
cockSizeDesc = (" reaches about 2 feet " + cockSize2) + " inches";
} else if ((cockSize >= 36) && (cockSize <= 47)) {
cockSize2 = cockSize - 36;
cockSizeDesc = (" reaches about 3 feet " + cockSize2) + " inches";
} else if ((cockSize >= 48) && (cockSize <= 59)) {
cockSize2 = cockSize - 48;
cockSizeDesc = (" reaches about 4 feet " + cockSize2) + " inches";
} else if ((cockSize >= 60) && (cockSize <= 71)) {
cockSize2 = cockSize - 60;
cockSizeDesc = (" reaches about 5 feet " + cockSize2) + " inches";
} else if ((cockSize >= 72) && (cockSize <= 83)) {
cockSize2 = cockSize - 72;
cockSizeDesc = (" reaches about 6 feet " + cockSize2) + " inches";
} else if (cockSize >= 84) {
cockSizeDesc = " monstrous";
} else {
cockSizeDesc = " miniscule";
}
switch (boobSize) {
case 0 :
boobSizeDesc = "";
break;
case 1 :
boobSizeDesc = "almost flat A cup";
break;
case 2 :
boobSizeDesc = "firm, perky B cup";
break;
case 3 :
boobSizeDesc = "heavy C cup";
break;
case 4 :
boobSizeDesc = "swollen, weighty D cup";
break;
default :
boobSizeDesc = "absolutely ENORMOUS";
}
switch (gender) {
case 0 :
if (boobSize == 0) {
genderDesc = "male ";
if ((hipSize >= 3) && (assSize >= 3)) {
genderDesc = "femboi ";
}
break;
}
genderDesc = "shemale ";
break;
case 1 :
if (boobSize == 0) {
genderDesc = "cuntboi ";
} else {
genderDesc = "female ";
break;
if (boobSize == 0) {
genderDesc = "male-herm ";
} else {
genderDesc = "hermaphrodite ";
break;
}
}
case 2 :
if (boobSize == 0) {
genderDesc = "male-herm ";
} else {
genderDesc = "hermaphrodite ";
break;
}
}
if (fat >= muscle) {
switch (fat) {
case 2 :
bodTone = "chunky ";
break;
case 3 :
bodTone = "overweight ";
break;
case 4 :
bodTone = "flabby ";
break;
case 5 :
bodTone = "obese ";
}
} else if (muscle >= fat) {
switch (muscle) {
case 2 :
bodTone = "healthy ";
break;
case 3 :
bodTone = "toned ";
break;
case 4 :
bodTone = "muscular ";
break;
case 5 :
bodTone = "musclefreak of a ";
}
}
if ((fat == 1) && (muscle == 1)) {
bodTone = "lithe ";
}
if ((fat == 4) && (muscle == 4)) {
bodTone = "musclegutted ";
}
if ((fat == 3) && (muscle == 3)) {
bodTone = "musclegutted ";
}
if ((fat == 5) && (muscle == 5)) {
bodTone = "uber musclegut ";
}
switch (torso) {
case 1 :
domspecies = "foxmorph";
break;
case 2 :
domspecies = "dragonmorph";
break;
case 3 :
domspecies = "human";
break;
case 4 :
domspecies = "binturong";
break;
case 5 :
domspecies = "orc";
break;
case 6 :
domspecies = "tanuki";
break;
case 7 :
domspecies = "gorilla";
}
switch (charFace) {
case 1 :
if (torso == 1) {
subspecies = "";
} else {
subspecies = " with vulpine traits";
}
break;
case 2 :
if (torso == 2) {
subspecies = "";
} else {
subspecies = " with draconian traits";
}
break;
case 3 :
if (torso == 3) {
subspecies = "";
} else {
subspecies = " with human-like traits";
}
break;
case 4 :
if (torso == 4) {
subspecies = "";
} else {
subspecies = " with binturong-like traits";
}
break;
case 5 :
if (torso == 5) {
subspecies = "";
} else {
subspecies = " with orcish traits";
}
break;
case 6 :
if (torso == 6) {
subspecies = "";
} else {
subspecies = " with tanuki traits";
}
break;
case 7 :
if (torso == 7) {
subspecies = "";
} else {
subspecies = " with gorilla-like traits";
}
}
switch (charFace) {
case 1 :
headDesc = "narrow fox-shaped head";
break;
case 2 :
headDesc = "smooth, unmistakably draconian head";
break;
case 3 :
headDesc = "normal-looking human head";
break;
case 4 :
headDesc = "wide binturong head";
break;
case 5 :
headDesc = "large orc-like head";
break;
case 6 :
headDesc = "beady-eyed raccoon head";
break;
case 7 :
headDesc = "large gorilla head";
}
switch (charFace) {
case 1 :
faceDesc = "long, pointed vulpine snout";
break;
case 2 :
faceDesc = "wide draconian snout tipped with a thick horn";
break;
case 3 :
faceDesc = "human-shaped face";
break;
case 4 :
faceDesc = "cat-like face complete with large bear-like nose and massive whiskers";
break;
case 5 :
faceDesc = "face with thick, rubbery lips, a squashed, turned up nose with wide mouth and two large tusks jutting from your jaw";
break;
case 6 :
faceDesc = "short, pointed face with a small cute nose and whiskers";
break;
case 7 :
faceDesc = "flat, wide face with squashed nose and sharp fangs jutting from your jaw";
}
if (!(antennae === 1)) {
} else {
faceDesc = faceDesc + " and a long pair of sensitive, twitching antennae that protrude from your forehead";
}
if (nosePierce == 1) {
faceDesc = faceDesc + " and a nose ring hanging from your septum";
}
switch (ear) {
case 1 :
earDesc = " topped with a pair of cute, foxy ears";
break;
case 2 :
earDesc = " adorned with a pair of long, scaly earfins";
break;
case 3 :
case 7 :
earDesc = " with a pair of small, round ears";
break;
case 4 :
earDesc = " topped with a pair of big, round, extra-fluffy ears";
break;
case 5 :
earDesc = " with a pair of small-ish pointed ears";
break;
case 6 :
earDesc = " topped with a pair of small, triangular ears";
}
if (earPierce == 1) {
earDesc = earDesc + " from which heavy silver rings hang";
}
switch (hair) {
case 1 :
hairDesc = "are covered with a beautiful coat of fur of a variety of orange, brown and white hues";
break;
case 2 :
hairDesc = "have a body covered entirely in dark, rigid scales";
break;
case 3 :
hairDesc = "are covered with soft, tender skin, save for the well-kempt hair on your head";
break;
case 4 :
hairDesc = "are covered with a dense, dark fur that smells strangely like buttered popcorn";
break;
case 5 :
hairDesc = "are covered with thick, dark-green skin that has thick swathes of black hair growing over your chest, belly and butt";
break;
case 6 :
hairDesc = "are covered with a mixture of black and whitish fur that gives you a raccoon-like pattern across your body";
break;
case 7 :
hairDesc = "are covered with a thick, black shaggy hair that covers all but your chest and belly, which is merely smooth, dark skin";
}
switch (torso) {
case 1 :
torsoDesc = "taller and lither body shape for someone of your normal size";
break;
case 2 :
torsoDesc = "broad, imposing body shape, complete with large, bat-like wings that grow from your back";
break;
case 3 :
torsoDesc = "average body with no special features";
break;
case 4 :
torsoDesc = "bulky, slightly-squat body shape";
break;
case 5 :
torsoDesc = "large, beastlike body";
break;
case 6 :
torsoDesc = "squat, barrel-like body";
break;
case 7 :
torsoDesc = "hulking, hunched body";
}
if (nipPierce == 1) {
torsoDesc = torsoDesc + " with nipple rings the size of door knockers hanging from your chest";
}
switch (arm) {
case 1 :
armDesc = armDesc + " arms that are distinctly vulpine in nature, ending with short fox-like claws for nails";
break;
case 2 :
armDesc = armDesc + " arms that are distinctly draconian in nature, covered in thick ridges and spines and ending with long, sharp claws";
break;
case 3 :
armDesc = armDesc + " arms that are distinctly human-like in nature, with tidily cut fingernails at the end";
break;
case 4 :
armDesc = armDesc + " arms that are distinctly binturong-esque in nature, ending with long, white claws for nails";
break;
case 5 :
armDesc = armDesc + " arms that are distinctly human-like in nature, with thick, yellow fingernails at the end";
break;
case 6 :
armDesc = armDesc + " arms that are distinctly tanuki-like in nature, ending with short, white claws for nails";
break;
case 7 :
armDesc = armDesc + " powerful-looking arms that extend from your broad, imposing shoulders";
}
switch (leg) {
case 1 :
legDesc = "animal-like legs that end with smallish digitigrade footpaws";
break;
case 2 :
legDesc = "large legs that have thick, rigid plates growing up the shins and massive digitigrade feet that end with three big, clawed toes";
break;
case 3 :
legDesc = "legs with no special features, that end in plantigrade feet with short, stubby toenails";
break;
case 4 :
case 6 :
legDesc = "thick, stubby legs and plantigrade feet that make you waddle cutely wherever you go";
break;
case 5 :
legDesc = "legs with no special features, that end in plantigrade feet with thick, stained toenails";
break;
case 7 :
legDesc = "legs that end in large, dark and leathery hands that have as much control as any others you might have";
}
switch (tail) {
case 1 :
tailDesc = ". You also sport a long, orange, fluffy tail that ends with an even fluffier white tip!";
break;
case 2 :
tailDesc = ". You also have a long and thick scaly tail that is covered in spikes and swishes about near the floor while you walk.";
break;
case 3 :
case 5 :
case 7 :
tailDesc = ".";
break;
case 4 :
tailDesc = ". You also have a long, thick and fluffy tail planted just above your buttocks that can be used to wrap around things and carry them about with you.";
break;
case 6 :
tailDesc = ". You also have a long, fluffy tail that is marked with rings of black and white in an alternating pattern.";
break;
case 50 :
tailDesc = ". You also sport TWO long, orange, fluffy tails that end with even fluffier white tips!";
}
switch (gender) {
case 0 :
switch (cock) {
case 1 :
genderDesc2 = ("You have a pointed, deep-red doggy cock. When fully aroused it reaches about" + cockSizeDesc) + " in length and when soft it retracts into a warm, fuzzy sheath,";
break;
case 2 :
genderDesc2 = ("You have a black, shiny shaft covered in ridges, nubs and bumps like many of its draconian brethren you have seen before. When fully aroused it reaches about" + cockSizeDesc) + " in length and when soft it retracts into a warm, leathery sheath,";
break;
case 3 :
case 5 :
case 7 :
genderDesc2 = ("You have a smooth human-like penis hanging from your groin, complete with foreskin. When fully aroused it reaches about" + cockSizeDesc) + " in length and when soft it hangs limply and waits eagerly for you to start playing with it,";
break;
case 4 :
case 6 :
genderDesc2 = ("You have a human-like, fur-covered dick hanging from your groin, complete with foreskin. When fully aroused it reaches about" + cockSizeDesc) + " in length and when soft it hangs limply and waits eagerly for you to start playing with it,";
}
switch (ballSize) {
case 0 :
genderDesc2 = genderDesc2 + " below it hangs an almost non-existant pair of balls.";
break;
case 1 :
genderDesc2 = genderDesc2 + " below it hangs a set of small balls, barely worth notable mention.";
break;
case 2 :
genderDesc2 = genderDesc2 + " below it hangs a pair of firm, egg-sized balls.";
break;
case 3 :
genderDesc2 = genderDesc2 + " below it hangs a pair of heavy, baseball-sized nuts.";
break;
case 4 :
genderDesc2 = genderDesc2 + " below it hangs a pair of weighty, soccerball-sized nuts.";
break;
case 5 :
genderDesc2 = genderDesc2 + " below it sags a pair of watermelon-sized balls that sway weightily from side to side as you walk.";
break;
case 6 :
genderDesc2 = genderDesc2 + " below it sags a pair of balls so large that your legs are forced to slightly part just to accomodate them!";
break;
case 7 :
genderDesc2 = genderDesc2 + " below it sags a pair of enormous balls that could easily be mistaken for boulders and force your entire body to sway as you walk!";
break;
case 8 :
genderDesc2 = genderDesc2 + " below it hangs a pair of completely massive nuts that are so big, they brush against the floor!";
}
if (cockPierce == 1) {
genderDesc2 = genderDesc2 + " To top it all off, your shaft has been pierced by a bulky prince albert!";
}
if (boobSize > 0) {
genderDesc2 = genderDesc2 + ((" You have a pair of " + boobSizeDesc) + " breasts blossoming from your chest; quite odd considering you're a guy!");
}
break;
case 1 :
if (boobSize == 0) {
genderDesc2 = ((("Down below you boast a " + cuntSize) + " ") + cInches) + " deep, extra-sensitive pussy that yearns to be toyed with.";
break;
}
genderDesc2 = ((((("You have a pair of " + boobSizeDesc) + " breasts blossoming from your chest and down below boast a ") + cuntSize) + " ") + cInches) + " deep, extra-sensitive pussy that yearns to be toyed with.";
break;
case 2 :
switch (cock) {
case 1 :
genderDesc2 = ("You have a pointed, deep-red doggy cock. When fully aroused it " + cockSizeDesc) + " in length and when soft it retracts into a warm, fuzzy sheath,";
break;
case 2 :
genderDesc2 = ("You have a black, shiny shaft covered in ridges, nubs and bumps like many of its draconian brethren you have seen before. When fully aroused it reaches about " + cockSizeDesc) + " in length and when soft it retracts into a warm, leathery sheath,";
break;
case 3 :
case 5 :
genderDesc2 = ("You have a smooth human-like penis hanging from your groin, complete with foreskin. When fully aroused it reaches about " + cockSizeDesc) + " in length and when soft it hangs limply and waits eagerly for you to start playing with it,";
break;
case 4 :
case 6 :
genderDesc2 = ("You have a human-like, fur-covered dick hanging from your groin, complete with foreskin. When fully aroused it reaches about " + cockSizeDesc) + " in length and when soft it hangs limply and waits eagerly for you to start playing with it,";
}
switch (ballSize) {
case 0 :
genderDesc2 = genderDesc2 + " below it hangs an almost non-existant pair of balls.";
break;
case 1 :
genderDesc2 = genderDesc2 + " below it hangs a set of small balls, barely worth notable mention.";
break;
case 2 :
genderDesc2 = genderDesc2 + " below it hangs a pair of firm, egg-sized balls.";
break;
case 3 :
genderDesc2 = genderDesc2 + " below it hangs a pair of heavy, baseball-sized nuts.";
break;
case 4 :
genderDesc2 = genderDesc2 + " below it hangs a pair of weighty, soccerball-sized nuts.";
break;
case 5 :
genderDesc2 = genderDesc2 + " below it sags a pair of watermelon-sized balls that sway weightily from side to side as you walk.";
break;
case 6 :
genderDesc2 = genderDesc2 + " below it sags a pair of balls so large that your legs are forced to slightly part just to accomodate them!";
break;
case 7 :
genderDesc2 = genderDesc2 + " below it sags a pair of enormous balls that could easily be mistaken for boulders and force your entire body to sway as you walk!";
break;
case 8 :
genderDesc2 = genderDesc2 + " below it hangs a pair of completely massive nuts that are so big, they brush against the floor!";
}
if (cockPierce == 1) {
genderDesc2 = genderDesc2 + " To top it all off, your shaft has been pierced by a bulky prince albert!";
}
if (boobSize > 0) {
genderDesc2 = ((((((genderDesc2 + "You also have a pair of ") + boobSizeDesc) + " breasts blossoming from your chest and down below boast a ") + cuntSize) + " ") + cInches) + " deep, extra-sensitive pussy that yearns to be toyed with.";
} else {
genderDesc2 = ((((genderDesc2 + "Down below you boast a ") + cuntSize) + " ") + cInches) + " deep, extra-sensitive pussy that yearns to be toyed with.";
}
}
if (cocktongue == 1) {
cocktongueDesc = "\n\nYou have a cocktongue! It's thick, dark and sensitive and comes with its very own foreskin to play with. Due to where you're storing it, it is very slimy and can make talking difficult. In fact, if you talk too much it becomes hard and pokes a good few inches from your face, so you'd best try to avoid arousal!";
} else {
cocktongueDesc = "";
}
switch (assSize) {
case 1 :
assDesc = "a tight, flat ass with ";
break;
case 2 :
assDesc = "a cutely toned ass with ";
break;
case 3 :
assDesc = "a plush, round rear with ";
break;
case 4 :
assDesc = "a large, plump booty with ";
break;
case 5 :
assDesc = "a swollen, barely-palmable ass with ";
break;
default :
assDesc = "an enormously ballooned rear with ";
}
switch (hipSize) {
case 1 :
hipDesc = "unremarkable hips.";
break;
case 2 :
hipDesc = "slightly curved, feminine hips.";
break;
case 3 :
hipDesc = "wide, curvaceous hips.";
break;
case 4 :
hipDesc = "exaggeratedly wide hips.";
break;
default :
hipDesc = "disproportionately large hips.";
}
var selftext = (((((((((((((((((((((((("You are currently a " + bodTone) + genderDesc) + domspecies) + subspecies) + ".\n\nYou have a ") + headDesc) + earDesc) + ", complete with a ") + faceDesc) + ". You ") + hairDesc) + " and bear a ") + torsoDesc) + ".\n\nYou have ") + armDesc) + " and ") + legDesc) + tailDesc) + " To compliment this, you have ") + assDesc) + hipDesc) + "\n\n") + genderDesc2) + cocktongueDesc);
if (orcawear == 1) {
var selftext = "Whatever you normally are inside your suit doesn't matter now. You are currently a male femboi orca.\n\nYou have a smooth, bulbous snout at the front of your face, and a blowhole carved into the back of your neck - just above the large fin protruding from your back. You have smooth, rubbery skin that glistens wetly in stark shades of black and white all over your body.\n\nYou have a pair of smooth arms with webbed hands and a set of equally smooth legs, ending in equally webbed toes. You also have a long, thick tail that ends with a paddle-shaped fin, perfect for swimming!\n\nFinally, you have a large, 1 foot orca shlong that twists and writhes in the air when aroused. When not in use, it retracts into the slick vent in your groin.";
}
Instance of Symbol 184 MovieClip [UIScrollBar] "scroll3" in Frame 14
//component parameters
onClipEvent (construct) {
_targetInstanceName = "Selfdesc";
horizontal = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Frame 15
gift = 0;
Instance of Symbol 184 MovieClip [UIScrollBar] "GameOverBar" in Frame 15
//component parameters
onClipEvent (construct) {
_targetInstanceName = "Game_Over";
horizontal = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Frame 16
specialmovecheck = 0;
if (magic > 0) {
magicbut.gotoAndStop(2);
}
switch (sinlordfight) {
case 1 :
sinlordmask.gotoAndStop(2);
battleback.gotoAndStop(2);
break;
default :
sinlordmask.gotoAndStop(1);
battleback.gotoAndStop(1);
}
switch (companion) {
case 1 :
if (latexlevel <= 30) {
latexlevel = latexlevel + 1;
}
break;
default :
}
switch (equipment) {
case 1 :
if (leatherlevel <= 50) {
leatherlevel = leatherlevel + 1;
}
break;
default :
}
if (chp > mhp) {
healthbox2.textColor = 16103424 /* 0xF5B800 */;
} else {
healthbox2.textColor = 0;
roachmotel = 0;
}
if (chp <= 5) {
healthbox2.textColor = 16071936 /* 0xF53D00 */;
roachmotel = 0;
}
switch (enemy) {
case 0 :
break;
case 1 :
enemy = 0;
enemyLoss = 1;
specialmove = 1;
battleText = "'YOU!', bellows a sudden angry voice. You turn about in shock to see a large, musclegutted orc waddling towards you with a bulging sack on his shoulder.'You're too scrawny, gotta feed you up! Make you large, make you round!'\n\nOh HELL no.\n\n";
enemyName = "Feeder Orc";
enChp = 20 + (lev * 3);
enMhp = 20 + (lev * 3);
enStr = 6 + (lev * difficulty);
enDef = 7 + (lev * difficulty);
enAgi = 6 + (lev * difficulty);
enCint = 5 + (lev * difficulty);
if (firespellcounter > 0) {
firespellcounter = firespellcounter - 1;
}
break;
case 2 :
enemy = 0;
enemyLoss = 2;
specialmove = 2;
battleText = "You're happily minding your own business in the hallways when a sharp, small object suddenly smacks into your right cheek. Angered, you turn about to see a four-armed naga grinning at you, a couple of small rocks being juggled between his fingers.\n\n'Hey you!' he hisses out, before lobbing another little pebble at you, missing this time, 'I wanna fight! Gonna indulge me? I'll make it worth your while~' He pulls out a small pouch that jingles tantalizingly. You grin and ready yourself for battle - this bitch is going down!";
enemyName = "Cocky Naga";
enChp = 15 + ((lev * difficulty) * 2);
enMhp = 15 + ((lev * difficulty) * 2);
enStr = 4 + (lev * difficulty);
enDef = 7 + (lev * difficulty);
enAgi = 6 + (lev * difficulty);
enCint = 7 + (lev * difficulty);
if (firespellcounter > 0) {
firespellcounter = firespellcounter - 1;
}
break;
case 3 :
enemy = 0;
enemyLoss = 3;
specialmove = 3;
battleText = "A warm, musky scent - muskier than normal for this area of the Sinner's Wing - mixed with very VERY strong alcohol hits your nose. You wrinkle your nose, wondering what the hell could be making such a smell, and turn the corner.\n\nStumbling along, using the wall for support, is a creature with the biggest balls you've ever seen! He looks like he's some kind of raccoondog ... or something like that, whatever it is, he is dressed in little more than sandals, an opened shirt that lets his furry gut spill out freely and a wide, pointed hat. You stare at him in awe as he shuffles along, his massive beanbags for nuts dragging along the floor. Occasionally he pauses for rest and uses them for support before starting up again, every so often taking a swig from a gourd he has hanging around his belt, belching and continuing on his way.\n\nSuddenly he looks over his shoulder, before frowning and yelling at you in a drunken slur.\n\n'W-Whatcha starin' at? Get lost!' Though he says this, he now shuffles about in place and starts to waddle over to you, 'I-I said whatcha starin' at? Ne'er seen a tanuki up close'n'personal? 'cause that's rude and ... and I ... won't tolerate rude.' He belches in your face, getting flecks of drool on it, before prodding you in the chest with one of his sharp claws.\n\n'Look, I didn't mean to -' he cuts you off.\n\n'Y-You ain't gonna weasel y'way outta t-this one ... weasel. I-I'm gonna knock some respect into ya!' He attempts to thump you, yet somehow manages to miss you. This at least gives you the time to jump back away from him and ready yourself to fight!";
enemyName = "Tanuki";
enChp = 30 + (lev * 3);
enMhp = 30 + (lev * 3);
enStr = 9 + (lev * difficulty);
enDef = 7 + (lev * difficulty);
enAgi = 9 + (lev * difficulty);
enCint = 11 + (lev * difficulty);
if (firespellcounter > 0) {
firespellcounter = firespellcounter - 1;
}
break;
case 4 :
enemy = 0;
enemyLoss = 4;
specialmove = 4;
battleText = "'You!' You hear a shriek of rage come from behind you and you turn about just in time to see a dark, furry claw swipe past your nose.\n\nThis claw belongs to a furious-looking panther woman who clutches to a strange-looking cloth doll and wields flames that dance over her fingertips.\n\n'You son of a bitch! I knew you were sleeping with someone else behind my back! Now I've come to get my revenge!.'\n\nThis isn't good!";
enemyName = "Sorceress";
enChp = 12 + (lev * difficulty);
enMhp = 12 + (lev * difficulty);
enStr = 7 + (lev * difficulty);
enDef = 9 + (lev * difficulty);
enAgi = 6 + (lev * difficulty);
enCint = 11 + (lev * difficulty);
if (firespellcounter > 0) {
firespellcounter = firespellcounter - 1;
}
break;
case 5 :
enemy = 0;
enemyLoss = 5;
specialmove = 5;
battleText = "You are happily minding your own business, whistling to yourself as you trudge along the corridors of gluttony and listening to the sounds of greedy slobbering, pig-like squeals and moans of delight coming from behind each door.\n\nSuddenly you feel the uncomfortable heat of thick drool dropping into your hair and you manage to leap out of the way moments before a large naga manages to snap its jaws down over your head.\n\n'D-Damn it all!' it hisses despairingly, 'I'm so hungry! Very well, if you won't go down easily, I'll have to knock you down first!";
enemyName = "Hungry Naga";
enChp = 12 + (lev * difficulty);
enMhp = 12 + (lev * difficulty);
enStr = 9 + (lev * difficulty);
enDef = 9 + (lev * difficulty);
enAgi = 6 + (lev * difficulty);
enCint = 5 + (lev * difficulty);
if (firespellcounter > 0) {
firespellcounter = firespellcounter - 1;
}
break;
case 6 :
enemy = 0;
enemyLoss = 6;
specialmove = 6;
battleText = "You are treading warily through the hall of wrath; with as much anger going all around, you're surprised you haven't been attacked more often. As sod's law would dictate, however, as you're thinking about this you find yourself sent flying by what you first thing was so small furry doorstop.\n\nHow wrong you are.\n\n'Oi!' The doorstop squeaks angrily, before you realise it's actually a tiny litte minotaur, easily 1/20th normal size! 'Watch out where you're walking!'\n\nHis voice is so squeaky for such a creature you can't help but laugh, only infuriating him further. Suddenly he lunges at your head, dangerously sharp claws bared. It seems that to counter his height loss, he's sharpened his thick, normally-stubby hoof fingers into points. As ridiculous as this fight is going to be, it looks like you've gotten one on yours hands now!";
enemyName = "Tiny Minotaur";
enChp = 25 + (lev * 3);
enMhp = 25 + (lev * 3);
enStr = 10 + (lev * difficulty);
enDef = 12 + (lev * difficulty);
enAgi = 11 + (lev * difficulty);
enCint = 8 + (lev * difficulty);
if (firespellcounter > 0) {
firespellcounter = firespellcounter - 1;
}
break;
case 7 :
battleText = "You are distracted from your thoughts by a strange flutter of wings and a click of chinitous plates rubbing against themselves. Turning the corner reveals to you who is making such a noise.\n\nIt's a cockroach. A massive freaking humanoid cockroach with two pairs of muscular arms and a dick so large that it makes your eyes water to imagine riding it. There's no way this oversized manbug was originally a visitor to the house - it must have been an ACTUAL cockroach at one point, mutated by the energies of the house! Suddenly its antennae twitch and it turns to look at you with it's black, beady eyes.\n\n";
chance = Math.floor(Math.random() * 4) + 1;
goldGain = (chance * 4) + (lev * difficulty);
expGain = (chance * 10) + ((lev * difficulty) * difficulty);
specialmove = 7;
if (firespellcounter > 0) {
firespellcounter = firespellcounter - 1;
}
switch (chance) {
case 1 :
enemy = 0;
enemyLoss = 7;
battleText = battleText + "'Why the hell are you staring at me?' it asks irritably. You're taken aback, you hadn't expected it to talk!\n\n'Oh ... sorry. I just ...' you trail off and the cockroach storms up to you.\n\n'Will you stop fucking STARING at me?' he doesn't give you a chance to react, before smacking clenched fists into his palms and grinning. 'Looks like I need to beat some manners into you, huh?";
enemyName = "Cockroach of Wrath";
enChp = 12 + (lev * 3);
enMhp = 12 + (lev * 3);
enStr = 6 + (lev * difficulty);
enDef = 8 + (lev * difficulty);
enAgi = 7 + (lev * difficulty);
enCint = 5 + (lev * difficulty);
break;
case 2 :
enemy = 0;
enemyLoss = 7;
battleText = battleText + "This gives you the chance to get a better look of exactly what you've encountered. This guy is pretty fat ... in fact, he's REALLY fat, and he's gnawing messily on a large hambone clutched in two of his hands, his other arms all carrying a variety of other foods. His antennae twitch in your direction and he drools eagerly.\n\n'Mmmmm, I smell food, good food. You're good food, aren't you?' A shiny, black tongue runs out of his maw as he speaks, wiggling in your direction testingly, 'can I taste you? Let me eat your sweetness!'\n\nIf there's one thing you intend not to do today, that's get eaten by this guy. As he tosses aside his snacks and prepares to charge you, you find yourself in the desperate circumstance where you must fight for your life!";
enemyName = "Cockroach of Gluttony";
enChp = 13 + (lev * 4);
enMhp = 13 + (lev * 4);
enStr = 5 + (lev * difficulty);
enDef = 9 + (lev * difficulty);
enAgi = 8 + (lev * difficulty);
enCint = 5 + (lev * difficulty);
break;
case 3 :
if (lev > 1) {
enemy = 0;
enemyLoss = 7;
battleText = battleText + "Okay, you were wrong. That cockroach's dick is so big it touches the floor! Unfortunately for you, the roach has devloped interest in you...\n\n'Hi there, sweet thang.' it hisses seductively, swaying its hips in your direction, 'you a pole dancer? 'cause you'd look good going down on this baby~' He slaps his mammoth meat and you respectivaly decline; that thing would tear you in half if you let it get inside you!\n\nThis, however, is not what he wanted to hear. 'Darlin', I wasn't askin'. Lemme show you how this works, I fuck yah, you squeal for me, got it?' You most certainly have, and you have NO intention of letting him get what he wants - time to fight!";
enemyName = "Cockroach of Lust";
enChp = 23 + (lev * difficulty);
enMhp = 23 + (lev * difficulty);
enStr = 10 + (lev * difficulty);
enDef = 11 + (lev * difficulty);
enAgi = 10 + (lev * difficulty);
enCint = 9 + (lev * difficulty);
}
if (lev == 1) {
enemy = 0;
enemyLoss = 7;
battleText = battleText + "'Why the hell are you staring at me?' it asks irritably. You're taking aback, you hadn't expected it to talk!\n\n'Oh ... sorry. I just ...' you trail off and the cockroach storms up to you.\n\n'Will you stop fucking STARING at me?' he doesn't give you a chance to react, before smacking clenched fists into his palms and grinning, 'looks like I need to beat some manners into you, huh?";
enemyName = "Cockroach of Wrath";
enChp = 14 + (lev * 3);
enMhp = 14 + (lev * 3);
enStr = 9 + (lev * difficulty);
enDef = 8 + (lev * difficulty);
enAgi = 9 + (lev * difficulty);
enCint = 5 + (lev * difficulty);
break;
}
break;
case 4 :
if (lev > 2) {
enemy = 0;
enemyLoss = 7;
battleText = battleText + "This guy is a HULK, you actually can't believe something you would have expected to be so enormously muscular. He grins at you and flexes his grossly swollen pecs at you.\n\n'What do you think?' he asks, the veins in his bull-neck throbbing excitedly, 'am I not the most glorious man you've ever seen?'\n\nYou're not too sure how to respond to him, but you can imagine he's a seething mass of testosterone so you mumble a few compliments and start up past him down the hallway. However, the roach has other ideas and he pushes you against a wall with his incredible strength.\n\n'No, you don't just tell me nice things about my body. You worship it. Or I crush you, understand?' You don't have time for this, but when you try to get away from him, he becomes enraged and punches a hole in the wall. Oh crap.";
enemyName = "Cockroach of Pride";
enChp = 32 + (lev * 3);
enMhp = 32 + (lev * 3);
enStr = 15 + (lev * difficulty);
enDef = 13 + (lev * difficulty);
enAgi = 12 + (lev * difficulty);
enCint = 6 + (lev * difficulty);
}
if (lev <= 2) {
enemy = 0;
enemyLoss = 7;
battleText = battleText + "This gives you the chance to get a better look of exactly what you've encountered. This guy is pretty fat ... in fact, he's REALLY fat, and he's gnawing messily on a large hambone clutched in two of his hands, his other arms all carrying a variety of other foods. His antennae twitch in your direction and he drools eagerly.\n\n'Mmmmm, I smell food, good food. You're good food, aren't you?' A shiny, black tongue runs out of his maw as he speaks, wiggling in your direction testingly, 'can I taste you? Let me eat your sweetness!'\n\nIf there's one thing you intend not to do today, that's get eaten by this guy. As he tosses aside his snacks and prepares to charge you, you find yourself in the desperate circumstance where you must fight for your life!";
enemyName = "Cockroach of Gluttony";
enChp = 13 + (lev * 4);
enMhp = 13 + (lev * 4);
enStr = 5 + (lev * difficulty);
enDef = 8 + (lev * difficulty);
enAgi = 7 + (lev * difficulty);
enCint = 5 + (lev * difficulty);
}
break;
case 5 :
if (lev > 3) {
enemy = 0;
enemyLoss = 7;
battleText = battleText + "In the shimmering, golden-coloured roach's hands are large satchels of, what you assume by their jingling, are filled to the brim with coins.\n\n'Get away! These are mine!' the cockroach hisses, taking a step towards you. You take a step backwards from him and try to persuade him that you have no interest in his money. 'Liar! You want to steal my gold! My beautiful gold! It's MINE!' Now that he's gotten closer to you, you suddenly realise something; he's not just got a golden hue to his body, he's actually made OUT of gold! Flexible, living gold that now has a vendetta against you; best get ready for battle!";
enemyName = "Cockroach of Greed";
enChp = 37 + (lev * difficulty);
enMhp = 37 + (lev * difficulty);
enStr = 22 + (lev * difficulty);
enDef = 19 + (lev * difficulty);
enAgi = 18 + (lev * difficulty);
enCint = 13 + (lev * difficulty);
}
if (lev > 3) {
break;
}
enemy = 0;
enemyLoss = 7;
battleText = battleText + "'Why the hell are you staring at me?' it asks irritably. You're taking aback, you hadn't expected it to talk!\n\n'Oh ... sorry. I just ...' you trail off and the cockroach storms up to you.\n\n'Will you stop fucking STARING at me?' he doesn't give you a chance to react, before smacking clenched fists into his palms and grinning, 'looks like I need to beat some manners into you, huh?";
enemyName = "Cockroach of Wrath";
enChp = 14 + (lev * 3);
enMhp = 14 + (lev * 3);
enStr = 9 + (lev * difficulty);
enDef = 12 + (lev * difficulty);
enAgi = 9 + (lev * difficulty);
enCint = 5 + (lev * difficulty);
break;
}
break;
case 8 :
enemy = 0;
maxwellcounter = 0;
enemyLoss = 8;
specialmove = 8;
battleText = "Maxwell looks stunned by your sudden declaration to fight him. 'You are really going to take on a Sinlord? Very well, I liked you, but now I think you're just a fool.'\n\nHe cracks his knuckles and climbs from the bed, before flexing his chest and extending a claw to you.\n\n'Bring it.'";
enemyName = "Maxwell, Sinlord of Lust";
enChp = 500 + (lev * difficulty);
enMhp = 500 + (lev * difficulty);
enStr = int(40 + (lev / 2));
enDef = int(50 + (lev / 2));
enAgi = int(35 + (lev / 2));
enCint = int(40 + (lev / 2));
if (firespellcounter <= 0) {
break;
}
firespellcounter = firespellcounter - 1;
}
var health_lev = ((chp + " / ") + mhp);
var enhealth_lev = ((enChp + " / ") + enMhp);
if (enChp <= 0) {
switch (enemyLoss) {
case 1 :
nextBut = 4;
chance = Math.floor(Math.random() * 2) + 1;
goldGain = Math.floor(Math.random() * 34) + 5;
switch (chance) {
case 1 :
eventText = ("As you deal one final blow to the orc, he topples to the ground with a mighty thud and various foodstuffs roll from his bottomless sack all over the floor. Rummaging through the pockets of his unconscious body, you spy a small handleful of tokens and a tub of dark-red face paint which you take.\n\nYou have found some Tribal Paint and " + goldGain) + " tokens!";
gold = gold + goldGain;
tribalPaint = tribalPaint + 1;
expGain = 12 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
default :
eventText = ("As you deal one final blow to the orc, he topples to the ground with a mighty thud and various foodstuffs roll from his bottomless sack all over the floor. Rummaging through the pockets of his unconscious body, you spy a small handleful of tokens which you take.\n\nYou have found " + goldGain) + " tokens!";
gold = gold + goldGain;
expGain = 12 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
return(undefined);
nextBut = 4;
chance = Math.floor(Math.random() * 6) + 1;
goldGain = Math.floor(Math.random() * 30) + 15;
eventText = ("The naga hisses wearily and sinks into his coils. Despite having been defeated, he grins wide and tosses his coin pouch to you as promised.\n\n'T-Thanksss for the fight! I've not worked up a buzz like that in a while. Perhapssss we should fight again in the future...' He gives you a quick wink, flickers his tongue out at you and slithers off into a nearby room to recover. Meanwhile, you check out the pouch he gave you and smirk at the sight of the gleaming tokens within.\n\nYou have found " + goldGain) + " tokens!";
gold = gold + goldGain;
expGain = 14 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
nextBut = 4;
goldGain = Math.floor(Math.random() * 60) + 35;
eventText = ("The tanuki suddenly freezes in place and looks at you with a vacant stare. Glad for this moment of respite, you watch him wobble back and forth unsteadily against his mighty sac. For such a fat guy with such a massive weight to carry around with him, he sure gave you a run for your money.\n\nSuddenly the tanuki starts to giggle, belches loudly and passes out, flopping forward and snoring loudly as his ass goes up into the air. Smirking, you quickly search him to see if you can find anything of value before heading on your way.\n\nYou have gained " + goldGain) + " gold!";
chance = Math.floor(Math.random() * 3) + 1;
if (!(chance === 1)) {
} else {
eventText = ("The tanuki suddenly freezes in place and looks at you with a vacant stare. Glad for this moment of respite, you watch him wobble back and forth unsteadily against his mighty sac. For such a fat guy with such a massive weight to carry around with him, he sure gave you a run for your money.\n\nSuddenly the tanuki starts to giggle, belches loudly and passes out, flopping forward and snoring loudly as his ass goes up into the air. Smirking, you quickly search him to see if you can find anything of value before heading on your way.\n\nYou have gained " + goldGain) + " gold and a flask of the Tanuki's 'Special Brew'!";
specialBrew = specialBrew + 1;
}
gold = gold + goldGain;
expGain = 40 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
nextBut = 4;
goldGain = Math.floor(Math.random() * 20) + 1;
eventText = "The panther yowls and falls to the floor defeated. After a quick rummage through her pockets, you find a small pouch for potions and ingredients on her.";
chance = Math.floor(Math.random() * 6) + 1;
switch (chance) {
case 1 :
eventText = eventText + (("\n\nInside, you find a small pot of scale polish and " + goldGain) + " gold!");
scalePolish = scalePolish + 1;
break;
case 2 :
eventText = eventText + (("\n\nInside, you find a bar of glittery soap and " + goldGain) + " gold!");
magicSoap = magicSoap + 1;
break;
case 3 :
eventText = eventText + (("\n\nInside, you find a round, purple bintberry and " + goldGain) + " gold!");
bintBerry = bintBerry + 1;
break;
case 4 :
eventText = eventText + (("\n\nInside, you find a pot of healing salve and " + goldGain) + " gold!");
healSalve = healSalve + 1;
break;
case 5 :
eventText = eventText + (("\n\nInside, you find a tiny fox-shaped marshmallow and " + goldGain) + " gold!");
foxmallow = foxmallow + 1;
}
gold = gold + goldGain;
expGain = 20 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
yesno = 5;
yesnoText = "The naga drops into its coils wearily, looking up at you with what can only be described as puppy dog eyes.\n\n'I-I'm sssory!' it hisses as you leer down over him 'it was a joke! I was gonna let you out afterwardsss!'\n\n'Bullshit.' you say, 'You're lucky I don't want to eat YOU in return. Actually...' you grin darkly, 'maybe I do.\n\nWill you eat the naga?";
gotoAndStop (9);
break;
nextBut = 4;
goldGain = Math.floor(Math.random() * 80) + 12;
eventText = ("When the tiny minotaur passes out, he lets out a cute squeak and you would love to claim him as a prize for your own. However, without a cage to contain him, you'd have a problem on your hands each time he woke up. Instead, you choose to abandon him carefully on top of a nearby table where he won't be mistaken for another doorstop and head on your way.\n\nTo you delight, you spot an abandoned money pouch lost down the back of that very same table. Taking this as your reward for winning the fight, you receive " + goldGain) + " gold!";
gold = gold + goldGain;
expGain = 60 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
nextBut = 4;
eventText = ("As you land one final blow on the cockroach, it lets out an uncomfortable clicking and flops forward to the floor, spilling a collection of tokens to the floor which you quickly gather up as compensation for being attacked. You have received " + goldGain) + " gold!";
gold = gold + goldGain;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
expGain = 1500 * difficulty;
eventText = ("Maxwell fall to his knees, defeated. He pants and stares up at you with wary eyes, before his gaze drifts over your shoulder and turns steely as a scaly claw rests on it. You tense up as the claws squeeze gently and a warm tingle runs up your spine.\n\n'M-Master!' Maxwell stammers. You turn your head to discover that the Master of the House is in your presence.\n\n'Silence, Sin Lord,' he hisses in response. 'You have proven yourself weaker than another being within the House.' Maxwell starts to shake his head quickly.\n\n'Please ... no ... please. I beg of you, Master!' You're not entirely sure what's going on, but it seems like Maxwell is not looking forward to what is about to happen.\n\nYou soon learn why when the Master waves his hand lazily in Maxwell's direction and you can do little more than watch as the dragon twitches, convulses and slowly shrinks before you. Suddenly, the dragon is dragged across the floor towards you by an invisible force and he cries out and screams for help as his limbs twist and distort. By the time he reaches you, his body has warped into what looks suspiciously like a thick, lethery dragon dick with shrinking arms, bloating legs and a head in the shape of a dragon's face, which in turn is gradually losing features to a smooth, sensitive and drooling cockhead. Before you know it, the cockifying dragon's ass is forced up against your groin and a snap from the Master seals por Maxwell's fate when the two of you are fused together.\n'Take this as a gift from the House.' The Master hisses, before turning to leave as you run your fingers over your groin, unable to find even a seam in the flesh between where you end and he begins. 'Just remember this: I don't like it when someone else wins.'\n\nYou're not listening. You don't even notice when the Master leaves; you're too busily focused grabbing at your mammoth shaft and groaning. Just a moment ago this thing had been a dragon, and now it's your dong! Able to sense Maxwell's presence within the flesh, you tuck it awkwardly back into your pants and head on your merry way. Nothing you can do about him now, might as well make the most of it!\n\nYou gained " + expGain) + " experience! You may also find that certain events have changed now that Maxwell is a part of you ...";
exp = exp + expGain;
sinlordfight = 0;
maxwellbeat = 1;
cockSize = cockSize + 10;
if (gender == 1) {
gender = 2;
}
ballSize = ballSize + 2;
cock = 2;
gotoAndStop (8);
}
case 2 :
nextBut = 4;
chance = Math.floor(Math.random() * 6) + 1;
goldGain = Math.floor(Math.random() * 30) + 15;
eventText = ("The naga hisses wearily and sinks into his coils. Despite having been defeated, he grins wide and tosses his coin pouch to you as promised.\n\n'T-Thanksss for the fight! I've not worked up a buzz like that in a while. Perhapssss we should fight again in the future...' He gives you a quick wink, flickers his tongue out at you and slithers off into a nearby room to recover. Meanwhile, you check out the pouch he gave you and smirk at the sight of the gleaming tokens within.\n\nYou have found " + goldGain) + " tokens!";
gold = gold + goldGain;
expGain = 14 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
case 3 :
nextBut = 4;
goldGain = Math.floor(Math.random() * 60) + 35;
eventText = ("The tanuki suddenly freezes in place and looks at you with a vacant stare. Glad for this moment of respite, you watch him wobble back and forth unsteadily against his mighty sac. For such a fat guy with such a massive weight to carry around with him, he sure gave you a run for your money.\n\nSuddenly the tanuki starts to giggle, belches loudly and passes out, flopping forward and snoring loudly as his ass goes up into the air. Smirking, you quickly search him to see if you can find anything of value before heading on your way.\n\nYou have gained " + goldGain) + " gold!";
chance = Math.floor(Math.random() * 3) + 1;
if (!(chance === 1)) {
} else {
eventText = ("The tanuki suddenly freezes in place and looks at you with a vacant stare. Glad for this moment of respite, you watch him wobble back and forth unsteadily against his mighty sac. For such a fat guy with such a massive weight to carry around with him, he sure gave you a run for your money.\n\nSuddenly the tanuki starts to giggle, belches loudly and passes out, flopping forward and snoring loudly as his ass goes up into the air. Smirking, you quickly search him to see if you can find anything of value before heading on your way.\n\nYou have gained " + goldGain) + " gold and a flask of the Tanuki's 'Special Brew'!";
specialBrew = specialBrew + 1;
}
gold = gold + goldGain;
expGain = 40 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
case 4 :
nextBut = 4;
goldGain = Math.floor(Math.random() * 20) + 1;
eventText = "The panther yowls and falls to the floor defeated. After a quick rummage through her pockets, you find a small pouch for potions and ingredients on her.";
chance = Math.floor(Math.random() * 6) + 1;
switch (chance) {
case 1 :
eventText = eventText + (("\n\nInside, you find a small pot of scale polish and " + goldGain) + " gold!");
scalePolish = scalePolish + 1;
break;
case 2 :
eventText = eventText + (("\n\nInside, you find a bar of glittery soap and " + goldGain) + " gold!");
magicSoap = magicSoap + 1;
break;
case 3 :
eventText = eventText + (("\n\nInside, you find a round, purple bintberry and " + goldGain) + " gold!");
bintBerry = bintBerry + 1;
break;
case 4 :
eventText = eventText + (("\n\nInside, you find a pot of healing salve and " + goldGain) + " gold!");
healSalve = healSalve + 1;
break;
case 5 :
eventText = eventText + (("\n\nInside, you find a tiny fox-shaped marshmallow and " + goldGain) + " gold!");
foxmallow = foxmallow + 1;
}
gold = gold + goldGain;
expGain = 20 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
case 5 :
yesno = 5;
yesnoText = "The naga drops into its coils wearily, looking up at you with what can only be described as puppy dog eyes.\n\n'I-I'm sssory!' it hisses as you leer down over him 'it was a joke! I was gonna let you out afterwardsss!'\n\n'Bullshit.' you say, 'You're lucky I don't want to eat YOU in return. Actually...' you grin darkly, 'maybe I do.\n\nWill you eat the naga?";
gotoAndStop (9);
break;
case 6 :
nextBut = 4;
goldGain = Math.floor(Math.random() * 80) + 12;
eventText = ("When the tiny minotaur passes out, he lets out a cute squeak and you would love to claim him as a prize for your own. However, without a cage to contain him, you'd have a problem on your hands each time he woke up. Instead, you choose to abandon him carefully on top of a nearby table where he won't be mistaken for another doorstop and head on your way.\n\nTo you delight, you spot an abandoned money pouch lost down the back of that very same table. Taking this as your reward for winning the fight, you receive " + goldGain) + " gold!";
gold = gold + goldGain;
expGain = 60 * difficulty;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
case 7 :
nextBut = 4;
eventText = ("As you land one final blow on the cockroach, it lets out an uncomfortable clicking and flops forward to the floor, spilling a collection of tokens to the floor which you quickly gather up as compensation for being attacked. You have received " + goldGain) + " gold!";
gold = gold + goldGain;
exp = exp + expGain;
eventText = ((eventText + "\n\nYou have gained ") + expGain) + " experience points!";
gotoAndStop (8);
break;
case 8 :
expGain = 1500 * difficulty;
eventText = ("Maxwell fall to his knees, defeated. He pants and stares up at you with wary eyes, before his gaze drifts over your shoulder and turns steely as a scaly claw rests on it. You tense up as the claws squeeze gently and a warm tingle runs up your spine.\n\n'M-Master!' Maxwell stammers. You turn your head to discover that the Master of the House is in your presence.\n\n'Silence, Sin Lord,' he hisses in response. 'You have proven yourself weaker than another being within the House.' Maxwell starts to shake his head quickly.\n\n'Please ... no ... please. I beg of you, Master!' You're not entirely sure what's going on, but it seems like Maxwell is not looking forward to what is about to happen.\n\nYou soon learn why when the Master waves his hand lazily in Maxwell's direction and you can do little more than watch as the dragon twitches, convulses and slowly shrinks before you. Suddenly, the dragon is dragged across the floor towards you by an invisible force and he cries out and screams for help as his limbs twist and distort. By the time he reaches you, his body has warped into what looks suspiciously like a thick, lethery dragon dick with shrinking arms, bloating legs and a head in the shape of a dragon's face, which in turn is gradually losing features to a smooth, sensitive and drooling cockhead. Before you know it, the cockifying dragon's ass is forced up against your groin and a snap from the Master seals por Maxwell's fate when the two of you are fused together.\n'Take this as a gift from the House.' The Master hisses, before turning to leave as you run your fingers over your groin, unable to find even a seam in the flesh between where you end and he begins. 'Just remember this: I don't like it when someone else wins.'\n\nYou're not listening. You don't even notice when the Master leaves; you're too busily focused grabbing at your mammoth shaft and groaning. Just a moment ago this thing had been a dragon, and now it's your dong! Able to sense Maxwell's presence within the flesh, you tuck it awkwardly back into your pants and head on your merry way. Nothing you can do about him now, might as well make the most of it!\n\nYou gained " + expGain) + " experience! You may also find that certain events have changed now that Maxwell is a part of you ...";
exp = exp + expGain;
sinlordfight = 0;
maxwellbeat = 1;
cockSize = cockSize + 10;
if (gender == 1) {
gender = 2;
}
ballSize = ballSize + 2;
cock = 2;
gotoAndStop (8);
}
}
if (chp <= 0) {
chp = 0;
switch (enemyLoss) {
case 1 :
nextBut = 4;
eventText = "Overwhelmed by the orc's blows, you soon find yourself pinned under his greasy bulk and he grins down at you, a meaty paw digging about in his sack.\n\n'Dinner time!' he says, tugging a large slab of cake and pressing it to your mouth. You don't want to eat it, but the orc has stuffed his free fingers into your nostrils and your desire for self-preservation has forced you to chew, gulp and swallow it down so that you might continue to breath freely.\n\nThe orc doesn't make it easy for you though, and when you finish the cake slice he quickly replaces it with a lump of fatty meat, and then a whole pie once you've finished that!\n\n'Please!' You beg though mouthfuls, your gut bulging out tautly with the sheer volume of food being crammed into it, 'Let me go!'\n\n'You're too thin!' he declares, forcing the first of a long string of sausages into your maw, 'you need to get bigger!'\n\nThe orc is relentless, pulling more and more from his seemingly endless sack full of food until your stomach creaks and the sheer weight of the food inside you pins you down; even when the orc clambers off of you you can't pick yourself up.\n\n'You'll get big now!' he snickers, before hoisting the sack over his shoulder and vanishing down the corridor and out of sight.";
chance = Math.floor(Math.random() * 1) + 1;
switch (chance) {
case 1 :
if (fat < 5) {
eventText = eventText + "\n\nIt takes a good few hours for enough of your filling to digest before you can struggle to your feet and waddle off on your way, but this encounter is definitely going to leave a mark on your waistline...";
fat = fat + 1;
gotoAndStop (8);
break;
}
break;
default :
eventText = eventText + "\n\nIt takes a good few hours for enough of your filling to digest before you can struggle to your feet and waddle off on your way, wishing that you had been a little more careful when exploring.";
gotoAndStop (8);
}
gotoAndStop (8);
break;
case 2 :
nextBut = 4;
eventText = "With another blow of the naga's relentless pebble lobbing, you fall to your knees and wheeze out to stop.\n\nTHe naga hisses disappointedly and folds both pairs of arms with a frown. 'I thought you would be better than that. Pity...' You're not entirely sure where he went after this because you passed out, but when you woke up he was gone! Shaking your head at your weakness, you decide to head on your way.";
gotoAndStop (8);
break;
case 3 :
nextBut = 4;
eventText = "You fall back on your ass and clutch your head dizzily as the tanuki's blows knock you down again and again. This time, however, he doesn't give you the chance to get back up and instead drops his mammoth nuts on top of you, pinning you under them quite effectively.\n\n'Y-Y'should learn yer manners.' he says, before belching and pouring the remnants of his gourd over your face, making you cough and splutter as the potent liquor splashes over you. Combined with the powerful scent of his balls, your thoughts are plagued with a variety of heady scents that overwhelm your ability to process thoughts properly.\n\n This leads you to lose track of the time, and you have no idea whether it's been five minutes or an hour since the tanuki started squashing you. Eventually, however, he seems to either sober up somewhat or get bored, and instead hefts his junk off you and grins.\n\n'Learn your lesson in the future, huh, kid?' And with that, he waddles off.";
gotoAndStop (8);
break;
case 4 :
nextBut = 4;
eventText = "As the last blow you sustain knocks you to your knees, the panther walks up to you ... before growling angrily and kicking the wall.\n\n'Damnit! Wrong person!' she glares at you furiously and throws her doll at you, 'why didn't you say so earlier!? I wasted a perfectly good doll on you!' She is engulfed by a dark mist before both it and her vanish. You pass out shortly afterwards.\n\n Upon waking you find yourself having been dragged into a nearby room onto the bed. Judging by the fact that your pants are down by your ankles, your ass hurts like hell and there's a bulging condom twice the side of your head disguising itself as a pillow on a nearby sofa, you can't shake the nagging feeling that someone might have found you. At least they were nice enough to let you keep your ... doll. But they've also stolen some of your money!\n\nYou've gained a Voodoo Doll!";
voodooDoll = voodooDoll + 1;
gold = gold - 16;
if (gold < 0) {
gold = 0;
}
gotoAndStop (8);
break;
case 5 :
nextBut = 6;
eventText = "You wheeze and sink against a nearby wall, defeated. You've lost so much of your strength that you can barely react when the naga coils up around you, hugs you tightly to his cool, scaly chest and engulfs your head with his slimy maw.\n\n Begging for help and squirming as best you can, helplessness washes over you as powerful wet muscles constrict your movements, and ripple you deeper and deeper into the serpent.\n\nYou moan lowly as his hands find your groin and cruelly teases it with his fingers as he widens his jaws to slurp down your chest and then belly.\n\n'Let me go!' you demand, kicking your legs awkwardly, only to realise that your struggles are only aiding your descent into him. This doesn't matter much anymore though, it's been a while since you felt the cool air of freedom on anything but your legs for a while now. Moments later, even your feet feel slimy and your entire form slurches along through the hungry beast.\n\n'S-Sssorry, man' the naga hisses as you find yourself sinking into the depths of unconscious, 'I-I was just so hungry ...'";
gotoAndStop (8);
break;
case 6 :
nextBut = 4;
chance = Math.floor(Math.random() * 50) + 12;
gold = gold - chance;
eventText = "When you fall to your knees, the minotaur lunges at you and clambers up your body like a mountain, before planting himself on your head cross-legged and grinning.\n\n'You're lucky I forgot my pony gear or I'd be riding you like the bitch that you are!' he says, before sliding down your back and rummaging through your pockets, using your dazed state to dodge out of your fingers he tugs a couple of coins from your pockets and running away. 'Think of this as compensation!'\n\nYou lost some tokens!";
if (gold < 0) {
gold = 0;
}
gotoAndStop (8);
break;
case 7 :
nextBut = 4;
chance = Math.floor(Math.random() * 10) + 5;
gold = gold - chance;
eventText = "Spots dance in front of your eyes as the cockroach's blows rain down on you and you drop to the floor exhausted. Seeing your weakness, the roach stops fighting and starts to saunter up to you eager.\n\n'Time to claim what's mine ...' it chitters eagerly. Suddenly, however, it stops in its tracks, stares up into the distance and runs off in the opposite direction. Dazedly wondering what had caused its sudden change of mind, you suddenly become away of a bulky lion dressed in tight-fitting overalls, so tight that the stitching is on the verge of bursting, waddling towards you up the corridor. Wheezing as he nears you, he starts to rummage through your pockets, despite your protests.\n\n'I g-got hired to deal with the House's roach problem.' he grumbles, taking a fistful of tokens from your pocket, 'they didn't tell me the bastards are all six feet tall! Gods I need cake, maybe I'll just take a break in the hall of gluttony for a while.' He wipes his sweaty forehead and waddles off down the hallway, his ass bumping a nearby table and knocking its contents to the floor.";
if (gold < 0) {
gold = 0;
}
gotoAndStop (8);
break;
case 8 :
nextBut = 4;
eventText = "Maxwell looks at you with a gleam of poorly disguised disappointment in his eyes when you fall back";
if (maxwellcounter > 9) {
eventText = eventText + ", succumbing to Maxwell's powerful, musky pre.";
} else {
eventText = eventText + ", unable to take his powerful blows any longer.";
}
eventText = eventText + " He moves over to you, where he pulls his triple cockset from his pants and starts to rub them into hardness over you.\n\n'I-I thought we would have something special g-going...' he pants gently, a musky aroma builds up in your nostrils and the heady scent starts to fog your thoughts. 'I-I guess you're all like the others.'\n\nIt doesn't take long for him to work several drops of pre from his shafts as he aims them down over you, letting it drip over you steadily. Why you can't move, you're not sure. It's almost like the combined effects of your aching body and Maxwell's potent musk has paralyzed you, leaving you to do little more than look up at him helplessly. His eyes are cool and unforgiving as he pumps faster and faster.\n\n'S-So I'm gonna make sure everybody knows that you're just another bitch, begging for the Sinlord's seed.' With this, he lets out a deep, rumbling growl and tenses his muscles as spasms of pleasure wrack his body, and a tremendous volume of thick, white cum splatters out over you. The first wave that hits you is so large that your head is coated completely and it oozes down over your head and chest, but Maxwell isn't anywhere NEAR finished. True to his name as Sinlord of Lust, he continues to buck execessive quantities over you until he is satisfied that you will bear his potent musk for a long time, and slows to a halt.\n\n'T-There, perhaps I can forgive you for what you've done. We shall see, hmm?' He grins down at you and waits as his seed is absorbed into yor body, making you feel oddly sensitive and horny. 'But just in case you get any funny ideas about attacking me whilst my back is turned, have fun being as sensitive as a dick for the next few hours.'\n\nWith this, he grabs you by the scruff of your cum-soaked shirt and throws you outside with force augmented by hidden anger. Looks like you pissed off the wrong guy!";
musklevel = musklevel + 1;
sinlordfight = 0;
gotoAndStop (8);
}
}
weaponDam = 0;
weaponName = "fists";
Frame 17
var health_lev = ((chp + " / ") + mhp);
var enhealth_lev = ((enChp + " / ") + enMhp);
gotoAndStop (16);
Frame 18
chp = mhp;
if (givePoint == 0) {
levPoint = 5 + (difficulty * difficulty);
givePoint = 1;
}
if (levPoint == 1) {
remainingPoint = "This is your LAST point!";
} else if (levPoint > 1) {
remainingPoint = "";
}
Frame 19
if (gold < 100) {
but1.gotoAndStop(2);
}
if (gold >= 100) {
but1.gotoAndStop(1);
}
if (gold < 150) {
but2.gotoAndStop(2);
}
if (gold >= 150) {
but2.gotoAndStop(1);
}
if (gold < 150) {
but3.gotoAndStop(2);
}
if (gold >= 150) {
but3.gotoAndStop(1);
}
if (gold < 150) {
but4.gotoAndStop(2);
}
if (gold >= 150) {
but4.gotoAndStop(1);
}
if (gold < 150) {
but5.gotoAndStop(2);
}
if (gold >= 150) {
but5.gotoAndStop(1);
}
Frame 20
gotoAndStop (19);
Frame 22
var firstpage = 1;
Frame 23
gotoAndStop (8);
Frame 24
gotoAndStop (8);
Frame 27
if (gift != 1) {
var keyListener = new Object();
var isCtrlKeyPressed = false;
var keyPressCount = 0;
var keyCombination = "";
var keyCode = "";
var lasPressedKeyCode = "";
keyListener.onKeyDown = function () {
keyPressCount++;
if (keyPressCount >= 9) {
keyPressCount = 1;
if (isCtrlKeyPressed == true) {
keyCombination = "17";
} else {
keyCombination = lasPressedKeyCode;
}
}
keyCode = "" + Key.getCode();
keyCombination = keyCombination + keyCode;
if (Key.isDown(17) == true) {
isCtrlKeyPressed = true;
} else {
isCtrlKeyPressed = false;
}
if (keyCombination == "3838404037393739") {
gotoAndStop (28);
}
if ((keyCombination == "1786") && (isCtrlKeyPressed == true)) {
trace((output_03.text = "YESSSS pasted :) : " + keyCombination));
}
if ((keyCombination == "1788") && (isCtrlKeyPressed == true)) {
trace((output_03.text = "YESSSS cut :) : " + keyCombination));
}
lasPressedKeyCode = keyCode;
};
Key.addListener(keyListener);
}
Frame 28
var gift = 1;
Frame 32
savefile = SharedObject.getLocal("savegame", "/");
var savename = savefile.data.inpName;
var savelevel = savefile.data.lev;
var maxwellsave = savefile.data.maxwellbeat;
switch (maxwellsave) {
case 0 :
maxwellsaveicon.gotoAndStop(1);
break;
case 1 :
maxwellsaveicon.gotoAndStop(2);
}
switch (savefile.data.gender) {
case 0 :
savegen = "Male";
if (savefile.data.boobSize > 0) {
savegen = "Shemale";
}
break;
case 1 :
savegen = "Female";
if (savefile.data.boobSize == 0) {
savegen = "Cuntboy";
}
break;
case 2 :
savegen = "Herm";
if (savefile.data.boobSize != 0) {
break;
}
savegen = "Male-Herm";
}
Frame 33
gotoAndStop (32);
Frame 34
if ((gold < 25000) || (firespell == 1)) {
but1.gotoAndStop(2);
}
if ((gold >= 25000) && (!(firespell === 1))) {
but1.gotoAndStop(1);
}
if ((gold < 30000) || (moodRing == 1)) {
but2.gotoAndStop(2);
}
if ((gold >= 30000) && (!(moodRing === 1))) {
but2.gotoAndStop(1);
}
Frame 35
gotoAndStop (34);
Symbol 5 MovieClip [Defaults] Frame 1
#initclip 45
Object.registerClass("Defaults", mx.skins.halo.Defaults);
#endinitclip
Symbol 6 MovieClip [UIObjectExtensions] Frame 1
#initclip 46
Object.registerClass("UIObjectExtensions", mx.core.ext.UIObjectExtensions);
#endinitclip
Symbol 7 MovieClip [UIObject] Frame 1
#initclip 47
Object.registerClass("UIObject", mx.core.UIObject);
#endinitclip
stop();
Symbol 10 Button
on (keyPress "<Tab>") {
this.tabHandler();
}
Symbol 11 MovieClip Frame 1
#initclip 48
Object.registerClass("FocusManager", mx.managers.FocusManager);
if (_root.focusManager == undefined) {
_root.createClassObject(mx.managers.FocusManager, "focusManager", mx.managers.DepthManager.highestDepth--);
}
#endinitclip
Symbol 12 MovieClip [FocusRect] Frame 1
#initclip 49
Object.registerClass("FocusRect", mx.skins.halo.FocusRect);
#endinitclip
Symbol 13 MovieClip [FocusManager] Frame 1
#initclip 50
Object.registerClass("FocusManager", mx.managers.FocusManager);
#endinitclip
stop();
Symbol 14 MovieClip [UIComponentExtensions] Frame 1
#initclip 51
Object.registerClass("UIComponentExtensions", mx.core.ext.UIComponentExtensions);
#endinitclip
Symbol 15 MovieClip [UIComponent] Frame 1
#initclip 52
Object.registerClass("UIComponent", mx.core.UIComponent);
#endinitclip
stop();
Symbol 18 MovieClip [ProgBarCapThemeColor] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 26 MovieClip [ProgBarMiddleThemeColor] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 31 MovieClip [ProgBarIndThemeColor] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 32 MovieClip [ProgBarIndMiddleThemeColor] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 42 MovieClip [ProgressBar] Frame 1
#initclip 53
Object.registerClass("ProgressBar", mx.controls.ProgressBar);
#endinitclip
stop();
Symbol 65 MovieClip [BrdrShdw] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "shadowColor");
Symbol 67 MovieClip [BrdrFace] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "buttonColor");
Symbol 70 MovieClip [BrdrBlk] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "borderColor");
Symbol 72 MovieClip [BrdrHilght] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "highlightColor");
Symbol 75 MovieClip [SimpleButton] Frame 1
#initclip 54
Object.registerClass("SimpleButton", mx.controls.SimpleButton);
#endinitclip
stop();
Symbol 78 MovieClip [Border] Frame 1
#initclip 55
Object.registerClass("Border", mx.skins.Border);
#endinitclip
stop();
Symbol 79 MovieClip [RectBorder] Frame 1
#initclip 56
mx.skins.SkinElement.registerElement(mx.skins.RectBorder.symbolName, Object(mx.skins.RectBorder));
Object.registerClass("RectBorder", mx.skins.halo.RectBorder);
#endinitclip
stop();
Symbol 80 MovieClip [TextInput] Frame 1
#initclip 57
Object.registerClass("TextInput", mx.controls.TextInput);
#endinitclip
stop();
Symbol 81 MovieClip [ComboBase] Frame 1
#initclip 58
mx.controls.listclasses.DataSelector.Initialize(Object(mx.controls.ComboBase).prototype);
Object.registerClass("ComboBase", mx.controls.ComboBase);
#endinitclip
stop();
Instance of Symbol 75 MovieClip [SimpleButton] in Symbol 81 MovieClip [ComboBase] Frame 2
//component parameters
onClipEvent (initialize) {
selected = false;
toggle = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Instance of Symbol 80 MovieClip [TextInput] in Symbol 81 MovieClip [ComboBase] Frame 2
//component parameters
onClipEvent (initialize) {
editable = true;
password = false;
text = "";
maxChars = null;
restrict = "null";
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Symbol 82 MovieClip [DataProvider] Frame 1
#initclip 59
Object.registerClass("DataProvider", mx.controls.listclasses.DataProvider);
#endinitclip
stop();
Symbol 83 MovieClip [DataSelector] Frame 1
#initclip 60
Object.registerClass("DataSelector", mx.controls.listclasses.DataSelector);
#endinitclip
stop();
Symbol 84 MovieClip [SelectableRow] Frame 1
#initclip 61
Object.registerClass("SelectableRow", mx.controls.listclasses.SelectableRow);
#endinitclip
stop();
Symbol 85 MovieClip [ButtonSkin] Frame 1
#initclip 62
Object.registerClass("ButtonSkin", mx.skins.halo.ButtonSkin);
#endinitclip
Symbol 86 MovieClip [Button] Frame 1
#initclip 63
Object.registerClass("Button", mx.controls.Button);
#endinitclip
stop();
Instance of Symbol 75 MovieClip [SimpleButton] in Symbol 86 MovieClip [Button] Frame 2
//component parameters
onClipEvent (initialize) {
selected = false;
toggle = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Symbol 87 MovieClip [CustomBorder] Frame 1
#initclip 64
Object.registerClass("CustomBorder", mx.skins.CustomBorder);
mx.skins.SkinElement.registerElement("CustomBorder", mx.skins.CustomBorder);
#endinitclip
Symbol 99 MovieClip [ScrollThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 101 MovieClip [ScrollThemeColor2] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 112 MovieClip [ThumbThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 114 MovieClip [ThumbThemeColor3] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 121 MovieClip [ThumbThemeColor2] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 142 MovieClip [BtnDownArrow] Frame 1
#initclip 65
Object.registerClass("BtnDownArrow", mx.controls.SimpleButton);
#endinitclip
Symbol 143 MovieClip [BtnUpArrow] Frame 1
#initclip 66
Object.registerClass("BtnUpArrow", mx.controls.SimpleButton);
#endinitclip
Symbol 145 MovieClip [HScrollBar] Frame 1
#initclip 67
Object.registerClass("HScrollBar", mx.controls.HScrollBar);
#endinitclip
stop();
Instance of Symbol 86 MovieClip [Button] in Symbol 145 MovieClip [HScrollBar] Frame 2
//component parameters
onClipEvent (initialize) {
icon = "";
label = "Button";
labelPlacement = "right";
selected = false;
toggle = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Instance of Symbol 75 MovieClip [SimpleButton] in Symbol 145 MovieClip [HScrollBar] Frame 2
//component parameters
onClipEvent (initialize) {
selected = false;
toggle = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Symbol 146 MovieClip [VScrollBar] Frame 1
#initclip 68
Object.registerClass("VScrollBar", mx.controls.VScrollBar);
#endinitclip
stop();
Instance of Symbol 86 MovieClip [Button] in Symbol 146 MovieClip [VScrollBar] Frame 2
//component parameters
onClipEvent (initialize) {
icon = "";
label = "Button";
labelPlacement = "right";
selected = false;
toggle = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Instance of Symbol 75 MovieClip [SimpleButton] in Symbol 146 MovieClip [VScrollBar] Frame 2
//component parameters
onClipEvent (initialize) {
selected = false;
toggle = false;
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Symbol 147 MovieClip [View] Frame 1
#initclip 69
Object.registerClass("View", mx.core.View);
#endinitclip
stop();
Symbol 148 MovieClip [ScrollView] Frame 1
#initclip 70
Object.registerClass("ScrollView", mx.core.ScrollView);
#endinitclip
stop();
Instance of Symbol 145 MovieClip [HScrollBar] in Symbol 148 MovieClip [ScrollView] Frame 2
//component parameters
onClipEvent (initialize) {
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Instance of Symbol 146 MovieClip [VScrollBar] in Symbol 148 MovieClip [ScrollView] Frame 2
//component parameters
onClipEvent (initialize) {
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Symbol 149 MovieClip [ScrollSelectList] Frame 1
#initclip 71
Object.registerClass("ScrollSelectList", mx.controls.listclasses.ScrollSelectList);
#endinitclip
stop();
Symbol 150 MovieClip [List] Frame 1
#initclip 72
Object.registerClass("List", mx.controls.List);
#endinitclip
stop();
Symbol 156 MovieClip [ComboDownArrowDisabled] Frame 1
#initclip 73
Object.registerClass("ComboDownArrowDisabled", mx.controls.SimpleButton);
#endinitclip
Symbol 158 MovieClip [ComboThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 161 MovieClip [ComboAssets] Frame 1
#initclip 74
mx.controls.ComboBox.prototype.downArrowUpName = "ComboDownArrowUp";
mx.controls.ComboBox.prototype.downArrowDownName = "ComboDownArrowDown";
mx.controls.ComboBox.prototype.downArrowOverName = "ComboDownArrowOver";
mx.controls.ComboBox.prototype.downArrowDisabledName = "ComboDownArrowDisabled";
mx.controls.ComboBox.prototype.wrapDownArrowButton = false;
mx.controls.ComboBox.prototype.dropDownBorderStyle = "solid";
mx.controls.ComboBox.prototype.adjustFocusRect = function () {
var _local2 = this.getStyle("themeColor");
if (_local2 == undefined) {
_local2 = 8453965 /* 0x80FF4D */;
}
var _local3 = this._parent.focus_mc;
_local3.setSize(this.width + 4, this.height + 4, {bl:0, tl:0, tr:5, br:5}, 100, _local2);
_local3.move(this.x - 2, this.y - 2);
};
#endinitclip
Symbol 162 MovieClip [ComboBox] Frame 1
#initclip 75
Object.registerClass("ComboBox", mx.controls.ComboBox);
#endinitclip
stop();
Instance of Symbol 150 MovieClip [List] in Symbol 162 MovieClip [ComboBox] Frame 2
//component parameters
onClipEvent (initialize) {
multipleSelection = false;
rowHeight = 20;
}
Symbol 184 MovieClip [UIScrollBar] Frame 1
#initclip 76
Object.registerClass("UIScrollBar", mx.controls.UIScrollBar);
#endinitclip
stop();
Instance of Symbol 146 MovieClip [VScrollBar] in Symbol 184 MovieClip [UIScrollBar] Frame 2
//component parameters
onClipEvent (initialize) {
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Instance of Symbol 145 MovieClip [HScrollBar] in Symbol 184 MovieClip [UIScrollBar] Frame 2
//component parameters
onClipEvent (initialize) {
enabled = true;
visible = true;
minHeight = 0;
minWidth = 0;
}
Symbol 196 Button
on (release) {
gotoAndStop (22);
}
Symbol 203 Button
on (release) {
gotoAndStop (27);
}
Symbol 206 Button
on (release) {
_root.gender = 1;
_root.ballSize = 0;
_root.assSize = 2;
_root.hipSize = 2;
_root.boob = 1;
_root.boobSize = 2;
gotoAndStop (2);
}
Symbol 208 Button
on (release) {
_root.gender = 0;
_root.ballSize = 2;
_root.assSize = 1;
_root.hipSize = 1;
_root.boob = 0;
_root.boobSize = 0;
gotoAndStop (1);
}
Symbol 209 MovieClip Frame 1
stop();
Symbol 212 Button
on (release) {
_root.head = 1;
_root.charFace = 1;
_root.ear = 1;
_root.hair = 1;
_root.torso = 1;
_root.arm = 1;
_root.leg = 1;
_root.foot = 1;
_root.tail = 1;
_root.cock = 1;
_root.cockSize = 6;
_root.ballSize = 2;
_root.agi = 12;
_root.mox = 13;
_root.Cint = 12;
_root.str = 7;
gotoAndStop (2);
}
Symbol 214 Button
on (release) {
_root.head = 2;
_root.charFace = 2;
_root.ear = 2;
_root.hair = 2;
_root.torso = 2;
_root.arm = 2;
_root.leg = 2;
_root.foot = 2;
_root.tail = 2;
_root.cock = 2;
_root.cockSize = 12;
_root.agi = 8;
_root.def = 14;
_root.Cint = 8;
_root.str = 13;
_root.ballSize = 3;
gotoAndStop (3);
}
Symbol 216 Button
on (release) {
_root.head = 4;
_root.charFace = 4;
_root.ear = 4;
_root.hair = 4;
_root.torso = 4;
_root.arm = 4;
_root.leg = 4;
_root.foot = 4;
_root.tail = 4;
_root.cock = 4;
_root.cockSize = 8;
_root.ballSize = 2;
_root.agi = 14;
_root.def = 8;
_root.mox = 8;
_root.str = 11;
_root.Cint = 11;
gotoAndStop (4);
}
Symbol 218 Button
on (release) {
_root.head = 3;
_root.charFace = 3;
_root.ear = 3;
_root.hair = 3;
_root.torso = 3;
_root.arm = 3;
_root.leg = 3;
_root.foot = 3;
_root.tail = 3;
_root.cock = 3;
_root.cockSize = 7;
_root.str = 12;
_root.def = 8;
_root.Cint = 12;
_root.mox = 8;
gotoAndStop (1);
}
Symbol 219 MovieClip Frame 1
stop();
Symbol 222 Button
on (release) {
_root.difficulty = 2;
gotoAndStop (2);
}
Symbol 224 Button
on (release) {
_root.difficulty = 3;
gotoAndStop (3);
}
Symbol 226 Button
on (release) {
_root.difficulty = 1;
gotoAndStop (1);
}
Symbol 227 MovieClip Frame 1
stop();
Symbol 229 Button
on (release) {
_root.fat = 4;
_root.muscle = 1;
gotoAndStop (2);
}
Symbol 231 Button
on (release) {
_root.fat = 1;
_root.muscle = 4;
gotoAndStop (3);
}
Symbol 233 Button
on (release) {
_root.muscle = 3;
_root.fat = 3;
gotoAndStop (4);
}
Symbol 235 Button
on (release) {
_root.fat = 1;
_root.muscle = 1;
gotoAndStop (5);
}
Symbol 237 Button
on (release) {
_root.fat = 2;
_root.muscle = 2;
gotoAndStop (1);
}
Symbol 238 MovieClip Frame 1
stop();
Symbol 242 Button
on (release) {
if (inpName == "") {
inpName = "John Doe";
}
startscene = 1;
if ((muscle == 4) && (fat == 1)) {
str = str + 3;
mox = mox - 1;
Cint = Cint - 3;
assSize = 2;
hipSize = 1;
}
if ((muscle == 3) && (fat == 3)) {
str = str + 2;
agi = agi - 1;
Cint = Cint - 1;
assSize = 2;
hipSize = 2;
}
if ((muscle == 1) && (fat == 4)) {
def = def + 2;
str = str + 1;
agi = agi - 3;
assSize = 3;
hipSize = 2;
}
if ((muscle == 2) && (fat == 2)) {
str = str - 1;
mox = mox + 3;
def = def - 1;
assSize = 1;
hipSize = 1;
}
if ((muscle == 1) && (fat == 1)) {
str = str - 2;
agi = agi + 4;
Cint = Cint + 1;
def = def - 2;
assSize = 1;
hipSize = 1;
}
gotoAndStop (8);
var eventText = "'Good evening ladies and gentlemen.' speaks a tall, dark lizardman. He stands at the front of a small crowd of all species of humanoid from all walks of life as he addresses them. You are one of these people. 'I'm so glad to see such a large number of you eagerly wishing to enter my house.'\n\nNot just any house, you think, the House of Debauchery. It is a large manor said to be owned by a demon hidden in a small village in the middle of nowhere; at least, that is how the rumours go. From the looks of the man that speaks to you now, you can believe it.\n\nIt's not that he has hooves for feet, or three-foot horns bursting out of his head that ooze with blood and fire. He is tall and lithe, with dark-scaled skin and piercing, golden eyes and, for the most part, an unassuming lizard. But there is something about him, perhaps it is the dark, leathery gear he wears, with chaps left unattended so that his surprisingly large member swings free for all to see, or the piercings that seem to adorn every possible inch of his body making him seem more threatening and malevolent. Whatever it is, you have no doubts that he truly is demonic in nature.\n\n'I trust that you all understand the rules of my House?' The Master pauses, his eyes narrowly shifting about between his guests, 'You may enter this place, and drink your fill of your most decadent desires! In exchange, you give yourselves to me.";
savestart = 1;
}
Symbol 247 Button
on (release) {
gotoAndStop (32);
}
Symbol 1 MovieClip [__Packages.mx.core.UIObject] Frame 0
class mx.core.UIObject extends MovieClip
{
var _width, _height, _x, _y, _parent, _minHeight, _minWidth, _visible, dispatchEvent, _xscale, _yscale, methodTable, onEnterFrame, tfList, __width, __height, moveTo, lineTo, createTextField, attachMovie, buildDepthTable, findNextAvailableDepth, idNames, childrenCreated, _name, createAccessibilityImplementation, _endInit, validateNow, hasOwnProperty, initProperties, stylecache, className, ignoreClassStyleDeclaration, _tf, fontFamily, fontSize, color, marginLeft, marginRight, fontStyle, fontWeight, textAlign, textIndent, textDecoration, embedFonts, styleName, enabled;
function UIObject () {
super();
constructObject();
}
function get width() {
return(_width);
}
function get height() {
return(_height);
}
function get left() {
return(_x);
}
function get x() {
return(_x);
}
function get top() {
return(_y);
}
function get y() {
return(_y);
}
function get right() {
return(_parent.width - (_x + width));
}
function get bottom() {
return(_parent.height - (_y + height));
}
function getMinHeight(Void) {
return(_minHeight);
}
function setMinHeight(h) {
_minHeight = h;
}
function get minHeight() {
return(getMinHeight());
}
function set minHeight(h) {
setMinHeight(h);
//return(minHeight);
}
function getMinWidth(Void) {
return(_minWidth);
}
function setMinWidth(w) {
_minWidth = w;
}
function get minWidth() {
return(getMinWidth());
}
function set minWidth(w) {
setMinWidth(w);
//return(minWidth);
}
function setVisible(x, noEvent) {
if (x != _visible) {
_visible = x;
if (noEvent != true) {
dispatchEvent({type:(x ? "reveal" : "hide")});
}
}
}
function get visible() {
return(_visible);
}
function set visible(x) {
setVisible(x, false);
//return(visible);
}
function get scaleX() {
return(_xscale);
}
function set scaleX(x) {
_xscale = x;
//return(scaleX);
}
function get scaleY() {
return(_yscale);
}
function set scaleY(y) {
_yscale = y;
//return(scaleY);
}
function doLater(obj, fn) {
if (methodTable == undefined) {
methodTable = new Array();
}
methodTable.push({obj:obj, fn:fn});
onEnterFrame = doLaterDispatcher;
}
function doLaterDispatcher(Void) {
delete onEnterFrame;
if (invalidateFlag) {
redraw();
}
var _local3 = methodTable;
methodTable = new Array();
if (_local3.length > 0) {
var _local2;
while (_local2 = _local3.shift() , _local2 != undefined) {
_local2.obj[_local2.fn]();
}
}
}
function cancelAllDoLaters(Void) {
delete onEnterFrame;
methodTable = new Array();
}
function invalidate(Void) {
invalidateFlag = true;
onEnterFrame = doLaterDispatcher;
}
function invalidateStyle(Void) {
invalidate();
}
function redraw(bAlways) {
if (invalidateFlag || (bAlways)) {
invalidateFlag = false;
var _local2;
for (_local2 in tfList) {
tfList[_local2].draw();
}
draw();
dispatchEvent({type:"draw"});
}
}
function draw(Void) {
}
function move(x, y, noEvent) {
var _local3 = _x;
var _local2 = _y;
_x = x;
_y = y;
if (noEvent != true) {
dispatchEvent({type:"move", oldX:_local3, oldY:_local2});
}
}
function setSize(w, h, noEvent) {
var _local2 = __width;
var _local3 = __height;
__width = w;
__height = h;
size();
if (noEvent != true) {
dispatchEvent({type:"resize", oldWidth:_local2, oldHeight:_local3});
}
}
function size(Void) {
_width = __width;
_height = __height;
}
function drawRect(x1, y1, x2, y2) {
moveTo(x1, y1);
lineTo(x2, y1);
lineTo(x2, y2);
lineTo(x1, y2);
lineTo(x1, y1);
}
function createLabel(name, depth, text) {
createTextField(name, depth, 0, 0, 0, 0);
var _local2 = this[name];
_local2._color = textColorList;
_local2._visible = false;
_local2.__text = text;
if (tfList == undefined) {
tfList = new Object();
}
tfList[name] = _local2;
_local2.invalidateStyle();
invalidate();
_local2.styleName = this;
return(_local2);
}
function createObject(linkageName, id, depth, initobj) {
return(attachMovie(linkageName, id, depth, initobj));
}
function createClassObject(className, id, depth, initobj) {
var _local3 = className.symbolName == undefined;
if (_local3) {
Object.registerClass(className.symbolOwner.symbolName, className);
}
var _local4 = createObject(className.symbolOwner.symbolName, id, depth, initobj);
if (_local3) {
Object.registerClass(className.symbolOwner.symbolName, className.symbolOwner);
}
return(_local4);
}
function createEmptyObject(id, depth) {
return(createClassObject(mx.core.UIObject, id, depth));
}
function destroyObject(id) {
var _local2 = this[id];
if (_local2.getDepth() < 0) {
var _local4 = buildDepthTable();
var _local5 = findNextAvailableDepth(0, _local4, "up");
var _local3 = _local5;
_local2.swapDepths(_local3);
}
_local2.removeMovieClip();
delete this[id];
}
function getSkinIDName(tag) {
return(idNames[tag]);
}
function setSkin(tag, linkageName, initObj) {
if (_global.skinRegistry[linkageName] == undefined) {
mx.skins.SkinElement.registerElement(linkageName, mx.skins.SkinElement);
}
return(createObject(linkageName, getSkinIDName(tag), tag, initObj));
}
function createSkin(tag) {
var _local2 = getSkinIDName(tag);
createEmptyObject(_local2, tag);
return(this[_local2]);
}
function createChildren(Void) {
}
function _createChildren(Void) {
createChildren();
childrenCreated = true;
}
function constructObject(Void) {
if (_name == undefined) {
return(undefined);
}
init();
_createChildren();
createAccessibilityImplementation();
_endInit();
if (validateNow) {
redraw(true);
} else {
invalidate();
}
}
function initFromClipParameters(Void) {
var _local4 = false;
var _local2;
for (_local2 in clipParameters) {
if (hasOwnProperty(_local2)) {
_local4 = true;
this["def_" + _local2] = this[_local2];
delete this[_local2];
}
}
if (_local4) {
for (_local2 in clipParameters) {
var _local3 = this["def_" + _local2];
if (_local3 != undefined) {
this[_local2] = _local3;
}
}
}
}
function init(Void) {
__width = _width;
__height = _height;
if (initProperties == undefined) {
initFromClipParameters();
} else {
initProperties();
}
if (_global.cascadingStyles == true) {
stylecache = new Object();
}
}
function getClassStyleDeclaration(Void) {
var _local4 = this;
var _local3 = className;
while (_local3 != undefined) {
if (ignoreClassStyleDeclaration[_local3] == undefined) {
if (_global.styles[_local3] != undefined) {
return(_global.styles[_local3]);
}
}
_local4 = _local4.__proto__;
_local3 = _local4.className;
}
}
function setColor(color) {
}
function __getTextFormat(tf, bAll) {
var _local8 = stylecache.tf;
if (_local8 != undefined) {
var _local3;
for (_local3 in mx.styles.StyleManager.TextFormatStyleProps) {
if (bAll || (mx.styles.StyleManager.TextFormatStyleProps[_local3])) {
if (tf[_local3] == undefined) {
tf[_local3] = _local8[_local3];
}
}
}
return(false);
}
var _local6 = false;
for (var _local3 in mx.styles.StyleManager.TextFormatStyleProps) {
if (bAll || (mx.styles.StyleManager.TextFormatStyleProps[_local3])) {
if (tf[_local3] == undefined) {
var _local5 = _tf[_local3];
if (_local5 != undefined) {
tf[_local3] = _local5;
} else if ((_local3 == "font") && (fontFamily != undefined)) {
tf[_local3] = fontFamily;
} else if ((_local3 == "size") && (fontSize != undefined)) {
tf[_local3] = fontSize;
} else if ((_local3 == "color") && (color != undefined)) {
tf[_local3] = color;
} else if ((_local3 == "leftMargin") && (marginLeft != undefined)) {
tf[_local3] = marginLeft;
} else if ((_local3 == "rightMargin") && (marginRight != undefined)) {
tf[_local3] = marginRight;
} else if ((_local3 == "italic") && (fontStyle != undefined)) {
tf[_local3] = fontStyle == _local3;
} else if ((_local3 == "bold") && (fontWeight != undefined)) {
tf[_local3] = fontWeight == _local3;
} else if ((_local3 == "align") && (textAlign != undefined)) {
tf[_local3] = textAlign;
} else if ((_local3 == "indent") && (textIndent != undefined)) {
tf[_local3] = textIndent;
} else if ((_local3 == "underline") && (textDecoration != undefined)) {
tf[_local3] = textDecoration == _local3;
} else if ((_local3 == "embedFonts") && (embedFonts != undefined)) {
tf[_local3] = embedFonts;
} else {
_local6 = true;
}
}
}
}
if (_local6) {
var _local9 = styleName;
if (_local9 != undefined) {
if (typeof(_local9) != "string") {
_local6 = _local9.__getTextFormat(tf, true, this);
} else if (_global.styles[_local9] != undefined) {
_local6 = _global.styles[_local9].__getTextFormat(tf, true, this);
}
}
}
if (_local6) {
var _local10 = getClassStyleDeclaration();
if (_local10 != undefined) {
_local6 = _local10.__getTextFormat(tf, true, this);
}
}
if (_local6) {
if (_global.cascadingStyles) {
if (_parent != undefined) {
_local6 = _parent.__getTextFormat(tf, false);
}
}
}
if (_local6) {
_local6 = _global.style.__getTextFormat(tf, true, this);
}
return(_local6);
}
function _getTextFormat(Void) {
var _local2 = stylecache.tf;
if (_local2 != undefined) {
return(_local2);
}
_local2 = new TextFormat();
__getTextFormat(_local2, true);
stylecache.tf = _local2;
if (enabled == false) {
var _local3 = getStyle("disabledColor");
_local2.color = _local3;
}
return(_local2);
}
function getStyleName(Void) {
var _local2 = styleName;
if (_local2 != undefined) {
if (typeof(_local2) != "string") {
return(_local2.getStyleName());
}
return(_local2);
}
if (_parent != undefined) {
return(_parent.getStyleName());
}
return(undefined);
}
function getStyle(styleProp) {
var _local3;
_global.getStyleCounter++;
if (this[styleProp] != undefined) {
return(this[styleProp]);
}
var _local6 = styleName;
if (_local6 != undefined) {
if (typeof(_local6) != "string") {
_local3 = _local6.getStyle(styleProp);
} else {
var _local7 = _global.styles[_local6];
_local3 = _local7.getStyle(styleProp);
}
}
if (_local3 != undefined) {
return(_local3);
}
var _local7 = getClassStyleDeclaration();
if (_local7 != undefined) {
_local3 = _local7[styleProp];
}
if (_local3 != undefined) {
return(_local3);
}
if (_global.cascadingStyles) {
if (mx.styles.StyleManager.isInheritingStyle(styleProp) || (mx.styles.StyleManager.isColorStyle(styleProp))) {
var _local5 = stylecache;
if (_local5 != undefined) {
if (_local5[styleProp] != undefined) {
return(_local5[styleProp]);
}
}
if (_parent != undefined) {
_local3 = _parent.getStyle(styleProp);
} else {
_local3 = _global.style[styleProp];
}
if (_local5 != undefined) {
_local5[styleProp] = _local3;
}
return(_local3);
}
}
if (_local3 == undefined) {
_local3 = _global.style[styleProp];
}
return(_local3);
}
static function mergeClipParameters(o, p) {
for (var _local3 in p) {
o[_local3] = p[_local3];
}
return(true);
}
static var symbolName = "UIObject";
static var symbolOwner = mx.core.UIObject;
static var version = "2.0.2.127";
static var textColorList = {color:1, disabledColor:1};
var invalidateFlag = false;
var lineWidth = 1;
var lineColor = 0;
var tabEnabled = false;
var clipParameters = {visible:1, minHeight:1, minWidth:1, maxHeight:1, maxWidth:1, preferredHeight:1, preferredWidth:1};
}
Symbol 2 MovieClip [__Packages.mx.controls.ProgressBar] Frame 0
class mx.controls.ProgressBar extends mx.core.UIObject
{
var _xscale, _yscale, tabEnabled, boundingBox_mc, progTrackLeft_mc, setSkin, progTrackMiddle_mc, progTrackRight_mc, progBarLeft_mc, progBarMiddle_mc, progBarRight_mc, progIndBar_mc, mask_mc, createObject, labelPath, createLabel, setSize, __width, __height, invalidate, __source, __stringSource, si, dispatchEvent;
function ProgressBar () {
super();
}
function init(Void) {
super.init();
_xscale = (_yscale = 100);
tabEnabled = false;
boundingBox_mc._visible = false;
boundingBox_mc._width = (boundingBox_mc._height = 0);
}
function createChildren(Void) {
if (progTrackLeft_mc == undefined) {
setSkin(skinIDProgTrackLeft, progTrackLeftName);
}
if (progTrackMiddle_mc == undefined) {
setSkin(skinIDProgTrackMiddle, progTrackMiddleName);
}
if (progTrackRight_mc == undefined) {
setSkin(skinIDProgTrackRight, progTrackRightName);
}
if (progBarLeft_mc == undefined) {
setSkin(skinIDProgBarLeft, progBarLeftName);
}
if (progBarMiddle_mc == undefined) {
setSkin(skinIDProgBarMiddle, progBarMiddleName);
}
if (progBarRight_mc == undefined) {
setSkin(skinIDProgBarRight, progBarRightName);
}
if (progIndBar_mc == undefined) {
setSkin(skinIDProgIndBar, progIndBarName);
progIndBar_mc._visible = false;
}
if (mask_mc == undefined) {
mask_mc = createObject("BoundingBox", "mask_mc", skinIDMask);
mask_mc._visible = false;
progIndBar_mc.setMask(mask_mc);
}
if (labelPath == undefined) {
labelPath = createLabel("labelPath", skinIDLabel);
labelPath.tabEnabled = false;
labelPath.selectable = false;
labelPath.styleName = this;
}
setSize(__width, __height);
}
function size(Void) {
invalidate();
}
function draw(Void) {
if ((__source == undefined) && (__stringSource != undefined)) {
setSource(__stringSource);
__stringSource = undefined;
}
var _local14 = __width;
var _local22 = __height;
var _local5 = ((progBarLeft_mc._width > progTrackLeft_mc._width) ? (progBarLeft_mc._width) : (progTrackLeft_mc._width));
var _local6 = ((progBarLeft_mc._height > progTrackLeft_mc._height) ? (progBarLeft_mc._height) : (progTrackLeft_mc._height));
var _local15 = ((progBarRight_mc._width > progTrackRight_mc._width) ? (progBarRight_mc._width) : (progTrackRight_mc._width));
var _local7 = _local14;
var _local8 = 0;
var _local9 = 0;
if (__labelPlacement == "top") {
_local8 = _local22 - _local6;
}
if ((__label != undefined) && (__label != "")) {
labelPath._visible = false;
var _local11 = 1;
var _local20 = 1;
var _local18 = 5;
var _local26 = 4;
var _local12 = __value - __minimum;
if (_local12 < 0) {
_local12 = 0;
}
var _local13 = __maximum - __minimum;
if (_local13 < 0) {
_local13 = 0;
}
if ((__labelPlacement == "left") || (__labelPlacement == "right")) {
var _local4 = __label;
if (!__indeterminate) {
_local4 = replace(_local4, "%1", String(Math.floor(_local13 / __conversion)));
_local4 = replace(_local4, "%2", String(Math.floor(_local13 / __conversion)));
_local4 = replace(_local4, "%3", String(100));
_local4 = replace(_local4, "%%", "%");
} else {
_local4 = replace(_local4, "%1", String(Math.floor(_local12 / __conversion)));
_local4 = replace(_local4, "%2", "??");
_local4 = replace(_local4, "%3", "");
_local4 = replace(_local4, "%%", "");
}
labelPath.text = _local4;
_local7 = _local14 - ((labelPath.textWidth + _local18) + _local11);
if (_local7 < (_local5 + _local15)) {
_local7 = 0;
}
if (__labelPlacement == "left") {
_local9 = _local14 - _local7;
}
}
var _local3 = __label;
if (!__indeterminate) {
_local3 = replace(_local3, "%1", String(Math.floor(_local12 / __conversion)));
_local3 = replace(_local3, "%2", String(Math.floor(_local13 / __conversion)));
_local3 = replace(_local3, "%3", String(Math.floor(percentComplete)));
_local3 = replace(_local3, "%%", "%");
} else {
_local3 = replace(_local3, "%1", String(Math.floor(_local12 / __conversion)));
_local3 = replace(_local3, "%2", "??");
_local3 = replace(_local3, "%3", "");
_local3 = replace(_local3, "%%", "");
}
labelPath.text = _local3;
var _local10 = 0;
if ((__labelPlacement == "left") || (__labelPlacement == "right")) {
_local10 = (_local14 - _local7) - _local11;
} else {
_local10 = _local14 - _local11;
}
if (_local10 < (labelPath.textWidth + _local18)) {
labelPath._width = _local10;
} else {
labelPath._width = labelPath.textWidth + _local18;
}
if (((__labelPlacement == "left") || (__labelPlacement == "right")) || (__labelPlacement == "center")) {
_local10 = _local22;
} else {
_local10 = (_local22 - _local20) - _local6;
}
if (_local10 < (labelPath.textHeight + _local26)) {
labelPath._height = _local10;
} else {
labelPath._height = labelPath.textHeight + _local26;
}
if (__labelPlacement == "left") {
labelPath._x = _local11;
} else if (__labelPlacement == "right") {
labelPath._x = _local7 + _local11;
} else {
labelPath._x = _local11;
}
if (((__labelPlacement == "center") || (__labelPlacement == "left")) || (__labelPlacement == "right")) {
labelPath._y = (_local6 / 2) - (labelPath.height / 2);
} else if (__labelPlacement == "top") {
labelPath._y = (_local8 - _local20) - labelPath.height;
} else {
labelPath._y = _local6 + _local20;
}
labelPath._visible = true;
} else {
labelPath.text = "";
labelPath._visible = false;
}
if (_local7 >= (_local5 + _local15)) {
var _local2 = progTrackLeft_mc.getBounds(progTrackLeft_mc);
var _local42 = -_local2.xMin;
var _local41 = -_local2.yMin;
progTrackLeft_mc.move(((_local9 + _local5) - progTrackLeft_mc._width) + _local42, (_local8 + ((_local6 - progTrackLeft_mc._height) / 2)) + _local41);
_local2 = progTrackMiddle_mc.getBounds(progTrackMiddle_mc);
var _local38 = -_local2.xMin;
var _local35 = -_local2.yMin;
progTrackMiddle_mc.setSize((_local7 - _local5) - _local15, progTrackMiddle_mc._height);
progTrackMiddle_mc.move((_local9 + _local5) + _local38, (_local8 + ((_local6 - progTrackLeft_mc._height) / 2)) + _local35);
_local2 = progTrackRight_mc.getBounds(progTrackRight_mc);
var _local31 = -_local2.xMin;
var _local32 = -_local2.yMin;
progTrackRight_mc.move(((_local9 + _local5) + progTrackMiddle_mc._width) + _local31, (_local8 + ((_local6 - progTrackRight_mc._height) / 2)) + _local32);
var _local21 = (_local7 - _local5) - _local15;
var _local16 = (_local21 * percentComplete) / 100;
var _local17 = 0;
if (__indeterminate == true) {
_local16 = _local21;
mask_mc._width = _local16;
mask_mc._height = progIndBar_mc._height;
mask_mc._x = _local9 + _local5;
mask_mc._y = _local8 + ((_local6 - progIndBar_mc._height) / 2);
progIndBar_mc._width = (_local7 * 200) / 150;
var _local28 = progIndBar_mc._x;
_local2 = progIndBar_mc.getBounds(progIndBar_mc);
var _local30 = -_local2.xMin;
var _local29 = -_local2.yMin;
var _local19 = (_local9 + _local5) + _local30;
var _local23 = (progIndBar_mc._width * 50) / 200;
var _local25 = (progIndBar_mc._width * 20) / 200;
var _local24 = 3;
var _local27 = _local23;
if (__direction == "left") {
_local23 = (progIndBar_mc._width * 30) / 200;
_local25 = 0;
_local24 = -3;
_local27 = _local25;
}
if ((_local28 <= (_local19 - _local23)) || (_local28 >= (_local19 - _local25))) {
progIndBar_mc._x = (_local19 - _local27) + _local24;
} else {
progIndBar_mc._x = progIndBar_mc._x + _local24;
}
progIndBar_mc._y = (_local8 + ((_local6 - progIndBar_mc._height) / 2)) + _local29;
progIndBar_mc._visible = true;
invalidate();
} else {
progIndBar_mc._visible = false;
if (__direction == "left") {
_local17 = _local21 - _local16;
}
}
_local2 = progBarMiddle_mc.getBounds(progBarMiddle_mc);
var _local40 = -_local2.xMin;
var _local39 = -_local2.yMin;
progBarMiddle_mc.setSize(_local16, progBarMiddle_mc._height);
progBarMiddle_mc.move(((_local17 + _local9) + _local5) + _local40, (_local8 + ((_local6 - progBarLeft_mc._height) / 2)) + _local39);
_local2 = progBarLeft_mc.getBounds(progBarLeft_mc);
var _local36 = -_local2.xMin;
var _local33 = -_local2.yMin;
progBarLeft_mc.move((((_local17 + _local9) + _local5) - progBarLeft_mc._width) + _local36, (_local8 + ((_local6 - progBarLeft_mc._height) / 2)) + _local33);
_local2 = progBarRight_mc.getBounds(progBarRight_mc);
var _local34 = -_local2.xMin;
var _local37 = -_local2.yMin;
progBarRight_mc.move((((_local17 + _local9) + _local5) + progBarMiddle_mc._width) + _local34, (_local8 + ((_local6 - progBarRight_mc._height) / 2)) + _local37);
progTrackLeft_mc._visible = true;
progTrackMiddle_mc._visible = true;
progTrackRight_mc._visible = true;
progBarLeft_mc._visible = true;
progBarMiddle_mc._visible = true;
progBarRight_mc._visible = true;
} else {
progTrackLeft_mc._visible = false;
progTrackMiddle_mc._visible = false;
progTrackRight_mc._visible = false;
progBarLeft_mc._visible = false;
progBarMiddle_mc._visible = false;
progBarRight_mc._visible = false;
}
}
function replace(str, from, to) {
var _local1 = str.split(from);
var _local2 = _local1.join(to);
return(_local2);
}
function getMode(Void) {
return(__mode);
}
function setMode(val) {
if ((val == "polled") || (val == "manual")) {
__mode = val;
} else {
delete __mode;
}
invalidate();
}
function getDirection(Void) {
return(__direction);
}
function setDirection(val) {
if (val == "left") {
__direction = val;
} else {
delete __direction;
}
invalidate();
}
function getLabelPlacement(Void) {
return(__labelPlacement);
}
function setLabelPlacement(val) {
if ((((val == "top") || (val == "center")) || (val == "left")) || (val == "right")) {
__labelPlacement = val;
} else {
delete __labelPlacement;
}
invalidate();
}
function getIndeterminate(Void) {
return(__indeterminate);
}
function setIndeterminate(val) {
if (val == true) {
__indeterminate = true;
} else {
delete __indeterminate;
}
invalidate();
}
function getLabel(Void) {
return(__label);
}
function setLabel(val) {
__label = val;
invalidate();
}
function getConversion(Void) {
return(__conversion);
}
function setConversion(val) {
if ((!_global.isNaN(val)) && (Number(val) > 0)) {
__conversion = Number(val);
invalidate();
}
}
function getSource(Void) {
return(__source);
}
function setSource(val) {
if (typeof(val) == "string") {
__stringSource = val;
val = eval (val);
}
if (((val != null) && (val != undefined)) && (val != "")) {
__source = val;
if (__mode == "event") {
if (__source.addEventListener) {
__source.addEventListener("progress", this);
__source.addEventListener("complete", this);
} else {
__source = undefined;
}
}
if (__mode == "polled") {
si = setInterval(this, "update", __interval);
}
} else if (__source != null) {
delete __source;
clearInterval(si);
delete si;
}
}
function update(Void) {
var _local2 = __source;
var _local3 = _local2.getBytesLoaded();
var _local4 = _local2.getBytesTotal();
_setProgress(_local3, _local4);
if ((percentComplete >= 100) && (__value > 0)) {
clearInterval(si);
}
}
function progress(pEvent) {
var _local2 = pEvent.target;
var _local3 = _local2.bytesLoaded;
var _local4 = _local2.bytesTotal;
_setProgress(_local3, _local4);
}
function complete(pEvent) {
}
function _setProgress(completed, total) {
if ((!_global.isNaN(completed)) && (!_global.isNaN(total))) {
__value = Number(completed);
__maximum = Number(total);
dispatchEvent({type:"progress", current:completed, total:total});
if ((__value == __maximum) && (__value > 0)) {
dispatchEvent({type:"complete", current:completed, total:total});
}
invalidate();
}
}
function setProgress(completed, total) {
if (__mode == "manual") {
_setProgress(completed, total);
}
}
function getPercentComplete(Void) {
if ((__value < __minimum) || (__maximum < __minimum)) {
return(0);
}
var _local3 = (100 * (__value - __minimum)) / (__maximum - __minimum);
if (_global.isNaN(_local3) || (_local3 < 0)) {
return(0);
}
if (_local3 > 100) {
return(100);
}
return(_local3);
}
function getMaximum(Void) {
return(__maximum);
}
function setMaximum(val) {
if ((!_global.isNaN(val)) && (__mode == "manual")) {
__maximum = Number(val);
invalidate();
}
}
function getMinimum(Void) {
return(__minimum);
}
function setMinimum(val) {
if ((!_global.isNaN(val)) && (__mode == "manual")) {
__minimum = Number(val);
invalidate();
}
}
function getVal(Void) {
return(__value);
}
function get mode() {
return(getMode());
}
function set mode(x) {
setMode(x);
//return(mode);
}
function get source() {
return(getSource());
}
function set source(x) {
setSource(x);
//return(source);
}
function get direction() {
return(getDirection());
}
function set direction(x) {
setDirection(x);
//return(direction);
}
function get label() {
return(getLabel());
}
function set label(x) {
setLabel(x);
//return(label);
}
function get labelPlacement() {
return(getLabelPlacement());
}
function set labelPlacement(x) {
setLabelPlacement(x);
//return(labelPlacement);
}
function get indeterminate() {
return(getIndeterminate());
}
function set indeterminate(x) {
setIndeterminate(x);
//return(indeterminate);
}
function get conversion() {
return(getConversion());
}
function set conversion(x) {
setConversion(x);
//return(conversion);
}
function get percentComplete() {
return(getPercentComplete());
}
function get maximum() {
return(getMaximum());
}
function set maximum(x) {
setMaximum(x);
//return(maximum);
}
function get minimum() {
return(getMinimum());
}
function set minimum(x) {
setMinimum(x);
//return(minimum);
}
function get value() {
return(getVal());
}
static var symbolName = "ProgressBar";
static var symbolOwner = Object(mx.controls.ProgressBar);
var className = "ProgressBar";
static var version = "2.0.2.127";
var __mode = "event";
var __direction = "right";
var __labelPlacement = "bottom";
var __label = "LOADING %3%% ";
var __conversion = 1;
var __maximum = 0;
var __minimum = 0;
var __value = 0;
var __indeterminate = false;
var progTrackLeftName = "ProgTrackLeft";
var progTrackMiddleName = "ProgTrackMiddle";
var progTrackRightName = "ProgTrackRight";
var progBarLeftName = "ProgBarLeft";
var progBarMiddleName = "ProgBarMiddle";
var progBarRightName = "ProgBarRight";
var progIndBarName = "ProgIndBar";
var idNames = new Array("progTrackLeft_mc", "progTrackMiddle_mc", "progTrackRight_mc", "progBarLeft_mc", "progBarMiddle_mc", "progBarRight_mc", "progIndBar_mc");
var skinIDProgTrackLeft = 0;
var skinIDProgTrackMiddle = 1;
var skinIDProgTrackRight = 2;
var skinIDProgBarLeft = 3;
var skinIDProgBarMiddle = 4;
var skinIDProgBarRight = 5;
var skinIDProgIndBar = 6;
var skinIDMask = 100;
var skinIDLabel = 200;
var __interval = 30;
var __leave = 2;
var clipParameters = {mode:1, source:1, direction:1, label:1, labelPlacement:1, conversion:1};
static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.ProgressBar.prototype.clipParameters, mx.core.UIObject.prototype.clipParameters);
}
Symbol 43 MovieClip [__Packages.mx.skins.SkinElement] Frame 0
class mx.skins.SkinElement extends MovieClip
{
var _visible, _x, _y, _width, _height;
function SkinElement () {
super();
}
static function registerElement(name, className) {
Object.registerClass(name, ((className == undefined) ? (mx.skins.SkinElement) : (className)));
_global.skinRegistry[name] = true;
}
function __set__visible(visible) {
_visible = visible;
}
function move(x, y) {
_x = x;
_y = y;
}
function setSize(w, h) {
_width = w;
_height = h;
}
}
Symbol 44 MovieClip [__Packages.mx.styles.CSSTextStyles] Frame 0
class mx.styles.CSSTextStyles
{
function CSSTextStyles () {
}
static function addTextStyles(o, bColor) {
o.addProperty("textAlign", function () {
return(this._tf.align);
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.align = x;
});
o.addProperty("fontWeight", function () {
return(((this._tf.bold != undefined) ? ((this._tf.bold ? "bold" : "none")) : undefined));
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.bold = x == "bold";
});
if (bColor) {
o.addProperty("color", function () {
return(this._tf.color);
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.color = x;
});
}
o.addProperty("fontFamily", function () {
return(this._tf.font);
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.font = x;
});
o.addProperty("textIndent", function () {
return(this._tf.indent);
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.indent = x;
});
o.addProperty("fontStyle", function () {
return(((this._tf.italic != undefined) ? ((this._tf.italic ? "italic" : "none")) : undefined));
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.italic = x == "italic";
});
o.addProperty("marginLeft", function () {
return(this._tf.leftMargin);
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.leftMargin = x;
});
o.addProperty("marginRight", function () {
return(this._tf.rightMargin);
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.rightMargin = x;
});
o.addProperty("fontSize", function () {
return(this._tf.size);
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.size = x;
});
o.addProperty("textDecoration", function () {
return(((this._tf.underline != undefined) ? ((this._tf.underline ? "underline" : "none")) : undefined));
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.underline = x == "underline";
});
o.addProperty("embedFonts", function () {
return(this._tf.embedFonts);
}, function (x) {
if (this._tf == undefined) {
this._tf = new TextFormat();
}
this._tf.embedFonts = x;
});
}
}
Symbol 45 MovieClip [__Packages.mx.styles.StyleManager] Frame 0
class mx.styles.StyleManager
{
function StyleManager () {
}
static function registerInheritingStyle(styleName) {
inheritingStyles[styleName] = true;
}
static function isInheritingStyle(styleName) {
return(inheritingStyles[styleName] == true);
}
static function registerColorStyle(styleName) {
colorStyles[styleName] = true;
}
static function isColorStyle(styleName) {
return(colorStyles[styleName] == true);
}
static function registerColorName(colorName, colorValue) {
colorNames[colorName] = colorValue;
}
static function isColorName(colorName) {
return(colorNames[colorName] != undefined);
}
static function getColorName(colorName) {
return(colorNames[colorName]);
}
static var inheritingStyles = {color:true, direction:true, fontFamily:true, fontSize:true, fontStyle:true, fontWeight:true, textAlign:true, textIndent:true};
static var colorStyles = {barColor:true, trackColor:true, borderColor:true, buttonColor:true, color:true, dateHeaderColor:true, dateRollOverColor:true, disabledColor:true, fillColor:true, highlightColor:true, scrollTrackColor:true, selectedDateColor:true, shadowColor:true, strokeColor:true, symbolBackgroundColor:true, symbolBackgroundDisabledColor:true, symbolBackgroundPressedColor:true, symbolColor:true, symbolDisabledColor:true, themeColor:true, todayIndicatorColor:true, shadowCapColor:true, borderCapColor:true, focusColor:true};
static var colorNames = {black:0, white:16777215, red:16711680, green:65280, blue:255, magenta:16711935, yellow:16776960, cyan:65535, haloGreen:8453965, haloBlue:2881013, haloOrange:16761344};
static var TextFormatStyleProps = {font:true, size:true, color:true, leftMargin:false, rightMargin:false, italic:true, bold:true, align:true, indent:true, underline:false, embedFonts:false};
static var TextStyleMap = {textAlign:true, fontWeight:true, color:true, fontFamily:true, textIndent:true, fontStyle:true, lineHeight:true, marginLeft:true, marginRight:true, fontSize:true, textDecoration:true, embedFonts:true};
}
Symbol 46 MovieClip [__Packages.mx.styles.CSSStyleDeclaration] Frame 0
class mx.styles.CSSStyleDeclaration
{
var _tf;
function CSSStyleDeclaration () {
}
function __getTextFormat(tf, bAll) {
var _local5 = false;
if (_tf != undefined) {
var _local2;
for (_local2 in mx.styles.StyleManager.TextFormatStyleProps) {
if (bAll || (mx.styles.StyleManager.TextFormatStyleProps[_local2])) {
if (tf[_local2] == undefined) {
var _local3 = _tf[_local2];
if (_local3 != undefined) {
tf[_local2] = _local3;
} else {
_local5 = true;
}
}
}
}
} else {
_local5 = true;
}
return(_local5);
}
function getStyle(styleProp) {
var _local2 = this[styleProp];
var _local3 = mx.styles.StyleManager.getColorName(_local2);
return(((_local3 == undefined) ? (_local2) : (_local3)));
}
static function classConstruct() {
mx.styles.CSSTextStyles.addTextStyles(mx.styles.CSSStyleDeclaration.prototype, true);
return(true);
}
static var classConstructed = classConstruct();
static var CSSTextStylesDependency = mx.styles.CSSTextStyles;
}
Symbol 47 MovieClip [__Packages.mx.core.UIComponent] Frame 0
class mx.core.UIComponent extends mx.core.UIObject
{
var __width, __height, invalidate, stylecache, removeEventListener, dispatchEvent, drawFocus, addEventListener, _xscale, _yscale, _focusrect, watch, enabled;
function UIComponent () {
super();
}
function get width() {
return(__width);
}
function get height() {
return(__height);
}
function setVisible(x, noEvent) {
super.setVisible(x, noEvent);
}
function enabledChanged(id, oldValue, newValue) {
setEnabled(newValue);
invalidate();
delete stylecache.tf;
return(newValue);
}
function setEnabled(enabled) {
invalidate();
}
function getFocus() {
var selFocus = Selection.getFocus();
return(((selFocus === null) ? null : (eval (selFocus))));
}
function setFocus() {
Selection.setFocus(this);
}
function getFocusManager() {
var _local2 = this;
while (_local2 != undefined) {
if (_local2.focusManager != undefined) {
return(_local2.focusManager);
}
_local2 = _local2._parent;
}
return(undefined);
}
function onKillFocus(newFocus) {
removeEventListener("keyDown", this);
removeEventListener("keyUp", this);
dispatchEvent({type:"focusOut"});
drawFocus(false);
}
function onSetFocus(oldFocus) {
addEventListener("keyDown", this);
addEventListener("keyUp", this);
dispatchEvent({type:"focusIn"});
if (getFocusManager().bDrawFocus != false) {
drawFocus(true);
}
}
function findFocusInChildren(o) {
if (o.focusTextField != undefined) {
return(o.focusTextField);
}
if (o.tabEnabled == true) {
return(o);
}
return(undefined);
}
function findFocusFromObject(o) {
if (o.tabEnabled != true) {
if (o._parent == undefined) {
return(undefined);
}
if (o._parent.tabEnabled == true) {
o = o._parent;
} else if (o._parent.tabChildren) {
o = findFocusInChildren(o._parent);
} else {
o = findFocusFromObject(o._parent);
}
}
return(o);
}
function pressFocus() {
var _local3 = findFocusFromObject(this);
var _local2 = getFocus();
if (_local3 != _local2) {
_local2.drawFocus(false);
if (getFocusManager().bDrawFocus != false) {
_local3.drawFocus(true);
}
}
}
function releaseFocus() {
var _local2 = findFocusFromObject(this);
if (_local2 != getFocus()) {
_local2.setFocus();
}
}
function isParent(o) {
while (o != undefined) {
if (o == this) {
return(true);
}
o = o._parent;
}
return(false);
}
function size() {
}
function init() {
super.init();
_xscale = 100;
_yscale = 100;
_focusrect = _global.useFocusRect == false;
watch("enabled", enabledChanged);
if (enabled == false) {
setEnabled(false);
}
}
function dispatchValueChangedEvent(value) {
dispatchEvent({type:"valueChanged", value:value});
}
static var symbolName = "UIComponent";
static var symbolOwner = mx.core.UIComponent;
static var version = "2.0.2.127";
static var kStretch = 5000;
var focusEnabled = true;
var tabEnabled = true;
var origBorderStyles = {themeColor:16711680};
var clipParameters = {};
static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.core.UIComponent.prototype.clipParameters, mx.core.UIObject.prototype.clipParameters);
}
Symbol 48 MovieClip [__Packages.mx.events.EventDispatcher] Frame 0
class mx.events.EventDispatcher
{
function EventDispatcher () {
}
static function _removeEventListener(queue, event, handler) {
if (queue != undefined) {
var _local4 = queue.length;
var _local1;
_local1 = 0;
while (_local1 < _local4) {
var _local2 = queue[_local1];
if (_local2 == handler) {
queue.splice(_local1, 1);
return(undefined);
}
_local1++;
}
}
}
static function initialize(object) {
if (_fEventDispatcher == undefined) {
_fEventDispatcher = new mx.events.EventDispatcher();
}
object.addEventListener = _fEventDispatcher.addEventListener;
object.removeEventListener = _fEventDispatcher.removeEventListener;
object.dispatchEvent = _fEventDispatcher.dispatchEvent;
object.dispatchQueue = _fEventDispatcher.dispatchQueue;
}
function dispatchQueue(queueObj, eventObj) {
var _local7 = "__q_" + eventObj.type;
var _local4 = queueObj[_local7];
if (_local4 != undefined) {
var _local5;
for (_local5 in _local4) {
var _local1 = _local4[_local5];
var _local3 = typeof(_local1);
if ((_local3 == "object") || (_local3 == "movieclip")) {
if (_local1.handleEvent != undefined) {
_local1.handleEvent(eventObj);
}
if (_local1[eventObj.type] != undefined) {
if (exceptions[eventObj.type] == undefined) {
_local1[eventObj.type](eventObj);
}
}
} else {
_local1.apply(queueObj, [eventObj]);
}
}
}
}
function dispatchEvent(eventObj) {
if (eventObj.target == undefined) {
eventObj.target = this;
}
this[eventObj.type + "Handler"](eventObj);
dispatchQueue(this, eventObj);
}
function addEventListener(event, handler) {
var _local3 = "__q_" + event;
if (this[_local3] == undefined) {
this[_local3] = new Array();
}
_global.ASSetPropFlags(this, _local3, 1);
_removeEventListener(this[_local3], event, handler);
this[_local3].push(handler);
}
function removeEventListener(event, handler) {
var _local2 = "__q_" + event;
_removeEventListener(this[_local2], event, handler);
}
static var _fEventDispatcher = undefined;
static var exceptions = {move:1, draw:1, load:1};
}
Symbol 49 MovieClip [__Packages.mx.events.UIEventDispatcher] Frame 0
class mx.events.UIEventDispatcher extends mx.events.EventDispatcher
{
var dispatchQueue, owner, __sentLoadEvent, __origAddEventListener;
function UIEventDispatcher () {
super();
}
static function addKeyEvents(obj) {
if (obj.keyHandler == undefined) {
var _local1 = (obj.keyHandler = new Object());
_local1.owner = obj;
_local1.onKeyDown = _fEventDispatcher.onKeyDown;
_local1.onKeyUp = _fEventDispatcher.onKeyUp;
}
Key.addListener(obj.keyHandler);
}
static function removeKeyEvents(obj) {
Key.removeListener(obj.keyHandler);
}
static function addLoadEvents(obj) {
if (obj.onLoad == undefined) {
obj.onLoad = _fEventDispatcher.onLoad;
obj.onUnload = _fEventDispatcher.onUnload;
if (obj.getBytesTotal() == obj.getBytesLoaded()) {
obj.doLater(obj, "onLoad");
}
}
}
static function removeLoadEvents(obj) {
delete obj.onLoad;
delete obj.onUnload;
}
static function initialize(obj) {
if (_fEventDispatcher == undefined) {
_fEventDispatcher = new mx.events.UIEventDispatcher();
}
obj.addEventListener = _fEventDispatcher.__addEventListener;
obj.__origAddEventListener = _fEventDispatcher.addEventListener;
obj.removeEventListener = _fEventDispatcher.removeEventListener;
obj.dispatchEvent = _fEventDispatcher.dispatchEvent;
obj.dispatchQueue = _fEventDispatcher.dispatchQueue;
}
function dispatchEvent(eventObj) {
if (eventObj.target == undefined) {
eventObj.target = this;
}
this[eventObj.type + "Handler"](eventObj);
dispatchQueue(mx.events.EventDispatcher, eventObj);
dispatchQueue(this, eventObj);
}
function onKeyDown(Void) {
owner.dispatchEvent({type:"keyDown", code:Key.getCode(), ascii:Key.getAscii(), shiftKey:Key.isDown(16), ctrlKey:Key.isDown(17)});
}
function onKeyUp(Void) {
owner.dispatchEvent({type:"keyUp", code:Key.getCode(), ascii:Key.getAscii(), shiftKey:Key.isDown(16), ctrlKey:Key.isDown(17)});
}
function onLoad(Void) {
if (__sentLoadEvent != true) {
dispatchEvent({type:"load"});
}
__sentLoadEvent = true;
}
function onUnload(Void) {
dispatchEvent({type:"unload"});
}
function __addEventListener(event, handler) {
__origAddEventListener(event, handler);
var _local3 = lowLevelEvents;
for (var _local5 in _local3) {
if (mx.events.UIEventDispatcher[_local5][event] != undefined) {
var _local2 = _local3[_local5][0];
mx.events.UIEventDispatcher[_local2](this);
}
}
}
function removeEventListener(event, handler) {
var _local6 = "__q_" + event;
mx.events.EventDispatcher._removeEventListener(this[_local6], event, handler);
if (this[_local6].length == 0) {
var _local2 = lowLevelEvents;
for (var _local5 in _local2) {
if (mx.events.UIEventDispatcher[_local5][event] != undefined) {
var _local3 = _local2[_local5][1];
mx.events.UIEventDispatcher[_local2[_local5][1]](this);
}
}
}
}
static var keyEvents = {keyDown:1, keyUp:1};
static var loadEvents = {load:1, unload:1};
static var lowLevelEvents = {keyEvents:["addKeyEvents", "removeKeyEvents"], loadEvents:["addLoadEvents", "removeLoadEvents"]};
static var _fEventDispatcher = undefined;
}
Symbol 50 MovieClip [__Packages.mx.skins.ColoredSkinElement] Frame 0
class mx.skins.ColoredSkinElement
{
var getStyle, _color, onEnterFrame;
function ColoredSkinElement () {
}
function setColor(c) {
if (c != undefined) {
var _local2 = new Color(this);
_local2.setRGB(c);
}
}
function draw(Void) {
setColor(getStyle(_color));
onEnterFrame = undefined;
}
function invalidateStyle(Void) {
onEnterFrame = draw;
}
static function setColorStyle(p, colorStyle) {
if (p._color == undefined) {
p._color = colorStyle;
}
p.setColor = mixins.setColor;
p.invalidateStyle = mixins.invalidateStyle;
p.draw = mixins.draw;
p.setColor(p.getStyle(colorStyle));
}
static var mixins = new mx.skins.ColoredSkinElement();
}
Symbol 51 MovieClip [__Packages.mx.core.ext.UIObjectExtensions] Frame 0
class mx.core.ext.UIObjectExtensions
{
function UIObjectExtensions () {
}
static function addGeometry(tf, ui) {
tf.addProperty("width", ui.__get__width, null);
tf.addProperty("height", ui.__get__height, null);
tf.addProperty("left", ui.__get__left, null);
tf.addProperty("x", ui.__get__x, null);
tf.addProperty("top", ui.__get__top, null);
tf.addProperty("y", ui.__get__y, null);
tf.addProperty("right", ui.__get__right, null);
tf.addProperty("bottom", ui.__get__bottom, null);
tf.addProperty("visible", ui.__get__visible, ui.__set__visible);
}
static function Extensions() {
if (bExtended == true) {
return(true);
}
bExtended = true;
var _local6 = mx.core.UIObject.prototype;
var _local9 = mx.skins.SkinElement.prototype;
addGeometry(_local9, _local6);
mx.events.UIEventDispatcher.initialize(_local6);
var _local13 = mx.skins.ColoredSkinElement;
mx.styles.CSSTextStyles.addTextStyles(_local6);
var _local5 = MovieClip.prototype;
_local5.getTopLevel = _local6.getTopLevel;
_local5.createLabel = _local6.createLabel;
_local5.createObject = _local6.createObject;
_local5.createClassObject = _local6.createClassObject;
_local5.createEmptyObject = _local6.createEmptyObject;
_local5.destroyObject = _local6.destroyObject;
_global.ASSetPropFlags(_local5, "getTopLevel", 1);
_global.ASSetPropFlags(_local5, "createLabel", 1);
_global.ASSetPropFlags(_local5, "createObject", 1);
_global.ASSetPropFlags(_local5, "createClassObject", 1);
_global.ASSetPropFlags(_local5, "createEmptyObject", 1);
_global.ASSetPropFlags(_local5, "destroyObject", 1);
_local5.__getTextFormat = _local6.__getTextFormat;
_local5._getTextFormat = _local6._getTextFormat;
_local5.getStyleName = _local6.getStyleName;
_local5.getStyle = _local6.getStyle;
_global.ASSetPropFlags(_local5, "__getTextFormat", 1);
_global.ASSetPropFlags(_local5, "_getTextFormat", 1);
_global.ASSetPropFlags(_local5, "getStyleName", 1);
_global.ASSetPropFlags(_local5, "getStyle", 1);
var _local7 = TextField.prototype;
addGeometry(_local7, _local6);
_local7.addProperty("enabled", function () {
return(this.__enabled);
}, function (x) {
this.__enabled = x;
this.invalidateStyle();
});
_local7.move = _local9.move;
_local7.setSize = _local9.setSize;
_local7.invalidateStyle = function () {
this.invalidateFlag = true;
};
_local7.draw = function () {
if (this.invalidateFlag) {
this.invalidateFlag = false;
var _local2 = this._getTextFormat();
this.setTextFormat(_local2);
this.setNewTextFormat(_local2);
this.embedFonts = _local2.embedFonts == true;
if (this.__text != undefined) {
if (this.text == "") {
this.text = this.__text;
}
delete this.__text;
}
this._visible = true;
}
};
_local7.setColor = function (color) {
this.textColor = color;
};
_local7.getStyle = _local5.getStyle;
_local7.__getTextFormat = _local6.__getTextFormat;
_local7.setValue = function (v) {
this.text = v;
};
_local7.getValue = function () {
return(this.text);
};
_local7.addProperty("value", function () {
return(this.getValue());
}, function (v) {
this.setValue(v);
});
_local7._getTextFormat = function () {
var _local2 = this.stylecache.tf;
if (_local2 != undefined) {
return(_local2);
}
_local2 = new TextFormat();
this.__getTextFormat(_local2);
this.stylecache.tf = _local2;
if (this.__enabled == false) {
if (this.enabledColor == undefined) {
var _local4 = this.getTextFormat();
this.enabledColor = _local4.color;
}
var _local3 = this.getStyle("disabledColor");
_local2.color = _local3;
} else if (this.enabledColor != undefined) {
if (_local2.color == undefined) {
_local2.color = this.enabledColor;
}
}
return(_local2);
};
_local7.getPreferredWidth = function () {
this.draw();
return(this.textWidth + 4);
};
_local7.getPreferredHeight = function () {
this.draw();
return(this.textHeight + 4);
};
TextFormat.prototype.getTextExtent2 = function (s) {
var _local3 = _root._getTextExtent;
if (_local3 == undefined) {
_root.createTextField("_getTextExtent", -2, 0, 0, 1000, 100);
_local3 = _root._getTextExtent;
_local3._visible = false;
}
_root._getTextExtent.text = s;
var _local4 = this.align;
this.align = "left";
_root._getTextExtent.setTextFormat(this);
this.align = _local4;
return({width:_local3.textWidth, height:_local3.textHeight});
};
if (_global.style == undefined) {
_global.style = new mx.styles.CSSStyleDeclaration();
_global.cascadingStyles = true;
_global.styles = new Object();
_global.skinRegistry = new Object();
if (_global._origWidth == undefined) {
_global.origWidth = Stage.width;
_global.origHeight = Stage.height;
}
}
var _local4 = _root;
while (_local4._parent != undefined) {
_local4 = _local4._parent;
}
_local4.addProperty("width", function () {
return(Stage.width);
}, null);
_local4.addProperty("height", function () {
return(Stage.height);
}, null);
_global.ASSetPropFlags(_local4, "width", 1);
_global.ASSetPropFlags(_local4, "height", 1);
return(true);
}
static var bExtended = false;
static var UIObjectExtended = Extensions();
static var UIObjectDependency = mx.core.UIObject;
static var SkinElementDependency = mx.skins.SkinElement;
static var CSSTextStylesDependency = mx.styles.CSSTextStyles;
static var UIEventDispatcherDependency = mx.events.UIEventDispatcher;
}
Symbol 52 MovieClip [__Packages.mx.skins.halo.Defaults] Frame 0
class mx.skins.halo.Defaults
{
var beginGradientFill, beginFill, moveTo, lineTo, curveTo, endFill;
function Defaults () {
}
static function setThemeDefaults() {
var _local2 = _global.style;
_local2.themeColor = 8453965 /* 0x80FF4D */;
_local2.disabledColor = 8684164 /* 0x848284 */;
_local2.modalTransparency = 0;
_local2.filled = true;
_local2.stroked = true;
_local2.strokeWidth = 1;
_local2.strokeColor = 0;
_local2.fillColor = 16777215 /* 0xFFFFFF */;
_local2.repeatInterval = 35;
_local2.repeatDelay = 500;
_local2.fontFamily = "_sans";
_local2.fontSize = 12;
_local2.selectionColor = 13500353 /* 0xCDFFC1 */;
_local2.rollOverColor = 14942166 /* 0xE3FFD6 */;
_local2.useRollOver = true;
_local2.backgroundDisabledColor = 14540253 /* 0xDDDDDD */;
_local2.selectionDisabledColor = 14540253 /* 0xDDDDDD */;
_local2.selectionDuration = 200;
_local2.openDuration = 250;
_local2.borderStyle = "inset";
_local2.color = 734012 /* 0x0B333C */;
_local2.textSelectedColor = 24371;
_local2.textRollOverColor = 2831164 /* 0x2B333C */;
_local2.textDisabledColor = 16777215 /* 0xFFFFFF */;
_local2.vGridLines = true;
_local2.hGridLines = false;
_local2.vGridLineColor = 6710886 /* 0x666666 */;
_local2.hGridLineColor = 6710886 /* 0x666666 */;
_local2.headerColor = 15395562 /* 0xEAEAEA */;
_local2.indentation = 17;
_local2.folderOpenIcon = "TreeFolderOpen";
_local2.folderClosedIcon = "TreeFolderClosed";
_local2.defaultLeafIcon = "TreeNodeIcon";
_local2.disclosureOpenIcon = "TreeDisclosureOpen";
_local2.disclosureClosedIcon = "TreeDisclosureClosed";
_local2.popupDuration = 150;
_local2.todayColor = 6710886 /* 0x666666 */;
_local2 = (_global.styles.ScrollSelectList = new mx.styles.CSSStyleDeclaration());
_local2.backgroundColor = 16777215 /* 0xFFFFFF */;
_local2.borderColor = 13290186 /* 0xCACACA */;
_local2.borderStyle = "inset";
_local2 = (_global.styles.ComboBox = new mx.styles.CSSStyleDeclaration());
_local2.borderStyle = "inset";
_local2 = (_global.styles.NumericStepper = new mx.styles.CSSStyleDeclaration());
_local2.textAlign = "center";
_local2 = (_global.styles.RectBorder = new mx.styles.CSSStyleDeclaration());
_local2.borderColor = 14015965 /* 0xD5DDDD */;
_local2.buttonColor = 7305079 /* 0x6F7777 */;
_local2.shadowColor = 15658734 /* 0xEEEEEE */;
_local2.highlightColor = 12897484 /* 0xC4CCCC */;
_local2.shadowCapColor = 14015965 /* 0xD5DDDD */;
_local2.borderCapColor = 9542041 /* 0x919999 */;
var _local4 = new Object();
_local4.borderColor = 16711680 /* 0xFF0000 */;
_local4.buttonColor = 16711680 /* 0xFF0000 */;
_local4.shadowColor = 16711680 /* 0xFF0000 */;
_local4.highlightColor = 16711680 /* 0xFF0000 */;
_local4.shadowCapColor = 16711680 /* 0xFF0000 */;
_local4.borderCapColor = 16711680 /* 0xFF0000 */;
mx.core.UIComponent.prototype.origBorderStyles = _local4;
var _local3;
_local3 = (_global.styles.TextInput = new mx.styles.CSSStyleDeclaration());
_local3.backgroundColor = 16777215 /* 0xFFFFFF */;
_local3.borderStyle = "inset";
_global.styles.TextArea = _global.styles.TextInput;
_local3 = (_global.styles.Window = new mx.styles.CSSStyleDeclaration());
_local3.borderStyle = "default";
_local3 = (_global.styles.windowStyles = new mx.styles.CSSStyleDeclaration());
_local3.fontWeight = "bold";
_local3 = (_global.styles.dataGridStyles = new mx.styles.CSSStyleDeclaration());
_local3.fontWeight = "bold";
_local3 = (_global.styles.Alert = new mx.styles.CSSStyleDeclaration());
_local3.borderStyle = "alert";
_local3 = (_global.styles.ScrollView = new mx.styles.CSSStyleDeclaration());
_local3.borderStyle = "inset";
_local3 = (_global.styles.View = new mx.styles.CSSStyleDeclaration());
_local3.borderStyle = "none";
_local3 = (_global.styles.ProgressBar = new mx.styles.CSSStyleDeclaration());
_local3.color = 11187123 /* 0xAAB3B3 */;
_local3.fontWeight = "bold";
_local3 = (_global.styles.AccordionHeader = new mx.styles.CSSStyleDeclaration());
_local3.fontWeight = "bold";
_local3.fontSize = "11";
_local3 = (_global.styles.Accordion = new mx.styles.CSSStyleDeclaration());
_local3.borderStyle = "solid";
_local3.backgroundColor = 16777215 /* 0xFFFFFF */;
_local3.borderColor = 9081738 /* 0x8A938A */;
_local3.headerHeight = 22;
_local3.marginLeft = (_local3.marginRight = (_local3.marginTop = (_local3.marginBottom = -1)));
_local3.verticalGap = -1;
_local3 = (_global.styles.DateChooser = new mx.styles.CSSStyleDeclaration());
_local3.borderColor = 9542041 /* 0x919999 */;
_local3.headerColor = 16777215 /* 0xFFFFFF */;
_local3 = (_global.styles.CalendarLayout = new mx.styles.CSSStyleDeclaration());
_local3.fontSize = 10;
_local3.textAlign = "right";
_local3.color = 2831164 /* 0x2B333C */;
_local3 = (_global.styles.WeekDayStyle = new mx.styles.CSSStyleDeclaration());
_local3.fontWeight = "bold";
_local3.fontSize = 11;
_local3.textAlign = "center";
_local3.color = 2831164 /* 0x2B333C */;
_local3 = (_global.styles.TodayStyle = new mx.styles.CSSStyleDeclaration());
_local3.color = 16777215 /* 0xFFFFFF */;
_local3 = (_global.styles.HeaderDateText = new mx.styles.CSSStyleDeclaration());
_local3.fontSize = 12;
_local3.fontWeight = "bold";
_local3.textAlign = "center";
}
function drawRoundRect(x, y, w, h, r, c, alpha, rot, gradient, ratios) {
if (typeof(r) == "object") {
var _local18 = r.br;
var _local16 = r.bl;
var _local15 = r.tl;
var _local10 = r.tr;
} else {
var _local10 = r;
var _local15 = _local10;
var _local16 = _local15;
var _local18 = _local16;
}
if (typeof(c) == "object") {
if (typeof(alpha) != "object") {
var _local9 = [alpha, alpha];
} else {
var _local9 = alpha;
}
if (ratios == undefined) {
ratios = [0, 255];
}
var _local14 = h * 0.7;
if (typeof(rot) != "object") {
var _local11 = {matrixType:"box", x:-_local14, y:_local14, w:w * 2, h:h * 4, r:rot * 0.0174532925199433 /* Math.PI/180 */};
} else {
var _local11 = rot;
}
if (gradient == "radial") {
beginGradientFill("radial", c, _local9, ratios, _local11);
} else {
beginGradientFill("linear", c, _local9, ratios, _local11);
}
} else if (c != undefined) {
beginFill(c, alpha);
}
r = _local18;
var _local13 = r - (r * 0.707106781186547);
var _local12 = r - (r * 0.414213562373095);
moveTo(x + w, (y + h) - r);
lineTo(x + w, (y + h) - r);
curveTo(x + w, (y + h) - _local12, (x + w) - _local13, (y + h) - _local13);
curveTo((x + w) - _local12, y + h, (x + w) - r, y + h);
r = _local16;
_local13 = r - (r * 0.707106781186547);
_local12 = r - (r * 0.414213562373095);
lineTo(x + r, y + h);
curveTo(x + _local12, y + h, x + _local13, (y + h) - _local13);
curveTo(x, (y + h) - _local12, x, (y + h) - r);
r = _local15;
_local13 = r - (r * 0.707106781186547);
_local12 = r - (r * 0.414213562373095);
lineTo(x, y + r);
curveTo(x, y + _local12, x + _local13, y + _local13);
curveTo(x + _local12, y, x + r, y);
r = _local10;
_local13 = r - (r * 0.707106781186547);
_local12 = r - (r * 0.414213562373095);
lineTo((x + w) - r, y);
curveTo((x + w) - _local12, y, (x + w) - _local13, y + _local13);
curveTo(x + w, y + _local12, x + w, y + r);
lineTo(x + w, (y + h) - r);
if (c != undefined) {
endFill();
}
}
static function classConstruct() {
mx.core.ext.UIObjectExtensions.Extensions();
setThemeDefaults();
mx.core.UIObject.prototype.drawRoundRect = mx.skins.halo.Defaults.prototype.drawRoundRect;
return(true);
}
static var classConstructed = classConstruct();
static var CSSStyleDeclarationDependency = mx.styles.CSSStyleDeclaration;
static var UIObjectExtensionsDependency = mx.core.ext.UIObjectExtensions;
static var UIObjectDependency = mx.core.UIObject;
}
Symbol 53 MovieClip [__Packages.mx.controls.SimpleButton] Frame 0
class mx.controls.SimpleButton extends mx.core.UIComponent
{
static var emphasizedStyleDeclaration;
var preset, boundingBox_mc, useHandCursor, skinName, linkLength, iconName, destroyObject, __width, _width, __height, _height, __emphaticStyleName, styleName, enabled, invalidate, pressFocus, dispatchEvent, autoRepeat, interval, getStyle, releaseFocus, createLabel, invalidateStyle;
function SimpleButton () {
super();
}
function init(Void) {
super.init();
if (preset == undefined) {
boundingBox_mc._visible = false;
boundingBox_mc._width = (boundingBox_mc._height = 0);
}
useHandCursor = false;
}
function createChildren(Void) {
if (preset != undefined) {
var _local2 = this[idNames[preset]];
this[refNames[preset]] = _local2;
skinName = _local2;
if (falseOverSkin.length == 0) {
rolloverSkin = fus;
}
if (falseOverIcon.length == 0) {
rolloverIcon = fui;
}
initializing = false;
} else if (__state == true) {
setStateVar(true);
} else {
if (falseOverSkin.length == 0) {
rolloverSkin = fus;
}
if (falseOverIcon.length == 0) {
rolloverIcon = fui;
}
}
}
function setIcon(tag, linkageName) {
return(setSkin(tag + 8, linkageName));
}
function changeIcon(tag, linkageName) {
linkLength = linkageName.length;
var _local2 = stateNames[tag] + "Icon";
this[_local2] = linkageName;
this[idNames[tag + 8]] = _local2;
setStateVar(getState());
}
function changeSkin(tag, linkageName) {
var _local2 = stateNames[tag] + "Skin";
this[_local2] = linkageName;
this[idNames[tag]] = _local2;
setStateVar(getState());
}
function viewIcon(varName) {
var _local4 = varName + "Icon";
var _local3 = this[_local4];
if (typeof(_local3) == "string") {
var _local5 = _local3;
if (__emphasized) {
if (this[_local3 + "Emphasized"].length > 0) {
_local3 = _local3 + "Emphasized";
}
}
if (this[_local3].length == 0) {
return(undefined);
}
_local3 = setIcon(tagMap[_local5], this[_local3]);
if ((_local3 == undefined) && (_global.isLivePreview)) {
_local3 = setIcon(0, "ButtonIcon");
}
this[_local4] = _local3;
}
iconName._visible = false;
iconName = _local3;
iconName._visible = true;
}
function removeIcons() {
var _local3 = 0;
while (_local3 < 2) {
var _local2 = 8;
while (_local2 < 16) {
destroyObject(idNames[_local2]);
this[stateNames[_local2 - 8] + "Icon"] = "";
_local2++;
}
_local3++;
}
refresh();
}
function setSkin(tag, linkageName, initobj) {
var _local3 = super.setSkin(tag, linkageName, ((initobj != undefined) ? (initobj) : ({styleName:this})));
calcSize(tag, _local3);
return(_local3);
}
function calcSize(Void) {
__width = _width;
__height = _height;
}
function viewSkin(varName, initObj) {
var _local3 = varName + "Skin";
var _local2 = this[_local3];
if (typeof(_local2) == "string") {
var _local4 = _local2;
if (__emphasized) {
if (this[_local2 + "Emphasized"].length > 0) {
_local2 = _local2 + "Emphasized";
}
}
if (this[_local2].length == 0) {
return(undefined);
}
_local2 = setSkin(tagMap[_local4], this[_local2], ((initObj != undefined) ? (initObj) : ({styleName:this})));
this[_local3] = _local2;
}
skinName._visible = false;
skinName = _local2;
skinName._visible = true;
}
function showEmphasized(e) {
if (e && (!__emphatic)) {
if (emphasizedStyleDeclaration != undefined) {
__emphaticStyleName = styleName;
styleName = emphasizedStyleDeclaration;
}
__emphatic = true;
} else {
if (__emphatic) {
styleName = __emphaticStyleName;
}
__emphatic = false;
}
}
function refresh(Void) {
var _local2 = getState();
if (enabled == false) {
viewIcon("disabled");
viewSkin("disabled");
} else {
viewSkin(phase);
viewIcon(phase);
}
setView(phase == "down");
iconName.enabled = enabled;
}
function setView(offset) {
if (iconName == undefined) {
return(undefined);
}
var _local2 = (offset ? (btnOffset) : 0);
iconName._x = ((__width - iconName._width) / 2) + _local2;
iconName._y = ((__height - iconName._height) / 2) + _local2;
}
function setStateVar(state) {
if (state) {
if (trueOverSkin.length == 0) {
rolloverSkin = tus;
} else {
rolloverSkin = trs;
}
if (trueOverIcon.length == 0) {
rolloverIcon = tui;
} else {
rolloverIcon = tri;
}
upSkin = tus;
downSkin = tds;
disabledSkin = dts;
upIcon = tui;
downIcon = tdi;
disabledIcon = dti;
} else {
if (falseOverSkin.length == 0) {
rolloverSkin = fus;
} else {
rolloverSkin = frs;
}
if (falseOverIcon.length == 0) {
rolloverIcon = fui;
} else {
rolloverIcon = fri;
}
upSkin = fus;
downSkin = fds;
disabledSkin = dfs;
upIcon = fui;
downIcon = fdi;
disabledIcon = dfi;
}
__state = state;
}
function setState(state) {
if (state != __state) {
setStateVar(state);
invalidate();
}
}
function size(Void) {
refresh();
}
function draw(Void) {
if (initializing) {
initializing = false;
skinName.visible = true;
iconName.visible = true;
}
size();
}
function getState(Void) {
return(__state);
}
function setToggle(val) {
__toggle = val;
if (__toggle == false) {
setState(false);
}
}
function getToggle(Void) {
return(__toggle);
}
function set toggle(val) {
setToggle(val);
//return(toggle);
}
function get toggle() {
return(getToggle());
}
function set value(val) {
setSelected(val);
//return(value);
}
function get value() {
return(getSelected());
}
function set selected(val) {
setSelected(val);
//return(selected);
}
function get selected() {
return(getSelected());
}
function setSelected(val) {
if (__toggle) {
setState(val);
} else {
setState((initializing ? (val) : (__state)));
}
}
function getSelected() {
return(__state);
}
function setEnabled(val) {
if (enabled != val) {
super.setEnabled(val);
invalidate();
}
}
function onPress(Void) {
pressFocus();
phase = "down";
refresh();
dispatchEvent({type:"buttonDown"});
if (autoRepeat) {
interval = setInterval(this, "onPressDelay", getStyle("repeatDelay"));
}
}
function onPressDelay(Void) {
dispatchEvent({type:"buttonDown"});
if (autoRepeat) {
clearInterval(interval);
interval = setInterval(this, "onPressRepeat", getStyle("repeatInterval"));
}
}
function onPressRepeat(Void) {
dispatchEvent({type:"buttonDown"});
updateAfterEvent();
}
function onRelease(Void) {
releaseFocus();
phase = "rollover";
if (interval != undefined) {
clearInterval(interval);
delete interval;
}
if (getToggle()) {
setState(!getState());
} else {
refresh();
}
dispatchEvent({type:"click"});
}
function onDragOut(Void) {
phase = "up";
refresh();
dispatchEvent({type:"buttonDragOut"});
}
function onDragOver(Void) {
if (phase != "up") {
onPress();
return(undefined);
}
phase = "down";
refresh();
}
function onReleaseOutside(Void) {
releaseFocus();
phase = "up";
if (interval != undefined) {
clearInterval(interval);
delete interval;
}
}
function onRollOver(Void) {
phase = "rollover";
refresh();
}
function onRollOut(Void) {
phase = "up";
refresh();
}
function getLabel(Void) {
return(fui.text);
}
function setLabel(val) {
if (typeof(fui) == "string") {
createLabel("fui", 8, val);
fui.styleName = this;
} else {
fui.text = val;
}
var _local4 = fui._getTextFormat();
var _local2 = _local4.getTextExtent2(val);
fui._width = _local2.width + 5;
fui._height = _local2.height + 5;
iconName = fui;
setView(__state);
}
function get emphasized() {
return(__emphasized);
}
function set emphasized(val) {
__emphasized = val;
var _local2 = 0;
while (_local2 < 8) {
this[idNames[_local2]] = stateNames[_local2] + "Skin";
if (typeof(this[idNames[_local2 + 8]]) == "movieclip") {
this[idNames[_local2 + 8]] = stateNames[_local2] + "Icon";
}
_local2++;
}
showEmphasized(__emphasized);
setStateVar(__state);
invalidateStyle();
//return(emphasized);
}
function keyDown(e) {
if (e.code == 32) {
onPress();
}
}
function keyUp(e) {
if (e.code == 32) {
onRelease();
}
}
function onKillFocus(newFocus) {
super.onKillFocus();
if (phase != "up") {
phase = "up";
refresh();
}
}
static var symbolName = "SimpleButton";
static var symbolOwner = mx.controls.SimpleButton;
static var version = "2.0.2.127";
var className = "SimpleButton";
var style3dInset = 4;
var btnOffset = 1;
var __toggle = false;
var __state = false;
var __emphasized = false;
var __emphatic = false;
static var falseUp = 0;
static var falseDown = 1;
static var falseOver = 2;
static var falseDisabled = 3;
static var trueUp = 4;
static var trueDown = 5;
static var trueOver = 6;
static var trueDisabled = 7;
var falseUpSkin = "SimpleButtonUp";
var falseDownSkin = "SimpleButtonIn";
var falseOverSkin = "";
var falseDisabledSkin = "SimpleButtonUp";
var trueUpSkin = "SimpleButtonIn";
var trueDownSkin = "";
var trueOverSkin = "";
var trueDisabledSkin = "SimpleButtonIn";
var falseUpIcon = "";
var falseDownIcon = "";
var falseOverIcon = "";
var falseDisabledIcon = "";
var trueUpIcon = "";
var trueDownIcon = "";
var trueOverIcon = "";
var trueDisabledIcon = "";
var phase = "up";
var fui = "falseUpIcon";
var fus = "falseUpSkin";
var fdi = "falseDownIcon";
var fds = "falseDownSkin";
var frs = "falseOverSkin";
var fri = "falseOverIcon";
var dfi = "falseDisabledIcon";
var dfs = "falseDisabledSkin";
var tui = "trueUpIcon";
var tus = "trueUpSkin";
var tdi = "trueDownIcon";
var tds = "trueDownSkin";
var trs = "trueOverSkin";
var tri = "trueOverIcon";
var dts = "trueDisabledSkin";
var dti = "trueDisabledIcon";
var rolloverSkin = mx.controls.SimpleButton.prototype.frs;
var rolloverIcon = mx.controls.SimpleButton.prototype.fri;
var upSkin = mx.controls.SimpleButton.prototype.fus;
var downSkin = mx.controls.SimpleButton.prototype.fds;
var disabledSkin = mx.controls.SimpleButton.prototype.dfs;
var upIcon = mx.controls.SimpleButton.prototype.fui;
var downIcon = mx.controls.SimpleButton.prototype.fdi;
var disabledIcon = mx.controls.SimpleButton.prototype.dfi;
var initializing = true;
var idNames = ["fus", "fds", "frs", "dfs", "tus", "tds", "trs", "dts", "fui", "fdi", "fri", "dfi", "tui", "tdi", "tri", "dti"];
var stateNames = ["falseUp", "falseDown", "falseOver", "falseDisabled", "trueUp", "trueDown", "trueOver", "trueDisabled"];
var refNames = ["upSkin", "downSkin", "rolloverSkin", "disabledSkin"];
var tagMap = {falseUpSkin:0, falseDownSkin:1, falseOverSkin:2, falseDisabledSkin:3, trueUpSkin:4, trueDownSkin:5, trueOverSkin:6, trueDisabledSkin:7, falseUpIcon:0, falseDownIcon:1, falseOverIcon:2, falseDisabledIcon:3, trueUpIcon:4, trueDownIcon:5, trueOverIcon:6, trueDisabledIcon:7};
}
Symbol 54 MovieClip [__Packages.mx.managers.DepthManager] Frame 0
class mx.managers.DepthManager
{
var _childCounter, createClassObject, createObject, _parent, swapDepths, _topmost, getDepth;
function DepthManager () {
MovieClip.prototype.createClassChildAtDepth = createClassChildAtDepth;
MovieClip.prototype.createChildAtDepth = createChildAtDepth;
MovieClip.prototype.setDepthTo = setDepthTo;
MovieClip.prototype.setDepthAbove = setDepthAbove;
MovieClip.prototype.setDepthBelow = setDepthBelow;
MovieClip.prototype.findNextAvailableDepth = findNextAvailableDepth;
MovieClip.prototype.shuffleDepths = shuffleDepths;
MovieClip.prototype.getDepthByFlag = getDepthByFlag;
MovieClip.prototype.buildDepthTable = buildDepthTable;
_global.ASSetPropFlags(MovieClip.prototype, "createClassChildAtDepth", 1);
_global.ASSetPropFlags(MovieClip.prototype, "createChildAtDepth", 1);
_global.ASSetPropFlags(MovieClip.prototype, "setDepthTo", 1);
_global.ASSetPropFlags(MovieClip.prototype, "setDepthAbove", 1);
_global.ASSetPropFlags(MovieClip.prototype, "setDepthBelow", 1);
_global.ASSetPropFlags(MovieClip.prototype, "findNextAvailableDepth", 1);
_global.ASSetPropFlags(MovieClip.prototype, "shuffleDepths", 1);
_global.ASSetPropFlags(MovieClip.prototype, "getDepthByFlag", 1);
_global.ASSetPropFlags(MovieClip.prototype, "buildDepthTable", 1);
}
static function sortFunction(a, b) {
if (a.getDepth() > b.getDepth()) {
return(1);
}
return(-1);
}
static function test(depth) {
if (depth == reservedDepth) {
return(false);
}
return(true);
}
static function createClassObjectAtDepth(className, depthSpace, initObj) {
var _local1;
switch (depthSpace) {
case kCursor :
_local1 = holder.createClassChildAtDepth(className, kTopmost, initObj);
break;
case kTooltip :
_local1 = holder.createClassChildAtDepth(className, kTop, initObj);
break;
}
return(_local1);
}
static function createObjectAtDepth(linkageName, depthSpace, initObj) {
var _local1;
switch (depthSpace) {
case kCursor :
_local1 = holder.createChildAtDepth(linkageName, kTopmost, initObj);
break;
case kTooltip :
_local1 = holder.createChildAtDepth(linkageName, kTop, initObj);
break;
}
return(_local1);
}
function createClassChildAtDepth(className, depthFlag, initObj) {
if (_childCounter == undefined) {
_childCounter = 0;
}
var _local3 = buildDepthTable();
var _local2 = getDepthByFlag(depthFlag, _local3);
var _local6 = "down";
if (depthFlag == kBottom) {
_local6 = "up";
}
var _local5;
if (_local3[_local2] != undefined) {
_local5 = _local2;
_local2 = findNextAvailableDepth(_local2, _local3, _local6);
}
var _local4 = createClassObject(className, "depthChild" + (_childCounter++), _local2, initObj);
if (_local5 != undefined) {
_local3[_local2] = _local4;
shuffleDepths(_local4, _local5, _local3, _local6);
}
if (depthFlag == kTopmost) {
_local4._topmost = true;
}
return(_local4);
}
function createChildAtDepth(linkageName, depthFlag, initObj) {
if (_childCounter == undefined) {
_childCounter = 0;
}
var _local3 = buildDepthTable();
var _local2 = getDepthByFlag(depthFlag, _local3);
var _local6 = "down";
if (depthFlag == kBottom) {
_local6 = "up";
}
var _local5;
if (_local3[_local2] != undefined) {
_local5 = _local2;
_local2 = findNextAvailableDepth(_local2, _local3, _local6);
}
var _local4 = createObject(linkageName, "depthChild" + (_childCounter++), _local2, initObj);
if (_local5 != undefined) {
_local3[_local2] = _local4;
shuffleDepths(_local4, _local5, _local3, _local6);
}
if (depthFlag == kTopmost) {
_local4._topmost = true;
}
return(_local4);
}
function setDepthTo(depthFlag) {
var _local2 = _parent.buildDepthTable();
var _local3 = _parent.getDepthByFlag(depthFlag, _local2);
if (_local2[_local3] != undefined) {
shuffleDepths(this, _local3, _local2, undefined);
} else {
swapDepths(_local3);
}
if (depthFlag == kTopmost) {
_topmost = true;
} else {
delete _topmost;
}
}
function setDepthAbove(targetInstance) {
if (targetInstance._parent != _parent) {
return(undefined);
}
var _local2 = targetInstance.getDepth() + 1;
var _local3 = _parent.buildDepthTable();
if ((_local3[_local2] != undefined) && (getDepth() < _local2)) {
_local2 = _local2 - 1;
}
if (_local2 > highestDepth) {
_local2 = highestDepth;
}
if (_local2 == highestDepth) {
_parent.shuffleDepths(this, _local2, _local3, "down");
} else if (_local3[_local2] != undefined) {
_parent.shuffleDepths(this, _local2, _local3, undefined);
} else {
swapDepths(_local2);
}
}
function setDepthBelow(targetInstance) {
if (targetInstance._parent != _parent) {
return(undefined);
}
var _local6 = targetInstance.getDepth() - 1;
var _local3 = _parent.buildDepthTable();
if ((_local3[_local6] != undefined) && (getDepth() > _local6)) {
_local6 = _local6 + 1;
}
var _local4 = lowestDepth + numberOfAuthortimeLayers;
var _local5;
for (_local5 in _local3) {
var _local2 = _local3[_local5];
if (_local2._parent != undefined) {
_local4 = Math.min(_local4, _local2.getDepth());
}
}
if (_local6 < _local4) {
_local6 = _local4;
}
if (_local6 == _local4) {
_parent.shuffleDepths(this, _local6, _local3, "up");
} else if (_local3[_local6] != undefined) {
_parent.shuffleDepths(this, _local6, _local3, undefined);
} else {
swapDepths(_local6);
}
}
function findNextAvailableDepth(targetDepth, depthTable, direction) {
var _local5 = lowestDepth + numberOfAuthortimeLayers;
if (targetDepth < _local5) {
targetDepth = _local5;
}
if (depthTable[targetDepth] == undefined) {
return(targetDepth);
}
var _local2 = targetDepth;
var _local1 = targetDepth;
if (direction == "down") {
while (depthTable[_local1] != undefined) {
_local1--;
}
return(_local1);
}
while (depthTable[_local2] != undefined) {
_local2++;
}
return(_local2);
}
function shuffleDepths(subject, targetDepth, depthTable, direction) {
var _local9 = lowestDepth + numberOfAuthortimeLayers;
var _local8 = _local9;
var _local5;
for (_local5 in depthTable) {
var _local7 = depthTable[_local5];
if (_local7._parent != undefined) {
_local9 = Math.min(_local9, _local7.getDepth());
}
}
if (direction == undefined) {
if (subject.getDepth() > targetDepth) {
direction = "up";
} else {
direction = "down";
}
}
var _local1 = new Array();
for (_local5 in depthTable) {
var _local7 = depthTable[_local5];
if (_local7._parent != undefined) {
_local1.push(_local7);
}
}
_local1.sort(sortFunction);
if (direction == "up") {
var _local3;
var _local11;
do {
if (_local1.length <= 0) {
break;
}
_local3 = _local1.pop();
} while (_local3 != subject);
do {
if (_local1.length <= 0) {
break;
}
_local11 = subject.getDepth();
_local3 = _local1.pop();
var _local4 = _local3.getDepth();
if (_local11 > (_local4 + 1)) {
if (_local4 >= 0) {
subject.swapDepths(_local4 + 1);
} else if ((_local11 > _local8) && (_local4 < _local8)) {
subject.swapDepths(_local8);
}
}
subject.swapDepths(_local3);
} while (_local4 != targetDepth);
} else if (direction == "down") {
var _local3;
do {
if (_local1.length <= 0) {
break;
}
_local3 = _local1.shift();
} while (_local3 != subject);
do {
if (_local1.length <= 0) {
break;
}
var _local11 = _local3.getDepth();
_local3 = _local1.shift();
var _local4 = _local3.getDepth();
if ((_local11 < (_local4 - 1)) && (_local4 > 0)) {
subject.swapDepths(_local4 - 1);
}
subject.swapDepths(_local3);
} while (_local4 != targetDepth);
}
}
function getDepthByFlag(depthFlag, depthTable) {
var _local2 = 0;
if ((depthFlag == kTop) || (depthFlag == kNotopmost)) {
var _local5 = 0;
var _local7 = false;
var _local8;
for (_local8 in depthTable) {
var _local9 = depthTable[_local8];
var _local3 = typeof(_local9);
if ((_local3 == "movieclip") || ((_local3 == "object") && (_local9.__getTextFormat != undefined))) {
if (_local9.getDepth() <= highestDepth) {
if (!_local9._topmost) {
_local2 = Math.max(_local2, _local9.getDepth());
} else if (!_local7) {
_local5 = _local9.getDepth();
_local7 = true;
} else {
_local5 = Math.min(_local5, _local9.getDepth());
}
}
}
}
_local2 = _local2 + 20;
if (_local7) {
if (_local2 >= _local5) {
_local2 = _local5 - 1;
}
}
} else if (depthFlag == kBottom) {
for (var _local8 in depthTable) {
var _local9 = depthTable[_local8];
var _local3 = typeof(_local9);
if ((_local3 == "movieclip") || ((_local3 == "object") && (_local9.__getTextFormat != undefined))) {
if (_local9.getDepth() <= highestDepth) {
_local2 = Math.min(_local2, _local9.getDepth());
}
}
}
_local2 = _local2 - 20;
} else if (depthFlag == kTopmost) {
for (var _local8 in depthTable) {
var _local9 = depthTable[_local8];
var _local3 = typeof(_local9);
if ((_local3 == "movieclip") || ((_local3 == "object") && (_local9.__getTextFormat != undefined))) {
if (_local9.getDepth() <= highestDepth) {
_local2 = Math.max(_local2, _local9.getDepth());
}
}
}
_local2 = _local2 + 100;
}
if (_local2 >= highestDepth) {
_local2 = highestDepth;
}
var _local6 = lowestDepth + numberOfAuthortimeLayers;
for (var _local9 in depthTable) {
var _local4 = depthTable[_local9];
if (_local4._parent != undefined) {
_local6 = Math.min(_local6, _local4.getDepth());
}
}
if (_local2 <= _local6) {
_local2 = _local6;
}
return(_local2);
}
function buildDepthTable(Void) {
var _local5 = new Array();
var _local4;
for (_local4 in this) {
var _local2 = this[_local4];
var _local3 = typeof(_local2);
if ((_local3 == "movieclip") || ((_local3 == "object") && (_local2.__getTextFormat != undefined))) {
if (_local2._parent == this) {
_local5[_local2.getDepth()] = _local2;
}
}
}
return(_local5);
}
static var reservedDepth = 1048575;
static var highestDepth = 1048574;
static var lowestDepth = -16383;
static var numberOfAuthortimeLayers = 383;
static var kCursor = 101;
static var kTooltip = 102;
static var kTop = 201;
static var kBottom = 202;
static var kTopmost = 203;
static var kNotopmost = 204;
static var holder = _root.createEmptyMovieClip("reserved", reservedDepth);
static var __depthManager = new mx.managers.DepthManager();
}
Symbol 55 MovieClip [__Packages.mx.managers.SystemManager] Frame 0
class mx.managers.SystemManager
{
static var _xAddEventListener, addEventListener, __addEventListener, _xRemoveEventListener, removeEventListener, __removeEventListener, form, __screen, dispatchEvent;
function SystemManager () {
}
static function init(Void) {
if (_initialized == false) {
_initialized = true;
mx.events.EventDispatcher.initialize(mx.managers.SystemManager);
Mouse.addListener(mx.managers.SystemManager);
Stage.addListener(mx.managers.SystemManager);
_xAddEventListener = addEventListener;
addEventListener = __addEventListener;
_xRemoveEventListener = removeEventListener;
removeEventListener = __removeEventListener;
}
}
static function addFocusManager(f) {
form = f;
f.focusManager.activate();
}
static function removeFocusManager(f) {
}
static function onMouseDown(Void) {
var _local1 = form;
_local1.focusManager._onMouseDown();
}
static function onResize(Void) {
var _local7 = Stage.width;
var _local6 = Stage.height;
var _local9 = _global.origWidth;
var _local8 = _global.origHeight;
var _local3 = Stage.align;
var _local5 = (_local9 - _local7) / 2;
var _local4 = (_local8 - _local6) / 2;
if (_local3 == "T") {
_local4 = 0;
} else if (_local3 == "B") {
_local4 = _local8 - _local6;
} else if (_local3 == "L") {
_local5 = 0;
} else if (_local3 == "R") {
_local5 = _local9 - _local7;
} else if (_local3 == "LT") {
_local4 = 0;
_local5 = 0;
} else if (_local3 == "TR") {
_local4 = 0;
_local5 = _local9 - _local7;
} else if (_local3 == "LB") {
_local4 = _local8 - _local6;
_local5 = 0;
} else if (_local3 == "RB") {
_local4 = _local8 - _local6;
_local5 = _local9 - _local7;
}
if (__screen == undefined) {
__screen = new Object();
}
__screen.x = _local5;
__screen.y = _local4;
__screen.width = _local7;
__screen.height = _local6;
_root.focusManager.relocate();
dispatchEvent({type:"resize"});
}
static function get screen() {
init();
if (__screen == undefined) {
onResize();
}
return(__screen);
}
static var _initialized = false;
static var idleFrames = 0;
static var isMouseDown = false;
static var forms = new Array();
}
Symbol 56 MovieClip [__Packages.mx.managers.FocusManager] Frame 0
class mx.managers.FocusManager extends mx.core.UIComponent
{
var __defaultPushButton, defPushButton, form, move, tabEnabled, _width, _height, _x, _y, _alpha, _parent, tabCapture, watch, lastMouse, _visible, lastFocus, doLater, lastSelFocus, cancelAllDoLaters, _searchKey, _lastTarget, _firstNode, _nextIsNext, _nextNode, _lastx, _prevNode, _needPrev, _foundList, _prevObj, _nextObj, _firstObj, _lastObj, _lastNode, lastTabFocus, findFocusFromObject;
function FocusManager () {
super();
}
function get defaultPushButton() {
return(__defaultPushButton);
}
function set defaultPushButton(x) {
if (x != __defaultPushButton) {
__defaultPushButton.__set__emphasized(false);
__defaultPushButton = x;
defPushButton = x;
x.__set__emphasized(true);
}
//return(defaultPushButton);
}
function getMaxTabIndex(o) {
var _local3 = 0;
var _local6;
for (_local6 in o) {
var _local2 = o[_local6];
if (_local2._parent == o) {
if (_local2.tabIndex != undefined) {
if (_local2.tabIndex > _local3) {
_local3 = _local2.tabIndex;
}
}
if (_local2.tabChildren == true) {
var _local4 = getMaxTabIndex(_local2);
if (_local4 > _local3) {
_local3 = _local4;
}
}
}
}
return(_local3);
}
function getNextTabIndex(Void) {
return(getMaxTabIndex(form) + 1);
}
function get nextTabIndex() {
return(getNextTabIndex());
}
function relocate(Void) {
var _local2 = mx.managers.SystemManager.__get__screen();
move(_local2.x - 1, _local2.y - 1);
}
function init(Void) {
super.init();
tabEnabled = false;
_width = (_height = 1);
_x = (_y = -1);
_alpha = 0;
_parent.focusManager = this;
_parent.tabChildren = true;
_parent.tabEnabled = false;
form = _parent;
_parent.addEventListener("hide", this);
_parent.addEventListener("reveal", this);
mx.managers.SystemManager.init();
mx.managers.SystemManager.addFocusManager(form);
tabCapture.tabIndex = 0;
watch("enabled", enabledChanged);
Selection.addListener(this);
lastMouse = new Object();
_global.ASSetPropFlags(_parent, "focusManager", 1);
_global.ASSetPropFlags(_parent, "tabChildren", 1);
_global.ASSetPropFlags(_parent, "tabEnabled", 1);
}
function enabledChanged(id, oldValue, newValue) {
_visible = newValue;
return(newValue);
}
function activate(Void) {
Key.addListener(this);
activated = (_visible = true);
if (lastFocus != undefined) {
bNeedFocus = true;
if (!mx.managers.SystemManager.isMouseDown) {
doLater(this, "restoreFocus");
}
}
}
function deactivate(Void) {
Key.removeListener(this);
activated = (_visible = false);
var _local2 = getSelectionFocus();
var _local3 = getActualFocus(_local2);
if (isOurFocus(_local3)) {
lastSelFocus = _local2;
lastFocus = _local3;
}
cancelAllDoLaters();
}
function isOurFocus(o) {
if (o.focusManager == this) {
return(true);
}
while (o != undefined) {
if (o.focusManager != undefined) {
return(false);
}
if (o._parent == _parent) {
return(true);
}
o = o._parent;
}
return(false);
}
function onSetFocus(o, n) {
if (n == null) {
if (activated) {
bNeedFocus = true;
}
} else {
var _local2 = getFocus();
if (isOurFocus(_local2)) {
bNeedFocus = false;
lastFocus = _local2;
lastSelFocus = n;
}
}
}
function restoreFocus(Void) {
var _local2 = lastSelFocus.hscroll;
if (_local2 != undefined) {
var _local5 = lastSelFocus.scroll;
var _local4 = lastSelFocus.background;
}
lastFocus.setFocus();
var _local3 = Selection;
Selection.setSelection(_local3.lastBeginIndex, _local3.lastEndIndex);
if (_local2 != undefined) {
lastSelFocus.scroll = _local5;
lastSelFocus.hscroll = _local2;
lastSelFocus.background = _local4;
}
}
function onUnload(Void) {
mx.managers.SystemManager.removeFocusManager(form);
}
function setFocus(o) {
if (o == null) {
Selection.setFocus(null);
} else if (o.setFocus == undefined) {
Selection.setFocus(o);
} else {
o.setFocus();
}
}
function getActualFocus(o) {
var _local1 = o._parent;
while (_local1 != undefined) {
if (_local1.focusTextField != undefined) {
while (_local1.focusTextField != undefined) {
o = _local1;
_local1 = _local1._parent;
if (_local1 == undefined) {
return(undefined);
}
if (_local1.focusTextField == undefined) {
return(o);
}
}
}
if (_local1.tabEnabled != true) {
return(o);
}
o = _local1;
_local1 = o._parent;
}
return(undefined);
}
function getSelectionFocus() {
var m = Selection.getFocus();
var o = eval (m);
return(o);
}
function getFocus(Void) {
var _local2 = getSelectionFocus();
return(getActualFocus(_local2));
}
function walkTree(p, index, groupName, dir, lookup, firstChild) {
var _local5 = true;
var _local11;
for (_local11 in p) {
var _local2 = p[_local11];
if ((((_local2._parent == p) && (_local2.enabled != false)) && (_local2._visible != false)) && ((_local2.tabEnabled == true) || ((_local2.tabEnabled != false) && ((((((((_local2.onPress != undefined) || (_local2.onRelease != undefined)) || (_local2.onReleaseOutside != undefined)) || (_local2.onDragOut != undefined)) || (_local2.onDragOver != undefined)) || (_local2.onRollOver != undefined)) || (_local2.onRollOut != undefined)) || (_local2 instanceof TextField))))) {
if (_local2._searchKey == _searchKey) {
continue;
}
_local2._searchKey = _searchKey;
if (_local2 != _lastTarget) {
if (((_local2.groupName != undefined) || (groupName != undefined)) && (_local2.groupName == groupName)) {
continue;
}
if ((_local2 instanceof TextField) && (_local2.selectable == false)) {
continue;
}
if (_local5 || (((_local2.groupName != undefined) && (_local2.groupName == _firstNode.groupName)) && (_local2.selected == true))) {
if (firstChild) {
_firstNode = _local2;
firstChild = false;
}
}
if (_nextIsNext == true) {
if ((((_local2.groupName != undefined) && (_local2.groupName == _nextNode.groupName)) && (_local2.selected == true)) || ((_nextNode == undefined) && ((_local2.groupName == undefined) || ((_local2.groupName != undefined) && (_local2.groupName != groupName))))) {
_nextNode = _local2;
}
}
if ((_local2.groupName == undefined) || (groupName != _local2.groupName)) {
if (((_lastx.groupName != undefined) && (_local2.groupName == _lastx.groupName)) && (_lastx.selected == true)) {
} else {
_lastx = _local2;
}
}
} else {
_prevNode = _lastx;
_needPrev = false;
_nextIsNext = true;
}
if (_local2.tabIndex != undefined) {
if (_local2.tabIndex == index) {
if (_foundList[_local2._name] == undefined) {
if (_needPrev) {
_prevObj = _local2;
_needPrev = false;
}
_nextObj = _local2;
}
}
if (dir && (_local2.tabIndex > index)) {
if (((_nextObj == undefined) || ((_nextObj.tabIndex > _local2.tabIndex) && (((_local2.groupName == undefined) || (_nextObj.groupName == undefined)) || (_local2.groupName != _nextObj.groupName)))) || ((((_nextObj.groupName != undefined) && (_nextObj.groupName == _local2.groupName)) && (_nextObj.selected != true)) && ((_local2.selected == true) || (_nextObj.tabIndex > _local2.tabIndex)))) {
_nextObj = _local2;
}
} else if ((!dir) && (_local2.tabIndex < index)) {
if (((_prevObj == undefined) || ((_prevObj.tabIndex < _local2.tabIndex) && (((_local2.groupName == undefined) || (_prevObj.groupName == undefined)) || (_local2.groupName != _prevObj.groupName)))) || ((((_prevObj.groupName != undefined) && (_prevObj.groupName == _local2.groupName)) && (_prevObj.selected != true)) && ((_local2.selected == true) || (_prevObj.tabIndex < _local2.tabIndex)))) {
_prevObj = _local2;
}
}
if (((_firstObj == undefined) || ((_local2.tabIndex < _firstObj.tabIndex) && (((_local2.groupName == undefined) || (_firstObj.groupName == undefined)) || (_local2.groupName != _firstObj.groupName)))) || ((((_firstObj.groupName != undefined) && (_firstObj.groupName == _local2.groupName)) && (_firstObj.selected != true)) && ((_local2.selected == true) || (_local2.tabIndex < _firstObj.tabIndex)))) {
_firstObj = _local2;
}
if (((_lastObj == undefined) || ((_local2.tabIndex > _lastObj.tabIndex) && (((_local2.groupName == undefined) || (_lastObj.groupName == undefined)) || (_local2.groupName != _lastObj.groupName)))) || ((((_lastObj.groupName != undefined) && (_lastObj.groupName == _local2.groupName)) && (_lastObj.selected != true)) && ((_local2.selected == true) || (_local2.tabIndex > _lastObj.tabIndex)))) {
_lastObj = _local2;
}
}
if (_local2.tabChildren) {
getTabCandidateFromChildren(_local2, index, groupName, dir, _local5 && (firstChild));
}
_local5 = false;
} else if (((_local2._parent == p) && (_local2.tabChildren == true)) && (_local2._visible != false)) {
if (_local2 == _lastTarget) {
if (_local2._searchKey == _searchKey) {
continue;
}
_local2._searchKey = _searchKey;
if (_prevNode == undefined) {
var _local3 = _lastx;
var _local7 = false;
while (_local3 != undefined) {
if (_local3 == _local2) {
_local7 = true;
break;
}
_local3 = _local3._parent;
}
if (_local7 == false) {
_prevNode = _lastx;
}
}
_needPrev = false;
if (_nextNode == undefined) {
_nextIsNext = true;
}
} else if (!((_local2.focusManager != undefined) && (_local2.focusManager._parent == _local2))) {
if (_local2._searchKey == _searchKey) {
continue;
}
_local2._searchKey = _searchKey;
getTabCandidateFromChildren(_local2, index, groupName, dir, _local5 && (firstChild));
}
_local5 = false;
}
}
_lastNode = _lastx;
if (lookup) {
if (p._parent != undefined) {
if (p != _parent) {
if ((_prevNode == undefined) && (dir)) {
_needPrev = true;
} else if ((_nextNode == undefined) && (!dir)) {
_nextIsNext = false;
}
_lastTarget = _lastTarget._parent;
getTabCandidate(p._parent, index, groupName, dir, true);
}
}
}
}
function getTabCandidate(o, index, groupName, dir, firstChild) {
var _local2;
var _local3 = true;
if (o == _parent) {
_local2 = o;
_local3 = false;
} else {
_local2 = o._parent;
if (_local2 == undefined) {
_local2 = o;
_local3 = false;
}
}
walkTree(_local2, index, groupName, dir, _local3, firstChild);
}
function getTabCandidateFromChildren(o, index, groupName, dir, firstChild) {
walkTree(o, index, groupName, dir, false, firstChild);
}
function getFocusManagerFromObject(o) {
while (o != undefined) {
if (o.focusManager != undefined) {
return(o.focusManager);
}
o = o._parent;
}
return(undefined);
}
function tabHandler(Void) {
bDrawFocus = true;
var _local5 = getSelectionFocus();
var _local4 = getActualFocus(_local5);
if (_local4 != _local5) {
_local5 = _local4;
}
if (getFocusManagerFromObject(_local5) != this) {
_local5 == undefined;
}
if (_local5 == undefined) {
_local5 = form;
} else if (_local5.tabIndex != undefined) {
if ((_foundList != undefined) || (_foundList.tabIndex != _local5.tabIndex)) {
_foundList = new Object();
_foundList.tabIndex = _local5.tabIndex;
}
_foundList[_local5._name] = _local5;
}
var _local3 = Key.isDown(16) != true;
_searchKey = getTimer();
_needPrev = true;
_nextIsNext = false;
_lastx = undefined;
_firstNode = undefined;
_lastNode = undefined;
_nextNode = undefined;
_prevNode = undefined;
_firstObj = undefined;
_lastObj = undefined;
_nextObj = undefined;
_prevObj = undefined;
_lastTarget = _local5;
var _local6 = _local5;
getTabCandidate(_local6, ((_local5.tabIndex == undefined) ? 0 : (_local5.tabIndex)), _local5.groupName, _local3, true);
var _local2;
if (_local3) {
if (_nextObj != undefined) {
_local2 = _nextObj;
} else {
_local2 = _firstObj;
}
} else if (_prevObj != undefined) {
_local2 = _prevObj;
} else {
_local2 = _lastObj;
}
if (_local2.tabIndex != _local5.tabIndex) {
_foundList = new Object();
_foundList.tabIndex = _local2.tabIndex;
_foundList[_local2._name] = _local2;
} else {
if (_foundList == undefined) {
_foundList = new Object();
_foundList.tabIndex = _local2.tabIndex;
}
_foundList[_local2._name] = _local2;
}
if (_local2 == undefined) {
if (_local3 == false) {
if (_nextNode != undefined) {
_local2 = _nextNode;
} else {
_local2 = _firstNode;
}
} else if ((_prevNode == undefined) || (_local5 == form)) {
_local2 = _lastNode;
} else {
_local2 = _prevNode;
}
}
if (_local2 == undefined) {
return(undefined);
}
lastTabFocus = _local2;
setFocus(_local2);
if (_local2.emphasized != undefined) {
if (defPushButton != undefined) {
_local5 = defPushButton;
defPushButton = _local2;
_local5.emphasized = false;
_local2.emphasized = true;
}
} else if ((defPushButton != undefined) && (defPushButton != __defaultPushButton)) {
_local5 = defPushButton;
defPushButton = __defaultPushButton;
_local5.emphasized = false;
__defaultPushButton.__set__emphasized(true);
}
}
function onKeyDown(Void) {
mx.managers.SystemManager.idleFrames = 0;
if (defaultPushButtonEnabled) {
if (Key.getCode() == 13) {
if (defaultPushButton != undefined) {
doLater(this, "sendDefaultPushButtonEvent");
}
}
}
}
function sendDefaultPushButtonEvent(Void) {
defPushButton.dispatchEvent({type:"click"});
}
function getMousedComponentFromChildren(x, y, o) {
for (var _local7 in o) {
var _local2 = o[_local7];
if (((_local2._visible && (_local2.enabled)) && (_local2._parent == o)) && (_local2._searchKey != _searchKey)) {
_local2._searchKey = _searchKey;
if (_local2.hitTest(x, y, true)) {
if ((_local2.onPress != undefined) || (_local2.onRelease != undefined)) {
return(_local2);
}
var _local3 = getMousedComponentFromChildren(x, y, _local2);
if (_local3 != undefined) {
return(_local3);
}
return(_local2);
}
}
}
return(undefined);
}
function mouseActivate(Void) {
if (!bNeedFocus) {
return(undefined);
}
_searchKey = getTimer();
var _local2 = getMousedComponentFromChildren(lastMouse.x, lastMouse.y, form);
if (_local2 instanceof mx.core.UIComponent) {
return(undefined);
}
_local2 = findFocusFromObject(_local2);
if (_local2 == lastFocus) {
return(undefined);
}
if (_local2 == undefined) {
doLater(this, "restoreFocus");
return(undefined);
}
var _local3 = _local2.hscroll;
if (_local3 != undefined) {
var _local6 = _local2.scroll;
var _local5 = _local2.background;
}
setFocus(_local2);
var _local4 = Selection;
Selection.setSelection(_local4.lastBeginIndex, _local4.lastEndIndex);
if (_local3 != undefined) {
_local2.scroll = _local6;
_local2.hscroll = _local3;
_local2.background = _local5;
}
}
function _onMouseDown(Void) {
bDrawFocus = false;
if (lastFocus != undefined) {
lastFocus.drawFocus(false);
}
mx.managers.SystemManager.idleFrames = 0;
var _local3 = Selection;
_local3.lastBeginIndex = Selection.getBeginIndex();
_local3.lastEndIndex = Selection.getEndIndex();
lastMouse.x = _root._xmouse;
lastMouse.y = _root._ymouse;
_root.localToGlobal(lastMouse);
}
function onMouseUp(Void) {
if (_visible) {
doLater(this, "mouseActivate");
}
}
function handleEvent(e) {
if (e.type == "reveal") {
mx.managers.SystemManager.activate(form);
} else {
mx.managers.SystemManager.deactivate(form);
}
}
static function enableFocusManagement() {
if (!initialized) {
initialized = true;
Object.registerClass("FocusManager", mx.managers.FocusManager);
if (_root.focusManager == undefined) {
_root.createClassObject(mx.managers.FocusManager, "focusManager", mx.managers.DepthManager.highestDepth--);
}
}
}
static var symbolName = "FocusManager";
static var symbolOwner = mx.managers.FocusManager;
static var version = "2.0.2.127";
var className = "FocusManager";
var bNeedFocus = false;
var bDrawFocus = false;
var defaultPushButtonEnabled = true;
var activated = true;
static var initialized = false;
static var UIObjectExtensionsDependency = mx.core.ext.UIObjectExtensions;
}
Symbol 57 MovieClip [__Packages.mx.skins.halo.FocusRect] Frame 0
class mx.skins.halo.FocusRect extends mx.skins.SkinElement
{
var boundingBox_mc, _xscale, _yscale, clear, beginFill, drawRoundRect, endFill, _visible;
function FocusRect () {
super();
boundingBox_mc._visible = false;
boundingBox_mc._width = (boundingBox_mc._height = 0);
}
function draw(o) {
o.adjustFocusRect();
}
function setSize(w, h, r, a, rectCol) {
_xscale = (_yscale = 100);
clear();
if (typeof(r) == "object") {
r.br = ((r.br > 2) ? (r.br - 2) : 0);
r.bl = ((r.bl > 2) ? (r.bl - 2) : 0);
r.tr = ((r.tr > 2) ? (r.tr - 2) : 0);
r.tl = ((r.tl > 2) ? (r.tl - 2) : 0);
beginFill(rectCol, a * 0.3);
drawRoundRect(0, 0, w, h, r);
drawRoundRect(2, 2, w - 4, h - 4, r);
endFill();
r.br = ((r.br > 1) ? (r.br + 1) : 0);
r.bl = ((r.bl > 1) ? (r.bl + 1) : 0);
r.tr = ((r.tr > 1) ? (r.tr + 1) : 0);
r.tl = ((r.tl > 1) ? (r.tl + 1) : 0);
beginFill(rectCol, a * 0.3);
drawRoundRect(1, 1, w - 2, h - 2, r);
r.br = ((r.br > 1) ? (r.br - 1) : 0);
r.bl = ((r.bl > 1) ? (r.bl - 1) : 0);
r.tr = ((r.tr > 1) ? (r.tr - 1) : 0);
r.tl = ((r.tl > 1) ? (r.tl - 1) : 0);
drawRoundRect(2, 2, w - 4, h - 4, r);
endFill();
} else {
var _local5;
if (r != 0) {
_local5 = r - 2;
} else {
_local5 = 0;
}
beginFill(rectCol, a * 0.3);
drawRoundRect(0, 0, w, h, r);
drawRoundRect(2, 2, w - 4, h - 4, _local5);
endFill();
beginFill(rectCol, a * 0.3);
if (r != 0) {
_local5 = r - 2;
r = r - 1;
} else {
_local5 = 0;
r = 0;
}
drawRoundRect(1, 1, w - 2, h - 2, r);
drawRoundRect(2, 2, w - 4, h - 4, _local5);
endFill();
}
}
function handleEvent(e) {
if (e.type == "unload") {
_visible = true;
} else if (e.type == "resize") {
e.target.adjustFocusRect();
} else if (e.type == "move") {
e.target.adjustFocusRect();
}
}
static function classConstruct() {
mx.core.UIComponent.prototype.drawFocus = function (focused) {
var _local2 = this._parent.focus_mc;
if (!focused) {
_local2._visible = false;
this.removeEventListener("unload", _local2);
this.removeEventListener("move", _local2);
this.removeEventListener("resize", _local2);
} else {
if (_local2 == undefined) {
_local2 = this._parent.createChildAtDepth("FocusRect", mx.managers.DepthManager.kTop);
_local2.tabEnabled = false;
this._parent.focus_mc = _local2;
} else {
_local2._visible = true;
}
_local2.draw(this);
if (_local2.getDepth() < this.getDepth()) {
_local2.setDepthAbove(this);
}
this.addEventListener("unload", _local2);
this.addEventListener("move", _local2);
this.addEventListener("resize", _local2);
}
};
mx.core.UIComponent.prototype.adjustFocusRect = function () {
var _local2 = this.getStyle("themeColor");
if (_local2 == undefined) {
_local2 = 8453965 /* 0x80FF4D */;
}
var _local3 = this._parent.focus_mc;
_local3.setSize(this.width + 4, this.height + 4, 0, 100, _local2);
_local3.move(this.x - 2, this.y - 2);
};
TextField.prototype.drawFocus = mx.core.UIComponent.prototype.drawFocus;
TextField.prototype.adjustFocusRect = mx.core.UIComponent.prototype.adjustFocusRect;
mx.skins.halo.FocusRect.prototype.drawRoundRect = mx.skins.halo.Defaults.prototype.drawRoundRect;
return(true);
}
static var classConstructed = classConstruct();
static var DefaultsDependency = mx.skins.halo.Defaults;
static var UIComponentDependency = mx.core.UIComponent;
}
Symbol 58 MovieClip [__Packages.mx.managers.OverlappedWindows] Frame 0
class mx.managers.OverlappedWindows
{
function OverlappedWindows () {
}
static function checkIdle(Void) {
if (mx.managers.SystemManager.idleFrames > 10) {
mx.managers.SystemManager.dispatchEvent({type:"idle"});
} else {
mx.managers.SystemManager.idleFrames++;
}
}
static function __addEventListener(e, o, l) {
if (e == "idle") {
if (mx.managers.SystemManager.interval == undefined) {
mx.managers.SystemManager.interval = setInterval(mx.managers.SystemManager.checkIdle, 100);
}
}
mx.managers.SystemManager._xAddEventListener(e, o, l);
}
static function __removeEventListener(e, o, l) {
if (e == "idle") {
if (mx.managers.SystemManager._xRemoveEventListener(e, o, l) == 0) {
clearInterval(mx.managers.SystemManager.interval);
}
} else {
mx.managers.SystemManager._xRemoveEventListener(e, o, l);
}
}
static function onMouseDown(Void) {
mx.managers.SystemManager.idleFrames = 0;
mx.managers.SystemManager.isMouseDown = true;
var _local5 = _root;
var _local3;
var _local8 = _root._xmouse;
var _local7 = _root._ymouse;
if (mx.managers.SystemManager.form.modalWindow == undefined) {
if (mx.managers.SystemManager.forms.length > 1) {
var _local6 = mx.managers.SystemManager.forms.length;
var _local4;
_local4 = 0;
while (_local4 < _local6) {
var _local2 = mx.managers.SystemManager.forms[_local4];
if (_local2._visible) {
if (_local2.hitTest(_local8, _local7)) {
if (_local3 == undefined) {
_local3 = _local2.getDepth();
_local5 = _local2;
} else if (_local3 < _local2.getDepth()) {
_local3 = _local2.getDepth();
_local5 = _local2;
}
}
}
_local4++;
}
if (_local5 != mx.managers.SystemManager.form) {
mx.managers.SystemManager.activate(_local5);
}
}
}
var _local9 = mx.managers.SystemManager.form;
_local9.focusManager._onMouseDown();
}
static function onMouseMove(Void) {
mx.managers.SystemManager.idleFrames = 0;
}
static function onMouseUp(Void) {
mx.managers.SystemManager.isMouseDown = false;
mx.managers.SystemManager.idleFrames = 0;
}
static function activate(f) {
if (mx.managers.SystemManager.form != undefined) {
if ((mx.managers.SystemManager.form != f) && (mx.managers.SystemManager.forms.length > 1)) {
var _local1 = mx.managers.SystemManager.form;
_local1.focusManager.deactivate();
}
}
mx.managers.SystemManager.form = f;
f.focusManager.activate();
}
static function deactivate(f) {
if (mx.managers.SystemManager.form != undefined) {
if ((mx.managers.SystemManager.form == f) && (mx.managers.SystemManager.forms.length > 1)) {
var _local5 = mx.managers.SystemManager.form;
_local5.focusManager.deactivate();
var _local3 = mx.managers.SystemManager.forms.length;
var _local1;
var _local2;
_local1 = 0;
while (_local1 < _local3) {
if (mx.managers.SystemManager.forms[_local1] == f) {
_local1 = _local1 + 1;
while (_local1 < _local3) {
if (mx.managers.SystemManager.forms[_local1]._visible == true) {
_local2 = mx.managers.SystemManager.forms[_local1];
}
_local1++;
}
mx.managers.SystemManager.form = _local2;
break;
}
if (mx.managers.SystemManager.forms[_local1]._visible == true) {
_local2 = mx.managers.SystemManager.forms[_local1];
}
_local1++;
}
_local5 = mx.managers.SystemManager.form;
_local5.focusManager.activate();
}
}
}
static function addFocusManager(f) {
mx.managers.SystemManager.forms.push(f);
mx.managers.SystemManager.activate(f);
}
static function removeFocusManager(f) {
var _local3 = mx.managers.SystemManager.forms.length;
var _local1;
_local1 = 0;
while (_local1 < _local3) {
if (mx.managers.SystemManager.forms[_local1] == f) {
if (mx.managers.SystemManager.form == f) {
mx.managers.SystemManager.deactivate(f);
}
mx.managers.SystemManager.forms.splice(_local1, 1);
return(undefined);
}
_local1++;
}
}
static function enableOverlappedWindows() {
if (!initialized) {
initialized = true;
mx.managers.SystemManager.checkIdle = checkIdle;
mx.managers.SystemManager.__addEventListener = __addEventListener;
mx.managers.SystemManager.__removeEventListener = __removeEventListener;
mx.managers.SystemManager.onMouseDown = onMouseDown;
mx.managers.SystemManager.onMouseMove = onMouseMove;
mx.managers.SystemManager.onMouseUp = onMouseUp;
mx.managers.SystemManager.activate = activate;
mx.managers.SystemManager.deactivate = deactivate;
mx.managers.SystemManager.addFocusManager = addFocusManager;
mx.managers.SystemManager.removeFocusManager = removeFocusManager;
}
}
static var initialized = false;
static var SystemManagerDependency = mx.managers.SystemManager;
}
Symbol 59 MovieClip [__Packages.mx.styles.CSSSetStyle] Frame 0
class mx.styles.CSSSetStyle
{
var styleName, stylecache, _color, setColor, invalidateStyle;
function CSSSetStyle () {
}
function _setStyle(styleProp, newValue) {
this[styleProp] = newValue;
if (mx.styles.StyleManager.TextStyleMap[styleProp] != undefined) {
if (styleProp == "color") {
if (isNaN(newValue)) {
newValue = mx.styles.StyleManager.getColorName(newValue);
this[styleProp] = newValue;
if (newValue == undefined) {
return(undefined);
}
}
}
_level0.changeTextStyleInChildren(styleProp);
return(undefined);
}
if (mx.styles.StyleManager.isColorStyle(styleProp)) {
if (isNaN(newValue)) {
newValue = mx.styles.StyleManager.getColorName(newValue);
this[styleProp] = newValue;
if (newValue == undefined) {
return(undefined);
}
}
if (styleProp == "themeColor") {
var _local7 = mx.styles.StyleManager.colorNames.haloBlue;
var _local6 = mx.styles.StyleManager.colorNames.haloGreen;
var _local8 = mx.styles.StyleManager.colorNames.haloOrange;
var _local4 = {};
_local4[_local7] = 12188666 /* 0xB9FBFA */;
_local4[_local6] = 13500353 /* 0xCDFFC1 */;
_local4[_local8] = 16766319 /* 0xFFD56F */;
var _local5 = {};
_local5[_local7] = 13958653 /* 0xD4FDFD */;
_local5[_local6] = 14942166 /* 0xE3FFD6 */;
_local5[_local8] = 16772787 /* 0xFFEEB3 */;
var _local9 = _local4[newValue];
var _local10 = _local5[newValue];
if (_local9 == undefined) {
_local9 = newValue;
}
if (_local10 == undefined) {
_local10 = newValue;
}
setStyle("selectionColor", _local9);
setStyle("rollOverColor", _local10);
}
_level0.changeColorStyleInChildren(styleName, styleProp, newValue);
} else {
if ((styleProp == "backgroundColor") && (isNaN(newValue))) {
newValue = mx.styles.StyleManager.getColorName(newValue);
this[styleProp] = newValue;
if (newValue == undefined) {
return(undefined);
}
}
_level0.notifyStyleChangeInChildren(styleName, styleProp, newValue);
}
}
function changeTextStyleInChildren(styleProp) {
var _local4 = getTimer();
var _local5;
for (_local5 in this) {
var _local2 = this[_local5];
if (_local2._parent == this) {
if (_local2.searchKey != _local4) {
if (_local2.stylecache != undefined) {
delete _local2.stylecache.tf;
delete _local2.stylecache[styleProp];
}
_local2.invalidateStyle(styleProp);
_local2.changeTextStyleInChildren(styleProp);
_local2.searchKey = _local4;
}
}
}
}
function changeColorStyleInChildren(sheetName, colorStyle, newValue) {
var _local6 = getTimer();
var _local7;
for (_local7 in this) {
var _local2 = this[_local7];
if (_local2._parent == this) {
if (_local2.searchKey != _local6) {
if (((_local2.getStyleName() == sheetName) || (sheetName == undefined)) || (sheetName == "_global")) {
if (_local2.stylecache != undefined) {
delete _local2.stylecache[colorStyle];
}
if (typeof(_local2._color) == "string") {
if (_local2._color == colorStyle) {
var _local4 = _local2.getStyle(colorStyle);
if (colorStyle == "color") {
if (stylecache.tf.color != undefined) {
stylecache.tf.color = _local4;
}
}
_local2.setColor(_local4);
}
} else if (_local2._color[colorStyle] != undefined) {
if (typeof(_local2) != "movieclip") {
_local2._parent.invalidateStyle();
} else {
_local2.invalidateStyle(colorStyle);
}
}
}
_local2.changeColorStyleInChildren(sheetName, colorStyle, newValue);
_local2.searchKey = _local6;
}
}
}
}
function notifyStyleChangeInChildren(sheetName, styleProp, newValue) {
var _local5 = getTimer();
var _local6;
for (_local6 in this) {
var _local2 = this[_local6];
if (_local2._parent == this) {
if (_local2.searchKey != _local5) {
if (((_local2.styleName == sheetName) || ((_local2.styleName != undefined) && (typeof(_local2.styleName) == "movieclip"))) || (sheetName == undefined)) {
if (_local2.stylecache != undefined) {
delete _local2.stylecache[styleProp];
delete _local2.stylecache.tf;
}
delete _local2.enabledColor;
_local2.invalidateStyle(styleProp);
}
_local2.notifyStyleChangeInChildren(sheetName, styleProp, newValue);
_local2.searchKey = _local5;
}
}
}
}
function setStyle(styleProp, newValue) {
if (stylecache != undefined) {
delete stylecache[styleProp];
delete stylecache.tf;
}
this[styleProp] = newValue;
if (mx.styles.StyleManager.isColorStyle(styleProp)) {
if (isNaN(newValue)) {
newValue = mx.styles.StyleManager.getColorName(newValue);
this[styleProp] = newValue;
if (newValue == undefined) {
return(undefined);
}
}
if (styleProp == "themeColor") {
var _local10 = mx.styles.StyleManager.colorNames.haloBlue;
var _local9 = mx.styles.StyleManager.colorNames.haloGreen;
var _local11 = mx.styles.StyleManager.colorNames.haloOrange;
var _local6 = {};
_local6[_local10] = 12188666 /* 0xB9FBFA */;
_local6[_local9] = 13500353 /* 0xCDFFC1 */;
_local6[_local11] = 16766319 /* 0xFFD56F */;
var _local7 = {};
_local7[_local10] = 13958653 /* 0xD4FDFD */;
_local7[_local9] = 14942166 /* 0xE3FFD6 */;
_local7[_local11] = 16772787 /* 0xFFEEB3 */;
var _local12 = _local6[newValue];
var _local13 = _local7[newValue];
if (_local12 == undefined) {
_local12 = newValue;
}
if (_local13 == undefined) {
_local13 = newValue;
}
setStyle("selectionColor", _local12);
setStyle("rollOverColor", _local13);
}
if (typeof(_color) == "string") {
if (_color == styleProp) {
if (styleProp == "color") {
if (stylecache.tf.color != undefined) {
stylecache.tf.color = newValue;
}
}
setColor(newValue);
}
} else if (_color[styleProp] != undefined) {
invalidateStyle(styleProp);
}
changeColorStyleInChildren(undefined, styleProp, newValue);
} else {
if ((styleProp == "backgroundColor") && (isNaN(newValue))) {
newValue = mx.styles.StyleManager.getColorName(newValue);
this[styleProp] = newValue;
if (newValue == undefined) {
return(undefined);
}
}
invalidateStyle(styleProp);
}
if (mx.styles.StyleManager.isInheritingStyle(styleProp) || (styleProp == "styleName")) {
var _local8;
var _local5 = newValue;
if (styleProp == "styleName") {
_local8 = ((typeof(newValue) == "string") ? (_global.styles[newValue]) : (_local5));
_local5 = _local8.themeColor;
if (_local5 != undefined) {
_local8.rollOverColor = (_local8.selectionColor = _local5);
}
}
notifyStyleChangeInChildren(undefined, styleProp, newValue);
}
}
static function enableRunTimeCSS() {
}
static function classConstruct() {
var _local2 = MovieClip.prototype;
var _local3 = mx.styles.CSSSetStyle.prototype;
mx.styles.CSSStyleDeclaration.prototype.setStyle = _local3._setStyle;
_local2.changeTextStyleInChildren = _local3.changeTextStyleInChildren;
_local2.changeColorStyleInChildren = _local3.changeColorStyleInChildren;
_local2.notifyStyleChangeInChildren = _local3.notifyStyleChangeInChildren;
_local2.setStyle = _local3.setStyle;
_global.ASSetPropFlags(_local2, "changeTextStyleInChildren", 1);
_global.ASSetPropFlags(_local2, "changeColorStyleInChildren", 1);
_global.ASSetPropFlags(_local2, "notifyStyleChangeInChildren", 1);
_global.ASSetPropFlags(_local2, "setStyle", 1);
var _local4 = TextField.prototype;
_local4.setStyle = _local2.setStyle;
_local4.changeTextStyleInChildren = _local3.changeTextStyleInChildren;
return(true);
}
static var classConstructed = classConstruct();
static var CSSStyleDeclarationDependency = mx.styles.CSSStyleDeclaration;
}
Symbol 60 MovieClip [__Packages.mx.core.ext.UIComponentExtensions] Frame 0
class mx.core.ext.UIComponentExtensions
{
function UIComponentExtensions () {
}
static function Extensions() {
if (bExtended == true) {
return(true);
}
bExtended = true;
TextField.prototype.setFocus = function () {
Selection.setFocus(this);
};
TextField.prototype.onSetFocus = function (oldFocus) {
if (this.tabEnabled != false) {
if (this.getFocusManager().bDrawFocus) {
this.drawFocus(true);
}
}
};
TextField.prototype.onKillFocus = function (oldFocus) {
if (this.tabEnabled != false) {
this.drawFocus(false);
}
};
TextField.prototype.drawFocus = mx.core.UIComponent.prototype.drawFocus;
TextField.prototype.getFocusManager = mx.core.UIComponent.prototype.getFocusManager;
mx.managers.OverlappedWindows.enableOverlappedWindows();
mx.styles.CSSSetStyle.enableRunTimeCSS();
mx.managers.FocusManager.enableFocusManagement();
}
static var bExtended = false;
static var UIComponentExtended = Extensions();
static var UIComponentDependency = mx.core.UIComponent;
static var FocusManagerDependency = mx.managers.FocusManager;
static var OverlappedWindowsDependency = mx.managers.OverlappedWindows;
}
Symbol 61 MovieClip [__Packages.mx.controls.listclasses.DataSelector] Frame 0
class mx.controls.listclasses.DataSelector extends Object
{
var __vPosition, setVPosition, __dataProvider, enabled, lastSelID, lastSelected, selected, invUpdateControl, invalidate, multipleSelection, updateControl, __rowCount, rows;
function DataSelector () {
super();
}
static function Initialize(obj) {
var _local3 = mixinProps;
var _local4 = _local3.length;
obj = obj.prototype;
var _local1 = 0;
while (_local1 < _local4) {
obj[_local3[_local1]] = mixins[_local3[_local1]];
_local1++;
}
mixins.createProp(obj, "dataProvider", true);
mixins.createProp(obj, "length", false);
mixins.createProp(obj, "value", false);
mixins.createProp(obj, "selectedIndex", true);
mixins.createProp(obj, "selectedIndices", true);
mixins.createProp(obj, "selectedItems", false);
mixins.createProp(obj, "selectedItem", true);
return(true);
}
function createProp(obj, propName, setter) {
var p = (propName.charAt(0).toUpperCase() + propName.substr(1));
var _local2 = null;
var _local4 = function (Void) {
return(this["get" + p]());
};
if (setter) {
_local2 = function (val) {
this["set" + p](val);
};
}
obj.addProperty(propName, _local4, _local2);
}
function setDataProvider(dP) {
if (__vPosition != 0) {
setVPosition(0);
}
clearSelected();
__dataProvider.removeEventListener(this);
__dataProvider = dP;
dP.addEventListener("modelChanged", this);
dP.addView(this);
modelChanged({eventName:"updateAll"});
}
function getDataProvider(Void) {
return(__dataProvider);
}
function addItemAt(index, label, data) {
if ((index < 0) || (!enabled)) {
return(undefined);
}
var _local2 = __dataProvider;
if (_local2 == undefined) {
_local2 = (__dataProvider = new Array());
_local2.addEventListener("modelChanged", this);
index = 0;
}
if ((typeof(label) == "object") || (typeof(_local2.getItemAt(0)) == "string")) {
_local2.addItemAt(index, label);
} else {
_local2.addItemAt(index, {label:label, data:data});
}
}
function addItem(label, data) {
addItemAt(__dataProvider.length, label, data);
}
function removeItemAt(index) {
return(__dataProvider.removeItemAt(index));
}
function removeAll(Void) {
__dataProvider.removeAll();
}
function replaceItemAt(index, newLabel, newData) {
if (typeof(newLabel) == "object") {
__dataProvider.replaceItemAt(index, newLabel);
} else {
__dataProvider.replaceItemAt(index, {label:newLabel, data:newData});
}
}
function sortItemsBy(fieldName, order) {
lastSelID = __dataProvider.getItemID(lastSelected);
__dataProvider.sortItemsBy(fieldName, order);
}
function sortItems(compareFunc, order) {
lastSelID = __dataProvider.getItemID(lastSelected);
__dataProvider.sortItems(compareFunc, order);
}
function getLength(Void) {
return(__dataProvider.length);
}
function getItemAt(index) {
return(__dataProvider.getItemAt(index));
}
function modelChanged(eventObj) {
var _local3 = eventObj.firstItem;
var _local6 = eventObj.lastItem;
var _local7 = eventObj.eventName;
if (_local7 == undefined) {
_local7 = eventObj.event;
_local3 = eventObj.firstRow;
_local6 = eventObj.lastRow;
if (_local7 == "addRows") {
_local7 = (eventObj.eventName = "addItems");
} else if (_local7 == "deleteRows") {
_local7 = (eventObj.eventName = "removeItems");
} else if (_local7 == "updateRows") {
_local7 = (eventObj.eventName = "updateItems");
}
}
if (_local7 == "addItems") {
for (var _local2 in selected) {
var _local5 = selected[_local2];
if ((_local5 != undefined) && (_local5 >= _local3)) {
selected[_local2] = selected[_local2] + ((_local6 - _local3) + 1);
}
}
} else if (_local7 == "removeItems") {
if (__dataProvider.length == 0) {
delete selected;
} else {
var _local9 = eventObj.removedIDs;
var _local10 = _local9.length;
var _local2 = 0;
while (_local2 < _local10) {
var _local4 = _local9[_local2];
if (selected[_local4] != undefined) {
delete selected[_local4];
}
_local2++;
}
for (_local2 in selected) {
if (selected[_local2] >= _local3) {
selected[_local2] = selected[_local2] - ((_local6 - _local3) + 1);
}
}
}
} else if (_local7 == "sort") {
if (typeof(__dataProvider.getItemAt(0)) != "object") {
delete selected;
} else {
var _local10 = __dataProvider.length;
var _local2 = 0;
while (_local2 < _local10) {
if (isSelected(_local2)) {
var _local4 = __dataProvider.getItemID(_local2);
if (_local4 == lastSelID) {
lastSelected = _local2;
}
selected[_local4] = _local2;
}
_local2++;
}
}
} else if (_local7 == "filterModel") {
setVPosition(0);
}
invUpdateControl = true;
invalidate();
}
function getValue(Void) {
var _local2 = getSelectedItem();
if (typeof(_local2) != "object") {
return(_local2);
}
return(((_local2.data == undefined) ? (_local2.label) : (_local2.data)));
}
function getSelectedIndex(Void) {
for (var _local3 in selected) {
var _local2 = selected[_local3];
if (_local2 != undefined) {
return(_local2);
}
}
}
function setSelectedIndex(index) {
if (((index >= 0) && (index < __dataProvider.length)) && (enabled)) {
delete selected;
selectItem(index, true);
lastSelected = index;
invUpdateControl = true;
invalidate();
} else if (index == undefined) {
clearSelected();
}
}
function getSelectedIndices(Void) {
var _local2 = new Array();
for (var _local3 in selected) {
_local2.push(selected[_local3]);
}
_local2.reverse();
return(((_local2.length > 0) ? (_local2) : undefined));
}
function setSelectedIndices(indexArray) {
if (multipleSelection != true) {
return(undefined);
}
delete selected;
var _local3 = 0;
while (_local3 < indexArray.length) {
var _local2 = indexArray[_local3];
if ((_local2 >= 0) && (_local2 < __dataProvider.length)) {
selectItem(_local2, true);
}
_local3++;
}
invUpdateControl = true;
updateControl();
}
function getSelectedItems(Void) {
var _local3 = getSelectedIndices();
var _local4 = new Array();
var _local2 = 0;
while (_local2 < _local3.length) {
_local4.push(getItemAt(_local3[_local2]));
_local2++;
}
return(((_local4.length > 0) ? (_local4) : undefined));
}
function getSelectedItem(Void) {
return(__dataProvider.getItemAt(getSelectedIndex()));
}
function selectItem(index, selectedFlag) {
if (selected == undefined) {
selected = new Object();
}
var _local2 = __dataProvider.getItemID(index);
if (_local2 == undefined) {
return(undefined);
}
if (selectedFlag && (!isSelected(index))) {
selected[_local2] = index;
} else if (!selectedFlag) {
delete selected[_local2];
}
}
function isSelected(index) {
var _local2 = __dataProvider.getItemID(index);
if (_local2 == undefined) {
return(false);
}
return(selected[_local2] != undefined);
}
function clearSelected(transition) {
var _local3 = 0;
for (var _local4 in selected) {
var _local2 = selected[_local4];
if (((_local2 != undefined) && (__vPosition <= _local2)) && (_local2 < (__vPosition + __rowCount))) {
rows[_local2 - __vPosition].drawRow(rows[_local2 - __vPosition].item, "normal", transition && ((_local3 % 3) == 0));
}
_local3++;
}
delete selected;
}
static var mixins = new mx.controls.listclasses.DataSelector();
static var mixinProps = ["setDataProvider", "getDataProvider", "addItem", "addItemAt", "removeAll", "removeItemAt", "replaceItemAt", "sortItemsBy", "sortItems", "getLength", "getItemAt", "modelChanged", "calcPreferredWidthFromData", "calcPreferredHeightFromData", "getValue", "getSelectedIndex", "getSelectedItem", "getSelectedIndices", "getSelectedItems", "selectItem", "isSelected", "clearSelected", "setSelectedIndex", "setSelectedIndices"];
}
Symbol 62 MovieClip [__Packages.mx.controls.ComboBase] Frame 0
class mx.controls.ComboBase extends mx.core.UIComponent
{
var getValue, tabEnabled, tabChildren, boundingBox_mc, downArrow_mc, createClassObject, onDownArrow, border_mc, __border, text_mc, focusTextField, __width, __height, getFocusManager, __get__height, height, _parent;
function ComboBase () {
super();
getValue = _getValue;
}
function init() {
super.init();
tabEnabled = !_editable;
tabChildren = _editable;
boundingBox_mc._visible = false;
boundingBox_mc._width = (boundingBox_mc._height = 0);
}
function createChildren() {
var _local3 = new Object();
_local3.styleName = this;
if (downArrow_mc == undefined) {
_local3.falseUpSkin = downArrowUpName;
_local3.falseOverSkin = downArrowOverName;
_local3.falseDownSkin = downArrowDownName;
_local3.falseDisabledSkin = downArrowDisabledName;
_local3.validateNow = true;
_local3.tabEnabled = false;
createClassObject(mx.controls.SimpleButton, "downArrow_mc", 19, _local3);
downArrow_mc.buttonDownHandler = onDownArrow;
downArrow_mc.useHandCursor = false;
downArrow_mc.onPressWas = downArrow_mc.onPress;
downArrow_mc.onPress = function () {
this.trackAsMenuWas = this.trackAsMenu;
this.trackAsMenu = true;
if (!this._editable) {
this._parent.text_mc.trackAsMenu = this.trackAsMenu;
}
this.onPressWas();
};
downArrow_mc.onDragOutWas = downArrow_mc.onDragOut;
downArrow_mc.onDragOut = function () {
this.trackAsMenuWas = this.trackAsMenu;
this.trackAsMenu = false;
if (!this._editable) {
this._parent.text_mc.trackAsMenu = this.trackAsMenu;
}
this.onDragOutWas();
};
downArrow_mc.onDragOverWas = downArrow_mc.onDragOver;
downArrow_mc.onDragOver = function () {
this.trackAsMenu = this.trackAsMenuWas;
if (!this._editable) {
this._parent.text_mc.trackAsMenu = this.trackAsMenu;
}
this.onDragOverWas();
};
}
if (border_mc == undefined) {
_local3.tabEnabled = false;
createClassObject(_global.styles.rectBorderClass, "border_mc", 17, _local3);
border_mc.move(0, 0);
__border = border_mc;
}
_local3.borderStyle = "none";
_local3.readOnly = !_editable;
_local3.tabEnabled = _editable;
if (text_mc == undefined) {
createClassObject(mx.controls.TextInput, "text_mc", 18, _local3);
text_mc.move(0, 0);
text_mc.addEnterEvents();
text_mc.enterHandler = _enterHandler;
text_mc.changeHandler = _changeHandler;
text_mc.oldOnSetFocus = text_mc.onSetFocus;
text_mc.onSetFocus = function () {
this.oldOnSetFocus();
this._parent.onSetFocus();
};
text_mc.__set__restrict("^\x1B");
text_mc.oldOnKillFocus = text_mc.onKillFocus;
text_mc.onKillFocus = function (n) {
this.oldOnKillFocus(n);
this._parent.onKillFocus(n);
};
text_mc.drawFocus = function (b) {
this._parent.drawFocus(b);
};
delete text_mc.borderStyle;
}
focusTextField = text_mc;
text_mc.owner = this;
layoutChildren(__width, __height);
}
function onKillFocus() {
super.onKillFocus();
Key.removeListener(text_mc);
getFocusManager().defaultPushButtonEnabled = true;
}
function onSetFocus() {
super.onSetFocus();
getFocusManager().defaultPushButtonEnabled = false;
Key.addListener(text_mc);
}
function setFocus() {
if (_editable) {
Selection.setFocus(text_mc);
} else {
Selection.setFocus(this);
}
}
function setSize(w, h, noEvent) {
super.setSize(w, ((h == undefined) ? (__get__height()) : (h)), noEvent);
}
function setEnabled(enabledFlag) {
super.setEnabled(enabledFlag);
downArrow_mc.enabled = enabledFlag;
text_mc.enabled = enabledFlag;
}
function setEditable(e) {
_editable = e;
if (wrapDownArrowButton == false) {
if (e) {
border_mc.borderStyle = "inset";
text_mc.borderStyle = "inset";
symbolName = "ComboBox";
invalidateStyle();
} else {
border_mc.borderStyle = "comboNonEdit";
text_mc.borderStyle = "dropDown";
symbolName = "DropDown";
invalidateStyle();
}
}
tabEnabled = !e;
tabChildren = e;
text_mc.tabEnabled = e;
if (e) {
delete text_mc.onPress;
delete text_mc.onRelease;
delete text_mc.onReleaseOutside;
delete text_mc.onDragOut;
delete text_mc.onDragOver;
delete text_mc.onRollOver;
delete text_mc.onRollOut;
} else {
text_mc.onPress = function () {
this._parent.downArrow_mc.onPress();
};
text_mc.onRelease = function () {
this._parent.downArrow_mc.onRelease();
};
text_mc.onReleaseOutside = function () {
this._parent.downArrow_mc.onReleaseOutside();
};
text_mc.onDragOut = function () {
this._parent.downArrow_mc.onDragOut();
};
text_mc.onDragOver = function () {
this._parent.downArrow_mc.onDragOver();
};
text_mc.onRollOver = function () {
this._parent.downArrow_mc.onRollOver();
};
text_mc.onRollOut = function () {
this._parent.downArrow_mc.onRollOut();
};
text_mc.useHandCursor = false;
}
}
function get editable() {
return(_editable);
}
function set editable(e) {
setEditable(e);
//return(editable);
}
function _getValue() {
return((_editable ? (text_mc.getText()) : (DSgetValue())));
}
function draw() {
downArrow_mc.draw();
border_mc.draw();
}
function size() {
layoutChildren(__width, __height);
}
function setTheme(t) {
downArrowUpName = (t + "downArrow") + "Up_mc";
downArrowDownName = (t + "downArrow") + "Down_mc";
downArrowDisabledName = (t + "downArrow") + "Disabled_mc";
}
function get text() {
return(text_mc.getText());
}
function set text(t) {
setText(t);
//return(text);
}
function setText(t) {
text_mc.setText(t);
}
function get textField() {
return(text_mc);
}
function get restrict() {
return(text_mc.__get__restrict());
}
function set restrict(w) {
text_mc.__set__restrict(w);
//return(restrict);
}
function invalidateStyle() {
downArrow_mc.invalidateStyle();
text_mc.invalidateStyle();
border_mc.invalidateStyle();
}
function layoutChildren(w, h) {
if (downArrow_mc == undefined) {
return(undefined);
}
if (wrapDownArrowButton) {
var _local2 = border_mc.__get__borderMetrics();
downArrow_mc._width = (downArrow_mc._height = (h - _local2.top) - _local2.bottom);
downArrow_mc.move((w - downArrow_mc._width) - _local2.right, _local2.top);
border_mc.setSize(w, h);
text_mc.setSize(w - downArrow_mc._width, h);
} else {
downArrow_mc.move(w - downArrow_mc._width, 0);
border_mc.setSize(w - downArrow_mc.width, h);
text_mc.setSize(w - downArrow_mc._width, h);
downArrow_mc._height = height;
}
}
function _changeHandler(obj) {
}
function _enterHandler(obj) {
var _local2 = _parent;
obj.target = _local2;
_local2.dispatchEvent(obj);
}
function get tabIndex() {
return(text_mc.__get__tabIndex());
}
function set tabIndex(w) {
text_mc.__set__tabIndex(w);
//return(tabIndex);
}
static var mixIt1 = mx.controls.listclasses.DataSelector.Initialize(mx.controls.ComboBase);
static var symbolName = "ComboBase";
static var symbolOwner = mx.controls.ComboBase;
static var version = "2.0.2.127";
var _editable = false;
var downArrowUpName = "ScrollDownArrowUp";
var downArrowDownName = "ScrollDownArrowDown";
var downArrowOverName = "ScrollDownArrowOver";
var downArrowDisabledName = "ScrollDownArrowDisabled";
var wrapDownArrowButton = true;
var DSgetValue = mx.controls.listclasses.DataSelector.prototype.getValue;
var multipleSelection = false;
}
Symbol 63 MovieClip [__Packages.mx.controls.ComboBox] Frame 0
class mx.controls.ComboBox extends mx.controls.ComboBase
{
var __set__editable, editable, __labels, data, __dropdownWidth, __width, _editable, selectedIndex, __dropdown, dataProvider, __labelFunction, createObject, border_mc, mask, text_mc, dispatchValueChangedEvent, getValue, length, selectedItem, _y, isPressed, owner, __set__visible, height, localToGlobal, __selectedIndexOnDropdown, __initialSelectedIndexOnDropdown, __get__height, getStyle, _parent, width, __dataProvider, selected, dispatchEvent;
function ComboBox () {
super();
}
function init() {
super.init();
}
function createChildren() {
super.createChildren();
__set__editable(editable);
if (__labels.length > 0) {
var _local6 = new Array();
var _local3 = 0;
while (_local3 < labels.length) {
_local6.addItem({label:labels[_local3], data:data[_local3]});
_local3++;
}
setDataProvider(_local6);
}
dropdownWidth = (((typeof(__dropdownWidth) == "number") ? (__dropdownWidth) : (__width)));
if (!_editable) {
selectedIndex = 0;
}
initializing = false;
}
function onKillFocus(n) {
if (_showingDropdown && (n != null)) {
displayDropdown(false);
}
super.onKillFocus();
}
function getDropdown() {
if (initializing) {
return(undefined);
}
if (!hasDropdown()) {
var _local3 = new Object();
_local3.styleName = this;
if (dropdownBorderStyle != undefined) {
_local3.borderStyle = dropdownBorderStyle;
}
_local3._visible = false;
__dropdown = mx.managers.PopUpManager.createPopUp(this, mx.controls.List, false, _local3, true);
__dropdown.scroller.mask.removeMovieClip();
if (dataProvider == undefined) {
dataProvider = new Array();
}
__dropdown.setDataProvider(dataProvider);
__dropdown.selectMultiple = false;
__dropdown.rowCount = __rowCount;
__dropdown.selectedIndex = selectedIndex;
__dropdown.vScrollPolicy = "auto";
__dropdown.labelField = __labelField;
__dropdown.labelFunction = __labelFunction;
__dropdown.owner = this;
__dropdown.changeHandler = _changeHandler;
__dropdown.scrollHandler = _scrollHandler;
__dropdown.itemRollOverHandler = _itemRollOverHandler;
__dropdown.itemRollOutHandler = _itemRollOutHandler;
__dropdown.resizeHandler = _resizeHandler;
__dropdown.mouseDownOutsideHandler = function (eventObj) {
var _local3 = this.owner;
var _local4 = new Object();
_local4.x = _local3._root._xmouse;
_local4.y = _local3._root._ymouse;
_local3._root.localToGlobal(_local4);
if (_local3.hitTest(_local4.x, _local4.y, false)) {
} else if ((!this.wrapDownArrowButton) && (this.owner.downArrow_mc.hitTest(_root._xmouse, _root._ymouse, false))) {
} else {
_local3.displayDropdown(false);
}
};
__dropdown.onTweenUpdate = function (v) {
this._y = v;
};
__dropdown.setSize(__dropdownWidth, __dropdown.height);
createObject("BoundingBox", "mask", 20);
mask._y = border_mc.height;
mask._width = __dropdownWidth;
mask._height = __dropdown.height;
mask._visible = false;
__dropdown.setMask(mask);
}
return(__dropdown);
}
function setSize(w, h, noEvent) {
super.setSize(w, h, noEvent);
__dropdownWidth = w;
__dropdown.rowHeight = h;
__dropdown.setSize(__dropdownWidth, __dropdown.height);
}
function setEditable(e) {
super.setEditable(e);
if (e) {
text_mc.setText("");
} else {
text_mc.setText(selectedLabel);
}
}
function get labels() {
return(__labels);
}
function set labels(lbls) {
__labels = lbls;
setDataProvider(lbls);
//return(labels);
}
function getLabelField() {
return(__labelField);
}
function get labelField() {
return(getLabelField());
}
function setLabelField(s) {
__dropdown.labelField = (__labelField = s);
text_mc.setText(selectedLabel);
}
function set labelField(s) {
setLabelField(s);
//return(labelField);
}
function getLabelFunction() {
return(__labelFunction);
}
function get labelFunction() {
return(getLabelFunction());
}
function set labelFunction(f) {
__dropdown.labelFunction = (__labelFunction = f);
text_mc.setText(selectedLabel);
//return(labelFunction);
}
function setSelectedItem(v) {
super.setSelectedItem(v);
__dropdown.selectedItem = v;
text_mc.setText(selectedLabel);
}
function setSelectedIndex(v) {
super.setSelectedIndex(v);
__dropdown.selectedIndex = v;
if (v != undefined) {
text_mc.setText(selectedLabel);
}
dispatchValueChangedEvent(getValue());
}
function setRowCount(count) {
if (isNaN(count)) {
return(undefined);
}
__rowCount = count;
__dropdown.setRowCount(count);
}
function get rowCount() {
return(Math.max(1, Math.min(length, __rowCount)));
}
function set rowCount(v) {
setRowCount(v);
//return(rowCount);
}
function setDropdownWidth(w) {
__dropdownWidth = w;
__dropdown.setSize(w, __dropdown.height);
}
function get dropdownWidth() {
return(__dropdownWidth);
}
function set dropdownWidth(v) {
setDropdownWidth(v);
//return(dropdownWidth);
}
function get dropdown() {
return(getDropdown());
}
function setDataProvider(dp) {
super.setDataProvider(dp);
__dropdown.setDataProvider(dp);
if (!_editable) {
selectedIndex = 0;
}
}
function open() {
displayDropdown(true);
}
function close() {
displayDropdown(false);
}
function get selectedLabel() {
var _local2 = selectedItem;
if (_local2 == undefined) {
return("");
}
if (labelFunction != undefined) {
return(labelFunction(_local2));
}
if (typeof(_local2) != "object") {
return(_local2);
}
if (_local2[labelField] != undefined) {
return(_local2[labelField]);
}
if (_local2.label != undefined) {
return(_local2.label);
}
var _local3 = " ";
for (var _local4 in _local2) {
if (_local4 != "__ID__") {
_local3 = (_local2[_local4] + ", ") + _local3;
}
}
_local3 = _local3.substring(0, _local3.length - 3);
return(_local3);
}
function hasDropdown() {
return((__dropdown != undefined) && (__dropdown.valueOf() != undefined));
}
function tweenEndShow(value) {
_y = value;
isPressed = true;
owner.dispatchEvent({type:"open", target:owner});
}
function tweenEndHide(value) {
_y = value;
__set__visible(false);
owner.dispatchEvent({type:"close", target:owner});
}
function displayDropdown(show) {
if (show == _showingDropdown) {
return(undefined);
}
var _local3 = new Object();
_local3.x = 0;
_local3.y = height;
localToGlobal(_local3);
if (show) {
__selectedIndexOnDropdown = selectedIndex;
__initialSelectedIndexOnDropdown = selectedIndex;
getDropdown();
var _local2 = __dropdown;
_local2.isPressed = true;
_local2.rowCount = rowCount;
_local2.visible = show;
_local2._parent.globalToLocal(_local3);
_local2.onTweenEnd = tweenEndShow;
var _local5;
var _local8;
if ((_local3.y + _local2.height) > Stage.height) {
_local5 = _local3.y - __get__height();
_local8 = _local5 - _local2.height;
mask._y = -_local2.height;
} else {
_local5 = _local3.y - _local2.height;
_local8 = _local3.y;
mask._y = border_mc.height;
}
var _local6 = _local2.selectedIndex;
if (_local6 == undefined) {
_local6 = 0;
}
var _local4 = _local2.vPosition;
_local4 = _local6 - 1;
_local4 = Math.min(Math.max(_local4, 0), _local2.length - _local2.rowCount);
_local2.vPosition = _local4;
_local2.move(_local3.x, _local5);
_local2.tween = new mx.effects.Tween(__dropdown, _local5, _local8, getStyle("openDuration"));
} else {
__dropdown._parent.globalToLocal(_local3);
delete __dropdown.dragScrolling;
__dropdown.onTweenEnd = tweenEndHide;
__dropdown.tween = new mx.effects.Tween(__dropdown, __dropdown._y, _local3.y - __dropdown.height, getStyle("openDuration"));
if (__initialSelectedIndexOnDropdown != selectedIndex) {
dispatchChangeEvent(undefined, __initialSelectedIndexOnDropdown, selectedIndex);
}
}
var _local9 = getStyle("openEasing");
if (_local9 != undefined) {
__dropdown.tween.easingEquation = _local9;
}
_showingDropdown = show;
}
function onDownArrow() {
_parent.displayDropdown(!_parent._showingDropdown);
}
function keyDown(e) {
if (e.ctrlKey && (e.code == 40)) {
displayDropdown(true);
} else if (e.ctrlKey && (e.code == 38)) {
displayDropdown(false);
dispatchChangeEvent(undefined, __selectedIndexOnDropdown, selectedIndex);
} else if (e.code == 27) {
displayDropdown(false);
} else if (e.code == 13) {
if (_showingDropdown) {
selectedIndex = __dropdown.selectedIndex;
displayDropdown(false);
}
} else if (((((!_editable) || (e.code == 38)) || (e.code == 40)) || (e.code == 33)) || (e.code == 34)) {
selectedIndex = 0 + selectedIndex;
bInKeyDown = true;
var _local3 = dropdown;
_local3.keyDown(e);
bInKeyDown = false;
selectedIndex = __dropdown.selectedIndex;
}
}
function invalidateStyle(styleProp) {
__dropdown.invalidateStyle(styleProp);
super.invalidateStyle(styleProp);
}
function changeTextStyleInChildren(styleProp) {
if (dropdown.stylecache != undefined) {
delete dropdown.stylecache[styleProp];
delete dropdown.stylecache.tf;
}
__dropdown.changeTextStyleInChildren(styleProp);
super.changeTextStyleInChildren(styleProp);
}
function changeColorStyleInChildren(sheetName, styleProp, newValue) {
if (dropdown.stylecache != undefined) {
delete dropdown.stylecache[styleProp];
delete dropdown.stylecache.tf;
}
__dropdown.changeColorStyleInChildren(sheetName, styleProp, newValue);
super.changeColorStyleInChildren(sheetName, styleProp, newValue);
}
function notifyStyleChangeInChildren(sheetName, styleProp, newValue) {
if (dropdown.stylecache != undefined) {
delete dropdown.stylecache[styleProp];
delete dropdown.stylecache.tf;
}
__dropdown.notifyStyleChangeInChildren(sheetName, styleProp, newValue);
super.notifyStyleChangeInChildren(sheetName, styleProp, newValue);
}
function onUnload() {
__dropdown.removeMovieClip();
}
function _resizeHandler() {
var _local2 = owner;
_local2.mask._width = width;
_local2.mask._height = height;
}
function _changeHandler(obj) {
var _local2 = owner;
var _local3 = _local2.selectedIndex;
obj.target = _local2;
if (this == owner.text_mc) {
_local2.selectedIndex = undefined;
_local2.dispatchChangeEvent(obj, -1, -2);
} else {
_local2.selectedIndex = selectedIndex;
if (!_local2._showingDropdown) {
_local2.dispatchChangeEvent(obj, _local3, _local2.selectedIndex);
} else if (!_local2.bInKeyDown) {
_local2.displayDropdown(false);
}
}
}
function _scrollHandler(obj) {
var _local2 = owner;
obj.target = _local2;
_local2.dispatchEvent(obj);
}
function _itemRollOverHandler(obj) {
var _local2 = owner;
obj.target = _local2;
_local2.dispatchEvent(obj);
}
function _itemRollOutHandler(obj) {
var _local2 = owner;
obj.target = _local2;
_local2.dispatchEvent(obj);
}
function modelChanged(eventObj) {
super.modelChanged(eventObj);
if (0 == __dataProvider.length) {
text_mc.setText("");
delete selected;
} else if ((__dataProvider.length == ((eventObj.lastItem - eventObj.firstItem) + 1)) && (eventObj.eventName == "addItems")) {
selectedIndex = 0;
}
}
function dispatchChangeEvent(obj, prevValue, newValue) {
var _local2;
if (prevValue != newValue) {
if ((obj != undefined) && (obj.type == "change")) {
_local2 = obj;
} else {
_local2 = {type:"change"};
}
dispatchEvent(_local2);
}
}
static var symbolName = "ComboBox";
static var symbolOwner = mx.controls.ComboBox;
static var version = "2.0.2.127";
var clipParameters = {labels:1, data:1, editable:1, rowCount:1, dropdownWidth:1};
static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.ComboBox.prototype.clipParameters, mx.controls.ComboBase.prototype.clipParameters);
var className = "ComboBox";
var _showingDropdown = false;
var __rowCount = 5;
var dropdownBorderStyle = undefined;
var initializing = true;
var __labelField = "label";
var bInKeyDown = false;
}
Symbol 163 MovieClip [__Packages.mx.skins.Border] Frame 0
class mx.skins.Border extends mx.core.UIObject
{
function Border () {
super();
}
function init(Void) {
super.init();
}
static var symbolName = "Border";
static var symbolOwner = mx.skins.Border;
var className = "Border";
var tagBorder = 0;
var idNames = new Array("border_mc");
}
Symbol 164 MovieClip [__Packages.mx.skins.RectBorder] Frame 0
class mx.skins.RectBorder extends mx.skins.Border
{
var __width, __height, offset, __borderMetrics;
function RectBorder () {
super();
}
function get width() {
return(__width);
}
function get height() {
return(__height);
}
function init(Void) {
super.init();
}
function draw(Void) {
size();
}
function getBorderMetrics(Void) {
var _local2 = offset;
if (__borderMetrics == undefined) {
__borderMetrics = {left:_local2, top:_local2, right:_local2, bottom:_local2};
} else {
__borderMetrics.left = _local2;
__borderMetrics.top = _local2;
__borderMetrics.right = _local2;
__borderMetrics.bottom = _local2;
}
return(__borderMetrics);
}
function get borderMetrics() {
return(getBorderMetrics());
}
function drawBorder(Void) {
}
function size(Void) {
drawBorder();
}
function setColor(Void) {
drawBorder();
}
static var symbolName = "RectBorder";
static var symbolOwner = mx.skins.RectBorder;
static var version = "2.0.2.127";
var className = "RectBorder";
var borderStyleName = "borderStyle";
var borderColorName = "borderColor";
var shadowColorName = "shadowColor";
var highlightColorName = "highlightColor";
var buttonColorName = "buttonColor";
var backgroundColorName = "backgroundColor";
}
Symbol 165 MovieClip [__Packages.mx.controls.TextInput] Frame 0
class mx.controls.TextInput extends mx.core.UIComponent
{
var owner, enterListener, label, tabChildren, tabEnabled, focusTextField, _color, _parent, border_mc, createClassObject, dispatchValueChangedEvent, __get__width, __get__height, tfx, tfy, tfw, tfh, getStyle, bind, updateModel, _getTextFormat, enabled;
function TextInput () {
super();
}
function addEventListener(event, handler) {
if (event == "enter") {
addEnterEvents();
}
super.addEventListener(event, handler);
}
function enterOnKeyDown() {
if (Key.getAscii() == 13) {
owner.dispatchEvent({type:"enter"});
}
}
function addEnterEvents() {
if (enterListener == undefined) {
enterListener = new Object();
enterListener.owner = this;
enterListener.onKeyDown = enterOnKeyDown;
}
}
function init(Void) {
super.init();
label.styleName = this;
tabChildren = true;
tabEnabled = false;
focusTextField = label;
_color = mx.core.UIObject.textColorList;
label.onSetFocus = function () {
this._parent.onSetFocus();
};
label.onKillFocus = function (n) {
this._parent.onKillFocus(n);
};
label.drawFocus = function (b) {
this._parent.drawFocus(b);
};
label.onChanged = onLabelChanged;
}
function setFocus() {
Selection.setFocus(label);
}
function onLabelChanged(Void) {
_parent.dispatchEvent({type:"change"});
_parent.dispatchValueChangedEvent(text);
}
function createChildren(Void) {
super.createChildren();
if (border_mc == undefined) {
createClassObject(_global.styles.rectBorderClass, "border_mc", 0, {styleName:this});
}
border_mc.swapDepths(label);
label.autoSize = "none";
}
function get html() {
return(getHtml());
}
function set html(value) {
setHtml(value);
//return(html);
}
function getHtml() {
return(label.html);
}
function setHtml(value) {
if (value != label.html) {
label.html = value;
}
}
function get text() {
return(getText());
}
function set text(t) {
setText(t);
//return(text);
}
function getText() {
if (initializing) {
return(initText);
}
if (label.html == true) {
return(label.htmlText);
}
return(label.text);
}
function setText(t) {
if (initializing) {
initText = t;
} else {
var _local2 = label;
if (_local2.html == true) {
_local2.htmlText = t;
} else {
_local2.text = t;
}
}
dispatchValueChangedEvent(t);
}
function size(Void) {
border_mc.setSize(__get__width(), __get__height());
var _local2 = border_mc.__get__borderMetrics();
var _local6 = _local2.left + _local2.right;
var _local3 = _local2.top + _local2.bottom;
var _local5 = _local2.left;
var _local4 = _local2.top;
tfx = _local5;
tfy = _local4;
tfw = __get__width() - _local6;
tfh = __get__height() - _local3;
label.move(tfx, tfy);
label.setSize(tfw, tfh + 1);
}
function setEnabled(enable) {
label.type = (((__editable == true) || (enable == false)) ? "input" : "dynamic");
label.selectable = enable;
var _local2 = getStyle((enable ? "color" : "disabledColor"));
if (_local2 == undefined) {
_local2 = (enable ? 0 : 8947848);
}
setColor(_local2);
}
function setColor(col) {
label.textColor = col;
}
function onKillFocus(newFocus) {
if (enterListener != undefined) {
Key.removeListener(enterListener);
}
if (bind != undefined) {
updateModel(text);
}
super.onKillFocus(newFocus);
}
function onSetFocus(oldFocus) {
var f = Selection.getFocus();
var o = eval (f);
if (o != label) {
Selection.setFocus(label);
return(undefined);
}
if (enterListener != undefined) {
Key.addListener(enterListener);
}
super.onSetFocus(oldFocus);
}
function draw(Void) {
var _local2 = label;
var _local4 = getText();
if (initializing) {
initializing = false;
delete initText;
}
var _local3 = _getTextFormat();
_local2.embedFonts = _local3.embedFonts == true;
if (_local3 != undefined) {
_local2.setTextFormat(_local3);
_local2.setNewTextFormat(_local3);
}
_local2.multiline = false;
_local2.wordWrap = false;
if (_local2.html == true) {
_local2.setTextFormat(_local3);
_local2.htmlText = _local4;
} else {
_local2.text = _local4;
}
_local2.type = (((__editable == true) || (enabled == false)) ? "input" : "dynamic");
size();
}
function setEditable(s) {
__editable = s;
label.type = (s ? "input" : "dynamic");
}
function get maxChars() {
return(label.maxChars);
}
function set maxChars(w) {
label.maxChars = w;
//return(maxChars);
}
function get length() {
return(label.length);
}
function get restrict() {
return(label.restrict);
}
function set restrict(w) {
label.restrict = ((w == "") ? null : (w));
//return(restrict);
}
function get hPosition() {
return(label.hscroll);
}
function set hPosition(w) {
label.hscroll = w;
//return(hPosition);
}
function get maxHPosition() {
return(label.maxhscroll);
}
function get editable() {
return(__editable);
}
function set editable(w) {
setEditable(w);
//return(editable);
}
function get password() {
return(label.password);
}
function set password(w) {
label.password = w;
//return(password);
}
function get tabIndex() {
return(label.tabIndex);
}
function set tabIndex(w) {
label.tabIndex = w;
//return(tabIndex);
}
function set _accProps(val) {
label._accProps = val;
//return(_accProps);
}
function get _accProps() {
return(label._accProps);
}
static var symbolName = "TextInput";
static var symbolOwner = mx.controls.TextInput;
static var version = "2.0.2.127";
var className = "TextInput";
var initializing = true;
var clipParameters = {text:1, editable:1, password:1, maxChars:1, restrict:1};
static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.TextInput.prototype.clipParameters, mx.core.UIComponent.prototype.clipParameters);
var _maxWidth = mx.core.UIComponent.kStretch;
var __editable = true;
var initText = "";
}
Symbol 166 MovieClip [__Packages.mx.managers.PopUpManager] Frame 0
class mx.managers.PopUpManager
{
var popUp, setSize, move, modalWindow, _parent, _name, _visible, owner;
function PopUpManager () {
}
static function createModalWindow(parent, o, broadcastOutsideEvents) {
var _local2 = parent.createChildAtDepth("Modal", mx.managers.DepthManager.kTopmost);
_local2.setDepthBelow(o);
o.modalID = _local2._name;
_local2._alpha = _global.style.modalTransparency;
_local2.tabEnabled = false;
if (broadcastOutsideEvents) {
_local2.onPress = mixins.onPress;
} else {
_local2.onPress = mixins.nullFunction;
}
_local2.onRelease = mixins.nullFunction;
_local2.resize = mixins.resize;
mx.managers.SystemManager.init();
mx.managers.SystemManager.addEventListener("resize", _local2);
_local2.resize();
_local2.useHandCursor = false;
_local2.popUp = o;
o.modalWindow = _local2;
o.deletePopUp = mixins.deletePopUp;
o.setVisible = mixins.setVisible;
o.getVisible = mixins.getVisible;
o.addProperty("visible", o.getVisible, o.setVisible);
}
static function createPopUp(parent, className, modal, initobj, broadcastOutsideEvents) {
if (mixins == undefined) {
mixins = new mx.managers.PopUpManager();
}
if (broadcastOutsideEvents == undefined) {
broadcastOutsideEvents = false;
}
var _local5 = parent._root;
if (_local5 == undefined) {
_local5 = _root;
}
while (parent != _local5) {
parent = parent._parent;
}
initobj.popUp = true;
var _local4 = parent.createClassChildAtDepth(className, ((broadcastOutsideEvents || (modal)) ? (mx.managers.DepthManager.kTopmost) : (mx.managers.DepthManager.kTop)), initobj);
var _local2 = _root;
var _local6 = _local2.focusManager != undefined;
while (_local2._parent != undefined) {
_local2 = _local2._parent._root;
if (_local2.focusManager != undefined) {
_local6 = true;
break;
}
}
if (_local6) {
_local4.createObject("FocusManager", "focusManager", -1);
if (_local4._visible == false) {
mx.managers.SystemManager.deactivate(_local4);
}
}
if (modal) {
createModalWindow(parent, _local4, broadcastOutsideEvents);
} else {
if (broadcastOutsideEvents) {
_local4.mouseListener = new Object();
_local4.mouseListener.owner = _local4;
_local4.mouseListener.onMouseDown = mixins.onMouseDown;
Mouse.addListener(_local4.mouseListener);
}
_local4.deletePopUp = mixins.deletePopUp;
}
return(_local4);
}
function onPress(Void) {
var _local3 = popUp._root;
if (_local3 == undefined) {
_local3 = _root;
}
if (popUp.hitTest(_local3._xmouse, _local3._ymouse, false)) {
return(undefined);
}
popUp.dispatchEvent({type:"mouseDownOutside"});
}
function nullFunction(Void) {
}
function resize(Void) {
var _local2 = mx.managers.SystemManager.__get__screen();
setSize(_local2.width, _local2.height);
move(_local2.x, _local2.y);
}
function deletePopUp(Void) {
if (modalWindow != undefined) {
_parent.destroyObject(modalWindow._name);
}
_parent.destroyObject(_name);
}
function setVisible(v, noEvent) {
super.setVisible(v, noEvent);
modalWindow._visible = v;
}
function getVisible(Void) {
return(_visible);
}
function onMouseDown(Void) {
var _local3 = owner._root;
if (_local3 == undefined) {
_local3 = _root;
}
var _local4 = new Object();
_local4.x = _local3._xmouse;
_local4.y = _local3._ymouse;
_local3.localToGlobal(_local4);
if (owner.hitTest(_local4.x, _local4.y, false)) {
} else {
owner.mouseDownOutsideHandler(owner);
}
}
static var version = "2.0.2.127";
static var mixins = undefined;
}
Symbol 167 MovieClip [__Packages.mx.core.View] Frame 0
class mx.core.View extends mx.core.UIComponent
{
var tabChildren, tabEnabled, boundingBox_mc, border_mc, __get__width, __get__height, __tabIndex, depth, createObject, createClassObject, loadExternal, destroyObject, createClassChildAtDepth, doLater;
function View () {
super();
}
function init() {
super.init();
tabChildren = true;
tabEnabled = false;
boundingBox_mc._visible = false;
boundingBox_mc._width = (boundingBox_mc._height = 0);
}
function size() {
border_mc.move(0, 0);
border_mc.setSize(__get__width(), __get__height());
doLayout();
}
function draw() {
size();
}
function get numChildren() {
var _local3 = childNameBase;
var _local2 = 0;
while (true) {
if (this[_local3 + _local2] == undefined) {
return(_local2);
}
_local2++;
}
}
function get tabIndex() {
return((tabEnabled ? (__tabIndex) : undefined));
}
function set tabIndex(n) {
__tabIndex = n;
//return(tabIndex);
}
function addLayoutObject(object) {
}
function createChild(className, instanceName, initProps) {
if (depth == undefined) {
depth = 1;
}
var _local2;
if (typeof(className) == "string") {
_local2 = createObject(className, instanceName, depth++, initProps);
} else {
_local2 = createClassObject(className, instanceName, depth++, initProps);
}
if (_local2 == undefined) {
_local2 = loadExternal(className, _loadExternalClass, instanceName, depth++, initProps);
} else {
this[childNameBase + numChildren] = _local2;
_local2._complete = true;
childLoaded(_local2);
}
addLayoutObject(_local2);
return(_local2);
}
function getChildAt(childIndex) {
return(this[childNameBase + childIndex]);
}
function destroyChildAt(childIndex) {
if (!((childIndex >= 0) && (childIndex < numChildren))) {
return(undefined);
}
var _local4 = childNameBase + childIndex;
var _local6 = numChildren;
var _local3;
for (_local3 in this) {
if (_local3 == _local4) {
_local4 = "";
destroyObject(_local3);
break;
}
}
var _local2 = Number(childIndex);
while (_local2 < (_local6 - 1)) {
this[childNameBase + _local2] = this[childNameBase + (_local2 + 1)];
_local2++;
}
delete this[childNameBase + (_local6 - 1)];
depth--;
}
function initLayout() {
if (!hasBeenLayedOut) {
doLayout();
}
}
function doLayout() {
hasBeenLayedOut = true;
}
function createChildren() {
if (border_mc == undefined) {
border_mc = createClassChildAtDepth(_global.styles.rectBorderClass, mx.managers.DepthManager.kBottom, {styleName:this});
}
doLater(this, "initLayout");
}
function convertToUIObject(obj) {
}
function childLoaded(obj) {
convertToUIObject(obj);
}
static function extension() {
mx.core.ExternalContent.enableExternalContent();
}
static var symbolName = "View";
static var symbolOwner = mx.core.View;
static var version = "2.0.2.127";
var className = "View";
static var childNameBase = "_child";
var hasBeenLayedOut = false;
var _loadExternalClass = "UIComponent";
}
Symbol 168 MovieClip [__Packages.mx.core.ExternalContent] Frame 0
class mx.core.ExternalContent
{
var createObject, numChildren, prepList, doLater, loadList, dispatchEvent, loadedList, childLoaded;
function ExternalContent () {
}
function loadExternal(url, placeholderClassName, instanceName, depth, initProps) {
var _local2;
_local2 = createObject(placeholderClassName, instanceName, depth, initProps);
this[mx.core.View.childNameBase + numChildren] = _local2;
if (prepList == undefined) {
prepList = new Object();
}
prepList[instanceName] = {obj:_local2, url:url, complete:false, initProps:initProps};
prepareToLoadMovie(_local2);
return(_local2);
}
function prepareToLoadMovie(obj) {
obj.unloadMovie();
doLater(this, "waitForUnload");
}
function waitForUnload() {
var _local3;
for (_local3 in prepList) {
var _local2 = prepList[_local3];
if (_local2.obj.getBytesTotal() == 0) {
if (loadList == undefined) {
loadList = new Object();
}
loadList[_local3] = _local2;
_local2.obj.loadMovie(_local2.url);
delete prepList[_local3];
doLater(this, "checkLoadProgress");
} else {
doLater(this, "waitForUnload");
}
}
}
function checkLoadProgress() {
var _local8 = false;
var _local3;
for (_local3 in loadList) {
var _local2 = loadList[_local3];
_local2.loaded = _local2.obj.getBytesLoaded();
_local2.total = _local2.obj.getBytesTotal();
if (_local2.total > 0) {
_local2.obj._visible = false;
dispatchEvent({type:"progress", target:_local2.obj, current:_local2.loaded, total:_local2.total});
if (_local2.loaded == _local2.total) {
if (loadedList == undefined) {
loadedList = new Object();
}
loadedList[_local3] = _local2;
delete loadList[_local3];
doLater(this, "contentLoaded");
}
} else if (_local2.total == -1) {
if (_local2.failedOnce != undefined) {
_local2.failedOnce++;
if (_local2.failedOnce > 3) {
dispatchEvent({type:"complete", target:_local2.obj, current:_local2.loaded, total:_local2.total});
delete loadList[_local3];
}
} else {
_local2.failedOnce = 0;
}
}
_local8 = true;
}
if (_local8) {
doLater(this, "checkLoadProgress");
}
}
function contentLoaded() {
var _local4;
for (_local4 in loadedList) {
var _local2 = loadedList[_local4];
_local2.obj._visible = true;
_local2.obj._complete = true;
var _local3;
for (_local3 in _local2.initProps) {
_local2.obj[_local3] = _local2.initProps[_local3];
}
childLoaded(_local2.obj);
dispatchEvent({type:"complete", target:_local2.obj, current:_local2.loaded, total:_local2.total});
delete loadedList[_local4];
}
}
function convertToUIObject(obj) {
if (obj.setSize == undefined) {
var _local2 = mx.core.UIObject.prototype;
obj.addProperty("width", _local2.__get__width, null);
obj.addProperty("height", _local2.__get__height, null);
obj.addProperty("left", _local2.__get__left, null);
obj.addProperty("x", _local2.__get__x, null);
obj.addProperty("top", _local2.__get__top, null);
obj.addProperty("y", _local2.__get__y, null);
obj.addProperty("right", _local2.__get__right, null);
obj.addProperty("bottom", _local2.__get__bottom, null);
obj.addProperty("visible", _local2.__get__visible, _local2.__set__visible);
obj.move = mx.core.UIObject.prototype.move;
obj.setSize = mx.core.UIObject.prototype.setSize;
obj.size = mx.core.UIObject.prototype.size;
mx.events.UIEventDispatcher.initialize(obj);
}
}
static function enableExternalContent() {
}
static function classConstruct() {
var _local1 = mx.core.View.prototype;
var _local2 = mx.core.ExternalContent.prototype;
_local1.loadExternal = _local2.loadExternal;
_local1.prepareToLoadMovie = _local2.prepareToLoadMovie;
_local1.waitForUnload = _local2.waitForUnload;
_local1.checkLoadProgress = _local2.checkLoadProgress;
_local1.contentLoaded = _local2.contentLoaded;
_local1.convertToUIObject = _local2.convertToUIObject;
return(true);
}
static var classConstructed = classConstruct();
static var ViewDependency = mx.core.View;
}
Symbol 169 MovieClip [__Packages.mx.skins.CustomBorder] Frame 0
class mx.skins.CustomBorder extends mx.skins.Border
{
var __width, __height, l_mc, setSkin, minHeight, minWidth, m_mc, r_mc;
function CustomBorder () {
super();
}
function get width() {
return(__width);
}
function get height() {
return(__height);
}
function init(Void) {
super.init();
}
function createChildren(Void) {
}
function draw(Void) {
if (l_mc == undefined) {
var _local2 = setSkin(tagL, leftSkin);
if (horizontal) {
minHeight = l_mc._height;
minWidth = l_mc._width;
} else {
minHeight = l_mc._height;
minWidth = l_mc._width;
}
}
if (m_mc == undefined) {
setSkin(tagM, middleSkin);
if (horizontal) {
minHeight = m_mc._height;
minWidth = minWidth + m_mc._width;
} else {
minHeight = minHeight + m_mc._height;
minWidth = m_mc._width;
}
}
if (r_mc == undefined) {
setSkin(tagR, rightSkin);
if (horizontal) {
minHeight = r_mc._height;
minWidth = minWidth + r_mc._width;
} else {
minHeight = minHeight + r_mc._height;
minWidth = r_mc._width;
}
}
size();
}
function size(Void) {
l_mc.move(0, 0);
if (horizontal) {
r_mc.move(width - r_mc.width, 0);
m_mc.move(l_mc.width, 0);
m_mc.setSize(r_mc.x - m_mc.x, m_mc.height);
} else {
r_mc.move(0, height - r_mc.height, 0);
m_mc.move(0, l_mc.height);
m_mc.setSize(m_mc.width, r_mc.y - m_mc.y);
}
}
static var symbolName = "CustomBorder";
static var symbolOwner = mx.skins.CustomBorder;
static var version = "2.0.2.127";
var className = "CustomBorder";
static var tagL = 0;
static var tagM = 1;
static var tagR = 2;
var idNames = new Array("l_mc", "m_mc", "r_mc");
var leftSkin = "F3PieceLeft";
var middleSkin = "F3PieceMiddle";
var rightSkin = "F3PieceRight";
var horizontal = true;
}
Symbol 170 MovieClip [__Packages.mx.controls.scrollClasses.ScrollThumb] Frame 0
class mx.controls.scrollClasses.ScrollThumb extends mx.skins.CustomBorder
{
var useHandCursor, ymin, ymax, datamin, datamax, scrollMove, lastY, _ymouse, _y, _parent, onMouseMove, grip_mc, setSkin, gripSkin, __get__width, __get__height;
function ScrollThumb () {
super();
}
function createChildren(Void) {
super.createChildren();
useHandCursor = false;
}
function setRange(_ymin, _ymax, _datamin, _datamax) {
ymin = _ymin;
ymax = _ymax;
datamin = _datamin;
datamax = _datamax;
}
function dragThumb(Void) {
scrollMove = _ymouse - lastY;
scrollMove = scrollMove + _y;
if (scrollMove < ymin) {
scrollMove = ymin;
} else if (scrollMove > ymax) {
scrollMove = ymax;
}
_parent.isScrolling = true;
_y = scrollMove;
var _local2 = Math.round(((datamax - datamin) * (_y - ymin)) / (ymax - ymin)) + datamin;
_parent.scrollPosition = _local2;
_parent.dispatchScrollEvent("ThumbTrack");
updateAfterEvent();
}
function stopDragThumb(Void) {
_parent.isScrolling = false;
_parent.dispatchScrollEvent("ThumbPosition");
_parent.dispatchScrollChangedEvent();
delete onMouseMove;
}
function onPress(Void) {
_parent.pressFocus();
lastY = _ymouse;
onMouseMove = dragThumb;
super.onPress();
}
function onRelease(Void) {
_parent.releaseFocus();
stopDragThumb();
super.onRelease();
}
function onReleaseOutside(Void) {
_parent.releaseFocus();
stopDragThumb();
super.onReleaseOutside();
}
function draw() {
super.draw();
if (grip_mc == undefined) {
setSkin(3, gripSkin);
}
}
function size() {
super.size();
grip_mc.move((__get__width() - grip_mc.width) / 2, (__get__height() - grip_mc.height) / 2);
}
static var symbolOwner = mx.skins.CustomBorder.symbolOwner;
var className = "ScrollThumb";
var btnOffset = 0;
var horizontal = false;
var idNames = new Array("l_mc", "m_mc", "r_mc", "grip_mc");
}
Symbol 171 MovieClip [__Packages.mx.controls.scrollClasses.ScrollBar] Frame 0
class mx.controls.scrollClasses.ScrollBar extends mx.core.UIComponent
{
var isScrolling, scrollTrack_mc, scrollThumb_mc, __height, tabEnabled, focusEnabled, boundingBox_mc, setSkin, upArrow_mc, _minHeight, _minWidth, downArrow_mc, createObject, createClassObject, enabled, _height, dispatchEvent, minMode, maxMode, plusMode, minusMode, _parent, getStyle, scrolling, _ymouse;
function ScrollBar () {
super();
}
function get scrollPosition() {
return(_scrollPosition);
}
function set scrollPosition(pos) {
_scrollPosition = pos;
if (isScrolling != true) {
pos = Math.min(pos, maxPos);
pos = Math.max(pos, minPos);
var _local3 = (((pos - minPos) * (scrollTrack_mc.height - scrollThumb_mc._height)) / (maxPos - minPos)) + scrollTrack_mc.top;
scrollThumb_mc.move(0, _local3);
}
//return(scrollPosition);
}
function get pageScrollSize() {
return(largeScroll);
}
function set pageScrollSize(lScroll) {
largeScroll = lScroll;
//return(pageScrollSize);
}
function set lineScrollSize(sScroll) {
smallScroll = sScroll;
//return(lineScrollSize);
}
function get lineScrollSize() {
return(smallScroll);
}
function get virtualHeight() {
return(__height);
}
function init(Void) {
super.init();
_scrollPosition = 0;
tabEnabled = false;
focusEnabled = false;
boundingBox_mc._visible = false;
boundingBox_mc._width = (boundingBox_mc._height = 0);
}
function createChildren(Void) {
if (scrollTrack_mc == undefined) {
setSkin(skinIDTrack, scrollTrackName);
}
scrollTrack_mc.visible = false;
var _local3 = new Object();
_local3.enabled = false;
_local3.preset = mx.controls.SimpleButton.falseDisabled;
_local3.initProperties = 0;
_local3.autoRepeat = true;
_local3.tabEnabled = false;
var _local2;
if (upArrow_mc == undefined) {
_local2 = createButton(upArrowName, "upArrow_mc", skinIDUpArrow, _local3);
}
_local2.buttonDownHandler = onUpArrow;
_local2.clickHandler = onScrollChanged;
_minHeight = _local2.height;
_minWidth = _local2.width;
if (downArrow_mc == undefined) {
_local2 = createButton(downArrowName, "downArrow_mc", skinIDDownArrow, _local3);
}
_local2.buttonDownHandler = onDownArrow;
_local2.clickHandler = onScrollChanged;
_minHeight = _minHeight + _local2.height;
}
function createButton(linkageName, id, skinID, o) {
if (skinID == skinIDUpArrow) {
o.falseUpSkin = upArrowUpName;
o.falseDownSkin = upArrowDownName;
o.falseOverSkin = upArrowOverName;
} else {
o.falseUpSkin = downArrowUpName;
o.falseDownSkin = downArrowDownName;
o.falseOverSkin = downArrowOverName;
}
var _local3 = createObject(linkageName, id, skinID, o);
this[id].visible = false;
this[id].useHandCursor = false;
return(_local3);
}
function createThumb(Void) {
var _local2 = new Object();
_local2.validateNow = true;
_local2.tabEnabled = false;
_local2.leftSkin = thumbTopName;
_local2.middleSkin = thumbMiddleName;
_local2.rightSkin = thumbBottomName;
_local2.gripSkin = thumbGripName;
createClassObject(mx.controls.scrollClasses.ScrollThumb, "scrollThumb_mc", skinIDThumb, _local2);
}
function setScrollProperties(pSize, mnPos, mxPos, ls) {
var _local4;
var _local2 = scrollTrack_mc;
pageSize = pSize;
largeScroll = (((ls != undefined) && (ls > 0)) ? (ls) : (pSize));
minPos = Math.max(mnPos, 0);
maxPos = Math.max(mxPos, 0);
_scrollPosition = Math.max(minPos, _scrollPosition);
_scrollPosition = Math.min(maxPos, _scrollPosition);
if (((maxPos - minPos) > 0) && (enabled)) {
var _local5 = _scrollPosition;
if (!initializing) {
upArrow_mc.enabled = true;
downArrow_mc.enabled = true;
}
_local2.onPress = (_local2.onDragOver = startTrackScroller);
_local2.onRelease = releaseScrolling;
_local2.onDragOut = (_local2.stopScrolling = stopScrolling);
_local2.onReleaseOutside = releaseScrolling;
_local2.useHandCursor = false;
if (scrollThumb_mc == undefined) {
createThumb();
}
var _local3 = scrollThumb_mc;
if (scrollTrackOverName.length > 0) {
_local2.onRollOver = trackOver;
_local2.onRollOut = trackOut;
}
_local4 = (pageSize / ((maxPos - minPos) + pageSize)) * _local2.height;
if (_local4 < _local3.minHeight) {
if (_local2.height < _local3.minHeight) {
_local3.__set__visible(false);
} else {
_local4 = _local3.minHeight;
_local3.__set__visible(true);
_local3.setSize(_minWidth, _local3.minHeight + 0);
}
} else {
_local3.__set__visible(true);
_local3.setSize(_minWidth, _local4);
}
_local3.setRange(upArrow_mc.__get__height() + 0, (virtualHeight - downArrow_mc.__get__height()) - _local3.__get__height(), minPos, maxPos);
_local5 = Math.min(_local5, maxPos);
scrollPosition = (Math.max(_local5, minPos));
} else {
scrollThumb_mc.__set__visible(false);
if (!initializing) {
upArrow_mc.enabled = false;
downArrow_mc.enabled = false;
}
delete _local2.onPress;
delete _local2.onDragOver;
delete _local2.onRelease;
delete _local2.onDragOut;
delete _local2.onRollOver;
delete _local2.onRollOut;
delete _local2.onReleaseOutside;
}
if (initializing) {
scrollThumb_mc.__set__visible(false);
}
}
function setEnabled(enabledFlag) {
super.setEnabled(enabledFlag);
setScrollProperties(pageSize, minPos, maxPos, largeScroll);
}
function draw(Void) {
if (initializing) {
initializing = false;
scrollTrack_mc.visible = true;
upArrow_mc.__set__visible(true);
downArrow_mc.__set__visible(true);
}
size();
}
function size(Void) {
if (_height == 1) {
return(undefined);
}
if (upArrow_mc == undefined) {
return(undefined);
}
var _local3 = upArrow_mc.__get__height();
var _local2 = downArrow_mc.__get__height();
upArrow_mc.move(0, 0);
var _local4 = scrollTrack_mc;
_local4._y = _local3;
_local4._height = (virtualHeight - _local3) - _local2;
downArrow_mc.move(0, virtualHeight - _local2);
setScrollProperties(pageSize, minPos, maxPos, largeScroll);
}
function dispatchScrollEvent(detail) {
dispatchEvent({type:"scroll", detail:detail});
}
function isScrollBarKey(k) {
if (k == 36) {
if (scrollPosition != 0) {
scrollPosition = (0);
dispatchScrollEvent(minMode);
}
return(true);
}
if (k == 35) {
if (scrollPosition < maxPos) {
scrollPosition = (maxPos);
dispatchScrollEvent(maxMode);
}
return(true);
}
return(false);
}
function scrollIt(inc, mode) {
var _local3 = smallScroll;
if (inc != "Line") {
_local3 = ((largeScroll == 0) ? (pageSize) : (largeScroll));
}
var _local2 = _scrollPosition + (mode * _local3);
if (_local2 > maxPos) {
_local2 = maxPos;
} else if (_local2 < minPos) {
_local2 = minPos;
}
if (scrollPosition != _local2) {
scrollPosition = (_local2);
var _local4 = ((mode < 0) ? (minusMode) : (plusMode));
dispatchScrollEvent(inc + _local4);
}
}
function startTrackScroller(Void) {
_parent.pressFocus();
if (_parent.scrollTrackDownName.length > 0) {
if (_parent.scrollTrackDown_mc == undefined) {
_parent.setSkin(skinIDTrackDown, scrollTrackDownName);
} else {
_parent.scrollTrackDown_mc.visible = true;
}
}
_parent.trackScroller();
_parent.scrolling = setInterval(_parent, "scrollInterval", getStyle("repeatDelay"), "Page", -1);
}
function scrollInterval(inc, mode) {
clearInterval(scrolling);
if (inc == "Page") {
trackScroller();
} else {
scrollIt(inc, mode);
}
scrolling = setInterval(this, "scrollInterval", getStyle("repeatInterval"), inc, mode);
}
function trackScroller(Void) {
if ((scrollThumb_mc._y + scrollThumb_mc.__get__height()) < _ymouse) {
scrollIt("Page", 1);
} else if (scrollThumb_mc._y > _ymouse) {
scrollIt("Page", -1);
}
}
function dispatchScrollChangedEvent(Void) {
dispatchEvent({type:"scrollChanged"});
}
function stopScrolling(Void) {
clearInterval(_parent.scrolling);
_parent.scrollTrackDown_mc.visible = false;
}
function releaseScrolling(Void) {
_parent.releaseFocus();
stopScrolling();
_parent.dispatchScrollChangedEvent();
}
function trackOver(Void) {
if (_parent.scrollTrackOverName.length > 0) {
if (_parent.scrollTrackOver_mc == undefined) {
_parent.setSkin(skinIDTrackOver, scrollTrackOverName);
} else {
_parent.scrollTrackOver_mc.visible = true;
}
}
}
function trackOut(Void) {
_parent.scrollTrackOver_mc.visible = false;
}
function onUpArrow(Void) {
_parent.scrollIt("Line", -1);
}
function onDownArrow(Void) {
_parent.scrollIt("Line", 1);
}
function onScrollChanged(Void) {
_parent.dispatchScrollChangedEvent();
}
static var symbolOwner = mx.core.UIComponent;
var className = "ScrollBar";
var minPos = 0;
var maxPos = 0;
var pageSize = 0;
var largeScroll = 0;
var smallScroll = 1;
var _scrollPosition = 0;
var scrollTrackName = "ScrollTrack";
var scrollTrackOverName = "";
var scrollTrackDownName = "";
var upArrowName = "BtnUpArrow";
var upArrowUpName = "ScrollUpArrowUp";
var upArrowOverName = "ScrollUpArrowOver";
var upArrowDownName = "ScrollUpArrowDown";
var downArrowName = "BtnDownArrow";
var downArrowUpName = "ScrollDownArrowUp";
var downArrowOverName = "ScrollDownArrowOver";
var downArrowDownName = "ScrollDownArrowDown";
var thumbTopName = "ScrollThumbTopUp";
var thumbMiddleName = "ScrollThumbMiddleUp";
var thumbBottomName = "ScrollThumbBottomUp";
var thumbGripName = "ScrollThumbGripUp";
static var skinIDTrack = 0;
static var skinIDTrackOver = 1;
static var skinIDTrackDown = 2;
static var skinIDUpArrow = 3;
static var skinIDDownArrow = 4;
static var skinIDThumb = 5;
var idNames = new Array("scrollTrack_mc", "scrollTrackOver_mc", "scrollTrackDown_mc", "upArrow_mc", "downArrow_mc");
var clipParameters = {minPos:1, maxPos:1, pageSize:1, scrollPosition:1, lineScrollSize:1, pageScrollSize:1, visible:1, enabled:1};
static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.scrollClasses.ScrollBar.prototype.clipParameters, mx.core.UIComponent.prototype.clipParameters);
var initializing = true;
}
Symbol 172 MovieClip [__Packages.mx.core.ScrollView] Frame 0
class mx.core.ScrollView extends mx.core.View
{
var __width, hScroller, vScroller, __maxHPosition, propsInited, scrollAreaChanged, specialHScrollCase, createObject, viewableColumns, __height, oldRndUp, viewableRows, __viewMetrics, owner, enabled, border_mc, __get__width, __get__height, invLayout, mask_mc, _parent, dispatchEvent;
function ScrollView () {
super();
}
function getHScrollPolicy(Void) {
return(__hScrollPolicy);
}
function setHScrollPolicy(policy) {
__hScrollPolicy = policy.toLowerCase();
if (__width == undefined) {
return(undefined);
}
setScrollProperties(numberOfCols, columnWidth, rowC, rowH, heightPadding, widthPadding);
}
function get hScrollPolicy() {
return(getHScrollPolicy());
}
function set hScrollPolicy(policy) {
setHScrollPolicy(policy);
//return(hScrollPolicy);
}
function getVScrollPolicy(Void) {
return(__vScrollPolicy);
}
function setVScrollPolicy(policy) {
__vScrollPolicy = policy.toLowerCase();
if (__width == undefined) {
return(undefined);
}
setScrollProperties(numberOfCols, columnWidth, rowC, rowH, heightPadding, widthPadding);
}
function get vScrollPolicy() {
return(getVScrollPolicy());
}
function set vScrollPolicy(policy) {
setVScrollPolicy(policy);
//return(vScrollPolicy);
}
function get hPosition() {
return(getHPosition());
}
function set hPosition(pos) {
setHPosition(pos);
//return(hPosition);
}
function getHPosition(Void) {
return(__hPosition);
}
function setHPosition(pos) {
hScroller.__set__scrollPosition(pos);
__hPosition = pos;
}
function get vPosition() {
return(getVPosition());
}
function set vPosition(pos) {
setVPosition(pos);
//return(vPosition);
}
function getVPosition(Void) {
return(__vPosition);
}
function setVPosition(pos) {
vScroller.__set__scrollPosition(pos);
__vPosition = pos;
}
function get maxVPosition() {
var _local2 = vScroller.maxPos;
return(((_local2 == undefined) ? 0 : (_local2)));
}
function get maxHPosition() {
return(getMaxHPosition());
}
function set maxHPosition(pos) {
setMaxHPosition(pos);
//return(maxHPosition);
}
function getMaxHPosition(Void) {
if (__maxHPosition != undefined) {
return(__maxHPosition);
}
var _local2 = hScroller.maxPos;
return(((_local2 == undefined) ? 0 : (_local2)));
}
function setMaxHPosition(pos) {
__maxHPosition = pos;
}
function setScrollProperties(colCount, colWidth, rwCount, rwHeight, hPadding, wPadding) {
var _local3 = getViewMetrics();
if (hPadding == undefined) {
hPadding = 0;
}
if (wPadding == undefined) {
wPadding = 0;
}
propsInited = true;
delete scrollAreaChanged;
heightPadding = hPadding;
widthPadding = wPadding;
if (colWidth == 0) {
colWidth = 1;
}
if (rwHeight == 0) {
rwHeight = 1;
}
var _local5 = Math.ceil((((__width - _local3.left) - _local3.right) - widthPadding) / colWidth);
if ((__hScrollPolicy == "on") || ((_local5 < colCount) && (__hScrollPolicy == "auto"))) {
if ((hScroller == undefined) || (specialHScrollCase)) {
delete specialHScrollCase;
hScroller = createObject("HScrollBar", "hSB", 1001);
hScroller.__set__lineScrollSize(20);
hScroller.scrollHandler = scrollProxy;
hScroller.__set__scrollPosition(__hPosition);
scrollAreaChanged = true;
}
if ((((numberOfCols != colCount) || (columnWidth != colWidth)) || (viewableColumns != _local5)) || (scrollAreaChanged)) {
hScroller.setScrollProperties(_local5, 0, colCount - _local5);
viewableColumns = _local5;
numberOfCols = colCount;
columnWidth = colWidth;
}
} else if (((__hScrollPolicy == "auto") || (__hScrollPolicy == "off")) && (hScroller != undefined)) {
hScroller.removeMovieClip();
delete hScroller;
scrollAreaChanged = true;
}
if (heightPadding == undefined) {
heightPadding = 0;
}
var _local4 = Math.ceil((((__height - _local3.top) - _local3.bottom) - heightPadding) / rwHeight);
var _local8 = (((__height - _local3.top) - _local3.bottom) % rwHeight) != 0;
if ((__vScrollPolicy == "on") || ((_local4 < (rwCount + _local8)) && (__vScrollPolicy == "auto"))) {
if (vScroller == undefined) {
vScroller = createObject("VScrollBar", "vSB", 1002);
vScroller.scrollHandler = scrollProxy;
vScroller.__set__scrollPosition(__vPosition);
scrollAreaChanged = true;
rowH = 0;
}
if ((((rowC != rwCount) || (rowH != rwHeight)) || ((viewableRows + _local8) != (_local4 + oldRndUp))) || (scrollAreaChanged)) {
vScroller.setScrollProperties(_local4, 0, (rwCount - _local4) + _local8);
viewableRows = _local4;
rowC = rwCount;
rowH = rwHeight;
oldRndUp = _local8;
}
} else if (((__vScrollPolicy == "auto") || (__vScrollPolicy == "off")) && (vScroller != undefined)) {
vScroller.removeMovieClip();
delete vScroller;
scrollAreaChanged = true;
}
numberOfCols = colCount;
columnWidth = colWidth;
if (scrollAreaChanged) {
doLayout();
var _local2 = __viewMetrics;
var _local12 = ((owner != undefined) ? (owner) : this);
_local12.layoutContent(_local2.left, _local2.top, ((columnWidth * numberOfCols) - _local2.left) - _local2.right, rowC * rowH, (__width - _local2.left) - _local2.right, (__height - _local2.top) - _local2.bottom);
}
if (!enabled) {
setEnabled(false);
}
}
function getViewMetrics(Void) {
var _local2 = __viewMetrics;
var _local3 = border_mc.__get__borderMetrics();
_local2.left = _local3.left;
_local2.right = _local3.right;
if (vScroller != undefined) {
_local2.right = _local2.right + vScroller.minWidth;
}
_local2.top = _local3.top;
if ((hScroller == undefined) && ((__hScrollPolicy == "on") || (__hScrollPolicy == true))) {
hScroller = createObject("FHScrollBar", "hSB", 1001);
specialHScrollCase = true;
}
_local2.bottom = _local3.bottom;
if (hScroller != undefined) {
_local2.bottom = _local2.bottom + hScroller.minHeight;
}
return(_local2);
}
function doLayout(Void) {
var _local10 = __get__width();
var _local8 = __get__height();
delete invLayout;
var _local3 = (__viewMetrics = getViewMetrics());
var _local2 = _local3.left;
var _local9 = _local3.right;
var _local5 = _local3.top;
var _local11 = _local3.bottom;
var _local7 = hScroller;
var _local6 = vScroller;
_local7.setSize((_local10 - _local2) - _local9, _local7.minHeight + 0);
_local7.move(_local2, _local8 - _local11);
_local6.setSize(_local6.minWidth + 0, (_local8 - _local5) - _local11);
_local6.move(_local10 - _local9, _local5);
var _local4 = mask_mc;
_local4._width = (_local10 - _local2) - _local9;
_local4._height = (_local8 - _local5) - _local11;
_local4._x = _local2;
_local4._y = _local5;
}
function createChild(id, name, props) {
var _local2 = super.createChild(id, name, props);
return(_local2);
}
function init(Void) {
super.init();
__viewMetrics = new Object();
if (_global.__SVMouseWheelManager == undefined) {
var _local4 = (_global.__SVMouseWheelManager = new Object());
_local4.onMouseWheel = __onMouseWheel;
Mouse.addListener(_local4);
}
}
function __onMouseWheel(delta, scrollTarget) {
var _local4 = scrollTarget;
var _local1;
while (_local4 != undefined) {
if (_local4 instanceof mx.core.ScrollView) {
_local1 = _local4;
}
_local4 = _local4._parent;
}
if (_local1 != undefined) {
_local4 = ((delta <= 0) ? 1 : -1);
var _local2 = _local1.vScroller.lineScrollSize;
if (_local2 == undefined) {
_local2 = 0;
}
_local2 = Math.max(Math.abs(delta), _local2);
var _local3 = _local1.vPosition + (_local2 * _local4);
_local1.vPosition = Math.max(0, Math.min(_local3, _local1.maxVPosition));
_local1.dispatchEvent({type:"scroll", direction:"vertical", position:_local1.vPosition});
}
}
function createChildren(Void) {
super.createChildren();
if (mask_mc == undefined) {
mask_mc = createObject("BoundingBox", "mask_mc", MASK_DEPTH);
}
mask_mc._visible = false;
}
function invalidate(Void) {
super.invalidate();
}
function draw(Void) {
size();
}
function size(Void) {
super.size();
}
function scrollProxy(docObj) {
_parent.onScroll(docObj);
}
function onScroll(docObj) {
var _local3 = docObj.target;
var _local2 = _local3.scrollPosition;
if (_local3 == vScroller) {
var _local4 = "vertical";
var _local5 = "__vPosition";
} else {
var _local4 = "horizontal";
var _local5 = "__hPosition";
}
this[_local5] = _local2;
dispatchEvent({type:"scroll", direction:_local4, position:_local2});
}
function setEnabled(v) {
vScroller.enabled = (hScroller.enabled = v);
}
function childLoaded(obj) {
super.childLoaded(obj);
obj.setMask(mask_mc);
}
static var symbolName = "ScrollView";
static var symbolOwner = mx.core.ScrollView;
static var version = "2.0.2.127";
var className = "ScrollView";
var __vScrollPolicy = "auto";
var __hScrollPolicy = "off";
var __vPosition = 0;
var __hPosition = 0;
var numberOfCols = 0;
var rowC = 0;
var columnWidth = 1;
var rowH = 0;
var heightPadding = 0;
var widthPadding = 0;
var MASK_DEPTH = 10000;
}
Symbol 173 MovieClip [__Packages.mx.controls.listclasses.DataProvider] Frame 0
class mx.controls.listclasses.DataProvider extends Object
{
var length, splice, dispatchEvent, sortOn, reverse, sort;
function DataProvider (obj) {
super();
}
static function Initialize(obj) {
var _local4 = mixinProps;
var _local6 = _local4.length;
obj = obj.prototype;
var _local3 = 0;
while (_local3 < _local6) {
obj[_local4[_local3]] = mixins[_local4[_local3]];
_global.ASSetPropFlags(obj, _local4[_local3], 1);
_local3++;
}
mx.events.EventDispatcher.initialize(obj);
_global.ASSetPropFlags(obj, "addEventListener", 1);
_global.ASSetPropFlags(obj, "removeEventListener", 1);
_global.ASSetPropFlags(obj, "dispatchEvent", 1);
_global.ASSetPropFlags(obj, "dispatchQueue", 1);
Object.prototype.LargestID = 0;
Object.prototype.getID = function () {
if (this.__ID__ == undefined) {
this.__ID__ = Object.prototype.LargestID++;
_global.ASSetPropFlags(this, "__ID__", 1);
}
return(this.__ID__);
};
_global.ASSetPropFlags(Object.prototype, "LargestID", 1);
_global.ASSetPropFlags(Object.prototype, "getID", 1);
return(true);
}
function addItemAt(index, value) {
if (index < length) {
splice(index, 0, value);
} else if (index > length) {
trace("Cannot add an item past the end of the DataProvider");
return(undefined);
}
this[index] = value;
updateViews("addItems", index, index);
}
function addItem(value) {
addItemAt(length, value);
}
function addItemsAt(index, newItems) {
index = Math.min(length, index);
newItems.unshift(index, 0);
splice.apply(this, newItems);
newItems.splice(0, 2);
updateViews("addItems", index, (index + newItems.length) - 1);
}
function removeItemsAt(index, len) {
var _local3 = new Array();
var _local2 = 0;
while (_local2 < len) {
_local3.push(getItemID(index + _local2));
_local2++;
}
var _local6 = splice(index, len);
dispatchEvent({type:"modelChanged", eventName:"removeItems", firstItem:index, lastItem:(index + len) - 1, removedItems:_local6, removedIDs:_local3});
}
function removeItemAt(index) {
var _local2 = this[index];
removeItemsAt(index, 1);
return(_local2);
}
function removeAll(Void) {
splice(0);
updateViews("removeItems", 0, length - 1);
}
function replaceItemAt(index, itemObj) {
if ((index < 0) || (index >= length)) {
return(undefined);
}
var _local3 = getItemID(index);
this[index] = itemObj;
this[index].__ID__ = _local3;
updateViews("updateItems", index, index);
}
function getItemAt(index) {
return(this[index]);
}
function getItemID(index) {
var _local2 = this[index];
if ((typeof(_local2) != "object") && (_local2 != undefined)) {
return(index);
}
return(_local2.getID());
}
function sortItemsBy(fieldName, order) {
if (typeof(order) == "string") {
sortOn(fieldName);
if (order.toUpperCase() == "DESC") {
reverse();
}
} else {
sortOn(fieldName, order);
}
updateViews("sort");
}
function sortItems(compareFunc, optionFlags) {
sort(compareFunc, optionFlags);
updateViews("sort");
}
function editField(index, fieldName, newData) {
this[index][fieldName] = newData;
dispatchEvent({type:"modelChanged", eventName:"updateField", firstItem:index, lastItem:index, fieldName:fieldName});
}
function getEditingData(index, fieldName) {
return(this[index][fieldName]);
}
function updateViews(event, first, last) {
dispatchEvent({type:"modelChanged", eventName:event, firstItem:first, lastItem:last});
}
static var mixinProps = ["addView", "addItem", "addItemAt", "removeAll", "removeItemAt", "replaceItemAt", "getItemAt", "getItemID", "sortItemsBy", "sortItems", "updateViews", "addItemsAt", "removeItemsAt", "getEditingData", "editField"];
static var evtDipatcher = mx.events.EventDispatcher;
static var mixins = new mx.controls.listclasses.DataProvider();
}
Symbol 174 MovieClip [__Packages.mx.controls.listclasses.ScrollSelectList] Frame 0
class mx.controls.listclasses.ScrollSelectList extends mx.core.ScrollView
{
var invLayoutContent, rows, topRowZ, listContent, __dataProvider, __vPosition, tW, layoutX, layoutY, tH, invRowHeight, invalidate, __height, invUpdateControl, __cellRenderer, __labelFunction, __iconField, __iconFunction, getLength, baseRowZ, lastPosition, propertyTable, isSelected, wasKeySelected, changeFlag, clearSelected, selectItem, lastSelected, dispatchEvent, dragScrolling, _ymouse, scrollInterval, isPressed, onMouseUp, getSelectedIndex, enabled, tabEnabled, tabChildren, createEmptyMovieClip, border_mc;
function ScrollSelectList () {
super();
}
function layoutContent(x, y, w, h) {
delete invLayoutContent;
var _local4 = Math.ceil(h / __rowHeight);
roundUp = (h % __rowHeight) != 0;
var _local12 = _local4 - __rowCount;
if (_local12 < 0) {
var _local3 = _local4;
while (_local3 < __rowCount) {
rows[_local3].removeMovieClip();
delete rows[_local3];
_local3++;
}
topRowZ = topRowZ + _local12;
} else if (_local12 > 0) {
if (rows == undefined) {
rows = new Array();
}
var _local3 = __rowCount;
while (_local3 < _local4) {
var _local2 = (rows[_local3] = listContent.createObject(__rowRenderer, "listRow" + (topRowZ++), topRowZ, {owner:this, styleName:this, rowIndex:_local3}));
_local2._x = x;
_local2._y = Math.round((_local3 * __rowHeight) + y);
_local2.setSize(w, __rowHeight);
_local2.drawRow(__dataProvider.getItemAt(__vPosition + _local3), getStateAt(__vPosition + _local3));
_local2.lastY = _local2._y;
_local3++;
}
}
if (w != tW) {
var _local11 = ((_local12 > 0) ? (__rowCount) : (_local4));
var _local3 = 0;
while (_local3 < _local11) {
rows[_local3].setSize(w, __rowHeight);
_local3++;
}
}
if ((layoutX != x) || (layoutY != y)) {
var _local3 = 0;
while (_local3 < _local4) {
rows[_local3]._x = x;
rows[_local3]._y = Math.round((_local3 * __rowHeight) + y);
_local3++;
}
}
__rowCount = _local4;
layoutX = x;
layoutY = y;
tW = w;
tH = h;
}
function getRowHeight(Void) {
return(__rowHeight);
}
function setRowHeight(v) {
__rowHeight = v;
invRowHeight = true;
invalidate();
}
function get rowHeight() {
return(getRowHeight());
}
function set rowHeight(w) {
setRowHeight(w);
//return(rowHeight);
}
function setRowCount(v) {
__rowCount = v;
}
function getRowCount(Void) {
var _local2 = ((__rowCount == 0) ? (Math.ceil(__height / __rowHeight)) : (__rowCount));
return(_local2);
}
function get rowCount() {
return(getRowCount());
}
function set rowCount(w) {
setRowCount(w);
//return(rowCount);
}
function setEnabled(v) {
super.setEnabled(v);
invUpdateControl = true;
invalidate();
}
function setCellRenderer(cR) {
__cellRenderer = cR;
var _local2 = 0;
while (_local2 < rows.length) {
rows[_local2].setCellRenderer(true);
_local2++;
}
invUpdateControl = true;
invalidate();
}
function set cellRenderer(cR) {
setCellRenderer(cR);
//return(cellRenderer);
}
function get cellRenderer() {
return(__cellRenderer);
}
function set labelField(field) {
setLabelField(field);
//return(labelField);
}
function setLabelField(field) {
__labelField = field;
invUpdateControl = true;
invalidate();
}
function get labelField() {
return(__labelField);
}
function set labelFunction(func) {
setLabelFunction(func);
//return(labelFunction);
}
function setLabelFunction(func) {
__labelFunction = func;
invUpdateControl = true;
invalidate();
}
function get labelFunction() {
return(__labelFunction);
}
function set iconField(field) {
setIconField(field);
//return(iconField);
}
function setIconField(field) {
__iconField = field;
invUpdateControl = true;
invalidate();
}
function get iconField() {
return(__iconField);
}
function set iconFunction(func) {
setIconFunction(func);
//return(iconFunction);
}
function setIconFunction(func) {
__iconFunction = func;
invUpdateControl = true;
invalidate();
}
function get iconFunction() {
return(__iconFunction);
}
function setVPosition(pos) {
if (pos < 0) {
return(undefined);
}
if ((pos > 0) && (pos > ((getLength() - __rowCount) + roundUp))) {
return(undefined);
}
var _local8 = pos - __vPosition;
if (_local8 == 0) {
return(undefined);
}
__vPosition = pos;
var _local10 = _local8 > 0;
_local8 = Math.abs(_local8);
if (_local8 >= __rowCount) {
updateControl();
} else {
var _local4 = new Array();
var _local9 = __rowCount - _local8;
var _local12 = _local8 * __rowHeight;
var _local11 = _local9 * __rowHeight;
var _local6 = (_local10 ? 1 : -1);
var _local3 = 0;
while (_local3 < __rowCount) {
if (((_local3 < _local8) && (_local10)) || ((_local3 >= _local9) && (!_local10))) {
rows[_local3]._y = rows[_local3]._y + Math.round(_local6 * _local11);
var _local5 = _local3 + (_local6 * _local9);
var _local7 = __vPosition + _local5;
_local4[_local5] = rows[_local3];
_local4[_local5].rowIndex = _local5;
_local4[_local5].drawRow(__dataProvider.getItemAt(_local7), getStateAt(_local7), false);
} else {
rows[_local3]._y = rows[_local3]._y - Math.round(_local6 * _local12);
var _local5 = _local3 - (_local6 * _local8);
_local4[_local5] = rows[_local3];
_local4[_local5].rowIndex = _local5;
}
_local3++;
}
rows = _local4;
_local3 = 0;
while (_local3 < __rowCount) {
rows[_local3].swapDepths(baseRowZ + _local3);
_local3++;
}
}
lastPosition = pos;
super.setVPosition(pos);
}
function setPropertiesAt(index, obj) {
var _local2 = __dataProvider.getItemID(index);
if (_local2 == undefined) {
return(undefined);
}
if (propertyTable == undefined) {
propertyTable = new Object();
}
propertyTable[_local2] = obj;
rows[index - __vPosition].drawRow(__dataProvider.getItemAt(index), getStateAt(index));
}
function getPropertiesAt(index) {
var _local2 = __dataProvider.getItemID(index);
if (_local2 == undefined) {
return(undefined);
}
return(propertyTable[_local2]);
}
function getPropertiesOf(obj) {
var _local2 = obj.getID();
if (_local2 == undefined) {
return(undefined);
}
return(propertyTable[_local2]);
}
function getStyle(styleProp) {
var _local2 = super.getStyle(styleProp);
var _local3 = mx.styles.StyleManager.colorNames[_local2];
if (_local3 != undefined) {
_local2 = _local3;
}
return(_local2);
}
function updateControl(Void) {
var _local2 = 0;
while (_local2 < __rowCount) {
rows[_local2].drawRow(__dataProvider.getItemAt(_local2 + __vPosition), getStateAt(_local2 + __vPosition));
_local2++;
}
delete invUpdateControl;
}
function getStateAt(index) {
return((isSelected(index) ? "selected" : "normal"));
}
function selectRow(rowIndex, transition, allowChangeEvent) {
if (!selectable) {
return(undefined);
}
var _local3 = __vPosition + rowIndex;
var _local8 = __dataProvider.getItemAt(_local3);
var _local5 = rows[rowIndex];
if (_local8 == undefined) {
return(undefined);
}
if (transition == undefined) {
transition = true;
}
if (allowChangeEvent == undefined) {
allowChangeEvent = wasKeySelected;
}
changeFlag = true;
if (((!multipleSelection) && (!Key.isDown(17))) || ((!Key.isDown(16)) && (!Key.isDown(17)))) {
clearSelected(transition);
selectItem(_local3, true);
lastSelected = _local3;
_local5.drawRow(_local5.item, getStateAt(_local3), transition);
} else if (Key.isDown(16) && (multipleSelection)) {
if (lastSelected == undefined) {
lastSelected = _local3;
}
var _local4 = ((lastSelected < _local3) ? 1 : -1);
clearSelected(false);
var _local2 = lastSelected;
while (_local2 != _local3) {
selectItem(_local2, true);
if ((_local2 >= __vPosition) && (_local2 < (__vPosition + __rowCount))) {
rows[_local2 - __vPosition].drawRow(rows[_local2 - __vPosition].item, "selected", false);
}
_local2 = _local2 + _local4;
}
selectItem(_local3, true);
_local5.drawRow(_local5.item, "selected", transition);
} else if (Key.isDown(17)) {
var _local7 = isSelected(_local3);
if ((!multipleSelection) || (wasKeySelected)) {
clearSelected(transition);
}
if (!((!multipleSelection) && (_local7))) {
selectItem(_local3, !_local7);
var _local9 = ((!_local7) ? "selected" : "normal");
_local5.drawRow(_local5.item, _local9, transition);
}
lastSelected = _local3;
}
if (allowChangeEvent) {
dispatchEvent({type:"change"});
}
delete wasKeySelected;
}
function dragScroll(Void) {
clearInterval(dragScrolling);
if (_ymouse < 0) {
setVPosition(__vPosition - 1);
selectRow(0, false);
var _local2 = Math.min((-_ymouse) - 30, 0);
scrollInterval = (((0.593 * _local2) * _local2) + 1) + minScrollInterval;
dragScrolling = setInterval(this, "dragScroll", scrollInterval);
dispatchEvent({type:"scroll", direction:"vertical", position:__vPosition});
} else if (_ymouse > __height) {
var _local3 = __vPosition;
setVPosition(__vPosition + 1);
if (_local3 != __vPosition) {
selectRow((__rowCount - 1) - roundUp, false);
}
var _local2 = Math.min((_ymouse - __height) - 30, 0);
scrollInterval = (((0.593 * _local2) * _local2) + 1) + minScrollInterval;
dragScrolling = setInterval(this, "dragScroll", scrollInterval);
dispatchEvent({type:"scroll", direction:"vertical", position:__vPosition});
} else {
dragScrolling = setInterval(this, "dragScroll", 15);
}
updateAfterEvent();
}
function __onMouseUp(Void) {
clearInterval(dragScrolling);
delete dragScrolling;
delete dragScrolling;
delete isPressed;
delete onMouseUp;
if (!selectable) {
return(undefined);
}
if (changeFlag) {
dispatchEvent({type:"change"});
}
delete changeFlag;
}
function moveSelBy(incr) {
if (!selectable) {
setVPosition(__vPosition + incr);
return(undefined);
}
var _local3 = getSelectedIndex();
if (_local3 == undefined) {
_local3 = -1;
}
var _local2 = _local3 + incr;
_local2 = Math.max(0, _local2);
_local2 = Math.min(getLength() - 1, _local2);
if (_local2 == _local3) {
return(undefined);
}
if ((_local3 < __vPosition) || (_local3 >= (__vPosition + __rowCount))) {
setVPosition(_local3);
}
if ((_local2 >= ((__vPosition + __rowCount) - roundUp)) || (_local2 < __vPosition)) {
setVPosition(__vPosition + incr);
}
wasKeySelected = true;
selectRow(_local2 - __vPosition, false);
}
function keyDown(e) {
if (selectable) {
if (findInputText()) {
return(undefined);
}
}
if (e.code == 40) {
moveSelBy(1);
} else if (e.code == 38) {
moveSelBy(-1);
} else if (e.code == 34) {
if (selectable) {
var _local3 = getSelectedIndex();
if (_local3 == undefined) {
_local3 = 0;
}
setVPosition(_local3);
}
moveSelBy((__rowCount - 1) - roundUp);
} else if (e.code == 33) {
if (selectable) {
var _local3 = getSelectedIndex();
if (_local3 == undefined) {
_local3 = 0;
}
setVPosition(_local3);
}
moveSelBy((1 - __rowCount) + roundUp);
} else if (e.code == 36) {
moveSelBy(-__dataProvider.length);
} else if (e.code == 35) {
moveSelBy(__dataProvider.length);
}
}
function findInputText(Void) {
var _local2 = Key.getAscii();
if ((_local2 >= 33) && (_local2 <= 126)) {
findString(String.fromCharCode(_local2));
return(true);
}
}
function findString(str) {
if (__dataProvider.length == 0) {
return(undefined);
}
var _local4 = getSelectedIndex();
if (_local4 == undefined) {
_local4 = 0;
}
var _local6 = 0;
var _local3 = _local4 + 1;
while (_local3 != _local4) {
var _local2 = __dataProvider.getItemAt(_local3);
if (_local2 instanceof XMLNode) {
_local2 = _local2.attributes[__labelField];
} else if (typeof(_local2) != "string") {
_local2 = String(_local2[__labelField]);
}
_local2 = _local2.substring(0, str.length);
if ((str == _local2) || (str.toUpperCase() == _local2.toUpperCase())) {
_local6 = _local3 - _local4;
break;
}
if (_local3 >= (getLength() - 1)) {
_local3 = -1;
}
_local3++;
}
if (_local6 != 0) {
moveSelBy(_local6);
}
}
function onRowPress(rowIndex) {
if (!enabled) {
return(undefined);
}
isPressed = true;
dragScrolling = setInterval(this, "dragScroll", 15);
onMouseUp = __onMouseUp;
if (!selectable) {
return(undefined);
}
selectRow(rowIndex);
}
function onRowRelease(rowIndex) {
}
function onRowRollOver(rowIndex) {
if (!enabled) {
return(undefined);
}
var _local2 = rows[rowIndex].item;
if (getStyle("useRollOver") && (_local2 != undefined)) {
rows[rowIndex].drawRow(_local2, "highlighted", false);
}
dispatchEvent({type:"itemRollOver", index:rowIndex + __vPosition});
}
function onRowRollOut(rowIndex) {
if (!enabled) {
return(undefined);
}
if (getStyle("useRollOver")) {
rows[rowIndex].drawRow(rows[rowIndex].item, getStateAt(rowIndex + __vPosition), false);
}
dispatchEvent({type:"itemRollOut", index:rowIndex + __vPosition});
}
function onRowDragOver(rowIndex) {
if (((!enabled) || (isPressed != true)) || (!selectable)) {
return(undefined);
}
if (dropEnabled) {
} else if (dragScrolling) {
selectRow(rowIndex, false);
} else {
onMouseUp = __onMouseUp;
onRowPress(rowIndex);
}
}
function onRowDragOut(rowIndex) {
if (!enabled) {
return(undefined);
}
if (dragEnabled) {
} else {
onRowRollOut(rowIndex);
}
}
function init(Void) {
super.init();
tabEnabled = true;
tabChildren = false;
if (__dataProvider == undefined) {
__dataProvider = new Array();
__dataProvider.addEventListener("modelChanged", this);
}
baseRowZ = (topRowZ = 10);
}
function createChildren(Void) {
super.createChildren();
listContent = createEmptyMovieClip("content_mc", CONTENTDEPTH);
invLayoutContent = true;
invalidate();
}
function draw(Void) {
if (invRowHeight) {
delete invRowHeight;
__rowCount = 0;
listContent.removeMovieClip();
listContent = createEmptyMovieClip("content_mc", CONTENTDEPTH);
}
if (invUpdateControl) {
updateControl();
}
border_mc.draw();
}
function invalidateStyle(propName) {
if (isRowStyle[propName]) {
invUpdateControl = true;
invalidate();
} else {
var _local3 = 0;
while (_local3 < __rowCount) {
rows[_local3].invalidateStyle(propName);
_local3++;
}
}
super.invalidateStyle(propName);
}
static var mixIt1 = mx.controls.listclasses.DataSelector.Initialize(mx.controls.listclasses.ScrollSelectList);
static var mixIt2 = mx.controls.listclasses.DataProvider.Initialize(Array);
var CONTENTDEPTH = 100;
var __hPosition = 0;
var __rowRenderer = "SelectableRow";
var __rowHeight = 22;
var __rowCount = 0;
var __labelField = "label";
var minScrollInterval = 30;
var dropEnabled = false;
var dragEnabled = false;
var className = "ScrollSelectList";
var isRowStyle = {styleName:true, backgroundColor:true, selectionColor:true, rollOverColor:true, selectionDisabledColor:true, backgroundDisabledColor:true, textColor:true, textSelectedColor:true, textRollOverColor:true, textDisabledColor:true, alternatingRowColors:true, defaultIcon:true};
var roundUp = 0;
var selectable = true;
var multipleSelection = false;
}
Symbol 175 MovieClip [__Packages.mx.controls.List] Frame 0
class mx.controls.List extends mx.controls.listclasses.ScrollSelectList
{
var border_mc, __labels, setDataProvider, roundUp, __get__rowCount, __dataProvider, __maxHPosition, invScrollProps, invalidate, __vPosition, getViewMetrics, setSize, __width, __rowHeight, totalWidth, totalHeight, displayWidth, __hScrollPolicy, vScroller, __hPosition, listContent, data, mask_mc, __height, __rowCount, invRowHeight, invLayoutContent, setScrollProperties, oldVWidth;
function List () {
super();
}
function setEnabled(v) {
super.setEnabled(v);
border_mc.backgroundColorName = (v ? "backgroundColor" : "backgroundDisabledColor");
border_mc.invalidate();
}
function get labels() {
return(__labels);
}
function set labels(lbls) {
__labels = lbls;
setDataProvider(lbls);
//return(labels);
}
function setVPosition(pos) {
pos = Math.min((__dataProvider.length - __get__rowCount()) + roundUp, pos);
pos = Math.max(0, pos);
super.setVPosition(pos);
}
function setHPosition(pos) {
pos = Math.max(Math.min(__maxHPosition, pos), 0);
super.setHPosition(pos);
hScroll(pos);
}
function setMaxHPosition(pos) {
__maxHPosition = pos;
invScrollProps = true;
invalidate();
}
function setHScrollPolicy(policy) {
if ((policy.toLowerCase() == "auto") && (!autoHScrollAble)) {
return(undefined);
}
super.setHScrollPolicy(policy);
if (policy == "off") {
setHPosition(0);
setVPosition(Math.min((__dataProvider.length - __get__rowCount()) + roundUp, __vPosition));
}
}
function setRowCount(rC) {
if (isNaN(rC)) {
return(undefined);
}
var _local2 = getViewMetrics();
setSize(__width, ((__rowHeight * rC) + _local2.top) + _local2.bottom);
}
function layoutContent(x, y, tW, tH, dW, dH) {
totalWidth = tW;
totalHeight = tH;
displayWidth = dW;
var _local4 = (((__hScrollPolicy == "on") || (__hScrollPolicy == "auto")) ? (Math.max(tW, dW)) : (dW));
super.layoutContent(x, y, _local4, dH);
}
function modelChanged(eventObj) {
super.modelChanged(eventObj);
var _local3 = eventObj.eventName;
if ((((_local3 == "addItems") || (_local3 == "removeItems")) || (_local3 == "updateAll")) || (_local3 == "filterModel")) {
invScrollProps = true;
invalidate("invScrollProps");
}
}
function onScroll(eventObj) {
var _local3 = eventObj.target;
if (_local3 == vScroller) {
setVPosition(_local3.scrollPosition);
} else {
hScroll(_local3.scrollPosition);
}
super.onScroll(eventObj);
}
function hScroll(pos) {
__hPosition = pos;
listContent._x = -pos;
}
function init(Void) {
super.init();
if (labels.length > 0) {
var _local6 = new Array();
var _local3 = 0;
while (_local3 < labels.length) {
_local6.addItem({label:labels[_local3], data:data[_local3]});
_local3++;
}
setDataProvider(_local6);
}
__maxHPosition = 0;
}
function createChildren(Void) {
super.createChildren();
listContent.setMask(mask_mc);
border_mc.move(0, 0);
border_mc.setSize(__width, __height);
}
function getRowCount(Void) {
var _local2 = getViewMetrics();
return(((__rowCount == 0) ? (Math.ceil(((__height - _local2.top) - _local2.bottom) / __rowHeight)) : (__rowCount)));
}
function size(Void) {
super.size();
configureScrolling();
var _local3 = getViewMetrics();
layoutContent(_local3.left, _local3.top, __width + __maxHPosition, totalHeight, (__width - _local3.left) - _local3.right, (__height - _local3.top) - _local3.bottom);
}
function draw(Void) {
if (invRowHeight) {
invScrollProps = true;
super.draw();
listContent.setMask(mask_mc);
invLayoutContent = true;
}
if (invScrollProps) {
configureScrolling();
delete invScrollProps;
}
if (invLayoutContent) {
var _local3 = getViewMetrics();
layoutContent(_local3.left, _local3.top, __width + __maxHPosition, totalHeight, (__width - _local3.left) - _local3.right, (__height - _local3.top) - _local3.bottom);
}
super.draw();
}
function configureScrolling(Void) {
var _local2 = __dataProvider.length;
if (__vPosition > Math.max(0, (_local2 - getRowCount()) + roundUp)) {
setVPosition(Math.max(0, Math.min((_local2 - getRowCount()) + roundUp, __vPosition)));
}
var _local3 = getViewMetrics();
var _local4 = ((__hScrollPolicy != "off") ? (((__maxHPosition + __width) - _local3.left) - _local3.right) : ((__width - _local3.left) - _local3.right));
if (_local2 == undefined) {
_local2 = 0;
}
setScrollProperties(_local4, 1, _local2, __rowHeight);
if (oldVWidth != _local4) {
invLayoutContent = true;
}
oldVWidth = _local4;
}
static var symbolOwner = mx.controls.List;
static var symbolName = "List";
var className = "List";
static var version = "2.0.2.127";
var clipParameters = {rowHeight:1, enabled:1, visible:1, labels:1};
var scrollDepth = 1;
var __vScrollPolicy = "on";
var autoHScrollAble = false;
}
Symbol 176 MovieClip [__Packages.mx.effects.Tween] Frame 0
class mx.effects.Tween extends Object
{
static var IntervalToken;
var arrayMode, listener, initVal, endVal, startTime, updateFunc, endFunc, ID;
function Tween (listenerObj, init, end, dur) {
super();
if (listenerObj == undefined) {
return;
}
if (typeof(init) != "number") {
arrayMode = true;
}
listener = listenerObj;
initVal = init;
endVal = end;
if (dur != undefined) {
duration = dur;
}
startTime = getTimer();
if (duration == 0) {
endTween();
} else {
AddTween(this);
}
}
static function AddTween(tween) {
tween.ID = ActiveTweens.length;
ActiveTweens.push(tween);
if (IntervalToken == undefined) {
Dispatcher.DispatchTweens = DispatchTweens;
IntervalToken = setInterval(Dispatcher, "DispatchTweens", Interval);
}
}
static function RemoveTweenAt(index) {
var _local2 = ActiveTweens;
if (((index >= _local2.length) || (index < 0)) || (index == undefined)) {
return(undefined);
}
_local2.splice(index, 1);
var _local4 = _local2.length;
var _local1 = index;
while (_local1 < _local4) {
_local2[_local1].ID--;
_local1++;
}
if (_local4 == 0) {
clearInterval(IntervalToken);
delete IntervalToken;
}
}
static function DispatchTweens(Void) {
var _local2 = ActiveTweens;
var _local3 = _local2.length;
var _local1 = 0;
while (_local1 < _local3) {
_local2[_local1].doInterval();
_local1++;
}
updateAfterEvent();
}
function doInterval() {
var _local2 = getTimer() - startTime;
var _local3 = getCurVal(_local2);
if (_local2 >= duration) {
endTween();
} else if (updateFunc != undefined) {
listener[updateFunc](_local3);
} else {
listener.onTweenUpdate(_local3);
}
}
function getCurVal(curTime) {
if (arrayMode) {
var _local3 = new Array();
var _local2 = 0;
while (_local2 < initVal.length) {
_local3[_local2] = easingEquation(curTime, initVal[_local2], endVal[_local2] - initVal[_local2], duration);
_local2++;
}
return(_local3);
}
return(easingEquation(curTime, initVal, endVal - initVal, duration));
}
function endTween() {
if (endFunc != undefined) {
listener[endFunc](endVal);
} else {
listener.onTweenEnd(endVal);
}
RemoveTweenAt(ID);
}
function setTweenHandlers(update, end) {
updateFunc = update;
endFunc = end;
}
function easingEquation(t, b, c, d) {
return(((c / 2) * (Math.sin(Math.PI * ((t / d) - 0.5)) + 1)) + b);
}
static var ActiveTweens = new Array();
static var Interval = 10;
static var Dispatcher = new Object();
var duration = 3000;
}
Symbol 177 MovieClip [__Packages.mx.skins.halo.RectBorder] Frame 0
class mx.skins.halo.RectBorder extends mx.skins.RectBorder
{
var offset, getStyle, borderStyleName, __borderMetrics, className, borderColorName, backgroundColorName, shadowColorName, highlightColorName, buttonColorName, __get__width, __get__height, clear, _color, drawRoundRect, beginFill, drawRect, endFill;
function RectBorder () {
super();
}
function init(Void) {
borderWidths.default = 3;
super.init();
}
function getBorderMetrics(Void) {
if (offset == undefined) {
var _local3 = getStyle(borderStyleName);
offset = borderWidths[_local3];
}
if ((getStyle(borderStyleName) == "default") || (getStyle(borderStyleName) == "alert")) {
__borderMetrics = {left:3, top:1, right:3, bottom:3};
return(__borderMetrics);
}
return(super.getBorderMetrics());
}
function drawBorder(Void) {
var _local6 = _global.styles[className];
if (_local6 == undefined) {
_local6 = _global.styles.RectBorder;
}
var _local5 = getStyle(borderStyleName);
var _local7 = getStyle(borderColorName);
if (_local7 == undefined) {
_local7 = _local6[borderColorName];
}
var _local8 = getStyle(backgroundColorName);
if (_local8 == undefined) {
_local8 = _local6[backgroundColorName];
}
var _local16 = getStyle("backgroundImage");
if (_local5 != "none") {
var _local14 = getStyle(shadowColorName);
if (_local14 == undefined) {
_local14 = _local6[shadowColorName];
}
var _local13 = getStyle(highlightColorName);
if (_local13 == undefined) {
_local13 = _local6[highlightColorName];
}
var _local12 = getStyle(buttonColorName);
if (_local12 == undefined) {
_local12 = _local6[buttonColorName];
}
var _local11 = getStyle(borderCapColorName);
if (_local11 == undefined) {
_local11 = _local6[borderCapColorName];
}
var _local10 = getStyle(shadowCapColorName);
if (_local10 == undefined) {
_local10 = _local6[shadowCapColorName];
}
}
offset = borderWidths[_local5];
var _local9 = offset;
var _local3 = __get__width();
var _local4 = __get__height();
clear();
_color = undefined;
if (_local5 == "none") {
} else if (_local5 == "inset") {
_color = colorList;
draw3dBorder(_local11, _local12, _local7, _local13, _local14, _local10);
} else if (_local5 == "outset") {
_color = colorList;
draw3dBorder(_local11, _local7, _local12, _local14, _local13, _local10);
} else if (_local5 == "alert") {
var _local15 = getStyle("themeColor");
drawRoundRect(0, 5, _local3, _local4 - 5, 5, 6184542, 10);
drawRoundRect(1, 4, _local3 - 2, _local4 - 5, 4, [6184542, 6184542], 10, 0, "radial");
drawRoundRect(2, 0, _local3 - 4, _local4 - 2, 3, [0, 14342874], 100, 0, "radial");
drawRoundRect(2, 0, _local3 - 4, _local4 - 2, 3, _local15, 50);
drawRoundRect(3, 1, _local3 - 6, _local4 - 4, 2, 16777215, 100);
} else if (_local5 == "default") {
drawRoundRect(0, 5, _local3, _local4 - 5, {tl:5, tr:5, br:0, bl:0}, 6184542, 10);
drawRoundRect(1, 4, _local3 - 2, _local4 - 5, {tl:4, tr:4, br:0, bl:0}, [6184542, 6184542], 10, 0, "radial");
drawRoundRect(2, 0, _local3 - 4, _local4 - 2, {tl:3, tr:3, br:0, bl:0}, [12897484, 11844796], 100, 0, "radial");
drawRoundRect(3, 1, _local3 - 6, _local4 - 4, {tl:2, tr:2, br:0, bl:0}, 16777215, 100);
} else if (_local5 == "dropDown") {
drawRoundRect(0, 0, _local3 + 1, _local4, {tl:4, tr:0, br:0, bl:4}, [13290186, 7895160], 100, -10, "linear");
drawRoundRect(1, 1, _local3 - 1, _local4 - 2, {tl:3, tr:0, br:0, bl:3}, 16777215, 100);
} else if (_local5 == "menuBorder") {
var _local15 = getStyle("themeColor");
drawRoundRect(4, 4, _local3 - 2, _local4 - 3, 0, [6184542, 6184542], 10, 0, "radial");
drawRoundRect(4, 4, _local3 - 1, _local4 - 2, 0, 6184542, 10);
drawRoundRect(0, 0, _local3 + 1, _local4, 0, [0, 14342874], 100, 250, "linear");
drawRoundRect(0, 0, _local3 + 1, _local4, 0, _local15, 50);
drawRoundRect(2, 2, _local3 - 3, _local4 - 4, 0, 16777215, 100);
} else if (_local5 == "comboNonEdit") {
} else {
beginFill(_local7);
drawRect(0, 0, _local3, _local4);
drawRect(1, 1, _local3 - 1, _local4 - 1);
endFill();
_color = borderColorName;
}
if (_local8 != undefined) {
beginFill(_local8);
drawRect(_local9, _local9, __get__width() - _local9, __get__height() - _local9);
endFill();
}
}
function draw3dBorder(c1, c2, c3, c4, c5, c6) {
var _local3 = __get__width();
var _local2 = __get__height();
beginFill(c1);
drawRect(0, 0, _local3, _local2);
drawRect(1, 0, _local3 - 1, _local2);
endFill();
beginFill(c2);
drawRect(1, 0, _local3 - 1, 1);
endFill();
beginFill(c3);
drawRect(1, _local2 - 1, _local3 - 1, _local2);
endFill();
beginFill(c4);
drawRect(1, 1, _local3 - 1, 2);
endFill();
beginFill(c5);
drawRect(1, _local2 - 2, _local3 - 1, _local2 - 1);
endFill();
beginFill(c6);
drawRect(1, 2, _local3 - 1, _local2 - 2);
drawRect(2, 2, _local3 - 2, _local2 - 2);
endFill();
}
static function classConstruct() {
mx.core.ext.UIObjectExtensions.Extensions();
_global.styles.rectBorderClass = mx.skins.halo.RectBorder;
_global.skinRegistry.RectBorder = true;
return(true);
}
static var symbolName = "RectBorder";
static var symbolOwner = mx.skins.halo.RectBorder;
static var version = "2.0.2.127";
var borderCapColorName = "borderCapColor";
var shadowCapColorName = "shadowCapColor";
var colorList = {highlightColor:0, borderColor:0, buttonColor:0, shadowColor:0, borderCapColor:0, shadowCapColor:0};
var borderWidths = {none:0, solid:1, inset:2, outset:2, alert:3, dropDown:2, menuBorder:2, comboNonEdit:2};
static var classConstructed = classConstruct();
static var UIObjectExtensionsDependency = mx.core.ext.UIObjectExtensions;
}
Symbol 178 MovieClip [__Packages.mx.controls.listclasses.SelectableRow] Frame 0
class mx.controls.listclasses.SelectableRow extends mx.core.UIComponent
{
var __height, cell, owner, rowIndex, icon_mc, createObject, __width, backGround, highlight, highlightColor, createLabel, createClassObject, listOwner, tabEnabled, item, createEmptyMovieClip, drawRect, isChangedToSelected, bGTween, grandOwner;
function SelectableRow () {
super();
}
function setValue(itmObj, state) {
var _local7 = __height;
var _local2 = cell;
var _local5 = owner;
var _local8 = itemToString(itmObj);
if (_local2.getValue() != _local8) {
_local2.setValue(_local8, itmObj, state);
}
var _local4 = _local5.getPropertiesAt(rowIndex + _local5.__vPosition).icon;
if (_local4 == undefined) {
_local4 = _local5.__iconFunction(itmObj);
if (_local4 == undefined) {
_local4 = itmObj[_local5.__iconField];
if (_local4 == undefined) {
_local4 = _local5.getStyle("defaultIcon");
}
}
}
var _local3 = icon_mc;
if ((_local4 != undefined) && (itmObj != undefined)) {
_local3 = createObject(_local4, "icon_mc", 20);
_local3._x = 2;
_local3._y = (_local7 - _local3._height) / 2;
_local2._x = 4 + _local3._width;
} else {
_local3.removeMovieClip();
_local2._x = 2;
}
var _local9 = ((_local3 == undefined) ? 0 : (_local3._width));
_local2.setSize(__width - _local9, Math.min(_local7, _local2.getPreferredHeight()));
_local2._y = (_local7 - _local2._height) / 2;
}
function size(Void) {
var _local3 = backGround;
var _local2 = cell;
var _local4 = __height;
var _local5 = __width;
var _local6 = ((icon_mc == undefined) ? 0 : (icon_mc._width));
_local2.setSize(_local5 - _local6, Math.min(_local4, _local2.getPreferredHeight()));
_local2._y = (_local4 - _local2._height) / 2;
icon_mc._y = (_local4 - icon_mc._height) / 2;
_local3._x = 0;
_local3._width = _local5;
_local3._height = _local4;
drawRowFill(_local3, normalColor);
drawRowFill(highlight, highlightColor);
}
function setCellRenderer(forceSizing) {
var _local3 = owner.__cellRenderer;
var _local4;
if (cell != undefined) {
_local4 = cell._x;
cell.removeMovieClip();
cell.removeTextField();
}
var _local2;
if (_local3 == undefined) {
_local2 = (cell = createLabel("cll", 0, {styleName:this}));
_local2.styleName = owner;
_local2.selectable = false;
_local2.tabEnabled = false;
_local2.background = false;
_local2.border = false;
} else if (typeof(_local3) == "string") {
_local2 = (cell = createObject(_local3, "cll", 0, {styleName:this}));
} else {
_local2 = (cell = createClassObject(_local3, "cll", 0, {styleName:this}));
}
_local2.owner = this;
_local2.listOwner = owner;
_local2.getCellIndex = getCellIndex;
_local2.getDataLabel = getDataLabel;
if (_local4 != undefined) {
_local2._x = _local4;
}
if (forceSizing) {
size();
}
}
function getCellIndex(Void) {
return({columnIndex:0, itemIndex:owner.rowIndex + listOwner.__vPosition});
}
function getDataLabel() {
return(listOwner.labelField);
}
function init(Void) {
super.init();
tabEnabled = false;
}
function createChildren(Void) {
setCellRenderer(false);
setupBG();
setState(state, false);
}
function drawRow(itmObj, state, transition) {
item = itmObj;
setState(state, transition);
setValue(itmObj, state, transition);
}
function itemToString(itmObj) {
if (itmObj == undefined) {
return(" ");
}
var _local2 = owner.__labelFunction(itmObj);
if (_local2 == undefined) {
_local2 = ((itmObj instanceof XMLNode) ? (itmObj.attributes[owner.__labelField]) : (itmObj[owner.__labelField]));
if (_local2 == undefined) {
_local2 = " ";
if (typeof(itmObj) == "object") {
for (var _local4 in itmObj) {
if (_local4 != "__ID__") {
_local2 = (itmObj[_local4] + ", ") + _local2;
}
}
_local2 = _local2.substring(0, _local2.length - 2);
} else {
_local2 = itmObj;
}
}
}
return(_local2);
}
function setupBG(Void) {
var _local2 = (backGround = createEmptyMovieClip("bG_mc", LOWEST_DEPTH));
drawRowFill(_local2, normalColor);
highlight = createEmptyMovieClip("tran_mc", LOWEST_DEPTH + 10);
_local2.owner = this;
_local2.grandOwner = owner;
_local2.onPress = bGOnPress;
_local2.onRelease = bGOnRelease;
_local2.onRollOver = bGOnRollOver;
_local2.onRollOut = bGOnRollOut;
_local2.onDragOver = bGOnDragOver;
_local2.onDragOut = bGOnDragOut;
_local2.useHandCursor = false;
_local2.trackAsMenu = true;
_local2.drawRect = drawRect;
highlight.drawRect = drawRect;
}
function drawRowFill(mc, newClr) {
mc.clear();
mc.beginFill(newClr);
mc.drawRect(1, 0, __width, __height);
mc.endFill();
mc._width = __width;
mc._height = __height;
}
function setState(newState, transition) {
var _local2 = highlight;
var _local8 = backGround;
var _local4 = __height;
var _local3 = owner;
if (!_local3.enabled) {
if ((newState == "selected") || (state == "selected")) {
highlightColor = _local3.getStyle("selectionDisabledColor");
drawRowFill(_local2, highlightColor);
_local2._visible = true;
_local2._y = 0;
_local2._height = _local4;
} else {
_local2._visible = false;
normalColor = _local3.getStyle("backgroundDisabledColor");
drawRowFill(_local8, normalColor);
}
cell.__enabled = false;
cell.setColor(_local3.getStyle("disabledColor"));
} else {
cell.__enabled = true;
if (transition && ((newState == state) || ((newState == "highlighted") && (state == "selected")))) {
isChangedToSelected = true;
return(undefined);
}
var _local6 = _local3.getStyle("selectionDuration");
var _local7 = 0;
if (isChangedToSelected && (newState == "selected")) {
transition = false;
}
var _local10 = transition && (_local6 != 0);
if (newState == "normal") {
_local7 = _local3.getStyle("color");
normalColor = getNormalColor();
drawRowFill(_local8, normalColor);
if (_local10) {
_local6 = _local6 / 2;
_local2._height = _local4;
_local2._width = __width;
_local2._y = 0;
bGTween = new mx.effects.Tween(this, _local4 + 2, _local4 * 0.2, _local6, 5);
} else {
_local2._visible = false;
}
delete isChangedToSelected;
} else {
highlightColor = _local3.getStyle(((newState == "highlighted") ? "rollOverColor" : "selectionColor"));
drawRowFill(_local2, highlightColor);
_local2._visible = true;
_local7 = _local3.getStyle(((newState == "highlighted") ? "textRollOverColor" : "textSelectedColor"));
if (_local10) {
_local2._height = _local4 * 0.5;
_local2._y = (_local4 - _local2._height) / 2;
bGTween = new mx.effects.Tween(this, _local2._height, _local4 + 2, _local6, 5);
var _local9 = _local3.getStyle("selectionEasing");
if (_local9 != undefined) {
bGTween.easingEquation = _local9;
}
} else {
_local2._y = 0;
_local2._height = _local4;
}
}
cell.setColor(_local7);
}
state = newState;
}
function onTweenUpdate(val) {
highlight._height = val;
highlight._y = (__height - val) / 2;
}
function onTweenEnd(val) {
onTweenUpdate(val);
highlight._visible = state != "normal";
}
function getNormalColor(Void) {
var _local3;
var _local2 = owner;
if (!owner.enabled) {
_local3 = _local2.getStyle("backgroundDisabledColor");
} else {
var _local5 = rowIndex + _local2.__vPosition;
if (rowIndex == undefined) {
_local3 = _local2.getPropertiesOf(item).backgroundColor;
} else {
_local3 = _local2.getPropertiesAt(_local5).backgroundColor;
}
if (_local3 == undefined) {
var _local4 = _local2.getStyle("alternatingRowColors");
if (_local4 == undefined) {
_local3 = _local2.getStyle("backgroundColor");
} else {
_local3 = _local4[_local5 % _local4.length];
}
}
}
return(_local3);
}
function invalidateStyle(propName) {
cell.invalidateStyle(propName);
super.invalidateStyle(propName);
}
function bGOnPress(Void) {
grandOwner.pressFocus();
grandOwner.onRowPress(owner.rowIndex);
}
function bGOnRelease(Void) {
grandOwner.releaseFocus();
grandOwner.onRowRelease(owner.rowIndex);
}
function bGOnRollOver(Void) {
grandOwner.onRowRollOver(owner.rowIndex);
}
function bGOnRollOut(Void) {
grandOwner.onRowRollOut(owner.rowIndex);
}
function bGOnDragOver(Void) {
grandOwner.onRowDragOver(owner.rowIndex);
}
function bGOnDragOut(Void) {
grandOwner.onRowDragOut(owner.rowIndex);
}
static var LOWEST_DEPTH = -16384;
var state = "normal";
var disabledColor = 15263976;
var normalColor = 16777215;
}
Symbol 179 MovieClip [__Packages.mx.controls.HScrollBar] Frame 0
class mx.controls.HScrollBar extends mx.controls.scrollClasses.ScrollBar
{
var _minHeight, _minWidth, _xscale, _rotation, __width, scrollIt;
function HScrollBar () {
super();
}
function getMinWidth(Void) {
return(_minHeight);
}
function getMinHeight(Void) {
return(_minWidth);
}
function init(Void) {
super.init();
_xscale = -100;
_rotation = -90;
}
function get virtualHeight() {
return(__width);
}
function isScrollBarKey(k) {
if (k == 37) {
scrollIt("Line", -1);
return(true);
}
if (k == 39) {
scrollIt("Line", 1);
return(true);
}
return(super.isScrollBarKey(k));
}
static var symbolName = "HScrollBar";
static var symbolOwner = mx.core.UIComponent;
static var version = "2.0.2.127";
var className = "HScrollBar";
var minusMode = "Left";
var plusMode = "Right";
var minMode = "AtLeft";
var maxMode = "AtRight";
}
Symbol 180 MovieClip [__Packages.mx.controls.Button] Frame 0
class mx.controls.Button extends mx.controls.SimpleButton
{
var initializing, labelPath, initIcon, getState, enabled, phase, idNames, __width, __height, setState, invalidate, iconName, refresh, createLabel, _iconLinkageName, removeIcons, hitArea_mc, createEmptyObject;
function Button () {
super();
}
function init(Void) {
super.init();
}
function draw() {
if (initializing) {
labelPath.visible = true;
}
super.draw();
if (initIcon != undefined) {
_setIcon(initIcon);
}
delete initIcon;
}
function onRelease(Void) {
super.onRelease();
}
function createChildren(Void) {
super.createChildren();
}
function setSkin(tag, linkageName, initobj) {
return(super.setSkin(tag, linkageName, initobj));
}
function viewSkin(varName) {
var _local3 = (getState() ? "true" : "false");
_local3 = _local3 + (enabled ? (phase) : "disabled");
super.viewSkin(varName, {styleName:this, borderStyle:_local3});
}
function invalidateStyle(c) {
labelPath.invalidateStyle(c);
super.invalidateStyle(c);
}
function setColor(c) {
var _local2 = 0;
while (_local2 < 8) {
this[idNames[_local2]].redraw(true);
_local2++;
}
}
function setEnabled(enable) {
labelPath.enabled = enable;
super.setEnabled(enable);
}
function calcSize(tag, ref) {
if ((__width == undefined) || (__height == undefined)) {
return(undefined);
}
if (tag < 7) {
ref.setSize(__width, __height, true);
}
}
function size(Void) {
setState(getState());
setHitArea(__width, __height);
var _local3 = 0;
while (_local3 < 8) {
var _local4 = idNames[_local3];
if (typeof(this[_local4]) == "movieclip") {
this[_local4].setSize(__width, __height, true);
}
_local3++;
}
super.size();
}
function set labelPlacement(val) {
__labelPlacement = val;
invalidate();
//return(labelPlacement);
}
function get labelPlacement() {
return(__labelPlacement);
}
function getLabelPlacement(Void) {
return(__labelPlacement);
}
function setLabelPlacement(val) {
__labelPlacement = val;
invalidate();
}
function getBtnOffset(Void) {
if (getState()) {
var _local2 = btnOffset;
} else if (phase == "down") {
var _local2 = btnOffset;
} else {
var _local2 = 0;
}
return(_local2);
}
function setView(offset) {
var _local16 = (offset ? (btnOffset) : 0);
var _local12 = getLabelPlacement();
var _local7 = 0;
var _local6 = 0;
var _local9 = 0;
var _local8 = 0;
var _local5 = 0;
var _local4 = 0;
var _local3 = labelPath;
var _local2 = iconName;
var _local15 = _local3.textWidth;
var _local14 = _local3.textHeight;
var _local10 = (__width - borderW) - borderW;
var _local11 = (__height - borderW) - borderW;
if (_local2 != undefined) {
_local7 = _local2._width;
_local6 = _local2._height;
}
if ((_local12 == "left") || (_local12 == "right")) {
if (_local3 != undefined) {
_local9 = Math.min(_local10 - _local7, _local15 + 5);
_local3._width = _local9;
_local8 = Math.min(_local11, _local14 + 5);
_local3._height = _local8;
}
if (_local12 == "right") {
_local5 = _local7;
if (centerContent) {
_local5 = _local5 + (((_local10 - _local9) - _local7) / 2);
}
_local2._x = _local5 - _local7;
} else {
_local5 = (_local10 - _local9) - _local7;
if (centerContent) {
_local5 = _local5 / 2;
}
_local2._x = _local5 + _local9;
}
_local4 = 0;
_local2._y = _local4;
if (centerContent) {
_local2._y = (_local11 - _local6) / 2;
_local4 = (_local11 - _local8) / 2;
}
if (!centerContent) {
_local2._y = _local2._y + Math.max(0, (_local8 - _local6) / 2);
}
} else {
if (_local3 != undefined) {
_local9 = Math.min(_local10, _local15 + 5);
_local3._width = _local9;
_local8 = Math.min(_local11 - _local6, _local14 + 5);
_local3._height = _local8;
}
_local5 = (_local10 - _local9) / 2;
_local2._x = (_local10 - _local7) / 2;
if (_local12 == "top") {
_local4 = (_local11 - _local8) - _local6;
if (centerContent) {
_local4 = _local4 / 2;
}
_local2._y = _local4 + _local8;
} else {
_local4 = _local6;
if (centerContent) {
_local4 = _local4 + (((_local11 - _local8) - _local6) / 2);
}
_local2._y = _local4 - _local6;
}
}
var _local13 = borderW + _local16;
_local3._x = _local5 + _local13;
_local3._y = _local4 + _local13;
_local2._x = _local2._x + _local13;
_local2._y = _local2._y + _local13;
}
function set label(lbl) {
setLabel(lbl);
//return(label);
}
function setLabel(label) {
if (label == "") {
labelPath.removeTextField();
refresh();
return(undefined);
}
if (labelPath == undefined) {
var _local2 = createLabel("labelPath", 200, label);
_local2._width = _local2.textWidth + 5;
_local2._height = _local2.textHeight + 5;
if (initializing) {
_local2.visible = false;
}
} else {
delete labelPath.__text;
labelPath.text = label;
refresh();
}
}
function getLabel(Void) {
return(((labelPath.__text != undefined) ? (labelPath.__text) : (labelPath.text)));
}
function get label() {
return(getLabel());
}
function _getIcon(Void) {
return(_iconLinkageName);
}
function get icon() {
if (initializing) {
return(initIcon);
}
return(_iconLinkageName);
}
function _setIcon(linkage) {
if (initializing) {
if (linkage == "") {
return(undefined);
}
initIcon = linkage;
} else {
if (linkage == "") {
removeIcons();
return(undefined);
}
super.changeIcon(0, linkage);
super.changeIcon(1, linkage);
super.changeIcon(3, linkage);
super.changeIcon(4, linkage);
super.changeIcon(5, linkage);
_iconLinkageName = linkage;
refresh();
}
}
function set icon(linkage) {
_setIcon(linkage);
//return(icon);
}
function setHitArea(w, h) {
if (hitArea_mc == undefined) {
createEmptyObject("hitArea_mc", 100);
}
var _local2 = hitArea_mc;
_local2.clear();
_local2.beginFill(16711680);
_local2.drawRect(0, 0, w, h);
_local2.endFill();
_local2.setVisible(false);
}
static var symbolName = "Button";
static var symbolOwner = mx.controls.Button;
var className = "Button";
static var version = "2.0.2.127";
var btnOffset = 0;
var _color = "buttonColor";
var __label = "default value";
var __labelPlacement = "right";
var falseUpSkin = "ButtonSkin";
var falseDownSkin = "ButtonSkin";
var falseOverSkin = "ButtonSkin";
var falseDisabledSkin = "ButtonSkin";
var trueUpSkin = "ButtonSkin";
var trueDownSkin = "ButtonSkin";
var trueOverSkin = "ButtonSkin";
var trueDisabledSkin = "ButtonSkin";
var falseUpIcon = "";
var falseDownIcon = "";
var falseOverIcon = "";
var falseDisabledIcon = "";
var trueUpIcon = "";
var trueDownIcon = "";
var trueOverIcon = "";
var trueDisabledIcon = "";
var clipParameters = {labelPlacement:1, icon:1, toggle:1, selected:1, label:1};
static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.Button.prototype.clipParameters, mx.controls.SimpleButton.prototype.clipParameters);
var centerContent = true;
var borderW = 1;
}
Symbol 181 MovieClip [__Packages.mx.skins.halo.ButtonSkin] Frame 0
class mx.skins.halo.ButtonSkin extends mx.skins.RectBorder
{
var __get__width, __get__height, getStyle, _parent, clear, drawRoundRect, __get__x, __get__y;
function ButtonSkin () {
super();
}
function init() {
super.init();
}
function size() {
drawHaloRect(__get__width(), __get__height());
}
function drawHaloRect(w, h) {
var _local6 = getStyle("borderStyle");
var _local4 = getStyle("themeColor");
var _local5 = _parent.emphasized;
clear();
switch (_local6) {
case "falseup" :
if (_local5) {
drawRoundRect(__get__x(), __get__y(), w, h, 5, 9542041, 100);
drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 75);
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16777215], 85, 0, "radial");
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial");
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, _local4, 75);
drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100);
drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, 16316664, 100);
} else {
drawRoundRect(0, 0, w, h, 5, 9542041, 100);
drawRoundRect(1, 1, w - 2, h - 2, 4, [13291985, 16250871], 100, 0, "radial");
drawRoundRect(2, 2, w - 4, h - 4, 3, [9542041, 13818586], 100, 0, "radial");
drawRoundRect(3, 3, w - 6, h - 6, 2, 16777215, 100);
drawRoundRect(3, 4, w - 6, h - 7, 2, 16316664, 100);
}
break;
case "falsedown" :
drawRoundRect(__get__x(), __get__y(), w, h, 5, 9542041, 100);
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16579836], 100, 0, "radial");
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, _local4, 50);
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial");
drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 40);
drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100);
drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, _local4, 20);
break;
case "falserollover" :
drawRoundRect(__get__x(), __get__y(), w, h, 5, 9542041, 100);
drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 50);
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16777215], 100, 0, "radial");
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial");
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, _local4, 50);
drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100);
drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, 16316664, 100);
break;
case "falsedisabled" :
drawRoundRect(0, 0, w, h, 5, 13159628, 100);
drawRoundRect(1, 1, w - 2, h - 2, 4, 15921906, 100);
drawRoundRect(2, 2, w - 4, h - 4, 3, 13949401, 100);
drawRoundRect(3, 3, w - 6, h - 6, 2, 15921906, 100);
break;
case "trueup" :
drawRoundRect(__get__x(), __get__y(), w, h, 5, 10066329, 100);
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16579836], 100, 0, "radial");
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, _local4, 50);
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial");
drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 40);
drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100);
drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, 16250871, 100);
break;
case "truedown" :
drawRoundRect(__get__x(), __get__y(), w, h, 5, 10066329, 100);
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16579836], 100, 0, "radial");
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, _local4, 50);
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial");
drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 40);
drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100);
drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, _local4, 20);
break;
case "truerollover" :
drawRoundRect(__get__x(), __get__y(), w, h, 5, 9542041, 100);
drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 50);
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16777215], 100, 0, "radial");
drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, _local4, 40);
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial");
drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, _local4, 40);
drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100);
drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, 16316664, 100);
break;
case "truedisabled" :
drawRoundRect(0, 0, w, h, 5, 13159628, 100);
drawRoundRect(1, 1, w - 2, h - 2, 4, 15921906, 100);
drawRoundRect(2, 2, w - 4, h - 4, 3, 13949401, 100);
drawRoundRect(3, 3, w - 6, h - 6, 2, 15921906, 100);
}
}
static function classConstruct() {
mx.core.ext.UIObjectExtensions.Extensions();
_global.skinRegistry.ButtonSkin = true;
return(true);
}
static var symbolName = "ButtonSkin";
static var symbolOwner = mx.skins.halo.ButtonSkin;
var className = "ButtonSkin";
var backgroundColorName = "buttonColor";
static var classConstructed = classConstruct();
static var UIObjectExtensionsDependency = mx.core.ext.UIObjectExtensions;
}
Symbol 182 MovieClip [__Packages.mx.controls.VScrollBar] Frame 0
class mx.controls.VScrollBar extends mx.controls.scrollClasses.ScrollBar
{
var scrollIt;
function VScrollBar () {
super();
}
function init(Void) {
super.init();
}
function isScrollBarKey(k) {
if (k == 38) {
scrollIt("Line", -1);
return(true);
}
if (k == 40) {
scrollIt("Line", 1);
return(true);
}
if (k == 33) {
scrollIt("Page", -1);
return(true);
}
if (k == 34) {
scrollIt("Page", 1);
return(true);
}
return(super.isScrollBarKey(k));
}
static var symbolName = "VScrollBar";
static var symbolOwner = mx.core.UIComponent;
static var version = "2.0.2.127";
var className = "VScrollBar";
var minusMode = "Up";
var plusMode = "Down";
var minMode = "AtTop";
var maxMode = "AtBottom";
}
Symbol 183 MovieClip [__Packages.mx.controls.UIScrollBar] Frame 0
class mx.controls.UIScrollBar extends mx.controls.scrollClasses.ScrollBar
{
var textField, wasHorizontal, __width, __height, _parent, synchScroll, setScrollProperties, __set__scrollPosition, initializing, _rotation, _xscale, hScroller, vScroller, onChanged, onScroller, scrollPosition, dispatchEvent;
function UIScrollBar () {
super();
}
function init(Void) {
super.init();
textField.owner = this;
horizontal = (wasHorizontal);
if (horizontal) {
((textField != undefined) ? (super.setSize(textField._width, 16)) : (super.setSize(__width, __height)));
} else {
((textField != undefined) ? (super.setSize(16, textField._height)) : (super.setSize(__width, __height)));
}
if (horizontal) {
var _local3 = __width;
__height = __width;
width = _local3;
__width = 16;
}
textField.onScroller = function () {
this.hPosition = this.hscroll;
this.vPosition = this.scroll - 1;
};
if (_targetInstanceName != undefined) {
setScrollTarget(_targetInstanceName);
_targetInstanceName.addListener(this);
}
}
function get _targetInstanceName() {
return(textField);
}
function get height() {
if (wasHorizontal) {
return(__width);
}
return(__height);
}
function get width() {
if (wasHorizontal) {
return(__height);
}
return(__width);
}
function size(Void) {
super.size();
onTextChanged();
}
function draw() {
super.draw();
}
function set _targetInstanceName(t) {
if (t == undefined) {
textField.removeListener(this);
delete textField[(horizontal ? "hScroller" : "vScroller")];
if ((textField.hScroller != undefined) && (textField.vScroller != undefined)) {
textField.unwatch("text");
textField.unwatch("htmltext");
}
}
var _local3 = _parent[t];
textField = _parent[t];
onTextChanged();
//return(_targetInstanceName);
}
function setSize(w, h) {
if (horizontal) {
super.setSize(h, w);
} else {
super.setSize(w, h);
}
}
function onTextChanged(Void) {
if (textField == undefined) {
return(undefined);
}
clearInterval(synchScroll);
if (horizontal) {
var _local2 = textField.hscroll;
setScrollProperties(textField._width, 0, textField.maxhscroll);
__set__scrollPosition(Math.min(_local2, textField.maxhscroll));
} else {
var _local2 = textField.scroll;
var _local3 = textField.bottomScroll - textField.scroll;
setScrollProperties(_local3, 1, textField.maxscroll);
__set__scrollPosition(Math.min(_local2, textField.maxscroll));
}
}
function get horizontal() {
return(wasHorizontal);
}
function set horizontal(v) {
wasHorizontal = v;
if (v and initializing) {
if (_rotation == 90) {
return;
}
_xscale = -100;
_rotation = -90;
}
if (!initializing) {
if (v) {
if (_rotation == 0) {
_rotation = -90;
_xscale = -100;
}
} else if (_rotation == -90) {
_rotation = 0;
_xscale = 100;
}
}
//return(horizontal);
}
function callback(prop, oldval, newval) {
clearInterval(hScroller.synchScroll);
clearInterval(vScroller.synchScroll);
hScroller.synchScroll = setInterval(hScroller, "onTextChanged", 50);
vScroller.synchScroll = setInterval(vScroller, "onTextChanged", 50);
return(newval);
}
function setScrollTarget(tF) {
if (tF == undefined) {
textField.removeListener(this);
delete textField[(horizontal ? "hScroller" : "vScroller")];
if ((textField.hScroller != undefined) && (textField.vScroller != undefined)) {
textField.unwatch("text");
textField.unwatch("htmltext");
}
}
textField = undefined;
if (!(tF instanceof TextField)) {
return(undefined);
}
textField = tF;
if (horizontal) {
textField.hScroller = this;
textField.hScroller.lineScrollSize = 5;
} else {
textField.vScroller = this;
textField.vScroller.lineScrollSize = 1;
}
onTextChanged();
onChanged = function (Void) {
this.onTextChanged();
};
onScroller = function (Void) {
if (!this.isScrolling) {
if (!this.horizontal) {
this.scrollPosition = this.textField.scroll;
} else {
this.scrollPosition = this.textField.hscroll;
}
}
};
textField.addListener(this);
textField.watch("text", callback);
textField.watch("htmlText", callback);
}
function scrollHandler(Void) {
if (horizontal) {
var _local2 = textField.background;
textField.hscroll = scrollPosition;
textField.background = _local2;
} else {
textField.scroll = scrollPosition;
}
}
function setEnabled(enable) {
super.setEnabled(enable);
if (enable) {
textField.addListener(this);
} else {
textField.removeListener();
}
}
function dispatchScrollEvent(detail) {
dispatchEvent({type:"scroll"});
}
static var symbolName = "UIScrollBar";
static var symbolOwner = mx.controls.UIScrollBar;
var className = "UIScrollBar";
var clipParameters = {_targetInstanceName:1, horizontal:1};
static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.UIScrollBar.prototype.clipParameters);
static var version = "2.0.2.127";
}
Symbol 256 Button
on (release) {
gender = 0;
ballSize = 2;
gotoAndStop (3);
}
Symbol 261 Button
on (release) {
gender = 1;
boobSize = 1;
gotoAndStop (3);
}
Symbol 269 Button
on (release) {
gotoAndStop (4);
head = 1;
charFace = 1;
ear = 1;
hair = 1;
torso = 1;
arm = 1;
leg = 1;
foot = 1;
tail = 1;
cock = 1;
cockSize = 6;
agi = agi + 2;
mox = mox + 3;
Cint = Cint + 2;
str = str - 3;
}
Symbol 274 Button
on (release) {
head = 3;
charFace = 3;
ear = 3;
hair = 3;
torso = 3;
arm = 3;
leg = 3;
foot = 3;
tail = 3;
cock = 3;
cockSize = 7;
str = str + 2;
def = def - 2;
Cint = Cint + 2;
mox = mox - 2;
gotoAndStop (4);
}
Symbol 279 Button
on (release) {
gotoAndStop (4);
head = 2;
charFace = 2;
ear = 2;
hair = 2;
torso = 2;
arm = 2;
leg = 2;
foot = 2;
tail = 2;
cock = 2;
cockSize = 12;
agi = agi - 2;
def = def + 4;
Cint = Cint - 2;
str = str + 3;
ballSize = 3;
}
Symbol 284 Button
on (release) {
head = 4;
charFace = 4;
ear = 4;
hair = 4;
torso = 4;
arm = 4;
leg = 4;
foot = 4;
tail = 4;
cock = 4;
cockSize = 8;
agi = agi + 3;
Def = Def - 2;
mox = mox - 2;
str = str + 1;
gotoAndStop (4);
}
Symbol 291 Button
on (release) {
str = str + 3;
mox = mox - 1;
Cint = Cint - 3;
fat = 1;
muscle = 4;
gotoAndStop (5);
}
Symbol 296 Button
on (release) {
str = str + 2;
agi = agi - 1;
fat = 3;
Cint = Cint - 1;
muscle = 3;
gotoAndStop (5);
}
Symbol 301 Button
on (release) {
def = def + 2;
str = str + 1;
agi = agi - 3;
fat = 4;
muscle = 1;
gotoAndStop (5);
}
Symbol 306 Button
on (release) {
mox = mox + 3;
def = def - 1;
str = str - 1;
fat = 2;
muscle = 2;
gotoAndStop (5);
}
Symbol 311 Button
on (release) {
str = str - 2;
def = def - 2;
agi = agi + 4;
Cint = Cint + 1;
fat = 1;
muscle = 1;
gotoAndStop (5);
}
Symbol 318 Button
on (release) {
_root.str = _root.str + 2;
_root.mox = _root.mox + 2;
_root.def = _root.def - 2;
gotoAndStop (6);
}
Symbol 324 Button
on (release) {
_root.str = _root.str + 2;
_root.agi = _root.agi + 2;
_root.mox = _root.mox - 2;
gotoAndStop (6);
}
Symbol 326 Button
on (release) {
_root.str = _root.str - 2;
_root.agi = _root.agi + 2;
_root.mox = _root.mox + 2;
gotoAndStop (6);
}
Symbol 335 Button
on (release) {
gotoAndStop (8);
var eventText = "'Good evening ladies and gentlemen.' speaks a tall, dark lizardman. He stands at the front of a small crowd of all species of humanoid from all walks of life as he addresses them. You are one of these people. 'I'm so glad to see such a large number of you eagerly wishing to enter my house.'\n\nNot just any house, you think, the House of Debauchery. It is a large manor said to be owned by a demon hidden in a small village in the middle of nowhere; at least, that is how the rumours go. From the looks of the man that speaks to you now, you can believe it.\n\nIt's not that he has hooves for feet, or three-foot horns bursting out of his head that ooze with blood and fire. He is tall and lithe, with dark-scaled skin and piercing, golden eyes and, for the most part, an unassuming lizard. But there is something about him, perhaps it is the dark, leathery gear he wears, with chaps left unattended so that his surprisingly large member swings free for all to see, or the piercings that seem to adorn every possible inch of his body making him seem more threatening and malevolent. Whatever it is, you have no doubts that he truly is demonic in nature.\n\n'I trust that you all understand the rules of my House?' The Master pauses, his eyes narrowly shifting about between his guests, 'You may enter this place, and drink your fill of your most decadent desires! In exchange, you give yourselves to me.";
}
Symbol 365 Button
on (release) {
exptext = "You find nothing of interest.";
searchText = "";
switch (Position) {
case 2 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 4 :
gotoAndStop (8);
eventText = "You are walking through the halls of the House when a glinting catches your eyes. On closer inspection, it seems to be a silver tub filled with herbs.\n\nYou found some Healing Salve!";
healSalve = healSalve + 1;
break;
case 2 :
case 6 :
enemy = 2;
gotoAndStop (16);
break;
case 3 :
case 7 :
case 8 :
gotoAndStop (19);
case 5 :
if (orcaSkin == 3) {
gotoAndStop (8);
eventText = "Whilst bumming around the entrance hall for a while, you spot a strange mass of shiny black and white material discarded across a tabletop. Upom further investigation you are surprised to find it warm to the touch and almost skin-like in texture.\n\nThis when you find eyes staring out of it and looking over you sadly. When you hold up the object to the light, you discover that what you hold in your hands is an eerily familiar looking orca suit with a zipper running down its chest!\n\n'Oh, it's you!' you exclaim with a grin. It was the orca from the hall of envy; looks like he didn't last much longer after the zipper was placed. You had suspected as much though.\n\nHe stares up at you with scared, mournful eyes, but his body is now limp and fleshy and though he can make weary grunts, he can achieve little more than that.\n\n'Don't worry, man,' you say, whilst rolling him up as tightly as yo can manage, 'I'll hold onto you for now. Hell, I might even find a cure for you!' He grunts in protest as you cram him into your spacious backpack, but can do little more to fight you as you claim him for your own.\n\nYou have obtained an orca suit!";
orcaskinItem = orcaskinItem + 1;
orcaSkin = 5;
}
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 3 :
chance = Math.floor(Math.random() * 17) + 1;
switch (chance) {
case 1 :
case 10 :
switch (_root.dragmeet) {
case 0 :
gotoAndStop (8);
eventText = "Whilst wandering aimlessly through the corridors of the Sinner's Wing, you find yourself going from room to room with a lack of interest in what any of them have to hold. When you pause momentarily at a cross-roads in the labyrinthian halls you become increasingly aware of a potent manly scent.\n\n'You lost, lil' buddy?' A deep voice suddenly asks, a warmth sudden pressed against your back. Upon turning you find yourself face to groin with a very tall, VERY buff dragon.\n\nReluctantly you pull your nose from his bulging, musk-drenched pants and look up at the grinning draconian face attached to the top of this pillar of sweat, sex and muscle.\n\n'I'm fine, thanks,' you say, 'I'm ... uhh, just looking for something to do.'\n\nSuddenly, and without any form of warning, the dragon bends down and roughly frenches you, assaulting your mouth with an oddly thick, swollen and musky-flavoured tongue. Moments later he pulls away, leaving a thick strand of salty tasting drool ooze down over your chin.\n\n'That's just a taster, babe.' He grins and winks at you, 'I hang about in the halls of lust, look me up: the name's Maxwell.' And with that, he walks away, disappearing further into the House, leaving you vaguely aroused and wondering what the hell just happened.";
_root.dragmeet = 1;
nextBut = 4;
break;
case 1 :
exptext = "You catch sight of a tall, muscular dragon pacing down the hallway. It seems that Maxwell is on the prowl again! You attempt to give chase, but quickly lose track of him. Oh well, you think as you sniff at the musky scent lingering in the air, maybe next time.";
}
break;
case 2 :
gotoAndStop (8);
eventText = "While exploring the corridors of the House, the smell of a variety of different delicious foods suddenly fills your nostrils. At first you start to make your way towards it, sniffing eagerly the entire time.\n\n'That's right, bitch!' you hear a deep, masculine voice growl, 'eat like the pig that you are. Eat until you burst!' Following this, you hear someone begging in a whimpering fashion, only to make a muffled screams accompanying thick squelches.\n\nDeciding that this is probably a good path to avoid, you immediately turn about and walk in the other direction.";
nextBut = 4;
break;
case 3 :
gotoAndStop (8);
goldGain = Math.floor(Math.random() * 51) + 10;
eventText = ("You're distracted by a hefty jingling sound just aroound the corner ahead of you and you poke your head around curiously and cautiously. It's the pandaguy that you saw in the crowd when you waited to enter the House!\n\n'Hey!' you call out to him, making him turn around. The first thing you notice, and then can't stop staring at, is the massive, sagging belly that you are absolutely positive wasn't that big the last time you saw him.\n\n'Hey,' he mumbles, before belching loudly. To your surprise several small golden tokens fall from his lips and his gut visibly swells further, slurching and jingling with what must obviously be more coins. 'Looks like the house got me good! I spent too long in the casino, I was winning every time, and earned so much money they said I would have to receive it in installments.' With this, he belches again, his gut swells further and more coins scatter to the floor.\n\n'Tough luck on you, man' you respond, eying the precious metal scattering around him.\n\n'Take it' he mutters, before turning his back on you and waddling away down the hall, 'I've got more than enough.'\n\nNot one to look a gift horse in the mouth, you bend down to snatch up the scattered tokens and then merrily head off on your way.\n\nYou have obtained " + goldGain) + " tokens!";
gold = gold + goldGain;
nextBut = 4;
break;
case 4 :
if (!(mouseEvent === 0)) {
} else {
gotoAndStop (8);
eventText = "Getting bored of not finding anything to interest you, you welcome a sudden lustful squeaking come from behind you.\n\n'Well hello there~' You turn about to acknowledge it, before your gaze drops down to meet its owner - a tiny, 4-foot mouse with an ass bigger than your own and a massive shaft wrapped up in a tight red thong. He squeaks in alarm when he sees you and his big ears flush red with embarassment. 'Oh! You're not Derek! S-Sorry!' And with that he skitters away, being careful not to bump his retardedly swollen package when he turns the corner.";
nextBut = 4;
mouseEvent = 1;
}
case 5 :
case 17 :
if (gorillaInvite == 1) {
break;
}
gotoAndStop (8);
eventText = ("'" + inpName) + ", I presume?'\n\nThat sudden question from a tall, skinny and well-dressed demon that you nearly bumped into when turning into a room makes you jump.\n\n'Yes, why do you ask?' You say. From his pocket, the demon pulls a small silver card and brandishes it in your direction. Written over it in a fancy black scrawl are the words 'Master Darius requests your services in the hall of envy.'\n\n'Darius?' You query.\n\n'MASTER Darius,' the demon replies snootily, 'and you would do best to remember that too. He has something special in mind for you, he saw that you had potential when you first entered the House.'\n\nYou're shocked.'He's been WATCHING me!?'\n\n'All the Sin Lords have, you merely caught Master Darius' eye the most. Be grateful for it, you cur.'\n\nYou look up from the card to give a witty retort, only to find that the demon has completely vanished!\n\nWeird.";
gorillaInvite = 1;
nextBut = 4;
break;
case 6 :
case 11 :
gotoAndStop (8);
eventText = "You are walking through the halls of the House when a glinting catches your eyes. On closer inspection, it seems to be a silver tub filled with herbs.\n\nYou found some Healing Salve!";
healSalve = healSalve + 1;
break;
case 7 :
case 13 :
enemy = 2;
gotoAndStop (16);
break;
case 8 :
enemy = 4;
gotoAndStop (16);
break;
case 9 :
case 12 :
gotoAndStop (8);
eventText = "Choosing to enter a room at random, you find yourself in what looks like a small garden hidden in the dark yet grows without issue. Stepping over the curious little moat filled with koi, you find yourself drawn to a large bush with popcorn-scented berries growing on it. Spending a little while enjoying this serene moment amidst the chaos of the house, you pluck one of the berries from the bush as a souvenir before heading on your way.\n\nYou obtained a Bint Berry!";
bintBerry = bintBerry + 1;
break;
case 16 :
if (leatherGolem == 0) {
eventText = "Whilst pondering which path you should take into the depths of the House, you find yourself stumbling onto a rather peculiar set of black leathery gauntlets with silver studs set into the knuckles.\n\nLooking around and determining that nobody who lost them seems to be around, you choose to pick them up and wear them for a little while.\n\n'Suckingcockassfuckingmassivefloppysnakecocktongue -' whatever the fuck was just spewing into the back of your mind stop the second you tear those gauntlets off and throw them a good few feet away from you. Even a few seconds of wearing has left you feeling uncmofortably aroused; what the hell ARE these things?\n\nYou warily pick them up and hold them out at arm's length. Maybe they could come in use sometime? You might as well take them with you.\n\nYou now are the proud owner of a pair of sentient gauntlets!";
leatherGolem = 1;
gotoAndStop (8);
} else {
exptext = "You find nothing of interest.";
}
default :
exptext = "You find nothing of interest.";
}
break;
case 4 :
chance = Math.floor(Math.random() * 15) + 1;
switch (chance) {
case 1 :
case 7 :
enemy = 1;
gotoAndStop (16);
break;
case 2 :
switch (kittyEat) {
case 0 :
yesno = 3;
yesnoText = "You are walking through the hallway of gluttony with your belly rumbling eagerly. They definitely try their hardest to make you submit to your vices here; the smells of meats and fried fatty foods sizzling all around is enough to make even the most die hard vegan's mouth water! Whilst you are thinking about whether you want to dine in the hall of chinese food, or whether the meat feast banquet is more your thing, you spy a skinny, naked catboy cowering behind a statue.\n\n'Hi there, kid.' you say, making him shriek in surprise and flip about away from you. Upon seeing that you're obviously not who he's hiding from, he quickly relaxes and gives you a tight, yet surprisingly sticky, embrace.\n\n'Another person, thank the stars! You have to help me!' He then begins to quickly explain his situaion to you. Not that you are really paying attention to what he's saying, you gave your fingers a lick moments ago and whatever he's covered in is DELICIOUS. Just as the cat is getting into details of how he narrowly avoided making a permanent dive down a shark's throat, your gut let's out a tremendous gurgling and he falls silent. It looks like you've unwittingly stumbled across a tasty morsel of a kitty covered in an even tastier sauce! The question is, are you hungry enough to eat him?";
var kittyEat = 1;
gotoAndStop (9);
return(undefined);
case 1 :
yesno = 3;
yesnoText = "You are walking through the hallway of gluttony with you belly rumbling eagerly when you find yourself in the prsence of a familiar-looking kitty. He is as nude and sauce covered as he was the last time, but a stealthy lick of your fingers whilst he's explaining his latest near-eaten escapades tells you that he's soaked in a different kind that continues to enhance his delicate flavour. Having let him go last time, he seems to be blissfully unaware of your stomach's groans for food. Will you sate your appetite now?";
gotoAndStop (9);
return(undefined);
}
case 3 :
gotoAndStop (8);
eventText = "While searching through the rooms of the hall of gluttony you find one that bears little decoration beyond a large dish of cute, fox-shaped marshmallows placed on the floor at its center.\n\nChecking carefully for potential traps you sneak in, snatch up one from the dish and leg it back outside.\n\nYou gained a Foxmallow!";
foxmallow = foxmallow + 1;
nextBut = 4;
break;
case 4 :
case 8 :
enemy = 5;
gotoAndStop (16);
break;
case 5 :
gotoAndStop (8);
nextBut = 4;
eventText = "You hear a terrified squealing coming from behind a nearby door and you poke your head through the door curiously to see what see going on behind it.\n\nYou soon wish you hadn't.\n\nBehind the door, you find a terrified-looking boarman strapped up to a large chair with a massive tube stuck down his throat. You hang around long enough to hear a slurch, see a thick, creamy paste shoot through the tube down the poor beast's throat and watch his gut swell and groan out helplessly.\n\nMentally keeping in mind not to let yourself pig out too much whilst you're here, you shake your head and continue on your way...";
break;
case 6 :
yesno = 8;
yesnoText = "All the delicious smells that haunt this part of the sinner's wing is really starting to get to your stomach, making it growl out eagerly for even a sample of whatever smells so GOOD!\n\nTo your pleasant surprise, the next room you look into is unlocked, uninhabited and has a slice of the bluest cheesecake you've ever seen lying on top of a pedestal in the centre of the room. Topped with a rich blueberry compote, the juices have been mixed into the rest of the cheesecake prior to setting, giving it a beautiful marbled finish. And that smell ... oh gods, it's so sweet and decadent that your mouth won't stop watering. You're about to reach out to sneak a bite, when you discover that a fork has already appeared in your hand to help you.\n\nThat seems a little bit weird and suspicious; do you REALLY want to eat the blueberry cheesecake?";
gotoAndStop (9);
case 10 :
if (devgluttony == 0) {
eventText = "You're beginning to feel hungry as you walk around, and being in the hall of gluttony isn't helping much. You have to be careful what you eat here though; one wrong move and you may not end up moving ever again.\n\nThat's when you encounter a fellow companion in the hallways. Dressed in a vivid-yellow hazmat suit and carrying a silver tray laden with round objects wrapped in waxed paper, it takes you a short while to realise that there is a skunk hiding behind the helmet.\n\n'Toffee?' he asks as he passes you, holding out the tray.\n\nCurious, you take one from the platter and the skunk pulls the rest from you.\n\n'Enjoy your sweet. Good day.' With this, he continued on his way, his massive, rubber-coated tail swaying from side to side idly.\n\nYou unwrap the toffee and chew into it enthsiastically. It's oddly warm and rubbery, but tastes kind of minty and is otherwise an enjoyable treat. The more you chew, the more difficult it becomes, almost gumming your teeth together by the time you manage to force it down your throat! It gurgles strangely in your stomach and you kind of regret eating it ...";
nextBut = 4;
donator = 1;
devgluttony = 1;
} else {
eventText = "Your gut groans and gurgles again, and you rub at your stomach uncomfortably. Where's the digestion aids when you need them!?";
nextBut = 4;
donator = 1;
}
gotoAndStop (8);
break;
case 11 :
case 9 :
donator = 2;
yesno = 13;
yesnoText = "As you wander through the halls of gluttony, occasionally peering through doors to examine their contents, you become increasingly frustrated by how often they are already occupied to full capacity. If only there was one that you could USE.\n\nAnd then you find it.\n\nOpening a door, you discover that it leads forwards into a dark, dank cave and a hot wave of air hits you. It certainly doesn't seem to be in use currently, but it's so dark that you can't see more than several feet into it.\n\nWill you go spelunking?";
gotoAndStop (9);
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 5 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
if (creamFind == 1) {
gotoAndStop (8);
nextBut = 4;
eventText = "You stumble across the room filled with jars of Scale Polish and the dragon statue again!\n\nNot wasting an opportunity for some free stuff, you dart in to pinch another one. As you turn to leave, you see the dragon's eyes staring pleadingly at you and you can't help but feel sorry for him. Just before you leave, you grab at his eternally rigid shaft with both hands and rub up and down slowly. You only do so long enough for a thick dribble of pre to start leaking from it before stopping - in this place you don't want to spend too much time with the Punished after all; it can lead to negative consequences only for you!\n\nGetting even that limited period of pleasure seems to have been enough to satisfy him, and he grunts out an awkwardly sounded 'thank you' as you leave the room.\n\n\nYou found some Scale Polish!";
scalePolish = scalePolish + 1;
break;
}
gotoAndStop (8);
eventText = "During your exploration of the hall of pride, you hear a strained groaning coming from behind one of the doors and your curiosity is piqued. Poking your head through you find just two things: a table piled high with pots of cream labelled with a crudely-scrawled script reading 'Skayl Poliss' and a ridiculously muscular dragon statue posed to look like he's flexing.\n\nSneaking into the room and hoping that you're not intuding in on someone's private time, you creep over to the table and swipe a tub of the cream for yourself. Horrified, you suddenly hear a terrified, muffled begging sound come from behind you and you flip around with wide, scared eyes. Nobody is here! Except ... you watch the statue careful and grin when you see that, despite the object's massive, solid shaft facing you, not all of him is rock hard.\n\n'Did someone let his ego get stroked a bit too often?' you coo mockingly, giving the statue's shaft a flick and watching as its eyes, the only part that still moves, rolls upwards with a stifled groan. A little pre dribbles from the head of his stonified shaft and you lick it away, before cruelly pulling away and turning to leave.'Sorry, man, but I don't wanna risk ending up like you. I intend to LEAVE this place some time!\n\n\nYou found some Scale Polish!";
nextBut = 4;
var creamFind = 1;
scalePolish = scalePolish + 1;
break;
case 2 :
switch (gender) {
case 0 :
gotoAndStop (9);
yesnoText = "Whilst prowling the hall of Pride, you hear a giggle and the chattering of a few effeminate male voices come from behind a nearby door calling your name. Do you want to enter?";
yesno = 2;
break;
default :
}
case 3 :
if (devpride == 0) {
eventText = "As you wander through the hallways of Pride, you hear an alarmed gurgling come from behind a door and, with curiosity piqued, you push into it.\n\nWhat you find within is a large, powerful-looking bear desperately holding his paws against the head of a shiny green showerhead that is spewing a thick, rubbery goop over him.\n\n'Hhghp Mmhhh!' He tries to scream at you, his eyes opened wide and his mouth filling with the slime as it seemingly gains sentience when making contact with his body and spreading itself further over and into him. His face is soon coated in the slime and his staring eyes vanish under a layer of thick, green rubber.\n\nSod this! You slam the door on him and run like hell. If you help out in places like that, you'll just end up meeting the same fate.";
nextBut = 4;
donator = 1;
devpride = 1;
gotoAndStop (8);
}
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 6 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 4 :
nextBut = 4;
eventText = "'That BASTARD!' an angry female voice is heard from behind a nearby door, 'thinks he can cheat on me? Let's see how he feels when he has to spend the rest of his life as a woman!'\n\nWith curiousity piqued, you poke your head around the door to see a slender panther woman in a long, purple dress fiddling with a small cloth doll. Suddenly her deep green eyes flick up to you and she hisses at you angrily.\n\n'What the hell do you think you're doing!? Get outta here!' she screeches, lobbing the doll at you, 'Get out! Get out!' Not wasting any time, you turn and run from her as fast as you can.\n\n When you finally lose yoursel in the house again you suddenly realise that the doll that she threw at you has mysteriously appeared in your clutched hand ...\n\nYou have found a Voodoo Doll!";
voodooDoll = voodooDoll + 1;
gotoAndStop (8);
break;
case 2 :
nextBut = 4;
eventText = "As you search through the wrath-plagued hallway, you poke your head through a random door curiously. Inside, you find a peculiar-looking seat made of metal that has been twisted and reshaped into the form of a giant, menacing dragon with a mighty steel cock standing proudly between 'his' legs and arms that are designed to lock around and trap anybody that sits in it. Looking at the device and shuddering at who might choose to use such a thing, you make a hasty retreat before whoever it belongs to returns.";
gotoAndStop (8);
break;
case 3 :
case 5 :
case 6 :
enemy = 6;
gotoAndStop (16);
break;
case 7 :
if ((devwrath = 0)) {
eventText = "You are walking through the hall of wrath when you turn and find yourself in a suddenly much larger hallway that towers about three times higher and stretches out five times wider than the other walkways of the House.\n\nBesides the large pillars and various expensive-looking paintings, the room appears to be decorated with a number of oddly-shaped, rubber-snared beings.\n\nLarge and green, their legs have been changed into massive, round and heavy balls at least three times the width of their waists. This ball pattern also encompasses their heads and hands, which are all left looking equally smooth and bulbous. They are all VERY alive, however, as they twitch nd squirm in place, held against the ground by the weight of their lower bodies.\n\n'Los' themselves t' wrath.' A hand is placed on your shoulder and a scrawny rat in a cleaning outfit enters your field of vision. He chews a toothpick slowly as he talks, and carries a large, dripping mop in his free hand. 'The Lord o' Wrath got himself measures to make the angriest less dangerous. Keeps 'em here t'make an example o' them.'\n\n'What do they-?' You're about to ask, but when you turn to speak to the janitor, he's gone. There isn't even a trail of the water he had been leaving behind with the mop. Weird.\n\nOh well, plucking up the courage to pass by the statues, you head on your way.";
nextBut = 4;
devwrath = 1;
donator = 1;
gotoAndStop (8);
}
break;
case 8 :
if (klonoass == 0) {
yesno = 14;
yesnoText = "'Hello there!' You hear a cheerful voice call from the corridor behind you, and you see a thin, femboy-esque fox waving at you. He is wearing tightly-fitting, extra-short shorts and a skimpy black shirt with the word 'Buttfox' written across it in bright pink letters.'As he runs nearer to you, you see that he isn't just a fox but, with two tails swishing behind him as he moves, seems to have a little kitsune in his blood. Either way, he seems pleased to meet you.\n\n'Hello?' you say, a little confused by his appearance. 'What do you want?'\n\n'Just a chat!' he responds, swaying his hips in a seductive fashion. 'I need to meet someone NORMAL in this place.' Normal is relative, you think.\n\n'But ... why me?' you ask.\n\n'Oh, don't take this as an insult, but I don't actually WANT to. I'm just cursed!' He sounds astoundingly cheerful as he says this, not really the reaction you would expect. But whatever. 'I pissed off the Sinlord of Wrath and he fitted me with this shirt.' He points to the 'Buttfox' shirt and sighs.\n\n'What do you want me to do about it?'\n\n'Oh, nothing really!' the fox squeaks. 'I just can't stop myself from talking to people. The wrathlord called me a buttslut and ... well, he cursed me to ... uh ... really get into ass. Literally. The moment someone turns their back to me, I'm kind of screwed!' The fox looks frustrated; it seems that he's managed to go this long without encountering someone's rear though, else he would have suffered the curse already. You're kind of curious as to what would happen though ... should you 'accidentally' give him a glimpse of your rear?";
klonoass = 1;
donator = 3;
gotoAndStop (9);
} else {
eventText = "Your ass tingles warmly as you idly ponder the fate of the buttfox you encountered recently. Your thoughts move onto the wrath Sin Lord and you shudder to think what power such a being must have if he could place such a curse on him.\n\nHoping not to meet him again, you shake off the feeling of curiousity dawning on you and return on your merry way.";
nextBut = 4;
gotoAndStop (8);
}
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 7 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 4 :
case 5 :
if (orcawear != 1) {
switch (gorillaInvite) {
case 1 :
yesno = 4;
yesnoText = ("As you patrol the corridors you espy a familiar-looking demon dressed in a snugly fit, tidy suit. He currently stands silently to attention outside a gilded door, looking more like a statue than a guardian to its inner contents.\n\n'You are here for Master Darius, sir?' he asks, sounding as cold as ever. You show him your invite and he bows and stands aside. 'Very well.'\n\nIn the room beyond you find yourself in the presence of an ENORMOUS gorilla; this must be Master Darius. He lounges lazily in a large leather armchair and looks as though he is enjoying the attention of several demons that are tending to his grooming needs, from brushing through the thick, dark hair all over his body, to polishing the thick, door knocker-sized silver rings piercing his nipples, lips and deep navel. In his jaws is clamped a gigantic cigar, one that's easily as big and thick as your forearm! It sprays thick, noxious fumes into the air that make your eyes water when you first enter.\n\nYou instantly catch his attention and he sits up.\n\n'" + inpName) + "', right?' he asks. You nod and he continues, 'you look a little different from how I remember, but that's not necessarily a BAD thing. You've still got the cute ass I saw walking through the entrance to this place and I thought 'I've gotta have some of that!' so I called you here for a quick little screwjob. What do you say?'\n\nYou're taken aback by his proposition. What do you say to such a bold request?";
gotoAndStop (9);
break;
case 2 :
yesno = 4;
yesnoText = "You find yourself in the presence of a familiar demon servant, barring your entrance to a familiar gilded door.\n\n'Oh look, it is the favourite of my master.' The demon grins and stands aside, 'Back for more, I see.'\n\nIgnoring him, you push your way into Darius' suite where the large musclegut himself waits and, as always, is being tended to by his demons. There seems to be something off about him though, something different. Has his hair been cut into a new style? Or has he changed his nosering? Whatever it is, he's different today.\n\nOnce again, when you first arrive, Darius sits up and waves aside his demons.\n\n'So I see you've returned. Are you up for some more fun?' His grin turns dark and devious as he says this.\n\nHow do you respond?";
if ((gender == 0) && (boobSize == 0)) {
if ((arm == 7) && (ear == 7)) {
if ((leg == 7) && (tail == 7)) {
if ((cock == 7) && (fat >= 5)) {
if ((muscle >= 5) && (nosePierce == 1)) {
if ((earPierce == 1) && (cockPierce == 1)) {
if ((nipPierce == 1) && (torso == 7)) {
yesno = 17;
yesnoText = "You find yourself in the presence of a familiar demon servant, barring your entrance to a familiar gilded door.\n\n'Oh look, it is the master's doppelganger.' The demon grins and stands aside, 'I assume that you are here to replace him at long last? You do look so VERY similar.'\n\n You glare at him curiously. Well, that's certainly an odd greeting, and ... well, maybe you HAVE become a bit more like him, but still...\n\nHow do you respond?";
}
}
}
}
}
}
}
gotoAndStop (9);
break;
case 3 :
yesno = 4;
yesnoText = "You find yourself in the presence of a familiar demon servant, barring your entrance to a familiar gilded door.\n\n'Oh look, it is my master's muse.' The demon grins and stands aside, 'Curiosity may kill the cat if you're not careful~'\n\nIgnoring him, you push your way into Darius' suite where the large musclegut himself waits and, as always, is being tended to by his demons. There seems to be something off about him though, something different. Has his hair been cut into a new style? Or has he changed his nosering? Whatever it is, he's different today.\n\nOnce again, when you first arrive, Darius sits up and waves aside his demons.\n\n'So I see you've returned. Are you here to play?' His grin turns dark and devious as he says this.\n\nHow do you respond?";
if ((charFace == 7) && (hair == 7)) {
if ((gender == 0) && (boobSize == 0)) {
if ((arm == 7) && (ear == 7)) {
if ((leg == 7) && (tail == 7)) {
if ((cock == 7) && (fat >= 5)) {
if ((muscle >= 5) && (nosePierce == 1)) {
if ((earPierce == 1) && (cockPierce == 1)) {
if ((nipPierce == 1) && (torso == 7)) {
yesno = 15;
yesnoText = "Something new and different to suggest this is the game over point";
}
}
}
}
}
}
}
}
gotoAndStop (9);
}
}
break;
case 2 :
switch (gender) {
case 0 :
case 2 :
if (cockSize < 36) {
cockSize = cockSize + 1;
gotoAndStop (8);
eventText = "As you patrol the hall of envy, you watch in awe as a crowd of guys, all wearing nothing but speedos regardless of their body shape. THe reason for this is apparent however. Fat, skinny, muscular, it doesn't matter, ALL of them have packages that would prove to be at least two feet in length when FLACID, let alone hard!\n\nYou watch them past and bite your lip, not one of them paying attention to you as they pass; if only you could be as large as them ... Suddenly your groin surges with heat and your pants feel mildly tighter than normal. Shocked, you whip out your shlong to check it, not even caring if someone else should see you. It looks as though you've had part of your wish granted - your cock is about an inch longer than it used to be! How on earth did THAT happen?";
}
break;
}
case 3 :
case 6 :
switch (orcaSkin) {
case 0 :
gotoAndStop (8);
eventText = "You hear the pattering of feet and the exhausted wheezing of someone who is running on the very last dregs of their energy. Peering around the corner, you find yourself coming face to face with a very scared, very twinky looking orca. He looks exhausted, sweaty and the white in his face is flushed a bright red.\n\n'H-Help! Help me! h gods you've gtta help me!' he wheezes and stumbles up towards you. Oh crap, he saw you, you didn't want to get INVOLVED.\n\n'U-Uh hey...' You say as he grabs at your chest, his eyes are wide and scared.\n\n'M-Man, you've gotta help me! These guys they're ... they're trying to change me into a suit! I know it sounds crazy, b-but look!' He points to his chest and you realise with a sudden sense of horror that he has a zipper fused over his chest and belly! 'I-If they get their hands on me, that's it! I don't want to get worn! Now I know why they wanted me to wear so many different costumes ...' He starts to sob, and you feel increasingly awkward. Why do people always come to you to save their souls in this place?\n\n'Look, man, obviously you've spent too long here, why don't you just hide out in the entrance hall? After a while away from the center of the chaos, I'm sure that zipper'll be peeling off in no time!' He looks up at you with hope in his eyes.\n\n'Y-You think?' he asks.\n\nNot a chance, you think. 'Yes, I'm sure of it.' He gives you a watery grin, asks for directions back to the main hallway, before running off, shouting a quick 'thank you!' as he leaves. Uncomfortably rubbing at your chest, the thought of that zipper attached to the orca haunts you, before you head back on your way. You're just glad it isn't you!";
orcaSkin = 1;
nextBut = 4;
break;
case 1 :
gotoAndStop (9);
yesnoText = "'Hey! You!' a gruff voice calls from behind you. Turning about curiously, you find yourself face to face with three tall, thin lions all identical in appearance and dark clothing. The one in the middle hands you a photo, in which you see a familiar-looking orca. 'Have you seen this man? We need to speak to him. There is a 1,000 token reward for any information you might have.'\n\nYou're not sure if it's just you, but there's a distinct air of hostility coming from these guys. A 1,000 token reward though? Sounds tempting ... but it means you'll be selling out the guy you helped earlier ... Will you tell them where he's gone?";
yesno = 7;
break;
}
break;
case 7 :
if (mox >= 20) {
if (latexGolem == 0) {
eventText = "Whilst wandering through the hall of envy you hear a wet, slurching sound coming from somewhere nearby. Readying yourself for any potential attacker to await you around the corner, you decide to meet them head on.\n\nHowever, to your surprise, there doesn't appear to BE anything there when you investigate! You can still hear the slurping noise and your wariness only grows.\n\nThen suddenly, you discover what it is. A small, black, quivering mass of slick, sentient goop that is making its way along the corridor and minding its own business.\n\nThat is, until you arrived. Suddenly it stops and ripples to each of your clumsy, heavy footsteps as though listening, before it suddenly lunges up at you.\n\nThis is it, you think as you nervously scrabble at the strangely rubbery-scented blob, you meet your end here by some kin of rubbery parasite.\n\nOnly, you don't. Instead the blob slides up onto your shoulder and quivers there in what can only be described as an affectionate fashion. It seems that you've gotten yourself a pet!\n\nYou received a Latex Blob buddy!";
latexGolem = 1;
nextBut = 4;
gotoAndStop (8);
} else if (mox < 20) {
eventText = "Whilst wandering through the hall of envy you hear a wet, slurching sound coming from somewhere nearby. Readying yourself for any potential attacker to await you around the corner, you decide to meet them head on.\n\nHowever, to your surprise, there doesn't appear to BE anything there when you investigate! You can still hear the slurping noise and your wariness only grows.\n\nThen suddenly, you discover what it is. A small, black, quivering mass of slick, sentient goop that is making its way along the corridor and minding its own business.\n\nThat is, until you arrived. Suddenly it stops and ripples to each of your clumsy, heavy footsteps as though listening, before it suddenly leaps up against a wall, climbs up onto the ceiling and slides away as quickly as it possibly can just to get away from you. What, do you stink or something?";
nextBut = 4;
gotoAndStop (8);
}
}
break;
case 8 :
if ((devenvy = 0)) {
eventText = "'Hello dear!' Asks a large, green lynx made of rubber with a face that has been distorted into a wide, cartoon-like grin greets you before you even have time to step through the door.'Have you come here to be made pretty?' He gestures towards a wall where various 'before-and-after' photos hang. Each one of the victims starts as flesh and blood, and all end up as green, rubber charicatures of their former selves.\n\n'I ... I ... no.' You say. The lynx grins at you.\n\n'You don't want to look like ME? But of course you do! A body that never ages, one we can sculpt into any shape you desire, what's NOT to want?'\n\n'No.' You repeat firmly. In the corner of your eye, yo see someone on an operating table who is obviously in the process of changing, their fur is falling out to be replaced by shiny, green skin, and their features are bulging into a joyful grin that belies the horror in their eyes.\n\nThe lynx makes a sudden grab for your arm, but you're too fast for him. Before he gets a chance to try again, you've pulled open the door and are sprinting down the corridor before he can react and catch up with you!";
nextBut = 4;
devenvy = 1;
donator = 1;
gotoAndStop (8);
}
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 8 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
nextBut = 4;
gotoAndStop (8);
eventText = "As you walk through the halls of sloth, you hear a deep, rumbling snoring echo all around. Astounded by what manner of beast could produce such a noise, you soon find your way to an absolutely HUGE minotaur sprawled across the floor ahead of you like a mountainous rug.\n\nObviously not having the brain power to resist the strange sleepy spores that dance in the air like a thick, golden haze, you wonder to yourself how long he must have been sleeping here, whilst at the same time making a hasty retreat not to risk waking him up, just in case.";
break;
case 2 :
case 3 :
switch (sleeplevel) {
case 0 :
eventText = "Your eyes are starting to feel heavy ... you should consider leaving this place ... or getting some sleep ...";
sleeplevel = sleeplevel + 1;
break;
case 1 :
eventText = "You yawn and stretch wearily. Those spores are really starting to rest heavy on your eyelids ...";
sleeplevel = sleeplevel + 1;
break;
case 2 :
eventText = "You stumble and walk into a wall, the blow snapping you out of your sleepy state. Phew! You should really get a nap sometime soon!";
sleeplevel = sleeplevel + 1;
break;
case 3 :
eventText = "You don't think you can stay awake much longer. Those spores are really getting into your system ...";
sleeplevel = sleeplevel + 1;
break;
case 4 :
eventText = "You find yourself suddenly swept up into the embrace of a giant, 50-ft pandaman, silvery stars dripping from his claws as he leaps high into the air. Up, higher than the House, higher than earth itself! \n\nHe rumbles gently and you feel stiff in his hands. You're a stick of bamboo! You giggle as he licks aand chews at your base, crunching into your sweet, juicy form and gulping it down. Even as you're chewed, crunched and swallowed, you can feel yourself sliding into his stomach as a nutritious, fibrous mush. \n\nOnly, you're not mush anymore. You're not even bamboo! You're the panda, at least, you think you are. No, you're not. You're a female panda! You feel a grab at your chest; this time the panda is closer to your size. Only a few feet taller than you are now.\n\n'Beautiful...' he murmurs, his voice odd and disjointed. You find yourself slipping into the dark of his fur, your world lost to silvery stars and blackness. Yes, beautiful, that's what this world is. You float through the void and sigh peacefully. You're a moth now, pure-white and luminescent with the panda riding on your back. With each beat of your wings, a glittering dust ripples through the air around you and falls to the cities below.\n\n'Beautiful ...' he mutters, nosing at your back, before lying back on top of you and you discover you've become a large, comfortable bed! Your panda is so big and warm, and he snores so gently on top of you, that you find yourself getting sleepier ... your thoughts fuzzing and your senses dulling ...";
sleeplevel = 0;
nextBut = 7;
}
nextBut = 4;
gotoAndStop (8);
break;
case 4 :
case 5 :
if (gold >= 500) {
yesnoText = "As you search the spore-laden walls, you find yourself feeling pretty drowzy. It's hard not to, considering how thickly the golden dust hangs in the air.\n\n'Would you care to stay the night in the motel, sir?' you hear a gentle voice ask you suddenly. Sluggishly, you turn your head and frown to see a large, humanoid cockroach dressed in nothing but a leather harness and thong. What the hell?\n\n'What did you say?' your voice sounds oddly distant, and you're sure that this has to be a dream. A grin crosses the roach's face and he holds out four glimmering, crystalline keys towards you, one for each of his hands, and indicates towards the door behind him.\n\n'500 tokens, and one of these keys will be yours for the night. One condition, however.' Suddenly, he starts to juggle the keys between his hands so rapidly that you quickly lose track of which key is which, 'You won't know what room you'll get until you pick a hand.'\n\nThe prospect intrigues you. And you ARE feeling tired ... will you pay to get some rest?";
yesno = 11;
gotoAndStop (9);
}
break;
case 6 :
if (devsloth == 0) {
eventText = "You peruse the corridor curiously, wondering which of the many doors to choose from you should examine. One eventually grabs your attention and you enter it.\n\nWithin you find something akin to a dark fairytale. All around the room are people of varying races and genders lying on sofas, beds and all manner of other soft, squishy furniture pieces and letting themselves get spoonfed a thick, green soup by widely grinning demon slaves.\n\n'Might I interest you in the soup today?' a nearby demon asks. He had recently been looking over the others with a bored, longing expression. When he sees you, however, he suddenly looks eager.\n\nYou're about to consider saying yes. After all, the soup actually looks and smells pretty tasty! But then you realise something else that makes you consier otherwise. The people who are already here have ALL got large, bulging guts, their legs look like long, thick tendrils and they're all changing into varying shades of green.\n\n'What's wrong with them?'; you ask. The demon looks sheepish.\n\n'Oh, them? They're ... they're ... plant people from the gardens. They come here to get refreshed and then get replanted!' You watch a large, green rubbery pumpkin disappear through the door behind you, being carried by no less than three of the demon servants.'There goes one now! He'll ... she'll ... it'll make a beautiful fruit now ... tree, make a beautiful tree! Just standing about all day, doing nothing but growing bigger slowly.' The demon grins widely at you.\n\n'So, you want some?'\n\nYou quickly decline. Anything that turns plant people into giant pumpkins is bound to disagree with you sooner or later. Then again, trusting the tricky nature of demons, you can't guarantee that they WERE plant people to begin with. It's best that you just leave with yourself remaining as intact as you can manage.";
nextBut = 4;
devsloth = 1;
donator = 1;
gotoAndStop (8);
}
break;
case 7 :
case 8 :
chance = Math.floor(Math.random() * 10) + 1;
yesnoText = "As you venture through the hall of sloth, you come across a room covered from top to bottom with glowing runic symbols. They cover everything from the walls, to the ceiling, to the furniture and seem to shift in intensity and colour as you near them.\n\n The main attraction of the room, however, is a small, runed vial sitting on a stone obelisk at the room's centre";
if (Cint >= 35) {
switch (chance) {
case 1 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Growth'. Do you dare drink it?";
break;
case 2 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Decay'. Do you dare drink it?";
break;
case 3 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Feather'. Do you dare drink it?";
break;
case 4 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Rock'. Do you dare drink it?";
break;
case 5 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Ox'. Do you dare drink it?";
break;
case 6 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Mouse'. Do you dare drink it?";
break;
case 7 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Owl'. Do you dare drink it?";
break;
case 8 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Duck'. Do you dare drink it?";
break;
case 9 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Lord'. Do you dare drink it?";
break;
case 10 :
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface read 'Peasant'. Do you dare drink it?";
}
} else {
yesnoText = yesnoText + "\n\nYou pick the vial up and examine it curiously to see there it a ruby red liquid inside. The runes inscribed on the surface must relate to what it is, but there's no way to be sure what it could do. Do you dare drink it?";
}
yesno = 15;
gotoAndStop (9);
default :
exptext = "You find nothing of interest.";
}
break;
case 9 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
switch (_root.dragmeet) {
case 1 :
gotoAndStop (9);
yesno = 1;
yesnoText = "While exploring the lust-filled hallways, you find yourself overwhelmed by a familiar masculine scent. Pushing open a nearby door you stumble into a room where Maxwell lies. Having stripped of his clothing, you can a good glimpse of the THREE cocks he had hidden behind the constrictive cloth. He rumbles when he first sees you.\n\n'It seems we meet again,' he purrs, patting the bed for you to come sit next to him, 'Did you like what you tasted? Perhaps you would ... like more?' He playfully pokes his tongue out at you, revealing it to be a thick, dark and shiny cock complete with foreskin!\n\nQuickly and nervously, Maxwell pulls it back in, the scales on his cheeks flushing pink. It seems that he's nervous about showing you what he's got; will you indulge him?";
break;
case 2 :
gotoAndStop (9);
yesno = 1;
yesnoText = "While exploring the lust-filled hallways, you find yourself overwhelmed by a familiar masculine scent. Pushing open a nearby door you stumble into a room where Maxwell lies. Having stripped of his clothing, you can a good glimpse of the THREE cocks he had hidden behind the constrictive cloth. He rumbles when he first sees you.\n\n'It seems we meet again,' he purrs, patting the bed for you to come sit next to him, 'Did you come back for another playdate~?' Again he pokes out that long, thick cocktongue of his at you, though more confidently this.\n\nA string of pre dribbles out onto his chest and you lick your lips eagerly as memories of that tongue being forced down your throat over and over surface. What do you say?";
break;
case 3 :
gotoAndStop (9);
yesno = 1;
yesnoText = "While exploring the lust-filled hallways, you find yourself overwhelmed by a familiar masculine scent. Pushing open a nearby door you stumble into a room where Maxwell lies. Having stripped of his clothing, you can a good glimpse of the THREE cocks he had hidden behind the constrictive cloth. He rumbles warily when he first sees you.\n\n'It seems we meet again,' he purrs, patting the bed gently for you to come sit next to him, 'I hope that you've learned your lesson from last time, and have come to have fun this time~?' He pokes out that long, thick cocktongue of his at you, though more confidently this.\n\nA string of pre dribbles out onto his chest and you lick your lips eagerly as memories of that tongue being forced down your throat over and over surface. What do you say?";
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 2 :
case 5 :
case 6 :
enemy = 2;
gotoAndStop (16);
break;
case 3 :
case 7 :
if (lev >= 3) {
enemy = 3;
gotoAndStop (16);
}
break;
case 4 :
nextBut = 4;
gotoAndStop (8);
eventText = "As you turn the corner, you suddenly find yourself in the presence of a youthful couple making out.\n\nOnly, upon making a double take, where the waist of one of the lithe rooster guy ends, the groin of the powerful-looking lion begin, where legs should be hanging massive, golden orbs. It's cute, in a really twisted way, that they're making out in such a romantic fashion. You just can't get around the fact that the rooster is literally the lion's cock!\n\nYou can't hear what they're saying to each other, but from the way the lion is tenderly stroking his lover's back, it's likely to be sweet nothings. Coming to the conclusion that you've watched for long enough and, not wanting to risk getting seen, you turn about and leave.";
break;
case 5 :
yesno = 12;
yesnoText = "As you wander through the hall of lust, you hear a lewd moan come from behind the nearest door to you. Considering that this hall is all about orgies, you consider intruding.\n\nDo you want to?";
gotoAndStop (9);
donator = 1;
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 10 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 4 :
case 5 :
if (gold > 99) {
gotoAndStop (9);
yesno = 6;
yesnoText = "You hear the sounds of excited bells and the rattling metallic clinking from a shower of money coming from behind a nearby set of double doors. To your surprise, beyond them lies a massive casino! All around excited patrons are running about; some of them are winning, others are losing and then there are others who look oddly stoic.\n\n'Welcome to Slot Town!' a cheerful voice booms over the loudspeaker as you enter, 'Fun, Fortune and Fame await you today! So pick your poison, take a chance and win! Win! Win!'\n\nTake a chance, huh? Maybe you'll have a go at ONE of the things around here ... one slot machine in particular has caught your eye. It is flashing with a wide variety of different colours and the reels that slowly spin have different animals printed onto their surface. The name 'Fantastic Deluxe' flares to life over the top of it accompanied by a triumphant fanfare. It's pricey, at 100 tokens a spin, but it boasts a 10,000 token jackpot!\n\nWill you take the slots for a spin?";
}
break;
case 2 :
nextBut = 4;
gotoAndStop (8);
eventText = "'Oh gods, why won't it stop?' you hear a pitiful whimper come from behind a nearby door, followed by a loud belch and the sound of coins being dropped over the floor behind a door. You give a quiet knock, only to get a scream not to enter in return.\n\nAlright then. You head back on your way.";
break;
case 3 :
if (gold < 100) {
nextBut = 4;
gotoAndStop (8);
eventText = "'No, no NO!' you hear a deep, angry growl come from behind a set of gilded doors, 'That won't do, we need more people to WIN. Do you get me? Rig the games! Make them -' the voice cuts off as you knock on the door. Several foot thumps later an angry-looking sharkhead pokes around the door at you, his thick neck and bulging pecs straining against his clothes suggesting that he spends a lot of time in the hall of pride too. When he sees you his expression softens, before turning into a toothy grin.\n\n'Oh, it's you.' What does he mean by this? You're not sure, but the next thing you know is that he's tosses a coin into your hand worth 100 tokens. 'Why don't you see if you can find the casino? Try and win something y'know, get rich? I sure would appreciate it ...' He then looks you up and down, licks his lips eagerly and slams the door in your face.\n\nWhatever just happened, you've just ended up a little richer than before!";
gold = gold + 100;
}
break;
case 6 :
if ((devgreed = 0)) {
eventText = "You gasp in awe at the sight of the mounds of glittering gold and gems that fill the room behind the door you dared to look behind now. Your mouth has fallen so far open in shock that you have to physically push it closed again! There has to be enough treasure here to last several lifetimes, and that's if you tried to spend it constantly!\n\nYou reach out to grab at a nearby diamond. It's about the size of your fist and you can't believe that it's real, if you sold it, you would probably be set for life! Just before you touch it, however, a voice calls out from above.\n\n'D-Don't do it!' When you turn your gaze skyward, you see a cocoon of green latex from which protrudes a scared bathead. 'You'll get stuck up here!'\n\nConfused about what he is talking about at first, he looks over to the corner of the room ... where a massive fucking rubber-spider sits, watching you with large beady eyes. That alone is enough to make you want to flee, let alone the bat's fate potentially becoming your own. You consider attempting to help the bat down, but he's so far up that the spider would probably reach you before you even got close. Thanking him for the warning, and apologising for abandoning him, you turn and leave.";
nextBut = 4;
donator = 1;
devgreed = 1;
gotoAndStop (8);
}
break;
case 8 :
case 7 :
switch (xaraxmeet) {
case 1 :
yesno = 16;
yesnoText = "You bump into the strange lizard-like xarax in the corridor again. Once more he nods politely to you and asks if you would like to see his magical wares. What do you say?";
gotoAndStop (9);
break;
default :
yesno = 16;
yesnoText = "As you walk along the corridors of Greed, you find yourself bumping into a tall, odd-looking lizard-like creatures. Wearing a dark robe and covered in various gaudy trinkets and amulets, he is an unusual creature of near unidentifiable species.\n\nWith a large, long and wide snout, and sporting a thick, white mane of fur down his back, he is easily one of the most unnatural creatures you've encountered so far that doesn't look as though it has recently escaped from a wild mutation beforehand. Interested in your presence, and taking the time to talk to you, he explains that he is a xarax, a creatures of magical and otherworldly origin.\n\nThis is not all, however. He explains that he is wandering the halls looking to sell his magical skills and wares to anybody willing to pay the prices he sets for them... would you care to look at them?";
gotoAndStop (9);
xaraxmeet = 1;
}
default :
exptext = "You find nothing of interest.";
}
}
}
Symbol 370 Button
on (release) {
gotoAndStop (12);
inventoryDesc = "";
}
Symbol 375 Button
on (release) {
gotoAndStop (14);
}
Symbol 380 Button
on (release) {
searchText = "";
gotoAndStop (10);
}
Symbol 386 Button
on (release) {
searchText = "";
gotoAndStop (7);
switch (Position) {
case 2 :
chance = Math.floor(Math.random() * 7) + 1;
switch (chance) {
case 1 :
case 2 :
case 3 :
exptext = "Whilst searching through the halls of the House of Debauchery, you find yourself in an interesting area! Decorated in various different fashions to represent the Seven Deadly Sins, you feel that exploring this area may prove to reap great rewards ...\n\n\nYou are currently in the Sinner's Wing.";
sinFind = 1;
Position = 3;
Location = "Sinner's Wing";
break;
case 4 :
case 5 :
enemy = 7;
gotoAndStop (16);
break;
default :
exptext = "Though you search high and low, nothing has caught your interest so far.";
}
break;
case 3 :
chance = Math.floor(Math.random() * 27) + 1;
switch (chance) {
case 1 :
case 9 :
case 10 :
Position = 4;
Location = "Hall of Gluttony";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. Filling the air with smells of a thousand cooked meats, desserts and everything in-between, this can only be the part of the House dedicated to GLUTTONY!\n\n\nYou are currently in the Hall of Gluttony.";
gluttfind = 1;
break;
case 2 :
case 11 :
case 12 :
Position = 5;
Location = "Hall of Pride";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. Catching sight of men and women of various forms displaying themselves to hordes of cooing fans, this hallway can only be dedicated to PRIDE!\n\n\nYou are currently in the Hall of Pride.";
pridefind = 1;
break;
case 3 :
case 13 :
case 14 :
Position = 6;
Location = "Hall of Wrath";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. All around you, the sound of angry yells, shouts and screams are heard. Just hearing them gets you riled up inside and you feel like kicking something. Looks like this place is the Hall of WRATH!\n\n\nYou are currently in the Hall of Wrath.";
wrathfind = 1;
break;
case 4 :
case 15 :
case 16 :
Position = 7;
Location = "Hall of Envy";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. This hall is filled with people staring you down, reaching out to touch you and secretly cursing you for every good thing you have; it looks as though they indulge in the sin of ENVY!\n\n\nYou are currently in the Hall of Envy.";
envyfind = 1;
break;
case 5 :
case 17 :
case 18 :
Position = 8;
Location = "Hall of Sloth";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. The floor of this particular corridor is soft and plush, the walls seem to be covered with a warm, fuzzy moss that releases spores into the air, making you feel drowsy and at ease. It looks like you've found the Hall of SLOTH!\n\n\nYou are currently in the Hall of Sloth.";
slothfind = 1;
break;
case 6 :
case 19 :
case 20 :
Position = 9;
Location = "Hall of Lust";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. With lewd statues adorning several rooms, moans and grunts from behind closed doors and the smell of sweat and sex everywhere you go, there is no denying that this area is dedicated towards indulging in LUST!\n\n\nYou are currently in the Hall of Lust.";
lustfind = 1;
break;
case 7 :
case 21 :
case 22 :
Position = 10;
Location = "Hall of Greed";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. You are nearly blinded by the gaudy golden walls encrusted with vast rare gemstones, some of which have long since been pried from the wall by eager visitors and thieves. This has to be the Hall of Greed!\n\n\nYou are currently in the Hall of Greed.";
greedfind = 1;
break;
case 8 :
Position = 2;
Location = "Entrance Hall";
exptext = "Whilst wandering around the hallways aimlessly, you find that you've ended up back where you started!\n\n\nYou are currently in the Entrance Hall.";
break;
case 24 :
case 25 :
enemy = 7;
gotoAndStop (16);
break;
default :
exptext = "Though you search high and low, nothing has caught your interest so far.";
}
break;
case 4 :
case 5 :
case 6 :
case 7 :
case 8 :
case 9 :
case 10 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 2 :
case 3 :
case 6 :
Position = 3;
Location = "Sinner's Wing";
exptext = "Whilst wandering around the hallways aimlessly, you find that you've ended up back where you started!\n\n\nYou are currently in the Sinner's Wing.";
break;
case 4 :
case 5 :
enemy = 7;
gotoAndStop (16);
break;
default :
exptext = "Though you search high and low, nothing has caught your interest so far.";
}
}
}
Symbol 391 Button
on (release) {
gotoAndStop (32);
}
Symbol 402 Button
on (release) {
donator = 0;
strbox.textColor = 0;
defbox.textColor = 0;
intbox.textColor = 0;
agibox.textColor = 0;
moxbox.textColor = 0;
switch (nextBut) {
case 1 :
eventText = "Of course you know why you're here. It's why any of these people are. Getting to throw yourself headfirst into every vice you have with little to no consequences is the reason that such rumours persist between the patrons of every city and town within a seventy mile radius! Only those too weak-willed to be able to completely resist the allure of the House become the Master's property: you'll be fine!\n\nWhen the Master steps aside to open the majestic oaken doors to the House, a cheer reverberates through the crowd and they surge forward, carrying you with them into the maw of the great, silent building. As a sudden twinge of fear springs in the back of your mind, you catch sight of the Master grinning at you and your resolve hardens.\n\nYou're going in for the longhaul, and you're going to enjoy yourself, damnit!";
Position = 2;
Location = "Entrance Hall";
nextBut = 2;
break;
case 2 :
eventText = "Now in the spectacular entrance hall of the House, you soon find yourself alone; the crowds having rapidly dispersed to spend as much time enjoying themselves before threats emerged to claim them. With a variety of seemingly different doors and paths to take, the most logical thing to do would to start moving.\n\nYou pat the small satchel at your side knowingly; before you arrived you visited a witch who enchanted your bag to contain infinite space so that you would be able to make the most of the experience whilst you were here. As long as you can carry it, you'll be able to fit it in your sack!";
nextBut = 3;
break;
case 3 :
gotoAndStop (7);
nextCheck = 0;
break;
case 4 :
gotoAndStop (7);
donator = 0;
break;
case 5 :
gameOverText = "Something is VERY wrong, in fact. You hadn't realised it at first, but since you came over the fembois it's become more obvious: you're still posed in a dominant, flexing fashion. To make matters worse, the only muscles you seem to be able to move are the ones controlling your eyes!\n\n'Guys?' you try to say, but your mouth is locked in position and all that comes out is a strained gurgle. This makes you panic even more and you scream out as best you can, this does little good. In fact, all you do is attract the attention of the fembois, who look at you with devilsh grins ... and devilish eyes ... and a generally devilish appearance. Where there had once been five individual beings of varying nature now stand five identical, dark-skinned demons each coated in an oozing layer of spunk.\n\nOne of them, possibly the leader of the quintet, paces slowly up to you and runs a claw along your still erect shaft, sending a mixed wave of pleasure and pain through you despite the fact that his claw sounds like it is scratching stone; more specifically marble.\n\n'Looks like he's finished setting, guys!' he says in a high-pitched, wicked voice.\n\n'Took long enough!' moans another, prodding and poking at you all over with his painfully sharp claws, your entire body now as solid as rock, but with every sense of feeling remaining as though it were still flesh.'The last guy only took a couple of visits.'\n\n'Yes, but he was already perfect,' scolds the leader, 'this one needed our help to be statue-worthy.'\n\n'Should we keep him for milking?' another demon pipes up, playfully lapping at the head of your cock until a few dribbles of pre are released.\n\n'Nah, he's not THAT pretty,' the leader says, ignoring your pleasured, yet angry and barely recognisable, screams, 'I say we put him in the garden, that lion-dude lost his edge after only a few years.' You vaguely recall seeing the statue of a massive, muscular lion at the entrance to the house, could that be what they're talking about?\n\n'What will we do with the lion though?' asks the fourth demon, licking his fingers clean, 'You know that the Master hates it when we waste good captives!'\n\n'Just crush him into gravel!' the prodding demon says, 'the Master has been saying that the pathways need touching up.' The other demons start to chatter amongst themselves in agreement, before returning their sights to you. If you could, you would run for your life. Instead you have gotten yourself turned into a statue, leaving you as yet another victim of the House of Debauchery ...\n\nAt least you make a good ornament!";
gotoAndStop (15);
break;
case 6 :
nextBut = 4;
eventText = "For most people, being eaten is a one-way trip and those that go into a person never come out of them the same. However, for you, luck seems to be on your side as god knows how many hours later you find yourself waking up in a bedroom completely unharmed! Well, covered in slime and missing some of your funds, but otherwise unharmed!\n\nLaying on the pillow next to you is a small card that reads: 'Planning on getting eaten? Don't think you'll be getting out of my hall so easily; if anybody gets you it'll be ME.\n\nLord Kiran.'\n\nConfused, but grateful for the second chance, you dry yourself on the bedsheets as best you can and leave.";
chance = Math.floor(Math.random() * 50) + lev;
gold = gold - chance;
if (gold < 0) {
gold = 0;
}
gotoAndStop (8);
break;
case 7 :
nextBut = 4;
eventText = "You snort and wake up with a start. Looking about blearily, you find yourself sprawled out against a nearby wall, your body covered ina fine layer of golden dust.\n\nFeeling awakened and refreshed, and with the sneaking suspicion that you've been asleep longer than a day, you dust yourself down and head on your way, the dream you had fading from your memory ...";
gotoAndStop (8);
break;
case 8 :
nextBut = 4;
eventText = "'I told you someone would eat it!' You suddenly hear a muffled voice come from behind the door, before it swings open to reveal a skinny-looking catboy in a labcoat. Behind him stands a large alligator with an even LARGER gut peering into the room curiously.\n\n'He's a blueberry.' the gator sighs and turns his back, 'I thought you said you had fixed that problem. I want them FAT, not blueberries.' The catboy looks flustered and shoots a scathing glare at you.\n\n'I'm not sure what happened! I thought I had perfected the recipe this time!' It's too late, the alligator has lost interest and left. With ears pulled back disappointedly, the catboy treads into the room and you catch sight of a large needle in his paw.\n\nPanicking, you start to wriggle and squirms as he draws closer.\n\n'Don't worry,' he says, jabbing you with the needle and injecting the syringe's contents into your swollen side, 'It's just an antidote, you'll be as right as rain in no time.' With that, he turn and leaves, letting you wait nervously in the dark.\n\nIt seems that the cat was true to his word, however. With the sudden sensation of a great level of pressure being lost from around your middle, gallons and gallons of blueberry juice gushes from you every orifice in what feels like a minute-long orgasm. As your body starts to shrink back to normal, the blue colouring of your body fades also, leaving you looking as you were before you ever entered the room! ... albeit, now covered in sticky juice and nude.\n\nYou're glad that the cat also seems to have left you a spare change of clothes to wear at least.\n\nShaking your head at the strange circumstances you put yourself into, you return to the hallway smelling much fruitier than before.";
gotoAndStop (23);
break;
case 9 :
gameOverText = "As is to be expected, you hear the sound of the catboy boasting to the alligator that he's absolutely sure his repeated failure of a cheesecake was a success this time. Waiting for him to oopen the door and cure you again, you suddenly find yourself hearing the scientist sobbing, screaming and then the sounds of struggles.\n\nWhen you can hear nothing else, you strain your ears, only to flinch to the sounds of a tremendous belching.\n\n'Ugh, that guy was too much of a failure to keep on.' you recognise that as the voice of the alligator that often followed behind.\n\n'What about the blueberry?' a high-toned voice asks, before adding, 'Can we turn it into a pie?' Your eyes open wide and blue, sweet-scented sweat pools across your forehead. You don't want to be a pie!\n\nThankfully, the gator responds: 'It's too big to get out. Just leave it to burst from juice overload and clean it up later.' Whatever is with him squeals eagerly and wickedly, and soon you are left to your thoughts once more.\n\nWhatare you going to do now? Hope that there is someone else out there who has the antidote to the berrification? You doubt it, by the sounds of it everybody else would rather you stayed this way. And what had he mentioned about bursting? YOur gut has been creaking and gurgling a lot, sure, but you hadn't thought you'd get any bigger!\n\nIn some ways, you're glad to eventually learn that the gator was wrong; after the initial wave of change, you remain pretty much as you are day after day after day. With the House's blessing of eternal life and a removal of aging from anybody who enters the house, you find that even less about your circumstances change than you would have hoped. Sure, some days demons from the house visit you, jeer at you and jump on your gut cruelly, and other days a fellow house explorer might stumble across your room, scream and make a hasty retreat, but all the others merge together into a seemless blur. Before long, you begin to embrace your fate. You are a berry, nothing less, nothing more. You've been overwhelmed by your gluttony, and now you are a permanent resident of the House of Debauchery ...";
gotoAndStop (15);
break;
case 10 :
nextBut = 4;
gotoAndStop (12);
break;
case 11 :
switch (chance) {
case 1 :
if (armNo < 2) {
eventText = "You wake up the next morning feeling about as satisfied as you had expected you would. Stretching lazily, you scratch your ass and chin ... and crotch, all at the same time. How did you just do that?\n\nRipping away the sheets, you let out a scream of horror to discover that a second pair of arms has grown just under the first! It seems that someone has 'kindly' altered your shirt to allow for four arms as well... Not entirely sure what to do, you choose to go complain to the cockroach.\n\nWell, you would if it weren't for the fact that he's no-where in sight! Looks like you're just going to have to deal with it ... Sighing, you start up back down the corridor again.";
armNo = armNo + 1;
str = str + 5;
} else if (armNo >= 2) {
eventText = "You wake up the next morning feeling about as satisfied as you had expected you would. Stretching lazily, you clamber from bed, get dressed and head off on your way!";
}
if (chp <= mhp) {
chp = mhp;
}
break;
case 2 :
if (antennae == 0) {
eventText = "You wake up the next morning feeling about as satisfied as you had expected you would. Stretching lazily, you clamber from bed and get dressed, all the while suffering from a mild headache. Touching your forehead to check your temperature, you find your fingers meet two strange objects protruding from your head and you grab at them with shock - you felt that. A nervous glance upwards confirms your fears, for whatever reason you've grown a set of antennae! Not entirely sure what to do, you choose to go complain to the cockroach.\n\nWell, you would if it weren't for the fact that he's no-where in sight! Looks like you're just going to have to deal with it ... Sighing, you start up back down the corridor again.";
antennae = antennae + 1;
} else {
if (antennae == 1) {
eventText = "You wake up the next morning feeling about as satisfied as you had expected you would. Stretching lazily, you clamber from bed, get dressed and head off on your way!";
}
if (chp <= mhp) {
chp = mhp;
}
}
break;
default :
eventText = "You wake up the next morning feeling about as satisfied as you had expected you would. Stretching lazily, you leave the room and head back into the house once more.";
}
gotoAndStop (24);
nextBut = 4;
break;
case 12 :
eventText = "'I believe that you will find everything satisfactory to your desires, sir.' You find yourself woken during the night to the sound of the cockroach's voice. Blearily opening your eyes, you decide to go give him a piece of your mind about the terrible state of your room.\n\nOnly, when you actually try to move, you find that both your arms and legs have been bound to each of the bedposts by heavy metal shackles and a large rubbery gag has been stuffed into your mouth. Uh oh.\n\n'Oh yeah, this'll be perfect,' a second gruffer voice is heard closer by. Staring in the general direction of the voice, you become horribly aware of a sweaty, muscular and very hairy rhino looming near you with his clothes discarded in one corner of the room and a MASSIVE cock throbbing so close to your head you can feel the heat coming off it.\n\n'We at the House do our best to make your dreams come true!' the roach says gleefully, before winking, 'Now, why don't I leave you two to get better aquainted.' With this, he leaves. You start to wriggle against your bindings and yell into your gag, yet both objects do their jobs well enough to keep you firmly trapped where you are.\n\n'Mmm, yeah ...you're perfect ...' the rhino rumbles, striding around you before sticking a key into the lock of the shackles around your leg and setting them free.\n\nYou are blindsided by a single moment of hope that he wants to let you go, only to find him grabbing your legs and forcing them up to expose your ass. 'Just what I was looking for.'\n\nYour struggling and muffled screams do nothing to stop the rhino clambering up onto the bed with you, positioning himself between your legs and his weighty cockhead rubs against your buttcheeks. You stare at him with wide open eyes and shake your head wildly from side to side, before squeezing your eyes up tight in pain when that cock is jackhammered up into you.\n\nHe continues to buck and hump more and more of that hot, drooling meat into you, gradually laying his heavy, hairy self on top of you, pinning you under his musky form so that he can release your arms without fear of you escaping. You immediately try hitting him, only to react with a wince to discover that all that muscle isn't just for show, he's as solid as a rock! Grabbing at your gag, the rhino pull it from your mouth. But before you can react fast enough to scream, he kisses you deeply and forces his massive, thick tongue so far into your maw, you can't even bite down on it.\n\nStuck with now other choice but to take his shaft as he pulls in and thrusts back in with rough, eager rhythm, you do everything in your power to ignore his musky sweat being rubbed into your torso and the potent tang of tobacco polluting the rhino's breath.\n\nSuddenly he starts to jerk quickly and pulls his head from you to bellow out as he floods your insides with his thick, creamy seed. He releases such a heavy load that you can feel your insides stretching just to accomodate it all. Only when does he seem satisfied that he's completely emptied his nuts into you that he pulls his slab of shaft from you with a wet slurch, gives you anther sloppy kiss and leaves you panting and wheezing exhaustedly and with little more to do than pass out once more.\n\nYou wake up several hours, not feeling particularly refreshed, but the rhino cum you did a good job of digesting has more than made up for the restoration of your energy reserves! This pumps you up for the chance to beat the hell out of the roach that sold you out for sex, but you're disappointed to discover that he's scarpered. Damn. Might as well head on back into the house ...";
nextBut = 4;
gotoAndStop (24);
break;
case 13 :
eventText = "As you celebrate your last victory, you notice that your little rubbery companion is quivering oddly. Concerned, you poke at it, only to have it fall to the floor with a squelch.\n\nAt first you think you might have accidentally killed it somehow, but as it starts to bulge, swell and distort oddly you realise a whole other change is coming over it.\n\nAnd what a change it is! At first its growing form looks like little more than a formless mass of shiny blackness, it gradually starts to takeon a remarkably humanoid shape, down to a large, rubbery phallus that juts from the groin of the silent, solid rubber creature. \n\nNow in its larger, more evolved stage you realise that it has modelled itself after a powerful-looking biped! It has a smooth, shiny head, not unlike a humans, with all but its eyes remaining featureless, and solid, muscular frame that creaks and squeaks as it moves.\n\nThis wasn't quite what you were expecting when you first found this creature, but you'll take it!";
companion = 2;
latexGolem = latexGolem + 1;
latexlevel = latexlevel + 1;
nextBut = 4;
gotoAndStop (24);
break;
case 14 :
eventText = "When you wake up, you very quickly realise something is wrong when the tentacles you were resting on have become thick, slimy and wrapped around your body; their suckers idly slurping and squeezing at you. The second indications something is wrong you only discover when you scream and a mass of bubbles escape your mouth. You're underwater! Struggling against the tightly restrictive tendrils, you don't even notice that you don't even NEED to breathe when one of those slimy tentacles forces itself into your mouth and writhes into you so deeply you can barely swallow around it as it teases the inside of your stomach.\n\nThen you feel it, that probing tentacle running against the sensitive hole hidden between your buttcheeks. Despite your muffled screams and desperate kicks, it stuffs itself in and stretches you roughly; a second and third tendril stretching up into you also now that the gateway is parted.\n\n'Don't dreams feel realistic when you're in them?' you hear an odd voice burble through the water at you. You try to look about you to find the source of the voice, but are distracted when your octopus captor starts to roughly pull himself from your ass and shove his tentacles back in with a steady, repetative force. 'When you sleep here, you enter my dream, MY world. You are my plaything.' The octopus' suckers cling to your insides whenever they shift, making you feeling oddly pleasured, yet uncomfortable.\n\n'It is just a shame when the dream ends.' Those are the last words you hear when suddenly the sensation of suddenly rushing forward hits you, making you wake with a start.\n\nCoughing, you can still feel the sensation of your throat being stretched out by that thick, slimy limb. A quick check confirms that the octopus IS still made of foam though; it really was just a dream. Even then, you don't feel like sleeping anymore and so quickly get dressed and depart from the room.";
nextBut = 4;
gotoAndStop (24);
break;
case 15 :
eventText = "You don't know how you'd be able to manage these days without your precious gauntlets to keep you healthy in battle though.\n\nYou're just thinking this and petting them tenderly when they suddenly crumble in your fingers and fall to the floor as a mound of worn, torn leather. No! You needed those!\n\nThen, just as you're about to mourn the loss of a great ally, something strange happens. At first you think the slight level of movement from the fabric is just part of your imagination, but as the leathery mass starts to swell and grow slowy, you realise something weird is going on! It doesn't take long for you to realise that it is taking on the shape of an oddly humanoid-looking male made entirely out of leather. Where the studs once adorned the gauntlets, they now adorn the golem as a substitute for nipples and decoration around the base of his very thick, leather dildo of a cock. Though he is without any facial features beyond a pair of deep, yellow eyes, he turns his attention down to you an looks at you affectionately. Well, you certainly weren't expecting that. You now have a Leather Golem!";
equipment = 0;
leatherGolem = leatherGolem + 1;
leatherlevel = leatherlevel + 1;
nextBut = 4;
gotoAndStop (24);
break;
case 16 :
eventText = "Living as a dragon dick, you lose all track of time. Your thoughts are preoccupied constantly by sex, sex, sex and you willingly let Maxwell use you as any good cock should be used. You don't know who you've been stuck in, but you have counted being stuck into a minimum of thirty orifices of varying natures.\n\nAll good things must come to an end, however, and yours does quite literally. Whilst enjoying a particularly expert blowjob, you find yoursef blacking out as you cough up another fresh batch of seed for the waiting mouth. Waking up some time later, you find yourself stiffly stretching limbs that you've not had for so long, and blearily opening your eyes you forgot you had. You've turned back to normal! Well, normal is relative.\n\nA deep, rumbling snoring makes you turn your head and see that Maxwell is deeply sleepinh in the same bed just behind you. How sweet. It looks like he's gotten his triple dickset back again too.\n\nNot wanting to wake sleeping dragons, but realising that now is the time for you to go, you stealthily tip-toe from the room and head back into the house.";
nextBut = 4;
gotoAndStop (24);
break;
case 17 :
nextBut = 4;
eventText = "An unknown number of hours later, you find yourself waking up sprawled over a bed completely fine! Well, covered in slime and suffering from the nightmarish memories of the tunnel, but otherwise unharmed!\n\nLaying on the pillow next to you is a small card that reads: 'Planning on getting eaten? Don't think you'll be getting out of my hall so easily; if anybody gets you it'll be ME.\n\nLord Kiran.'\n\nConfused, but grateful for the second chance, you dry yourself on the bedsheets as best you can and leave.";
gotoAndStop (24);
}
}
Symbol 422 MovieClip Frame 1
stop();
Symbol 427 Button
on (release) {
switch (yesno) {
case 1 :
maxwellcock = maxwellcock + 1;
switch (gender) {
case 0 :
case 2 :
gotoAndStop (8);
eventText = "Maxwell's proposition intrigues you. Both the warm, slick memory of that strange tongue writhing in your mouth and the flavour it left behind had intrigued you. It seems that the dragon's eagerness has taken ahold of him also, as all it takes is a slight nod from you before he's wrapping you up in his massive, powerful arms, pulled you up close to his broad, muscular torso and his lips are pressed up against yours.\n\nAs that hot, salty cock worms its way to the back of your throat, you briefly wonder if this counts as french-kissing or a blowjob. Not that you care anymore; since the moment you found yourself rubbing up against that scaly, masculine beast you've found yourself in a daze of sweaty musk-induced lust that has stirred life within your loins.\n\nSensing the sudden raging boner pressing against his chest through your pants, Maxwell expertly strips you down, not once breaking his kiss. He does pull away slightly, making you realise just how much his tongue seems to be growing when a good three inches of it separate the two of you and you can still feel the swollen dickhead pulse at the back of your throat.\n\nIdly, you rub and wrap your tongue around that massive organ and groan when you're rewarded with a few spurts of pre. Pressing your lips back together again, Maxwell starts to slide his head back and forth slowly at first; speeding up as the pre-flow increases. He hasn't forgotten you, however, and grabs, rubs and kneads at your shaft and balls, teasing your nuts until they too start leak their precious cargo.\n\nAfter a good ten minutes of your bizarre face-fucking session, Maxwell grunts out in a satisfied fashion and you feel a sudden hot rush of thick cum spurt down your throat, filling your stomach with wave after wave of the dragon's seed. This, in turn, triggers your own orgasm and you find yourself spraying your seed over the massive wall of muscle that is Maxwell's chest.\n\nWith both of you sated, Maxwell pulls his cock from you and smirks around the slimy mass of tongue as it slowly shrinks and retracts into his mouth.\n\n'T-That was hot, babe ...' he pants when he's able to speak again, before reaching down to rub at his trio of shafts as they stir to life. A dragon's stamina, you think, rolling your eyes as you climb to your feet.'I hope it was good for you too.'\n\n'It's one of a kind!' you exclaim and Maxwell's earfins perk up eagerly. He starts to jerk his shafts faster and a hotter, muskier scent fills the room, but you think you've had dragon cock for now. Giving him a playful wink, and promising to come see him again in the future, you are left with a parting gift: a condom designed to be worn on the tongue to temporarily enjoy a cocktongue of your own!\n\n\n\bYou received a Tonguedom!";
tonguedom = tonguedom + 1;
dragmeet = 2;
nextBut = 4;
break;
case 1 :
gotoAndStop (8);
eventText = "Maxwell's proposition intrigues you. Both the warm, slick memory of that strange tongue writhing in your mouth and the flavour it left behind had intrigued you. It seems that the dragon's eagerness has taken ahold of him also, as all it takes is a slight nod from you before he's wrapping you up in his massive, powerful arms, pulled you up close to his broad, muscular torso and his lips are pressed up against yours.\n\nAs that hot, salty cock worms its way to the back of your throat, you briefly wonder if this counts as french-kissing or a blowjob. Not that you care anymore; since the moment you found yourself rubbing up against that scaly, masculine beast you've found yourself in a daze of sweaty musk-induced lust that has stirred life within your loins.\n\nAs though sensing the sudden overwhelming lusts running through you, Maxwell expertly strips you down, not once breaking his kiss. He does pull away slightly, making you realise just how much his tongue seems to be growing when a good three inches of it separate the two of you and you can still feel the swollen dickhead pulse at the back of your throat.\n\nIdly, you rub and wrap your tongue around that massive organ and groan when you're rewarded with a few spurts of pre. Pressing your lips back together again, Maxwell starts to slide his head back and forth slowly at first; speeding up as the pre-flow increases. He hasn't forgotten you, however, and one of his massive claws pushes itself into your needy sex and writhes about gently.\n\nAfter a good ten minutes of your bizarre face-fucking session, Maxwell grunts out in a satisfied fashion and you feel a sudden hot rush of thick cum spurt down your throat, filling your stomach with wave after wave of the dragon's seed. This, in turn, triggers your own orgasm and you find yourself flooding Maxwell's hand with sweet, sticky juices.\n\nWith both of you sated, Maxwell pulls his cock from you and smirks around the slimy mass of tongue as it slowly shrinks and retracts into his mouth.\n\n'T-That was hot, babe ...' he pants when he's able to speak again, before reaching down to rub at his trio of shafts as they stir to life. A dragon's stamina, you think, rolling your eyes as you climb to your feet.'I hope it was good for you too.'\n\n'It's one of a kind!' you exclaim and Maxwell's earfins perk up eagerly. He starts to jerk his shafts faster and a hotter, muskier scent fills the room, but you think you've had dragon cock for now. Giving him a playful wink, and promising to come see him again in the future, you are left with a parting gift: a condom designed to be worn on the tongue to temporarily enjoy a cocktongue of your own!\n\n\n\bYou received a Tonguedom!";
tonguedom = tonguedom + 1;
dragmeet = 2;
nextBut = 4;
}
break;
case 2 :
gotoAndStop (8);
eventText = "Feeling brave and up for a taste of adventure, you decide to enter the room and fully enjoy whatever it is you encounter.\n\nYou are immediately greeted by five fembois of varying species, all of whom instantly start fawning over you. They lead you over towards a regal-looking chaise longue and encourage you to lie down, before grabbing and rubbing at you in a needy, worshippng fashion. You begin to feel that you could get used to this as the fox with particularly wide hips feeds you grapes, and you relax to their eager praising: 'You look so hot, great master!', 'We could never be more honoured to serve you!', 'Have you been working out?'\n\nFeeling especially pleased with your body, and lulled into an eager, suggestible state, you are eventually persuaded to strip for the little sluts and twist and contort yourself in a variety of different flexing poses for their amusement. Adding the musky scent of their rigid, VERY visible cocks throbbing eagerly at the sight of you, you cannot help but spring a boner while you do so. This seems to be what they were expecting as soon they are all upon you, each fighting for a taste of your meaty shaft and taking it in turns to drink down your pre and rub and worship at your body. Your heads swims with pleasure and you continue to pose and flex of them, letting your worshippers do all the hard work; after all why should someone as mighty as you.\n\n'A-Alright guys,' you huff, feeling yourself nearing the edge, 'g-get ready for my final gift!' And with that, you shoot out hot, thick ropes of seed. The fembois fling themselves into the path of it, squealing eagerly as you glaze them and rubbing it into themselves until they are slick and glimmering.";
if ((muscle == 5) && (fat == 1)) {
if (trapMeet >= 5) {
chance = Math.floor(Math.random() * 10) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nWhen you try to leave, however, you realise something is wrong.";
nextBut = 5;
}
}
} else {
chance = Math.floor(Math.random() * 5) + 1;
switch (chance) {
case 1 :
if (fat >= 2) {
eventText = eventText + " Grinning down at the whorish worshippers, you watch them clamber over each other and start to hump wildly in a frenzied orgy of lust, using your cum as lube. Using this as a chance to take your leave, you realise that you seem to have lost some weight! How on earth did that happen ...?";
fat = fat - 1;
nextBut = 4;
trapMeet = trapMeet + 1;
return(undefined);
}
case 2 :
if (muscle >= 5) {
break;
}
eventText = eventText + " Grinning down at the whorish worshippers, you watch them clamber over each other and start to hump wildly in a frenzied orgy of lust, using your cum as lube. Using this as a chance to take your leave, you realise that your muscles seem to have grown in size! How on earth did that happen ...?";
muscle = muscle + 1;
nextBut = 4;
trapMeet = trapMeet + 1;
return(undefined);
}
eventText = eventText + " Grinning down at the whorish worshippers, you watch them clamber over each other and start to hump wildly in a frenzied orgy of lust, using your cum as lube. This is your opportune time to leave, and you slip away to the sounds of their lusty moaning.";
trapMeet = trapMeet + 1;
break;
}
break;
case 3 :
gotoAndStop (8);
eventText = "'And then they ganged up on me and started rolling me in rice and soy sauce and then there was another time when ...' The catboy is so intently focused on reeling off each and every encounter with a potential predator that he fails to notice the drooling, gaping maw of the one creeping up behind him.\n\nBy the time you've snapped your lips over his head it's too late, yet despite his suddenly muffled screams for help and the greatly weakened beatings of his fist, he does not stop fighting. Because he is so small and light, you have no problems with grabbing him by the hips and hoisting him upwards; especially when every inch of him you manage to cram down your throat rewards you with more of his delicious coating! By now your throat is bulging with a good portion of his upper body, and his lower half is so thin that the effort grows only easier as time passes.\n\nWhen his crotch ends up rubbing against your tongue, you let go of his legs and let gravity do the rest of the work while you get to work teasing and tasty his warm, musky junk; bringing him full hardness before swallowing again so that his cock bulges out in your throat and pulses as it's massaged and kneaded by the smooth, undulating ripples of your throat muscles. He cums shortly after his shins slip into you, his body now making your belly stretch a little more noticeably as he spasms and yowls in a pleasured fashion from inside you.\n\nSatisfied by his moans, you snap your jaws over his feet and gulp heavily to send the last of him careening down into your belly.\n\nDespite his thumps and struggles, your belly soon gets the better of him and soon his screams for help are replaced by blorps and slurches.\n\nSatisfied with your meal, and secretly wishing for another one, you head on your way, licking your fingers as you go.";
if (fat < 5) {
eventText = eventText + "\n\nYou rub at your gut shortly after digestion has begun and grin: it seems that despite being such a little guy, he's going to be leaving you with a mildly bigger paunch as a reminder!";
fat = fat + 1;
}
kittyEat = 2;
nextBut = 4;
break;
case 4 :
gorillaInvite = 2;
gotoAndStop (8);
nextBut = 4;
eventText = "Darius' thick lips twist up eagerly and his sharp fangs become visible before you.\n\n'Good answer. Boys, let's get my friend here dressed in something a little more ... comfortable.'No sooner has he said this than are you swarmed with numerous eager hands, all scrabbling over you in a swarm and tearing at your clothes.";
switch (fat) {
case 5 :
if (!(muscle === 5)) {
} else {
eventText = eventText + " When they pull away you find yourself wearing nothing more than a black leather harness and studded leather jockstrap just like Darius. It even fits as snugly to your body as it does with his with is something that he gives his own seal of approval for; by slapping you heartily on the ass!";
}
break;
default :
eventText = eventText + " When they pull away you find yourself wearing nothing more than a black leather harness and studded leather jockstrap just like Darius. Unlike him, however, yours hangs much more loosely against your body, but the gorilla doesn't seem to mind.";
}
eventText = eventText + "\n\n'Mhhh ...' he rumbles eagerly, pressing himself close up behind you and sniffing at your head, his cigar breath thick and noxious 'don't you wish you were me now ...?' Ignoring his question, you find yourself more distracted by the large, throbbing object beind pressed against your buttocks and subconciously grind against it.\n\nDarius takes this as a sign that you're ready to begin and grabs at your chest, grunting and thrusting a good four inches of what he's packing up into you, making you yowl. His massive arms wrap tightly around you and pull you into his hairy, sweaty chest, your head disappearing between his swollen pecs and your body pinned under his body when he rolls forward on top of you. Now well and truly trapped in Darius' embrace, he makes no short work of making you his bitch and jackhammers his mammoth length into your painfully stretched hole. A thick, leathery hand runs around your chest, tweaking your nipples and making you moan lustfully.\n\n'T-That's right,' he pants, starting to hump into you at a slow, but steady rate, 'moan for daddy... beg for daddy ...' ";
switch (gender) {
case 0 :
eventText = eventText + "And beg you do, through wheezing, panting gasps of pleasure as your cock bobs and spasms. Darius is picking up speed now, his dark, weighty balls slapping at your rear and his mammoth shaft bulging through your gut each time he hilts, you know he's not far from climaxing. He seems to wait, however, until your own shaft starts to spasm and spew seed across the floor below you. Then he lets loose the torrent dwelling within, howling and biting down against your back lightly as he humps at least a gallon of spunk into you, making you insides feel full and bloated.";
break;
case 1 :
eventText = eventText + "And beg you do, through wheezing, panting gasps of pleasure as your slit pulses needily. Darius is picking up speed now, his dark, weighty balls slapping at your rear and his mammoth shaft bulging through your gut each time he hilts, you know he's not far from climaxing. He seems to wait, however, until you moan and squeal out to the ripples of your own orgasm coursing through you. Then he lets loose the torrent dwelling within, howling and biting down against your back lightly as he humps at least a gallon of spunk into you, making you insides feel full and bloated.";
break;
case 2 :
eventText = eventText + "And beg you do, through wheezing, panting gasps of pleasure as your cock bobs and spasms and your slit pulses needily. Darius is picking up speed now, his dark, weighty balls slapping at your rear and his mammoth shaft bulging through your gut each time he hilts, you know he's not far from climaxing. He seems to wait, however, until your own shaft starts to spasm and spew seed across the floor below you and you moan and squeal out to the ripples of your own orgasm coursing through you. Then he lets loose the torrent dwelling within, howling and biting down against your back lightly as he humps at least a gallon of spunk into you, making you insides feel full and bloated.";
}
eventText = eventText + "\n\nDarius flops down hard on top of you, sqaushing you up close to his large, sweaty form and wiggling comfortably as his cock softens and slips free of you.\n\n'Not bad,' he grunts, sitting back and letting you clamber free, 'though next time, try to take my cock without being so much of a bitch about it.' He wanders over to his cigar case, pulls one out and tosses it towards you. You're surprised by this and nearly drop it, but manage to catch it and slip it into your mouth once you finish getting changed back into your original clothing. A nearby demon comes over to light it up before turning away; he can barely disguise the massive boner he's sporting after watching your little romp. You reach back to rub at your sore ass, only to have Darius slap it again with a cheeky grin.\n\n'Enjoy that cigar, it's your reward for a job well done, for a bitch that is.' And with that he shoos you out of the room, creaking back into his armchair and watching you leave.\n\nYou make sure to finish the last of your cigar as you pace through the hallways, surprised that the thick, noxious smoke hasn't even made you choke once!";
chance = Math.floor(Math.random() * 7) + 1;
switch (chance) {
case 1 :
if (fat < 5) {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your belly is rounder than it used to be, maybe it was just Darius' leftover seed gurgling in your stomach, but you definitely look fatter than before ...";
fat = fat + 1;
}
break;
case 2 :
if (muscle < 5) {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your muscles feel stiffer and more swollen than normal. A quick flexlater confirms your suspicions: you've inexplicably gained muscle mass!";
muscle = muscle + 1;
}
break;
case 3 :
if (!(nosePierce === 0)) {
break;
}
eventText = eventText + "\n\nAs stub out your cigar you discover that you have a large metal ring hanging from your nose. A few moments of playing with it reveals that it is both pierced through your septum and is a single ring of metal with no obvious way to remove it! How did this happen...?";
nosePierce = 1;
return(undefined);
case 4 :
if (!(earPierce === 0)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have large metal rings hanging from your ears. A few moments of playing with it reveals that they have both pierced your ears quite expertly and are a single ring of metal with no obvious way to remove them! Where did they come from...?";
earPierce = 1;
return(undefined);
if (!(nipPierce === 0)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have large metal rings hanging from your chest. They're so large they look like door knockers and your nipples have increased in size just to accomodate them! They don't feel TOO heavy, but after checking them out for a few moments, you can't see any way to remove them. How did this happen to you without you noticing...?";
nipPierce = 1;
return(undefined);
switch (gender) {
case 0 :
case 2 :
if (cockPierce >= 1) {
break;
}
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have a large metal piercing hanging from your dick!. Shocked, you start to fiddle with it, only to stop when it sends an electric tingle through you. Yup, definitely pierced and each time you try to remove it, it paralyses you with pleasure! What are you gonna do now...?";
cockPierce = 1;
}
chance = Math.floor(Math.random() * 8) + 1;
switch (chance) {
case 1 :
switch (gender) {
case 1 :
chance = Math.floor(Math.random() * 3) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your pants have been feeling bulkier than normal, a quick grope with your hands makes you realise suddenly that what has once been a feminine slit is now a thick, black shaft!\n\nYou are now male!";
gender = 0;
cock = 7;
cockSize = 8;
cuntSize = 0;
}
break;
case 0 :
switch (cock) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
cock = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar your gaze falls southwards and you suddenly realise that your cock has changed! Now black and human-like in shape, jokes about bananas come to you as you think about your time with Darius ...\n\nYou now have a gorilla dick!";
cock = 7;
}
break;
case 2 :
chance = Math.floor(Math.random() * 8) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that something doesn't feel right down below. You testingly rub your fingers around your nether region and quickly discover that the slit in your taint has sealed up!\n\nYou are now male!";
gender = 0;
cuntSize = 0;
}
}
case 2 :
switch (_root.ear) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
ear = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you accidentally catch your ears with a finger, only to open your eyes wide in surprise to find that they are now smaller and rounder than they once were.\n\nYou now have gorilla-like ears!";
ear = 7;
}
break;
case 3 :
switch (charFace) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you realise that your head feels stuffed up and swollen, grabbing at it you discover that it's gotten more than just swollen, your face has flattened and your head as widened!\n\nYou now have a gorilla head!";
_root.charFace = 7;
}
break;
case 4 :
switch (arm) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you notice that your fingers are darker and thicker than before, and your arms are bulkier and longer than they once were, perfect for walking on your knuckles! ...Wait, why did you think about that?\n\nYou now have gorilla-like arms!";
_root.arm = 7;
}
break;
case 5 :
switch (_root.tail) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.tail = 7;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you feel a cool breeze against your rear. Puzzled by this you look back and see, much to your horror, that you don't have a tail there anymore.\n\nYou have lost your tail!";
_root.tail = 7;
}
break;
case 6 :
switch (_root.torso) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you find that it has become increasinly difficult to walk without wanting to stoop as you do so. Checking over yourself, you find that your body has adjusted itself in a bulkier fasion more suited for a monkey than you.\n\nYou are now mostly gorilla-like!";
_root.torso = 7;
}
break;
case 7 :
switch (_root.hair) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you notice that the view of your arm is different from how it normally is. Following your gaze over yourself, you realise that it's not just your arm; your whole BODY is covered in a thick, black hair, save for your belly and chest, which is exposed as bare, dark-coloured skin!\n\nYou are now covered in dense gorilla hair!";
hair = 7;
}
break;
case 8 :
switch (leg) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you find yourself walking awkwardly and you look down at the feet that refuse to obey you. Much to your shoc, you no longer have feet, but large, leathery HANDS complete with fingernails grwing from the end of your legs! How are you supposed to walk like THIS?\n\nYou now have gorilla-like legs!";
leg = 7;
}
}
}
}
case 5 :
if (!(nipPierce === 0)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have large metal rings hanging from your chest. They're so large they look like door knockers and your nipples have increased in size just to accomodate them! They don't feel TOO heavy, but after checking them out for a few moments, you can't see any way to remove them. How did this happen to you without you noticing...?";
nipPierce = 1;
return(undefined);
switch (gender) {
case 0 :
case 2 :
if (cockPierce >= 1) {
break;
}
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have a large metal piercing hanging from your dick!. Shocked, you start to fiddle with it, only to stop when it sends an electric tingle through you. Yup, definitely pierced and each time you try to remove it, it paralyses you with pleasure! What are you gonna do now...?";
cockPierce = 1;
}
chance = Math.floor(Math.random() * 8) + 1;
switch (chance) {
case 1 :
switch (gender) {
case 1 :
chance = Math.floor(Math.random() * 3) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your pants have been feeling bulkier than normal, a quick grope with your hands makes you realise suddenly that what has once been a feminine slit is now a thick, black shaft!\n\nYou are now male!";
gender = 0;
cock = 7;
cockSize = 8;
cuntSize = 0;
}
break;
case 0 :
switch (cock) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
cock = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar your gaze falls southwards and you suddenly realise that your cock has changed! Now black and human-like in shape, jokes about bananas come to you as you think about your time with Darius ...\n\nYou now have a gorilla dick!";
cock = 7;
}
break;
case 2 :
chance = Math.floor(Math.random() * 8) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that something doesn't feel right down below. You testingly rub your fingers around your nether region and quickly discover that the slit in your taint has sealed up!\n\nYou are now male!";
gender = 0;
cuntSize = 0;
}
}
case 2 :
switch (_root.ear) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
ear = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you accidentally catch your ears with a finger, only to open your eyes wide in surprise to find that they are now smaller and rounder than they once were.\n\nYou now have gorilla-like ears!";
ear = 7;
}
break;
case 3 :
switch (charFace) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you realise that your head feels stuffed up and swollen, grabbing at it you discover that it's gotten more than just swollen, your face has flattened and your head as widened!\n\nYou now have a gorilla head!";
_root.charFace = 7;
}
break;
case 4 :
switch (arm) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you notice that your fingers are darker and thicker than before, and your arms are bulkier and longer than they once were, perfect for walking on your knuckles! ...Wait, why did you think about that?\n\nYou now have gorilla-like arms!";
_root.arm = 7;
}
break;
case 5 :
switch (_root.tail) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.tail = 7;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you feel a cool breeze against your rear. Puzzled by this you look back and see, much to your horror, that you don't have a tail there anymore.\n\nYou have lost your tail!";
_root.tail = 7;
}
break;
case 6 :
switch (_root.torso) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you find that it has become increasinly difficult to walk without wanting to stoop as you do so. Checking over yourself, you find that your body has adjusted itself in a bulkier fasion more suited for a monkey than you.\n\nYou are now mostly gorilla-like!";
_root.torso = 7;
}
break;
case 7 :
switch (_root.hair) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you notice that the view of your arm is different from how it normally is. Following your gaze over yourself, you realise that it's not just your arm; your whole BODY is covered in a thick, black hair, save for your belly and chest, which is exposed as bare, dark-coloured skin!\n\nYou are now covered in dense gorilla hair!";
hair = 7;
}
break;
case 8 :
switch (leg) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you find yourself walking awkwardly and you look down at the feet that refuse to obey you. Much to your shoc, you no longer have feet, but large, leathery HANDS complete with fingernails grwing from the end of your legs! How are you supposed to walk like THIS?\n\nYou now have gorilla-like legs!";
leg = 7;
}
}
}
case 6 :
switch (gender) {
case 0 :
case 2 :
if (cockPierce >= 1) {
break;
}
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have a large metal piercing hanging from your dick!. Shocked, you start to fiddle with it, only to stop when it sends an electric tingle through you. Yup, definitely pierced and each time you try to remove it, it paralyses you with pleasure! What are you gonna do now...?";
cockPierce = 1;
}
case 7 :
chance = Math.floor(Math.random() * 8) + 1;
switch (chance) {
case 1 :
switch (gender) {
case 1 :
chance = Math.floor(Math.random() * 3) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your pants have been feeling bulkier than normal, a quick grope with your hands makes you realise suddenly that what has once been a feminine slit is now a thick, black shaft!\n\nYou are now male!";
gender = 0;
cock = 7;
cockSize = 8;
cuntSize = 0;
}
break;
case 0 :
switch (cock) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
cock = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar your gaze falls southwards and you suddenly realise that your cock has changed! Now black and human-like in shape, jokes about bananas come to you as you think about your time with Darius ...\n\nYou now have a gorilla dick!";
cock = 7;
}
break;
case 2 :
chance = Math.floor(Math.random() * 8) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that something doesn't feel right down below. You testingly rub your fingers around your nether region and quickly discover that the slit in your taint has sealed up!\n\nYou are now male!";
gender = 0;
cuntSize = 0;
}
}
case 2 :
switch (_root.ear) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
ear = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you accidentally catch your ears with a finger, only to open your eyes wide in surprise to find that they are now smaller and rounder than they once were.\n\nYou now have gorilla-like ears!";
ear = 7;
}
break;
case 3 :
switch (charFace) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you realise that your head feels stuffed up and swollen, grabbing at it you discover that it's gotten more than just swollen, your face has flattened and your head as widened!\n\nYou now have a gorilla head!";
_root.charFace = 7;
}
break;
case 4 :
switch (arm) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you notice that your fingers are darker and thicker than before, and your arms are bulkier and longer than they once were, perfect for walking on your knuckles! ...Wait, why did you think about that?\n\nYou now have gorilla-like arms!";
_root.arm = 7;
}
break;
case 5 :
switch (_root.tail) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.tail = 7;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you feel a cool breeze against your rear. Puzzled by this you look back and see, much to your horror, that you don't have a tail there anymore.\n\nYou have lost your tail!";
_root.tail = 7;
}
break;
case 6 :
switch (_root.torso) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you find that it has become increasinly difficult to walk without wanting to stoop as you do so. Checking over yourself, you find that your body has adjusted itself in a bulkier fasion more suited for a monkey than you.\n\nYou are now mostly gorilla-like!";
_root.torso = 7;
}
break;
case 7 :
switch (_root.hair) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you notice that the view of your arm is different from how it normally is. Following your gaze over yourself, you realise that it's not just your arm; your whole BODY is covered in a thick, black hair, save for your belly and chest, which is exposed as bare, dark-coloured skin!\n\nYou are now covered in dense gorilla hair!";
hair = 7;
}
break;
case 8 :
switch (leg) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you find yourself walking awkwardly and you look down at the feet that refuse to obey you. Much to your shoc, you no longer have feet, but large, leathery HANDS complete with fingernails grwing from the end of your legs! How are you supposed to walk like THIS?\n\nYou now have gorilla-like legs!";
leg = 7;
}
}
}
break;
case 5 :
gotoAndStop (8);
nextBut = 4;
eventText = "The naga catches onto what you are about to do to him moments too late for him to do anything about escaping your clutches when you grab his tail and suck it down your throat. He triesto struggle, fight and beg for freedom, but he has been weakened too greatly by his fight to get away.\n\nLike a noodle you slurp at him, his steamlined body slipping into, and writhing about inside, your gut. This only sets you chomping along his body faster, with one of your paws roaming down to rub and tease at your gut as it thumps about and bulges with increasing amounts of snake meat.\n\n'Oh godsssss, no!' the naga screams, his torso now all that hangs outside your lips; his tail having long since vanishing into your body. He grabs at your face in an attempt to push himself free, only to have his fingers slip and he buries his hands into your wet, fleshy throat.\n\nWith no more obstructions remaining, it takes little more than several more gulps to turn the naga into nothing more than a screaming, struggling bulge in your gut.\n\n'It seems like you bit off more than you could chew,' you say, before belching loudly, 'and then it had to bite you back.\n\nEnjoying the naga's struggles more than you probably should be, you sink to the floor and rub at your gut with closed eyes. Letting digestion take its course, you drift into a comfortable sleep that lets you absorb the nutrients from your meal before you can wake up and head off on your way.";
chance = Math.floor(Math.random() * 11) + 1;
switch (chance) {
case 1 :
def = def + 1;
expGain = 35;
exp = exp + expGain;
eventText = eventText + (("\n\nYou wake up and rub at your skin curiously. It seems you've absorbed more than just nutrition; your meal's natural armour seems to have strengthened your own! You have gained some defence in addtion to " + expGain) + " experience!");
break;
default :
expGain = 35;
exp = exp + expGain;
eventText = eventText + (("\n\nYou have gained " + expGain) + " experience!");
}
break;
case 6 :
gold = gold - 100;
eventText = "You drop in the required tokens, pull the lever and watch the reels spin before your eyes ...";
slot1 = Math.floor(Math.random() * 5) + 1;
slot2 = Math.floor(Math.random() * 5) + 1;
slot3 = Math.floor(Math.random() * 5) + 1;
if (slot2 == slot3) {
slot2 = slot1;
}
switch (slot1) {
case 1 :
slot1name = "Shark";
break;
case 2 :
slot1name = "Bat";
break;
case 3 :
slot1name = "Horse";
break;
case 4 :
slot1name = "Bird";
break;
case 5 :
slot1name = "Snake";
}
switch (slot2) {
case 1 :
slot2name = "Shark";
break;
case 2 :
slot2name = "Bat";
break;
case 3 :
slot2name = "Horse";
break;
case 4 :
slot2name = "Bird";
break;
case 5 :
slot2name = "Snake";
}
switch (slot3) {
case 1 :
slot3name = "Shark";
break;
case 2 :
slot3name = "Bat";
break;
case 3 :
slot3name = "Horse";
break;
case 4 :
slot3name = "Bird";
break;
case 5 :
slot3name = "Snake";
}
eventText = eventText + ((((("\n\n" + slot1name) + "...\n\n") + slot2name) + "...\n\n") + slot3name);
switch (slot1) {
case 1 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring, ringing and buzzing before a massive waterfall of tokens falls into your lap and rolls out over the floor. You hit the jackpot and won won 10000 tokens!";
gold = gold + 10000;
greedMeet = greedMeet + 1;
slot2 = 0;
slot1 = 1;
slot2 = 2;
break;
}
if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 200 tokens!";
gold = gold + 200;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1000 tokens!";
gold = gold + 1000;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 50 tokens!";
gold = gold + 50;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 500 tokens!";
gold = gold + 500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 300 tokens!";
gold = gold + 300;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1500 tokens!";
gold = gold + 1500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 150 tokens!";
gold = gold + 150;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
}
}
}
}
case 2 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1000 tokens!";
gold = gold + 1000;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 50 tokens!";
gold = gold + 50;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 500 tokens!";
gold = gold + 500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 300 tokens!";
gold = gold + 300;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1500 tokens!";
gold = gold + 1500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 150 tokens!";
gold = gold + 150;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
}
}
}
case 3 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 500 tokens!";
gold = gold + 500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 300 tokens!";
gold = gold + 300;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1500 tokens!";
gold = gold + 1500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 150 tokens!";
gold = gold + 150;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
}
}
case 4 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1500 tokens!";
gold = gold + 1500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 150 tokens!";
gold = gold + 150;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
}
case 5 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
default :
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
eventText = eventText + ".\n\nHaving had enough of this place, you turn about and leave. You don't want to lose yourself to this place after all!";
gotoAndStop (8);
break;
case 7 :
eventText = "'1,000 tokens, eh?' you grin slyly, before nodding behind you, 'I sent him to the entrance hall, he'll be hiding back there. Probably trying to pull off his zipper.' The lion grins back at you, the mention of the zipper ensuring that your words hold some semblance of truth to them. As a hefty bag of coins is thrust into your waiting fingers, the lions move out.\n\n'Thanks kid, knew we could count on ya. Nobody escapes us when their payment to the House is due!'\n\nQuickly counting your bounty, you find that they must have miscounted because you've received 2,000 tokens rather than the meagre 1,000 they'd offered!";
gold = gold + 2000;
nextBut = 4;
gotoAndStop (8);
orcaSkin = 4;
break;
case 8 :
eventText = "Well, you DO have a fork now. It must be a sign!\n\nAnd what a wonderful sign it is; that first bite is so wondrous that you can't resist taking another ... and another! Each bite tastes better than the last, and before you know it, it's gone!\n\nBelching in a satisfied fashion and dropping the fork onto the pedestal, you turn to leave. Only to be stopped by a sudden surging in your gut and the strangest sensation of gallons of liquid rushing into it. This is, naturally, accompanied by the very sudden and very rapid expansion of your chest and belly as well as, not quite so naturally, a deep, blue hue spreading over your body.\n\n'Hllpgg!' You scream, your lips suddenly struggling to move as your cheeks bloat out with what tastes like blueberry juice. As your legs start to swell up and your clothes explode from your body, your muscles weighed down as they also expand into your growing berry of a body, you find it harder and harder to stay balanced as you waddle your way towards the exit to the room.\n\nSurely someone will be able to find you and help you! Well, you think that until the point when you slip on the pools of juice that seems to be escaping from you somehow and you roll onto your back. You limbs are little more than bloated mounds attached to your round, tautly stretched berryself and your head sinks into the surface of your body, litle more than a blemish on your bulbous form.\n\nYou're scared, alone and a blueberry now. What are you going to do ...?";
nextBut = 8;
gotoAndStop (8);
berrify = berrify + 1;
if (berrify == 5) {
nextBut = 9;
}
break;
case 11 :
nextBut = 4;
sleeplevel = 0;
eventText = "You hand the requested number of tokens to the cockroach and he slips it into the pouch hanging from his thong. Again, he juggles the keys between his hands before holding four clenched hands out to you.\n\nLooks like it's now or never! You circle your finger between his hands, before coming to rest on one. He grins and drops he contents into your hand.\n\n'Enjoy your stay~' he says, almost seductively as he treads over to the door nearby and gestures towards the keyhole, 'If you'll just insert your thing into my thing, then you can get ready for the best night's sleep you'll ever have!' He gives you a wink and you smirk. Looks like you should head on in then; but before you go, you should check the key that you picked and see if it gives you a hint of what might be in store ...\n\n";
gold = gold - 500;
chance = Math.floor(Math.random() * 4) + 1;
switch (chance) {
case 1 :
eventText = eventText + "It's key made out of tiger's eye with a head carved into the shape of, surprise surprise, a cockroach. As per the roach's request you use it to open the door he guards and push into it without resistance.\n\nInside is a bedroom. That's your description for it and that's pretty much all you've got for it; all that is in this room is a bed, and it's not dirty so it's something. Seems like you may as well get some sleep before you begin to feel ripped off.\n\nYou clamber between the slightly thin sheets, rest your head on the cheap pillow and drift off into a mildly uncomfortable sleep.";
chance = Math.floor(Math.random() * 4) + 1;
nextBut = 11;
break;
case 2 :
eventText = eventText + "It's key made out of emerald with a head carved into the shape of a ... is it a contract? You can't tell. Whatever. As per the roach's request you use it to open the door he guards and push into it without resistance.\n\nInside, you are disappointed to discover that you've won a room that stinks of sweat and sex, and the stained bedsheets look as though they've seen their fair share of action ... without being washed.\n\n'What's the big idea?' you turn to leave, intending on beaten your money back if necessary.\n\nOnly, the door isn't there anymore; you're trapped! No amount of yelling and demanding proves to be enough to bring you back, so you choose to sleep on the bed and get the night over with; and that's only because it looks like it would be a marginally better choice than the sticky floor. You don't dare sleep UNDER the duvet though...";
nextBut = 12;
break;
case 3 :
eventText = eventText + "It's key made out of ruby with a head carved into the shape of a large, cartoon-like heart. As per the roach's request you use it to open the door he guards and push into it without resistance.\n\nInside is perhaps the most luxurious bedroom you've ever seen! With a bed that you sink deeply into with so much as a testing press and all manner of fancy chocolates, snacks and movies to watch on the 72 inch HD television, you could gladly spend the rest of your life here!\n\nMaking the most of the room's amenities, you soon find yourself feeling drowzier and drowzier; with the comfort of your plush bed not helping much. Reluctantly squirming down deep under the duvet and yawning eagerly, the bed helps you drift off into a peaceful sleep...";
chance = Math.floor(Math.random() * 50) + 1;
switch (chance) {
case 1 :
case 2 :
case 3 :
eventText = eventText + "\n\nHours must have passed since you fell asleep, probably even more than you normally would have wanted to sleep for you were just SO comfortable! When you finally bring yourself to leave the warm covers, you find yourself bursting with excess energy. After doing a quick jog around the room, you head back into the hall of sloth to continue on your way. Your MAXIMUM health has been increased by 3!";
mhp = mhp + 3;
break;
default :
if (roachmotel == 0) {
chp = mhp * 2;
roachmotel = 1;
eventText = eventText + "\n\nHours must have passed since you fell asleep, probably even more than you normally would have wanted to sleep for you were just SO comfortable! When you finally bring yourself to leave the warm covers, you find yourself bursting with excess energy. After doing a quick jog around the room, you head back into the hall of sloth to continue on your way. Your health has been temporarily doubled!";
} else {
eventText = eventText + "\n\nHours must have passed since you fell asleep, probably even more than you normally would have wanted to sleep for you were just SO comfortable! When you finally bring yourself to leave the warm covers, you find yourself bursting with excess energy. After doing a quick jog around the room, you head back into the hall of sloth to continue on your way.";
}
}
break;
case 4 :
eventText = eventText + "It's a key made out of sapphire with a head carved into the shape of a tear drop. As per the roach's request you use it to open the door he guards and push into it without resistance.\n\nInside you find what you assume must just be an ocean-themed kid's room. Along the walls are cartoon pictures of various grinning sea creatures and the lights are made of plastic lobsters that claw eagerly at the bulbs in their mouths. Everything else has a blue hue to it and, as you pull aside the duvet covering the lumpy bed, you discover that the reason for its odd shape is the fact that it is, instead, a large, foam octopus that has weaved its tentacles together into a lumpy, but comfortable mattress.\n\nSure you got a kiddie room for the night, but the bed is big enough to support you so at least it's a fun atmosphere for you. Settling down for the night, you wriggle into the plush octopus and fall asleep.";
nextBut = 14;
}
if (roachmotel == 0) {
chp = mhp;
}
gotoAndStop (8);
break;
case 12 :
if ((devlust = 0)) {
eventText = "Inside you find a wolf dressed in slutty latex gear giving a blowjob to a large rubber lion statue. bamboozled by tis, your attention returns to the wold only when you realise that the green rubber from the lion's erect shafter is crawling up the wolf's snout and binding the two of them together.The wolf has his eyes closed, so he obviously hasn't noticed anything is up yet, and even when it covers his face and slides down his back he doesn't struggle.\n\nSoon the statue is made of both the lion AND the wolf, locked together in the eternal throes of passion. Well, all but the lion's face. Belying the rest of his body, his head is trapped in the pose of terrified roaring staring down as though staring over his body.\n\nOh well, nothing you can do for them now. You glimpse over their rubbery, wriggling bodies for a few seconds longer, before leaving.";
} else if ((devlust = 1)) {
eventText = "Inside you find yourself in the presence of the moaning, writhing wolf and lion statue. It seems that they haven't managed to find a way to become unstuck yet, and it looks as though they won't for a loooooong time to come ...\n\nGlad that you're at least not one of them, you leave the room with a mocking skip in your step.";
}
nextBut = 4;
devlust = 1;
donator = 1;
gotoAndStop (8);
break;
case 13 :
eventText = "You're here now, you may as well continue. Wincing as your foot treads into a soft, squishy floor, you step forward into the dark slowly with your hands held out against the warm, wet walls for balance.\n\n";
chance = Math.floor(Math.random() * 3) + 1;
switch (chance) {
case 1 :
eventText = eventText + "Your hands brush against a few jagged rocks amidst the softness, and you pull your hand from them quickly. You however find them a better option than falling when the floor suddenly starts to ripple under you, threatening to send you off balance if you don't grab SOMETHING. The cave is alive! You turn to leave, only to find that the door has vanished and any attempts to run for where you think the exit was results in you getting thrown about and soaked in slick, slimy juices.\n\nYou hear a deep, tremulous 'shluck' as the floor folds back against you and you're bowled over. Gravity suddenly shifts around you and you're thrown down a long, slick vertical passage. Screaming and sliding through the wet passage, you can only imagine what horrible fate might await you at the end...";
break;
case 2 :
eventText = eventText + "You're soon forced to crawl on your knees when the passage becomes increasingly tight and constrictive. It's a hot, slimy and tight fit, and you kind of want to turn back now. The moment you try to, however, you realise with horror that there's no space to do so in. Despite the soft, elastic walls, they refuse to move enough to let you go free.\n\nNot that this would matter much, the moment you considered leaving, the walls suddenly squeezed and rippled against you eagerly and begin to pull you forwards! You can fight, you can struggle, but it does little more than help the cave drag you along.\n\nThis process seem to go on for hours, and you soon come to terms with the fact that you are headed towards an unknown destination. Hopefully it's a good one ...";
break;
case 3 :
eventText = eventText + "The cave is smoother and softer to the touch than you would have imagined. It's almost like a man-made tunnel! Shrugging, you drop to your knees and crawl in deeper.\n\nYou become increasingly aware of a potent, musky scent filling every in-take of breath you make. Suddenly you hear a deep, tremendous groan come from somewhere deeper in the cave and the walls suddenly contract around you tightly. Oh crap.\n\nBut rather than expel you, as you were hoping, it starts to pull you in instead. You're dragged forwards quickly into the depths of the cave and whatever fate that might await you ...";
}
eventText = eventText + "\n\nWhen you finally come to a halt, your world is dark. There is a thick slurry of potent-smelling goop sloshing against your shins and a loud gurgling can be heard from all sides of your enormous dark prison.\n\nDeciding that it's best for you to be on your way, you start to stumble through the slimy marsh and seek out another exit blindly.\n\nOnly, you would if you didn't feel so strange right now. Warm and sleepy, you would rather NOT take a nap in this place, but you can't keep your eyes open any longer! Scared, stumbling and lost, you pass out.";
nextBut = 17;
gotoAndStop (8);
break;
case 14 :
eventText = "'You mean ... if I did ... this?' You quickly turn about, bend over and tug your pants down to your ankles. The fox lets out a horrified gasp and grabs at your bared asscheeks.\n\n'No! You bastard! How could you!?' He squeaks, dropping to your knees. You find yourself biting your bottom lip when he suddenly pushes his snout between your buttocks and laps at your hole enthusiastically. 'O-Oh gods, yes!'\n\nYou're lost to blissful ecstacy as the butt-hungry fox assaults your rump with his tongue. After a few minutes, you are about to pull away from him when you feel an odd tingling and you realise with cold shock that he's somehow managed to force his entire snout up into you! You consider yelling at him, but the warm pangs of arousal stop you and you let him wriggle his way deeper in exchange for the increasing levels of pleasure you're getting from it.\n\n";
if (gender == 2) {
eventText = eventText + "You reach down to finger your needy slit ";
} else {
eventText = eventText + "You reach down to grab and pump your rigid shaft ";
}
eventText = eventText + "as his head slips completely into you with a wet slurch, yet still he attempts to force more of himself into you with reckless abandon. You ass feels fuller and plumper now, as though he's feeding himself straight into your buttocks; it would certainly explain the lack of bulging your belly should have been experiencing as your hole is stretched more and more by the increasing mass of fox disappearing into you.\n\nPropping yourself up with one hand against the wall, and the other being used to masturbate furiously, the fox vanishes into you with kicks and screams of lustful reluctance, leaving behind wide hips and a massive ass as your reward.\n\nAs the fox's feet are sucked up into you, you feel your hole tighten up and you cum heavily, moaning like a bitch in heat as pleasure shudders through your entire being.\n\nPanting and exhuasted from the experience, you become aware of two large, furry limbs brushing against your backside, and a closer investigation reveals that you now have TWO fox tails as your own!\n\nYou now have a larger ass, and two tails!";
tail = 50;
assSize = assSize + 3;
hipSize = hipSize + 3;
nextBut = 4;
gotoAndStop (8);
break;
case 15 :
eventText = "There's something compelling you to drink this liquid, and you down it in a single shot. It's not half-bad; it tastes like a mixture of different perfumed fruits and ... and ... you're starting to feel strange...\n\n";
switch (chance) {
case 1 :
eventText = "You suddenly feel powerful and are filled with a surge of warm energy and you grin wide to realise that you seemed to have gained some health!";
chp = chp + 1;
mhp = mhp + 1;
break;
case 2 :
eventText = eventText + "You wince and clutch at your head, feeling oddly dizzy. Looks like that was a bad idea ...";
if (mhp > 1) {
eventText = eventText + " You seemed to have lost some health!";
chp = chp - 1;
mhp = mhp - 1;
if (chp > mhp) {
chp = mhp;
}
}
break;
case 3 :
eventText = eventText + "You feel sudden sense of stiffness in your skin and as you brush a finger over your arm, it feels thick and sturdy. You much tougher than before!";
def = def + 1;
defgain = 1;
break;
case 4 :
eventText = eventText + "Your skin feels icy cold and you suddenly feel nauseous. Maybe drinking the strange brew wasn't sure a good idea. When the sensation finally passes, you feel so much more sensitive than before and even a cool breeze stings your face.";
if (def > 1) {
eventText = eventText + " You seem to have grown more susceptible to harm!";
def = def - 1;
defgain = -1;
}
break;
case 5 :
eventText = eventText + "You feel a surge of power run through your muscles and you flex your arms testingly. You are much stronger than before!";
str = str + 1;
strgain = 1;
break;
case 6 :
eventText = eventText + "Your arms sag when you suddenly feel utterly exhausted and completely unable to keep yourself standing! The strange sensation fades over time, but it leaves you feeling unsettled ...";
if (str > 1) {
eventText = eventText + " You seem to have lost some of your strength!";
str = str - 1;
strgain = -1;
}
break;
case 7 :
eventText = eventText + "Just before you're about to say something, a rush of facts that you've never heard of before fall from your lips like intellectual vomit. Frowning when you finish, you realise that you've still got all those facts stored in your memory! You've gotten smarter!";
Cint = Cint + 1;
Cintgain = 1;
break;
case 8 :
eventText = eventText + "You suddenly suffer a terrible mirgraine that strikes you with such force that your vision doubles and you end up walking into a wall. Cursing painfully, you blink away the stars and frown. The headache's gone, but you don't remember drinking the potion that caused it anymore ...";
if (Cint > 1) {
eventText = eventText + " You've gotten dumber!";
Cint = Cint - 1;
Cintgain = -1;
}
break;
case 9 :
eventText = eventText + "Your face tingles and as you clutch at it, swearing very loudly. When your choice expletive comes out sounding very well spoken, you repeat the swear. This time it comes out sounding like your normal self, but you can't help but feel more confident with your words from now on. You have become more charismatic!";
mox = mox + 1;
moxgain = 1;
break;
case 10 :
eventText = eventText + "Suddenly your mind is assaulted with images of every social faux pas you've ever made in your lifetime. Your confidence is knocked over and over by your more humiliating public memories, and by the time they stop appearing, you're not so sure of yourself anymore ...";
if (mox <= 1) {
break;
}
eventText = eventText + " You've lost some moxie!";
mox = mox - 1;
moxgain = -1;
}
eventText = eventText + "\n\nNo longer wishing to spend any more time in this room, you drop the bottle back onto the pedestal and return to the hall.";
nextBut = 4;
gotoAndStop (8);
break;
case 16 :
gotoAndStop (34);
break;
case 17 :
gameOverText = "When you enter the room you expect to see Darius waiting for you in all his muscle-gutted glory, puffing on his cigar and being tended to by his demons. But, whilst the demons are here, Darius is nowhere in sight.\n\n'What's going on?' you ask, only to discover that the butler has followed in behind you. 'Where's Darius?'\n\n'Have you looked in a mirror lately, 'sir'?' the butler asks, reaching around to tweak on of your large, dark nipples with an eager grin. 'YOU are Darius, favoured plaything of the Sinlord of Envy.'\n\nYou can't quite process what you've just heard. 'o, wait, I'm not ... wait, he wasn't ...?'\n\nThe butler laughs. 'No, not in the slightest! He was once a lion who, like you, grew jealous of the Darius before him. That Darius was bor of a dolphin who also returned here over and over. You see, behind all the pampering and the luxury, Darius is a prisoner.\n\nYou start to struggle when the demon worshippers grab you and drag you into Darius' chair. You immediately try to flee, but you're forced back into it by an onslaught of foot rubs an feeding. It feels good, even GREAT, but good things in the House are not to be taken so lightly and you fight harder, much to the demons' entertainment.\n\n'You wanted Darius' life of luxury, you've got it. Day i, day out you will be subject to an endless cycle of pampering and feeding. I hope you don't get bored, it took ten years for the other guy to swap places with you, and you're not NEARLY as charismatic. Tah tah!' With this, the Butler leaves.\n\nAt first you find that the pleasure of being endlessly tended to is not that bad! Your feet have been hurtning from how much you've been walking, and you were feeling very hungry and tired and everytime you finish sucking on a cigar, another lit one finds its way between your lips. But after the first day, the novelty is already quickly wearing off and you make to leave; only to discover that you can't. Every time you attempt to sit up, the demons force you down and, through their contant attempts to shackle you with their hands stop you from getting out of the seat.\n\nEventually other curious beings come to you and the request of your butler, and you are able to pass on some of your features to tem through sexual encounters, but none ever return often enough for you to free yourself of endless pampering and a lifetime of smoke-filled lungs. Maybe one day you'll get freed, but according to the butler, you've been here four years already...\n\nYou have fallen foul of Envy and paid the price. Perhaps next time you will be more careful about who you wish to be ...";
gotoAndStop (15);
}
}
Symbol 437 Button
on (release) {
switch (yesno) {
case 1 :
gotoAndStop (8);
eventText = "Though Maxwell seems eager, you just can't bring yourself to say 'yes' and leave. Maxwell doesn't make an attempt to disguise the look of disappointment on his face as you do.";
maxwellcock = 0;
dragmeet = 1;
nextBut = 4;
break;
case 2 :
gotoAndStop (8);
eventText = "Though their voices are sweet, soothing and almost siren-like in nature, you also recall that sirens were a thing to steer CLEAR of, and so you turn your back on whatever might be hiding inside.";
nextBut = 4;
break;
case 3 :
gotoAndStop (8);
eventText = "You come to your senses and blush to the sudden thought of what you were even considering. This guy is a living being, not food! He must be scared enough as it is having narrowly avoided the very same fate you had considered bestowing upon him. Warning him just to be more careful in the future, you wave goodbye to him and trudge away down the hallway.";
nextBut = 4;
break;
case 4 :
gorillaInvite = 3;
gotoAndStop (8);
nextBut = 4;
eventText = "Darius looks displeased and extinguishes his cigar.\n\n'I am disappointed to hear this.' Then he grins, 'maybe you will change your mind in the future.'\n\nWhether you will or not, you can't say. But the gorilla doesn't make any attempt to disguise the fact you're no longer welcome in his presence and you make a hasty retreat!";
break;
case 5 :
gotoAndStop (8);
nextBut = 4;
eventText = "'Thank you, sssir! Thank you masster!' the naga bows low, before surprisingly you with a deep kiss. He blushes, before handing you a small pouch of coins and slithering away as fast as he can. You frown for a second before shrugging, at least that wasn't the weirdest thing you could have encountered!";
expGain = 35;
exp = exp + expGain;
eventText = eventText + (("\n\nYou gain " + expGain) + " experience!");
break;
case 6 :
gotoAndStop (8);
nextBut = 4;
eventText = "While the offer is tempting, you've also heard rumours that this place is also the fastest way to lose yourself to the house. No thanks! You turn and hightail it out of there before you're tempted further.";
break;
case 7 :
eventText = "'Sorry, man.' You shake your head, 'I've not seen anybody like that.' The lion eyes you suspiciously for a few seconds, before tugging the photo from your grip and slipping it back into his pocket.\n\n'You're lucky then. That guy is bad news, even for a regular of the House. We're just doing our duty to ... protect you all.' His tone is almost threatening and he bares his teeth, before snapping his fingers and walking past you, the other lion twins following close behind him silently.\n\nPhew, that was a pretty intense encounter!";
nextBut = 4;
gotoAndStop (8);
orcaSkin = 3;
break;
case 8 :
eventText = "You know what? No. That fork appearing was a bit too weird for you, and everything just SCREAMS 'trap!'\n\nThinking it best to leave it for now, you set the fork down onto the pedestal and leg it from the room.";
nextBut = 4;
gotoAndStop (8);
break;
case 11 :
eventText = "Seeing as this could be a delusion brought on by the sleep spores, handing over 500 of your hard-earned tokens seems like a VERY bad idea. Instead you wave off the roach and wander off with a laugh. Yeah, no thanks.";
nextBut = 4;
gotoAndStop (8);
break;
case 12 :
eventText = "You know what? That's actually kind of rude, so you'll leave it for now and return to the hall.";
nextBut = 4;
donator = 1;
gotoAndStop (8);
break;
case 13 :
eventText = "You shake your head. This place is tricky enough without losing your sight to darkness as well. You close the door and head on your way.";
nextBut = 4;
gotoAndStop (8);
break;
case 14 :
eventText = "Nah, that would be too cruel. Instead you help sate the curse's appetite for conversation and let the fox walk away free and unharmed... to an extent. You never know if he'll end up bumping into someone else crueler.";
nextBut = 4;
gotoAndStop (8);
break;
case 15 :
eventText = "You're tempted to drink it, but in a place like this, you cannot guarantee anything good will come from drinking this, and so you set it back down in place and head on your way.";
nextBut = 4;
gotoAndStop (8);
break;
case 16 :
eventText = "You shake your head and the xarax bows low to you, before heading on his way. You do likewise, heading in the opposite direction to the magic being...";
nextBut = 4;
gotoAndStop (8);
}
}
Symbol 448 Button
on (release) {
_root.eventText = "'Something new?' Maxwell asks, looking taken aback, 'I'm sorry that I've been boring you! I do have another ... talent that might interest you then.' He gestures down towards his groin where three long, thick shafts once grew. Now throbs a single one, larger than all three combined!\n\n'How did you -?' you're about to ask, before being cut off by his finger being pressed against your lips. He licks at his own lips eagerly with that thick, oozing tongue of his.\n\n'I have to tell you the truth ... I wasn't like this when I first came to the House.' he says, 'I wasn't even a dragon! The Master of the House took a liking to me and offered me a job as Sin Lord, before giving me ... powers.'\n\nYou're about to ask him what those powers are, when suddenly he leaps behind you, hoists you up by your armpits and drops you on top ofthe pulsing head of his mammoth dick. Squealing as the fat head slips up between your buttcheeks, you astounded at how easily you slip down such a large wad of meat so easily, and before you know it your gut is bulging with cock, your ass is pressed up against his groin and your balls rest on his own.\n\n'This ... this is -' you're cut off again. Not by a finger this time, but by a sudden surge of thick drool that bursts up your throat and dribbles down your chin. You try to speak again, only to have little more than an unintelligible gurgle escape your throat.\n\n'The vocal chords always go first,' Maxwell coos, stroking at your gently, 'don't worry, you're going to enjoy this, I can guarantee.\n\nEnjoy what, you wonder. His stroking is feeling increasingly good and it's getting harder for you to think as more and more thick, salty drool burbles from your lips. Maxwell's hands are feeling larger against your hips too now, but the heady, musky scent filling your nose makes you think little more of this.\n\nYour ass, now fused to Maxwell's groin, pulses as thick new veins run up through it and along your sides, connecting Maxwell's bloodstream to your own. Your legs start to feel heavier and become difficult to move. You don't care though, Maxwell has taken to kknead his thumb and forefinger against our head and neck, creating a thick additional layer of skin that rolls over and off your face as he teases you, making you tingle and pulse all over. You groan and drool with wilf abandon and don't give a damn that your arms and long since dwindled away to nthing and your entire torso has be reduce to a smooth, sensitive pillar of masculine meat.\n\nThe last sight you see, before your eyes seal shut and your world is reduced to nothing but feeling and thought is the sight of thick ropes of cum that erupt from your throat into the air. Before long you become acutely aware of yourself growing limp and weary, before a tight cloth wrapper presses you up tight to your large, empty nuts.";
_root.nextBut = 16;
_root.gotoAndStop(8);
}
Symbol 453 Button
on (release) {
_root.eventText = "Whilst you have intentions just to him down and be done with it, your dick stirs to life and you get a better idea in mind. When you bring the naga's tailtip to the tip of your shaft, he looks confused, beore his eyes open wide with horror when you force it down and let your cock take hold.\n\n'Oh godsssss, no! Not in there, pleassse!' he screams as his slick, streamlined body is slurped down into your hungry cock. With the occasionaly spurts of pre accompanying the slurching of your cock's swallowings, the snakebeast's descent into your balls is quick and pleasureable. Moments after you start, the naga thrashes about wildly in your sac, his voice muffled and gurgled as he starts to melt down into seed and is absorbed into your nuts, making them grow heavier and swollen.\n\nLeaving the snake to finish gurgling in your sac, you head off down the hall with your balls swaying heavily between your legs.";
if (_root.ballSize < 8) {
_root.ballSize = _root.ballSize + 1;
}
_root.expGain = 35;
_root.exp = _root.exp + _root.expGain;
_root.eventText = _root.eventText + (("\n\nYou gain " + _root.expGain) + " experience!");
_root.nextBut = 4;
_root.gotoAndStop(8);
}
Symbol 454 MovieClip Frame 1
stop();
Symbol 459 Button
on (release) {
if (!(_root.yesno === 1)) {
} else {
_root.dragmeet = 3;
_root.enemy = 8;
_root.sinlordfight = 1;
_root.gotoAndStop(16);
}
}
Symbol 460 Button
on (release) {
_root.eventText = "Whilst you have intentions just to him down and be done with it, your dick stirs to life and you get a better idea in mind. When you bring the naga's tailtip to the tip of your shaft, he looks confused, beore his eyes open wide with horror when you force it down and let your cock take hold.\n\n'Oh godsssss, no! Not in there, pleassse!' he screams as his slick, streamlined body is slurped down into your hungry cock. With the occasionaly spurts of pre accompanying the slurching of your cock's swallowings, the snakebeast's descent into your balls is quick and pleasureable. Moments after you start, the naga thrashes about wildly in your sac, his voice muffled and gurgled as he starts to melt down into seed and is absorbed into your nuts, making them grow heavier and swollen.\n\nLeaving the snake to finish gurgling in your sac, you head off down the hall with your balls swaying heavily between your legs.";
if (_root.ballSize < 8) {
_root.ballSize = _root.ballSize + 1;
}
_root.expGain = 35;
_root.exp = _root.exp + _root.expGain;
_root.eventText = _root.eventText + (("\n\nYou gain " + _root.expGain) + " experience!");
_root.nextBut = 4;
_root.gotoAndStop(8);
}
Symbol 461 MovieClip Frame 1
stop();
Symbol 462 Button
on (release) {
switch (yesno) {
case 1 :
maxwellcock = maxwellcock + 1;
switch (gender) {
case 0 :
case 2 :
gotoAndStop (8);
eventText = "Maxwell's proposition intrigues you. Both the warm, slick memory of that strange tongue writhing in your mouth and the flavour it left behind had intrigued you. It seems that the dragon's eagerness has taken ahold of him also, as all it takes is a slight nod from you before he's wrapping you up in his massive, powerful arms, pulled you up close to his broad, muscular torso and his lips are pressed up against yours.\n\nAs that hot, salty cock worms its way to the back of your throat, you briefly wonder if this counts as french-kissing or a blowjob. Not that you care anymore; since the moment you found yourself rubbing up against that scaly, masculine beast you've found yourself in a daze of sweaty musk-induced lust that has stirred life within your loins.\n\nSensing the sudden raging boner pressing against his chest through your pants, Maxwell expertly strips you down, not once breaking his kiss. He does pull away slightly, making you realise just how much his tongue seems to be growing when a good three inches of it separate the two of you and you can still feel the swollen dickhead pulse at the back of your throat.\n\nIdly, you rub and wrap your tongue around that massive organ and groan when you're rewarded with a few spurts of pre. Pressing your lips back together again, Maxwell starts to slide his head back and forth slowly at first; speeding up as the pre-flow increases. He hasn't forgotten you, however, and grabs, rubs and kneads at your shaft and balls, teasing your nuts until they too start leak their precious cargo.\n\nAfter a good ten minutes of your bizarre face-fucking session, Maxwell grunts out in a satisfied fashion and you feel a sudden hot rush of thick cum spurt down your throat, filling your stomach with wave after wave of the dragon's seed. This, in turn, triggers your own orgasm and you find yourself spraying your seed over the massive wall of muscle that is Maxwell's chest.\n\nWith both of you sated, Maxwell pulls his cock from you and smirks around the slimy mass of tongue as it slowly shrinks and retracts into his mouth.\n\n'T-That was hot, babe ...' he pants when he's able to speak again, before reaching down to rub at his trio of shafts as they stir to life. A dragon's stamina, you think, rolling your eyes as you climb to your feet.'I hope it was good for you too.'\n\n'It's one of a kind!' you exclaim and Maxwell's earfins perk up eagerly. He starts to jerk his shafts faster and a hotter, muskier scent fills the room, but you think you've had dragon cock for now. Giving him a playful wink, and promising to come see him again in the future, you are left with a parting gift: a condom designed to be worn on the tongue to temporarily enjoy a cocktongue of your own!\n\n\n\bYou received a Tonguedom!";
tonguedom = tonguedom + 1;
dragmeet = 2;
nextBut = 4;
break;
case 1 :
gotoAndStop (8);
eventText = "Maxwell's proposition intrigues you. Both the warm, slick memory of that strange tongue writhing in your mouth and the flavour it left behind had intrigued you. It seems that the dragon's eagerness has taken ahold of him also, as all it takes is a slight nod from you before he's wrapping you up in his massive, powerful arms, pulled you up close to his broad, muscular torso and his lips are pressed up against yours.\n\nAs that hot, salty cock worms its way to the back of your throat, you briefly wonder if this counts as french-kissing or a blowjob. Not that you care anymore; since the moment you found yourself rubbing up against that scaly, masculine beast you've found yourself in a daze of sweaty musk-induced lust that has stirred life within your loins.\n\nAs though sensing the sudden overwhelming lusts running through you, Maxwell expertly strips you down, not once breaking his kiss. He does pull away slightly, making you realise just how much his tongue seems to be growing when a good three inches of it separate the two of you and you can still feel the swollen dickhead pulse at the back of your throat.\n\nIdly, you rub and wrap your tongue around that massive organ and groan when you're rewarded with a few spurts of pre. Pressing your lips back together again, Maxwell starts to slide his head back and forth slowly at first; speeding up as the pre-flow increases. He hasn't forgotten you, however, and one of his massive claws pushes itself into your needy sex and writhes about gently.\n\nAfter a good ten minutes of your bizarre face-fucking session, Maxwell grunts out in a satisfied fashion and you feel a sudden hot rush of thick cum spurt down your throat, filling your stomach with wave after wave of the dragon's seed. This, in turn, triggers your own orgasm and you find yourself flooding Maxwell's hand with sweet, sticky juices.\n\nWith both of you sated, Maxwell pulls his cock from you and smirks around the slimy mass of tongue as it slowly shrinks and retracts into his mouth.\n\n'T-That was hot, babe ...' he pants when he's able to speak again, before reaching down to rub at his trio of shafts as they stir to life. A dragon's stamina, you think, rolling your eyes as you climb to your feet.'I hope it was good for you too.'\n\n'It's one of a kind!' you exclaim and Maxwell's earfins perk up eagerly. He starts to jerk his shafts faster and a hotter, muskier scent fills the room, but you think you've had dragon cock for now. Giving him a playful wink, and promising to come see him again in the future, you are left with a parting gift: a condom designed to be worn on the tongue to temporarily enjoy a cocktongue of your own!\n\n\n\bYou received a Tonguedom!";
tonguedom = tonguedom + 1;
dragmeet = 2;
nextBut = 4;
}
break;
case 2 :
gotoAndStop (8);
eventText = "Feeling brave and up for a taste of adventure, you decide to enter the room and fully enjoy whatever it is you encounter.\n\nYou are immediately greeted by five fembois of varying species, all of whom instantly start fawning over you. They lead you over towards a regal-looking chaise longue and encourage you to lie down, before grabbing and rubbing at you in a needy, worshippng fashion. You begin to feel that you could get used to this as the fox with particularly wide hips feeds you grapes, and you relax to their eager praising: 'You look so hot, great master!', 'We could never be more honoured to serve you!', 'Have you been working out?'\n\nFeeling especially pleased with your body, and lulled into an eager, suggestible state, you are eventually persuaded to strip for the little sluts and twist and contort yourself in a variety of different flexing poses for their amusement. Adding the musky scent of their rigid, VERY visible cocks throbbing eagerly at the sight of you, you cannot help but spring a boner while you do so. This seems to be what they were expecting as soon they are all upon you, each fighting for a taste of your meaty shaft and taking it in turns to drink down your pre and rub and worship at your body. Your heads swims with pleasure and you continue to pose and flex of them, letting your worshippers do all the hard work; after all why should someone as mighty as you.\n\n'A-Alright guys,' you huff, feeling yourself nearing the edge, 'g-get ready for my final gift!' And with that, you shoot out hot, thick ropes of seed. The fembois fling themselves into the path of it, squealing eagerly as you glaze them and rubbing it into themselves until they are slick and glimmering.";
if ((muscle == 5) && (fat == 1)) {
if (trapMeet >= 5) {
eventText = eventText + "\n\nWhen you try to leave, however, you realise something is wrong.";
nextBut = 5;
break;
}
} else {
chance = Math.floor(Math.random() * 5) + 1;
switch (chance) {
case 1 :
if (fat >= 2) {
eventText = eventText + " Grinning down at the whorish worshippers, you watch them clamber over each other and start to hump wildly in a frenzied orgy of lust, using your cum as lube. Using this as a chance to take your leave, you realise that you seem to have lost some weight! How on earth did that happen ...?";
fat = fat - 1;
nextBut = 4;
trapMeet = trapMeet + 1;
return(undefined);
}
case 2 :
if (muscle >= 5) {
break;
}
eventText = eventText + " Grinning down at the whorish worshippers, you watch them clamber over each other and start to hump wildly in a frenzied orgy of lust, using your cum as lube. Using this as a chance to take your leave, you realise that your muscles seem to have grown in size! How on earth did that happen ...?";
muscle = muscle + 1;
nextBut = 4;
trapMeet = trapMeet + 1;
return(undefined);
}
eventText = eventText + " Grinning down at the whorish worshippers, you watch them clamber over each other and start to hump wildly in a frenzied orgy of lust, using your cum as lube. This is your opportune time to leave, and you slip away to the sounds of their lusty moaning.";
trapMeet = trapMeet + 1;
break;
}
break;
case 3 :
gotoAndStop (8);
eventText = "'And then they ganged up on me and started rolling me in rice and soy sauce and then there was another time when ...' The catboy is so intently focused on reeling off each and every encounter with a potential predator that he fails to notice the drooling, gaping maw of the one creeping up behind him.\n\nBy the time you've snapped your lips over his head it's too late, yet despite his suddenly muffled screams for help and the greatly weakened beatings of his fist, he does not stop fighting. Because he is so small and light, you have no problems with grabbing him by the hips and hoisting him upwards; especially when every inch of him you manage to cram down your throat rewards you with more of his delicious coating! By now your throat is bulging with a good portion of his upper body, and his lower half is so thin that the effort grows only easier as time passes.\n\nWhen his crotch ends up rubbing against your tongue, you let go of his legs and let gravity do the rest of the work while you get to work teasing and tasty his warm, musky junk; bringing him full hardness before swallowing again so that his cock bulges out in your throat and pulses as it's massaged and kneaded by the smooth, undulating ripples of your throat muscles. He cums shortly after his shins slip into you, his body now making your belly stretch a little more noticeably as he spasms and yowls in a pleasured fashion from inside you.\n\nSatisfied by his moans, you snap your jaws over his feet and gulp heavily to send the last of him careening down into your belly.\n\nDespite his thumps and struggles, your belly soon gets the better of him and soon his screams for help are replaced by blorps and slurches.\n\nSatisfied with your meal, and secretly wishing for another one, you head on your way, licking your fingers as you go.";
if (fat < 5) {
eventText = eventText + "\n\nYou rub at your gut shortly after digestion has begun and grin: it seems that despite being such a little guy, he's going to be leaving you with a mildly bigger paunch as a reminder!";
fat = fat + 1;
}
kittyEat = 2;
nextBut = 4;
break;
case 4 :
gorillaInvite = 2;
gotoAndStop (8);
nextBut = 4;
eventText = "Darius' thick lips twist up eagerly and his sharp fangs become visible before you.\n\n'Good answer. Boys, let's get my friend here dressed in something a little more ... comfortable.'No sooner has he said this than are you swarmed with numerous eager hands, all scrabbling over you in a swarm and tearing at your clothes.";
switch (fat) {
case 5 :
if (!(muscle === 5)) {
} else {
eventText = eventText + " When they pull away you find yourself wearing nothing more than a black leather harness and studded leather jockstrap just like Darius. It even fits as snugly to your body as it does with his with is something that he gives his own seal of approval for; by slapping you heartily on the ass!";
}
break;
default :
eventText = eventText + " When they pull away you find yourself wearing nothing more than a black leather harness and studded leather jockstrap just like Darius. Unlike him, however, yours hangs much more loosely against your body, but the gorilla doesn't seem to mind.";
}
eventText = eventText + "\n\n'Mhhh ...' he rumbles eagerly, pressing himself close up behind you and sniffing at your head, his cigar breath thick and noxious 'don't you wish you were me now ...?' Ignoring his question, you find yourself more distracted by the large, throbbing object beind pressed against your buttocks and subconciously grind against it.\n\nDarius takes this as a sign that you're ready to begin and grabs at your chest, grunting and thrusting a good four inches of what he's packing up into you, making you yowl. His massive arms wrap tightly around you and pull you into his hairy, sweaty chest, your head disappearing between his swollen pecs and your body pinned under his body when he rolls forward on top of you. Now well and truly trapped in Darius' embrace, he makes no short work of making you his bitch and jackhammers his mammoth length into your painfully stretched hole. A thick, leathery hand runs around your chest, tweaking your nipples and making you moan lustfully.\n\n'T-That's right,' he pants, starting to hump into you at a slow, but steady rate, 'moan for daddy... beg for daddy ...' ";
switch (gender) {
case 0 :
eventText = eventText + "And beg you do, through wheezing, panting gasps of pleasure as your cock bobs and spasms. Darius is picking up speed now, his dark, weighty balls slapping at your rear and his mammoth shaft bulging through your gut each time he hilts, you know he's not far from climaxing. He seems to wait, however, until your own shaft starts to spasm and spew seed across the floor below you. Then he lets loose the torrent dwelling within, howling and biting down against your back lightly as he humps at least a gallon of spunk into you, making you insides feel full and bloated.";
break;
case 1 :
eventText = eventText + "And beg you do, through wheezing, panting gasps of pleasure as your slit pulses needily. Darius is picking up speed now, his dark, weighty balls slapping at your rear and his mammoth shaft bulging through your gut each time he hilts, you know he's not far from climaxing. He seems to wait, however, until you moan and squeal out to the ripples of your own orgasm coursing through you. Then he lets loose the torrent dwelling within, howling and biting down against your back lightly as he humps at least a gallon of spunk into you, making you insides feel full and bloated.";
break;
case 2 :
eventText = eventText + "And beg you do, through wheezing, panting gasps of pleasure as your cock bobs and spasms and your slit pulses needily. Darius is picking up speed now, his dark, weighty balls slapping at your rear and his mammoth shaft bulging through your gut each time he hilts, you know he's not far from climaxing. He seems to wait, however, until your own shaft starts to spasm and spew seed across the floor below you and you moan and squeal out to the ripples of your own orgasm coursing through you. Then he lets loose the torrent dwelling within, howling and biting down against your back lightly as he humps at least a gallon of spunk into you, making you insides feel full and bloated.";
}
eventText = eventText + "\n\nDarius flops down hard on top of you, sqaushing you up close to his large, sweaty form and wiggling comfortably as his cock softens and slips free of you.\n\n'Not bad,' he grunts, sitting back and letting you clamber free, 'though next time, try to take my cock without being so much of a bitch about it.' He wanders over to his cigar case, pulls one out and tosses it towards you. You're surprised by this and nearly drop it, but manage to catch it and slip it into your mouth once you finish getting changed back into your original clothing. A nearby demon comes over to light it up before turning away; he can barely disguise the massive boner he's sporting after watching your little romp. You reach back to rub at your sore ass, only to have Darius slap it again with a cheeky grin.\n\n'Enjoy that cigar, it's your reward for a job well done, for a bitch that is.' And with that he shoos you out of the room, creaking back into his armchair and watching you leave.\n\nYou make sure to finish the last of your cigar as you pace through the hallways, surprised that the thick, noxious smoke hasn't even made you choke once!";
chance = Math.floor(Math.random() * 7) + 1;
switch (chance) {
case 1 :
if (fat < 5) {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your belly is rounder than it used to be, maybe it was just Darius' leftover seed gurgling in your stomach, but you definitely look fatter than before ...";
fat = fat + 1;
}
break;
case 2 :
if (muscle < 5) {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your muscles feel stiffer and more swollen than normal. A quick flexlater confirms your suspicions: you've inexplicably gained muscle mass!";
muscle = muscle + 1;
}
break;
case 3 :
if (!(nosePierce === 0)) {
break;
}
eventText = eventText + "\n\nAs stub out your cigar you discover that you have a large metal ring hanging from your nose. A few moments of playing with it reveals that it is both pierced through your septum and is a single ring of metal with no obvious way to remove it! How did this happen...?";
nosePierce = 1;
return(undefined);
case 4 :
if (!(earPierce === 0)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have large metal rings hanging from your ears. A few moments of playing with it reveals that they have both pierced your ears quite expertly and are a single ring of metal with no obvious way to remove them! Where did they come from...?";
earPierce = 1;
return(undefined);
if (!(nipPierce === 0)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have large metal rings hanging from your chest. They're so large they look like door knockers and your nipples have increased in size just to accomodate them! They don't feel TOO heavy, but after checking them out for a few moments, you can't see any way to remove them. How did this happen to you without you noticing...?";
nipPierce = 1;
return(undefined);
switch (gender) {
case 0 :
case 2 :
if (cockPierce >= 1) {
break;
}
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have a large metal piercing hanging from your dick!. Shocked, you start to fiddle with it, only to stop when it sends an electric tingle through you. Yup, definitely pierced and each time you try to remove it, it paralyses you with pleasure! What are you gonna do now...?";
cockPierce = 1;
}
chance = Math.floor(Math.random() * 8) + 1;
switch (chance) {
case 1 :
switch (gender) {
case 1 :
chance = Math.floor(Math.random() * 3) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your pants have been feeling bulkier than normal, a quick grope with your hands makes you realise suddenly that what has once been a feminine slit is now a thick, black shaft!\n\nYou are now male!";
gender = 0;
cock = 7;
cockSize = 8;
cuntSize = 0;
}
break;
case 0 :
switch (cock) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
cock = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar your gaze falls southwards and you suddenly realise that your cock has changed! Now black and human-like in shape, jokes about bananas come to you as you think about your time with Darius ...\n\nYou now have a gorilla dick!";
cock = 7;
}
break;
case 2 :
chance = Math.floor(Math.random() * 8) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that something doesn't feel right down below. You testingly rub your fingers around your nether region and quickly discover that the slit in your taint has sealed up!\n\nYou are now male!";
gender = 0;
cuntSize = 0;
}
}
case 2 :
switch (_root.ear) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
ear = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you accidentally catch your ears with a finger, only to open your eyes wide in surprise to find that they are now smaller and rounder than they once were.\n\nYou now have gorilla-like ears!";
ear = 7;
}
break;
case 3 :
switch (charFace) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you realise that your head feels stuffed up and swollen, grabbing at it you discover that it's gotten more than just swollen, your face has flattened and your head as widened!\n\nYou now have a gorilla head!";
_root.charFace = 7;
}
break;
case 4 :
switch (arm) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you notice that your fingers are darker and thicker than before, and your arms are bulkier and longer than they once were, perfect for walking on your knuckles! ...Wait, why did you think about that?\n\nYou now have gorilla-like arms!";
_root.arm = 7;
}
break;
case 5 :
switch (_root.tail) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.tail = 7;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you feel a cool breeze against your rear. Puzzled by this you look back and see, much to your horror, that you don't have a tail there anymore.\n\nYou have lost your tail!";
_root.tail = 7;
}
break;
case 6 :
switch (_root.torso) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you find that it has become increasinly difficult to walk without wanting to stoop as you do so. Checking over yourself, you find that your body has adjusted itself in a bulkier fasion more suited for a monkey than you.\n\nYou are now mostly gorilla-like!";
_root.torso = 7;
}
break;
case 7 :
switch (_root.hair) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you notice that the view of your arm is different from how it normally is. Following your gaze over yourself, you realise that it's not just your arm; your whole BODY is covered in a thick, black hair, save for your belly and chest, which is exposed as bare, dark-coloured skin!\n\nYou are now covered in dense gorilla hair!";
hair = 7;
}
break;
case 8 :
switch (leg) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you find yourself walking awkwardly and you look down at the feet that refuse to obey you. Much to your shoc, you no longer have feet, but large, leathery HANDS complete with fingernails grwing from the end of your legs! How are you supposed to walk like THIS?\n\nYou now have gorilla-like legs!";
leg = 7;
}
}
}
}
case 5 :
if (!(nipPierce === 0)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have large metal rings hanging from your chest. They're so large they look like door knockers and your nipples have increased in size just to accomodate them! They don't feel TOO heavy, but after checking them out for a few moments, you can't see any way to remove them. How did this happen to you without you noticing...?";
nipPierce = 1;
return(undefined);
switch (gender) {
case 0 :
case 2 :
if (cockPierce >= 1) {
break;
}
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have a large metal piercing hanging from your dick!. Shocked, you start to fiddle with it, only to stop when it sends an electric tingle through you. Yup, definitely pierced and each time you try to remove it, it paralyses you with pleasure! What are you gonna do now...?";
cockPierce = 1;
}
chance = Math.floor(Math.random() * 8) + 1;
switch (chance) {
case 1 :
switch (gender) {
case 1 :
chance = Math.floor(Math.random() * 3) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your pants have been feeling bulkier than normal, a quick grope with your hands makes you realise suddenly that what has once been a feminine slit is now a thick, black shaft!\n\nYou are now male!";
gender = 0;
cock = 7;
cockSize = 8;
cuntSize = 0;
}
break;
case 0 :
switch (cock) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
cock = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar your gaze falls southwards and you suddenly realise that your cock has changed! Now black and human-like in shape, jokes about bananas come to you as you think about your time with Darius ...\n\nYou now have a gorilla dick!";
cock = 7;
}
break;
case 2 :
chance = Math.floor(Math.random() * 8) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that something doesn't feel right down below. You testingly rub your fingers around your nether region and quickly discover that the slit in your taint has sealed up!\n\nYou are now male!";
gender = 0;
cuntSize = 0;
}
}
case 2 :
switch (_root.ear) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
ear = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you accidentally catch your ears with a finger, only to open your eyes wide in surprise to find that they are now smaller and rounder than they once were.\n\nYou now have gorilla-like ears!";
ear = 7;
}
break;
case 3 :
switch (charFace) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you realise that your head feels stuffed up and swollen, grabbing at it you discover that it's gotten more than just swollen, your face has flattened and your head as widened!\n\nYou now have a gorilla head!";
_root.charFace = 7;
}
break;
case 4 :
switch (arm) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you notice that your fingers are darker and thicker than before, and your arms are bulkier and longer than they once were, perfect for walking on your knuckles! ...Wait, why did you think about that?\n\nYou now have gorilla-like arms!";
_root.arm = 7;
}
break;
case 5 :
switch (_root.tail) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.tail = 7;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you feel a cool breeze against your rear. Puzzled by this you look back and see, much to your horror, that you don't have a tail there anymore.\n\nYou have lost your tail!";
_root.tail = 7;
}
break;
case 6 :
switch (_root.torso) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you find that it has become increasinly difficult to walk without wanting to stoop as you do so. Checking over yourself, you find that your body has adjusted itself in a bulkier fasion more suited for a monkey than you.\n\nYou are now mostly gorilla-like!";
_root.torso = 7;
}
break;
case 7 :
switch (_root.hair) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you notice that the view of your arm is different from how it normally is. Following your gaze over yourself, you realise that it's not just your arm; your whole BODY is covered in a thick, black hair, save for your belly and chest, which is exposed as bare, dark-coloured skin!\n\nYou are now covered in dense gorilla hair!";
hair = 7;
}
break;
case 8 :
switch (leg) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you find yourself walking awkwardly and you look down at the feet that refuse to obey you. Much to your shoc, you no longer have feet, but large, leathery HANDS complete with fingernails grwing from the end of your legs! How are you supposed to walk like THIS?\n\nYou now have gorilla-like legs!";
leg = 7;
}
}
}
case 6 :
switch (gender) {
case 0 :
case 2 :
if (cockPierce >= 1) {
break;
}
eventText = eventText + "\n\nAs you stub out your cigar you discover that you have a large metal piercing hanging from your dick!. Shocked, you start to fiddle with it, only to stop when it sends an electric tingle through you. Yup, definitely pierced and each time you try to remove it, it paralyses you with pleasure! What are you gonna do now...?";
cockPierce = 1;
}
case 7 :
chance = Math.floor(Math.random() * 8) + 1;
switch (chance) {
case 1 :
switch (gender) {
case 1 :
chance = Math.floor(Math.random() * 3) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that your pants have been feeling bulkier than normal, a quick grope with your hands makes you realise suddenly that what has once been a feminine slit is now a thick, black shaft!\n\nYou are now male!";
gender = 0;
cock = 7;
cockSize = 8;
cuntSize = 0;
}
break;
case 0 :
switch (cock) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
cock = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar your gaze falls southwards and you suddenly realise that your cock has changed! Now black and human-like in shape, jokes about bananas come to you as you think about your time with Darius ...\n\nYou now have a gorilla dick!";
cock = 7;
}
break;
case 2 :
chance = Math.floor(Math.random() * 8) + 1;
if (!(chance === 1)) {
} else {
eventText = eventText + "\n\nAs you stub out your cigar you realise that something doesn't feel right down below. You testingly rub your fingers around your nether region and quickly discover that the slit in your taint has sealed up!\n\nYou are now male!";
gender = 0;
cuntSize = 0;
}
}
case 2 :
switch (_root.ear) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
ear = 7;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you accidentally catch your ears with a finger, only to open your eyes wide in surprise to find that they are now smaller and rounder than they once were.\n\nYou now have gorilla-like ears!";
ear = 7;
}
break;
case 3 :
switch (charFace) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you realise that your head feels stuffed up and swollen, grabbing at it you discover that it's gotten more than just swollen, your face has flattened and your head as widened!\n\nYou now have a gorilla head!";
_root.charFace = 7;
}
break;
case 4 :
switch (arm) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you notice that your fingers are darker and thicker than before, and your arms are bulkier and longer than they once were, perfect for walking on your knuckles! ...Wait, why did you think about that?\n\nYou now have gorilla-like arms!";
_root.arm = 7;
}
break;
case 5 :
switch (_root.tail) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.tail = 7;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you feel a cool breeze against your rear. Puzzled by this you look back and see, much to your horror, that you don't have a tail there anymore.\n\nYou have lost your tail!";
_root.tail = 7;
}
break;
case 6 :
switch (_root.torso) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nAs you stub out your cigar you find that it has become increasinly difficult to walk without wanting to stoop as you do so. Checking over yourself, you find that your body has adjusted itself in a bulkier fasion more suited for a monkey than you.\n\nYou are now mostly gorilla-like!";
_root.torso = 7;
}
break;
case 7 :
switch (_root.hair) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you notice that the view of your arm is different from how it normally is. Following your gaze over yourself, you realise that it's not just your arm; your whole BODY is covered in a thick, black hair, save for your belly and chest, which is exposed as bare, dark-coloured skin!\n\nYou are now covered in dense gorilla hair!";
hair = 7;
}
break;
case 8 :
switch (leg) {
case 7 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
eventText = eventText + "\n\nAs you stub out your cigar you find yourself walking awkwardly and you look down at the feet that refuse to obey you. Much to your shoc, you no longer have feet, but large, leathery HANDS complete with fingernails grwing from the end of your legs! How are you supposed to walk like THIS?\n\nYou now have gorilla-like legs!";
leg = 7;
}
}
}
break;
case 5 :
gotoAndStop (8);
nextBut = 4;
eventText = "The naga catches onto what you are about to do to him moments too late for him to do anything about escaping your clutches when you grab his tail and suck it down your throat. He triesto struggle, fight and beg for freedom, but he has been weakened too greatly by his fight to get away.\n\nLike a noodle you slurp at him, his steamlined body slipping into, and writhing about inside, your gut. This only sets you chomping along his body faster, with one of your paws roaming down to rub and tease at your gut as it thumps about and bulges with increasing amounts of snake meat.\n\n'Oh godsssss, no!' the naga screams, his torso now all that hangs outside your lips; his tail having long since vanishing into your body. He grabs at your face in an attempt to push himself free, only to have his fingers slip and he buries his hands into your wet, fleshy throat.\n\nWith no more obstructions remaining, it takes little more than several more gulps to turn the naga into nothing more than a screaming, struggling bulge in your gut.\n\n'It seems like you bit off more than you could chew,' you say, before belching loudly, 'and then it had to bite you back.\n\nEnjoying the naga's struggles more than you probably should be, you sink to the floor and rub at your gut with closed eyes. Letting digestion take its course, you drift into a comfortable sleep that lets you absorb the nutrients from your meal before you can wake up and head off on your way.";
chance = Math.floor(Math.random() * 11) + 1;
switch (chance) {
case 1 :
def = def + 1;
expGain = 35;
exp = exp + expGain;
eventText = eventText + (("\n\nYou wake up and rub at your skin curiously. It seems you've absorbed more than just nutrition; your meal's natural armour seems to have strengthened your own! You have gained some defence in addtion to " + expGain) + " experience!");
break;
default :
expGain = 35;
exp = exp + expGain;
eventText = eventText + (("\n\nYou have gained " + expGain) + " experience!");
}
break;
case 6 :
gold = gold - 100;
eventText = "You drop in the required tokens, pull the lever and watch the reels spin before your eyes ...";
slot1 = Math.floor(Math.random() * 5) + 1;
slot2 = Math.floor(Math.random() * 5) + 1;
slot3 = Math.floor(Math.random() * 5) + 1;
if (slot2 == slot3) {
slot2 = slot1;
}
switch (slot1) {
case 1 :
slot1name = "Shark";
break;
case 2 :
slot1name = "Bat";
break;
case 3 :
slot1name = "Horse";
break;
case 4 :
slot1name = "Bird";
break;
case 5 :
slot1name = "Snake";
}
switch (slot2) {
case 1 :
slot2name = "Shark";
break;
case 2 :
slot2name = "Bat";
break;
case 3 :
slot2name = "Horse";
break;
case 4 :
slot2name = "Bird";
break;
case 5 :
slot2name = "Snake";
}
switch (slot3) {
case 1 :
slot3name = "Shark";
break;
case 2 :
slot3name = "Bat";
break;
case 3 :
slot3name = "Horse";
break;
case 4 :
slot3name = "Bird";
break;
case 5 :
slot3name = "Snake";
}
eventText = eventText + ((((("\n\n" + slot1name) + "...\n\n") + slot2name) + "...\n\n") + slot3name);
switch (slot1) {
case 1 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring, ringing and buzzing before a massive waterfall of tokens falls into your lap and rolls out over the floor. You hit the jackpot and won won 10000 tokens!";
gold = gold + 10000;
greedMeet = greedMeet + 1;
slot2 = 0;
slot1 = 1;
slot2 = 2;
break;
}
if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 200 tokens!";
gold = gold + 200;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1000 tokens!";
gold = gold + 1000;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 50 tokens!";
gold = gold + 50;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 500 tokens!";
gold = gold + 500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 300 tokens!";
gold = gold + 300;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1500 tokens!";
gold = gold + 1500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 150 tokens!";
gold = gold + 150;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
}
}
}
}
case 2 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1000 tokens!";
gold = gold + 1000;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 50 tokens!";
gold = gold + 50;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 500 tokens!";
gold = gold + 500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 300 tokens!";
gold = gold + 300;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1500 tokens!";
gold = gold + 1500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 150 tokens!";
gold = gold + 150;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
}
}
}
case 3 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 500 tokens!";
gold = gold + 500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 300 tokens!";
gold = gold + 300;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1500 tokens!";
gold = gold + 1500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 150 tokens!";
gold = gold + 150;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
}
}
case 4 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 1500 tokens!";
gold = gold + 1500;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 150 tokens!";
gold = gold + 150;
} else {
break;
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
}
case 5 :
if ((slot2 == slot1) && (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 700 tokens!";
gold = gold + 700;
slot2 = 0;
slot1 = 1;
slot2 = 2;
} else if ((slot2 == slot1) || (slot3 == slot1)) {
eventText = eventText + "!\n\nThe machine lets out an excited whirring and a showering of tokens rolls into your lap. You won 100 tokens!";
gold = gold + 100;
} else {
break;
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
default :
eventText = eventText + "...\n\nThe machine gives and sad beeping and nothing happens - doesn't look like you've won anything today ...";
}
eventText = eventText + ".\n\nHaving had enough of this place, you turn about and leave. You don't want to lose yourself to this place after all!";
gotoAndStop (8);
break;
case 7 :
eventText = "'1,000 tokens, eh?' you grin slyly, before nodding behind you, 'I sent him to the entrance hall, he'll be hiding back there. Probably trying to pull off his zipper.' The lion grins back at you, the mention of the zipper ensuring that your words hold some semblance of truth to them. As a hefty bag of coins is thrust into your waiting fingers, the lions move out.\n\n'Thanks kid, knew we could count on ya. Nobody escapes us when their payment to the House is due!'\n\nQuickly counting your bounty, you find that they must have miscounted because you've received 2,000 tokens rather than the meagre 1,000 they'd offered!";
gold = gold + 2000;
nextBut = 4;
gotoAndStop (8);
orcaSkin = 4;
break;
case 8 :
eventText = "Well, you DO have a fork now. It must be a sign!\n\nAnd what a wonderful sign it is; that first bite is so wondrous that you can't resist taking another ... and another! Each bite tastes better than the last, and before you know it, it's gone!\n\nBelching in a satisfied fashion and dropping the fork onto the pedestal, you turn to leave. Only to be stopped by a sudden surging in your gut and the strangest sensation of gallons of liquid rushing into it. This is, naturally, accompanied by the very sudden and very rapid expansion of your chest and belly as well as, not quite so naturally, a deep, blue hue spreading over your body.\n\n'Hllpgg!' You scream, your lips suddenly struggling to move as your cheeks bloat out with what tastes like blueberry juice. As your legs start to swell up and your clothes explode from your body, your muscles weighed down as they also expand into your growing berry of a body, you find it harder and harder to stay balanced as you waddle your way towards the exit to the room.\n\nSurely someone will be able to find you and help you! Well, you think that until the point when you slip on the pools of juice that seems to be escaping from you somehow and you roll onto your back. You limbs are little more than bloated mounds attached to your round, tautly stretched berryself and your head sinks into the surface of your body, litle more than a blemish on your bulbous form.\n\nYou're scared, alone and a blueberry now. What are you going to do ...?";
nextBut = 8;
gotoAndStop (8);
berrify = berrify + 1;
if (berrify == 5) {
nextBut = 9;
}
break;
case 11 :
nextBut = 4;
sleeplevel = 0;
eventText = "You hand the requested number of tokens to the cockroach and he slips it into the pouch hanging from his thong. Again, he juggles the keys between his hands before holding four clenched hands out to you.\n\nLooks like it's now or never! You circle your finger between his hands, before coming to rest on one. He grins and drops he contents into your hand.\n\n'Enjoy your stay~' he says, almost seductively as he treads over to the door nearby and gestures towards the keyhole, 'If you'll just insert your thing into my thing, then you can get ready for the best night's sleep you'll ever have!' He gives you a wink and you smirk. Looks like you should head on in then; but before you go, you should check the key that you picked and see if it gives you a hint of what might be in store ...\n\n";
gold = gold - 500;
chance = Math.floor(Math.random() * 4) + 1;
switch (chance) {
case 1 :
eventText = eventText + "It's key made out of tiger's eye with a head carved into the shape of, surprise surprise, a cockroach. As per the roach's request you use it to open the door he guards and push into it without resistance.\n\nInside is a bedroom. That's your description for it and that's pretty much all you've got for it; all that is in this room is a bed, and it's not dirty so it's something. Seems like you may as well get some sleep before you begin to feel ripped off.\n\nYou clamber between the slightly thin sheets, rest your head on the cheap pillow and drift off into a mildly uncomfortable sleep.";
chance = Math.floor(Math.random() * 4) + 1;
nextBut = 11;
break;
case 2 :
eventText = eventText + "It's key made out of emerald with a head carved into the shape of a ... is it a contract? You can't tell. Whatever. As per the roach's request you use it to open the door he guards and push into it without resistance.\n\nInside, you are disappointed to discover that you've won a room that stinks of sweat and sex, and the stained bedsheets look as though they've seen their fair share of action ... without being washed.\n\n'What's the big idea?' you turn to leave, intending on beaten your money back if necessary.\n\nOnly, the door isn't there anymore; you're trapped! No amount of yelling and demanding proves to be enough to bring you back, so you choose to sleep on the bed and get the night over with; and that's only because it looks like it would be a marginally better choice than the sticky floor. You don't dare sleep UNDER the duvet though...";
nextBut = 12;
break;
case 3 :
eventText = eventText + "It's key made out of ruby with a head carved into the shape of a large, cartoon-like heart. As per the roach's request you use it to open the door he guards and push into it without resistance.\n\nInside is perhaps the most luxurious bedroom you've ever seen! With a bed that you sink deeply into with so much as a testing press and all manner of fancy chocolates, snacks and movies to watch on the 72 inch HD television, you could gladly spend the rest of your life here!\n\nMaking the most of the room's amenities, you soon find yourself feeling drowzier and drowzier; with the comfort of your plush bed not helping much. Reluctantly squirming down deep under the duvet and yawning eagerly, the bed helps you drift off into a peaceful sleep...";
chance = Math.floor(Math.random() * 50) + 1;
switch (chance) {
case 1 :
case 2 :
case 3 :
eventText = eventText + "\n\nHours must have passed since you fell asleep, probably even more than you normally would have wanted to sleep for you were just SO comfortable! When you finally bring yourself to leave the warm covers, you find yourself bursting with excess energy. After doing a quick jog around the room, you head back into the hall of sloth to continue on your way. Your MAXIMUM health has been increased by 3!";
mhp = mhp + 3;
break;
default :
if (roachmotel == 0) {
chp = mhp * 2;
roachmotel = 1;
eventText = eventText + "\n\nHours must have passed since you fell asleep, probably even more than you normally would have wanted to sleep for you were just SO comfortable! When you finally bring yourself to leave the warm covers, you find yourself bursting with excess energy. After doing a quick jog around the room, you head back into the hall of sloth to continue on your way. Your health has been temporarily doubled!";
} else {
eventText = eventText + "\n\nHours must have passed since you fell asleep, probably even more than you normally would have wanted to sleep for you were just SO comfortable! When you finally bring yourself to leave the warm covers, you find yourself bursting with excess energy. After doing a quick jog around the room, you head back into the hall of sloth to continue on your way.";
}
}
break;
case 4 :
eventText = eventText + "It's a key made out of sapphire with a head carved into the shape of a tear drop. As per the roach's request you use it to open the door he guards and push into it without resistance.\n\nInside you find what you assume must just be an ocean-themed kid's room. Along the walls are cartoon pictures of various grinning sea creatures and the lights are made of plastic lobsters that claw eagerly at the bulbs in their mouths. Everything else has a blue hue to it and, as you pull aside the duvet covering the lumpy bed, you discover that the reason for its odd shape is the fact that it is, instead, a large, foam octopus that has weaved its tentacles together into a lumpy, but comfortable mattress.\n\nSure you got a kiddie room for the night, but the bed is big enough to support you so at least it's a fun atmosphere for you. Settling down for the night, you wriggle into the plush octopus and fall asleep.";
nextBut = 14;
}
if (roachmotel == 0) {
chp = mhp;
}
gotoAndStop (8);
break;
case 12 :
if ((devlust = 0)) {
eventText = "Inside you find a wolf dressed in slutty latex gear giving a blowjob to a large rubber lion statue. bamboozled by tis, your attention returns to the wold only when you realise that the green rubber from the lion's erect shafter is crawling up the wolf's snout and binding the two of them together.The wolf has his eyes closed, so he obviously hasn't noticed anything is up yet, and even when it covers his face and slides down his back he doesn't struggle.\n\nSoon the statue is made of both the lion AND the wolf, locked together in the eternal throes of passion. Well, all but the lion's face. Belying the rest of his body, his head is trapped in the pose of terrified roaring staring down as though staring over his body.\n\nOh well, nothing you can do for them now. You glimpse over their rubbery, wriggling bodies for a few seconds longer, before leaving.";
} else if ((devlust = 1)) {
eventText = "Inside you find yourself in the presence of the moaning, writhing wolf and lion statue. It seems that they haven't managed to find a way to become unstuck yet, and it looks as though they won't for a loooooong time to come ...\n\nGlad that you're at least not one of them, you leave the room with a mocking skip in your step.";
}
nextBut = 4;
devlust = 1;
donator = 1;
gotoAndStop (8);
break;
case 13 :
eventText = "You're here now, you may as well continue. Wincing as your foot treads into a soft, squishy floor, you step forward into the dark slowly with your hands held out against the warm, wet walls for balance.\n\n";
chance = Math.floor(Math.random() * 3) + 1;
switch (chance) {
case 1 :
eventText = eventText + "Your hands brush against a few jagged rocks amidst the softness, and you pull your hand from them quickly. You however find them a better option than falling when the floor suddenly starts to ripple under you, threatening to send you off balance if you don't grab SOMETHING. The cave is alive! You turn to leave, only to find that the door has vanished and any attempts to run for where you think the exit was results in you getting thrown about and soaked in slick, slimy juices.\n\nYou hear a deep, tremulous 'shluck' as the floor folds back against you and you're bowled over. Gravity suddenly shifts around you and you're thrown down a long, slick vertical passage. Screaming and sliding through the wet passage, you can only imagine what horrible fate might await you at the end...";
break;
case 2 :
eventText = eventText + "You're soon forced to crawl on your knees when the passage becomes increasingly tight and constrictive. It's a hot, slimy and tight fit, and you kind of want to turn back now. The moment you try to, however, you realise with horror that there's no space to do so in. Despite the soft, elastic walls, they refuse to move enough to let you go free.\n\nNot that this would matter much, the moment you considered leaving, the walls suddenly squeezed and rippled against you eagerly and begin to pull you forwards! You can fight, you can struggle, but it does little more than help the cave drag you along.\n\nThis process seem to go on for hours, and you soon come to terms with the fact that you are headed towards an unknown destination. Hopefully it's a good one ...";
break;
case 3 :
eventText = eventText + "The cave is smoother and softer to the touch than you would have imagined. It's almost like a man-made tunnel! Shrugging, you drop to your knees and crawl in deeper.\n\nYou become increasingly aware of a potent, musky scent filling every in-take of breath you make. Suddenly you hear a deep, tremendous groan come from somewhere deeper in the cave and the walls suddenly contract around you tightly. Oh crap.\n\nBut rather than expel you, as you were hoping, it starts to pull you in instead. You're dragged forwards quickly into the depths of the cave and whatever fate that might await you ...";
}
eventText = eventText + "\n\nWhen you finally come to a halt, your world is dark. There is a thick slurry of potent-smelling goop sloshing against your shins and a loud gurgling can be heard from all sides of your enormous dark prison.\n\nDeciding that it's best for you to be on your way, you start to stumble through the slimy marsh and seek out another exit blindly.\n\nOnly, you would if you didn't feel so strange right now. Warm and sleepy, you would rather NOT take a nap in this place, but you can't keep your eyes open any longer! Scared, stumbling and lost, you pass out.";
nextBut = 17;
gotoAndStop (8);
break;
case 14 :
eventText = "'You mean ... if I did ... this?' You quickly turn about, bend over and tug your pants down to your ankles. The fox lets out a horrified gasp and grabs at your bared asscheeks.\n\n'No! You bastard! How could you!?' He squeaks, dropping to your knees. You find yourself biting your bottom lip when he suddenly pushes his snout between your buttocks and laps at your hole enthusiastically. 'O-Oh gods, yes!'\n\nYou're lost to blissful ecstacy as the butt-hungry fox assaults your rump with his tongue. After a few minutes, you are about to pull away from him when you feel an odd tingling and you realise with cold shock that he's somehow managed to force his entire snout up into you! You consider yelling at him, but the warm pangs of arousal stop you and you let him wriggle his way deeper in exchange for the increasing levels of pleasure you're getting from it.\n\n";
if (gender == 2) {
eventText = eventText + "You reach down to finger your needy slit ";
} else {
eventText = eventText + "You reach down to grab and pump your rigid shaft ";
}
eventText = eventText + "as his head slips completely into you with a wet slurch, yet still he attempts to force more of himself into you with reckless abandon. You ass feels fuller and plumper now, as though he's feeding himself straight into your buttocks; it would certainly explain the lack of bulging your belly should have been experiencing as your hole is stretched more and more by the increasing mass of fox disappearing into you.\n\nPropping yourself up with one hand against the wall, and the other being used to masturbate furiously, the fox vanishes into you with kicks and screams of lustful reluctance, leaving behind wide hips and a massive ass as your reward.\n\nAs the fox's feet are sucked up into you, you feel your hole tighten up and you cum heavily, moaning like a bitch in heat as pleasure shudders through your entire being.\n\nPanting and exhuasted from the experience, you become aware of two large, furry limbs brushing against your backside, and a closer investigation reveals that you now have TWO fox tails as your own!\n\nYou now have a larger ass, and two tails!";
tail = 50;
assSize = assSize + 3;
hipSize = hipSize + 3;
nextBut = 4;
gotoAndStop (8);
break;
case 15 :
eventText = "There's something compelling you to drink this liquid, and you down it in a single shot. It's not half-bad; it tastes like a mixture of different perfumed fruits and ... and ... you're starting to feel strange...\n\n";
switch (chance) {
case 1 :
eventText = "You suddenly feel powerful and are filled with a surge of warm energy and you grin wide to realise that you seemed to have gained some health!";
chp = chp + 1;
mhp = mhp + 1;
break;
case 2 :
eventText = eventText + "You wince and clutch at your head, feeling oddly dizzy. Looks like that was a bad idea ...";
if (mhp > 1) {
eventText = eventText + " You seemed to have lost some health!";
chp = chp - 1;
mhp = mhp - 1;
if (chp > mhp) {
chp = mhp;
}
}
break;
case 3 :
eventText = eventText + "You feel sudden sense of stiffness in your skin and as you brush a finger over your arm, it feels thick and sturdy. You much tougher than before!";
def = def + 1;
defgain = 1;
break;
case 4 :
eventText = eventText + "Your skin feels icy cold and you suddenly feel nauseous. Maybe drinking the strange brew wasn't sure a good idea. When the sensation finally passes, you feel so much more sensitive than before and even a cool breeze stings your face.";
if (def > 1) {
eventText = eventText + " You seem to have grown more susceptible to harm!";
def = def - 1;
defgain = -1;
}
break;
case 5 :
eventText = eventText + "You feel a surge of power run through your muscles and you flex your arms testingly. You are much stronger than before!";
str = str + 1;
strgain = 1;
break;
case 6 :
eventText = eventText + "Your arms sag when you suddenly feel utterly exhausted and completely unable to keep yourself standing! The strange sensation fades over time, but it leaves you feeling unsettled ...";
if (str > 1) {
eventText = eventText + " You seem to have lost some of your strength!";
str = str - 1;
strgain = -1;
}
break;
case 7 :
eventText = eventText + "Just before you're about to say something, a rush of facts that you've never heard of before fall from your lips like intellectual vomit. Frowning when you finish, you realise that you've still got all those facts stored in your memory! You've gotten smarter!";
Cint = Cint + 1;
Cintgain = 1;
break;
case 8 :
eventText = eventText + "You suddenly suffer a terrible mirgraine that strikes you with such force that your vision doubles and you end up walking into a wall. Cursing painfully, you blink away the stars and frown. The headache's gone, but you don't remember drinking the potion that caused it anymore ...";
if (Cint > 1) {
eventText = eventText + " You've gotten dumber!";
Cint = Cint - 1;
Cintgain = -1;
}
break;
case 9 :
eventText = eventText + "Your face tingles and as you clutch at it, swearing very loudly. When your choice expletive comes out sounding very well spoken, you repeat the swear. This time it comes out sounding like your normal self, but you can't help but feel more confident with your words from now on. You have become more charismatic!";
mox = mox + 1;
moxgain = 1;
break;
case 10 :
eventText = eventText + "Suddenly your mind is assaulted with images of every social faux pas you've ever made in your lifetime. Your confidence is knocked over and over by your more humiliating public memories, and by the time they stop appearing, you're not so sure of yourself anymore ...";
if (mox <= 1) {
break;
}
eventText = eventText + " You've lost some moxie!";
mox = mox - 1;
moxgain = -1;
}
eventText = eventText + "\n\nNo longer wishing to spend any more time in this room, you drop the bottle back onto the pedestal and return to the hall.";
nextBut = 4;
gotoAndStop (8);
break;
case 16 :
gotoAndStop (34);
break;
case 17 :
gameOverText = "When you enter the room you expect to see Darius waiting in his chair, puffing on his cigar and being tended to by his demons. But, whilst the demons are here, Darius is nowhere in sight.\n\n'What's going on?' you ask, only to have the butler follow in behind you. 'Where's Darius?'\n\n'Have you looked in the mirror latly, 'sir?'' the butler asks, reaching around to tweak one of your large, dark nipples and grinning eagerly. 'YOU are Darius, favoured plaything of the Sinlord of Envy!'\n\nYou can't process what you just heard. 'No, wait. I'm not ... wait, he wasn't ...?'\n\nThe butler laughs. 'No, not in the slightest. He was once a lion, also jealous of the Darius that came before him. That Darius was, in turn, once a dolphin who came here over and over. You see, behind all the pampering, behind all the luxury, Darius is a prisoner.'\n\nYou start to struggle when the demons grab you and drag you into Darius' chair. Your instinct is to flee, but the moment you attempt to you're pushed back into the seat by an onslaught of footrubs and feeding. A lit cigar is forced between your lips, and replaced every time you spit it out. Sure it feels good, maybe even GREAT, but nothing nice comes from the House without its price and you fight for your freedom now, much to the demons' entertainment.\n\n'You wanted Darius' life of luxury, you've got it.' the butler says maliciously, 'day in, day out you will endure an endless cyce of pampering and feeding. I hope you don't get bored, it took ten years for the other guy to swap roles with you, and you're not nearly as charismatic. Tah tah~' With this, he leave you.\n\nAt first, you find that the pleasure of being endlessly tended to is a great thing. Your feet have been hurting from how much you've been walking and you're both hungry and tired too. But after the first day, the novelty starts to wear off and you get tired of breathing in nothing but smoke. You try, once again, to leave only to find that escape has become more impossible than it had once been before. Each time you attempt to sit up, the demons force you down and, through their constant attempts to shackle you with their hands, stop you from getting out of your seat.\n\nEventually other curious beings come to you at the request of your butler, and you are able to pass off some of your features to them through sexual encounters, but none ever retrn often enough for you to claim your freedom. Maybe one day you'll get out of here but, according to the butler, you've already been here fourteen years~\n\nYou have fallen foul of envy, and paid the price. Maybe next time you will be more careful about who you wish to be ...";
gotoAndStop (15);
}
}
Symbol 467 Button
on (release) {
Position = 2;
Location = "Entrance Hall";
exptext = "You make your way to the entrance hall of the House of Debauchery.";
gotoAndStop (7);
}
Symbol 470 Button
on (release) {
_root.Position = 3;
_root.Location = "Sinner's Wing";
_root.exptext = "You make your way to the Sinner's Wing.";
_root.gotoAndStop(7);
}
Symbol 471 MovieClip Frame 1
stop();
Symbol 473 Button
on (release) {
_root.Position = 9;
_root.Location = "Hall of Lust";
_root.exptext = "You make your way to the Hall of Lust.";
_root.gotoAndStop(7);
}
Symbol 474 MovieClip Frame 1
stop();
Symbol 476 Button
on (release) {
_root.Position = 5;
_root.Location = "Hall of Pride";
_root.exptext = "You make your way to the Hall of Pride.";
_root.gotoAndStop(7);
}
Symbol 477 MovieClip Frame 1
stop();
Symbol 479 Button
on (release) {
_root.Position = 4;
_root.Location = "Hall of Gluttony";
_root.exptext = "You make your way to the Hall of Gluttony.";
_root.gotoAndStop(7);
}
Symbol 480 MovieClip Frame 1
stop();
Symbol 482 Button
on (release) {
_root.Position = 7;
_root.Location = "Hall of Envy";
_root.exptext = "You make your way to the Hall of Envy.";
_root.gotoAndStop(7);
}
Symbol 483 MovieClip Frame 1
stop();
Symbol 485 Button
on (release) {
_root.Position = 6;
_root.Location = "Hall of Wrath";
_root.exptext = "You make your way to the Hall of Wrath.";
_root.gotoAndStop(7);
}
Symbol 486 MovieClip Frame 1
stop();
Symbol 488 Button
on (release) {
_root.Position = 8;
_root.Location = "Hall of Sloth";
_root.exptext = "You make your way to the Hall of Sloth.";
_root.gotoAndStop(7);
}
Symbol 489 MovieClip Frame 1
stop();
Symbol 491 Button
on (release) {
_root.Position = 10;
_root.Location = "Hall of Greed";
_root.exptext = "You make your way to the Hall of Greed.";
_root.gotoAndStop(7);
}
Symbol 492 MovieClip Frame 1
stop();
Symbol 506 Button
on (release) {
exptext = "You find nothing of interest.";
searchText = "";
switch (Position) {
case 2 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 4 :
gotoAndStop (8);
eventText = "You are walking through the halls of the House when a glinting catches your eyes. On closer inspection, it seems to be a silver tub filled with herbs.\n\nYou found some Healing Salve!";
healSalve = healSalve + 1;
break;
case 2 :
case 6 :
enemy = 2;
gotoAndStop (16);
break;
case 3 :
case 7 :
case 8 :
gotoAndStop (19);
case 5 :
if (orcaSkin == 3) {
gotoAndStop (8);
eventText = "Whilst bumming around the entrance hall for a while, you spot a strange mass of shiny black and white material discarded across a tabletop. Upom further investigation you are surprised to find it warm to the touch and almost skin-like in texture.\n\nThis when you find eyes staring out of it and looking over you sadly. When you hold up the object to the light, you discover that what you hold in your hands is an eerily familiar looking orca suit with a zipper running down its chest!\n\n'Oh, it's you!' you exclaim with a grin. It was the orca from the hall of envy; looks like he didn't last much longer after the zipper was placed. You had suspected as much though.\n\nHe stares up at you with scared, mournful eyes, but his body is now limp and fleshy and though he can make weary grunts, he can achieve little more than that.\n\n'Don't worry, man,' you say, whilst rolling him up as tightly as yo can manage, 'I'll hold onto you for now. Hell, I might even find a cure for you!' He grunts in protest as you cram him into your spacious backpack, but can do little more to fight you as you claim him for your own.\n\nYou have obtained an orca suit!";
orcaskinItem = orcaskinItem + 1;
orcaSkin = 5;
}
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 3 :
chance = Math.floor(Math.random() * 15) + 1;
switch (chance) {
case 1 :
case 10 :
switch (_root.dragmeet) {
case 0 :
gotoAndStop (8);
eventText = "Whilst wandering aimlessly through the corridors of the Sinner's Wing, you find yourself going from room to room with a lack of interest in what any of them have to hold. When you pause momentarily at a cross-roads in the labyrinthian halls you become increasingly aware of a potent manly scent.\n\n'You lost, lil' buddy?' A deep voice suddenly asks, a warmth sudden pressed against your back. Upon turning you find yourself face to groin with a very tall, VERY buff dragon.\n\nReluctantly you pull your nose from his bulging, musk-drenched pants and look up at the grinning draconian face attached to the top of this pillar of sweat, sex and muscle.\n\n'I'm fine, thanks,' you say, 'I'm ... uhh, just looking for something to do.'\n\nSuddenly, and without any form of warning, the dragon bends down and roughly frenches you, assaulting your mouth with an oddly thick, swollen and musky-flavoured tongue. Moments later he pulls away, leaving a thick strand of salty tasting drool ooze down over your chin.\n\n'That's just a taster, babe.' He grins and winks at you, 'I hang about in the halls of lust, look me up: the name's Maxwell.' And with that, he walks away, disappearing further into the House, leaving you vaguely aroused and wondering what the hell just happened.";
_root.dragmeet = 1;
nextBut = 4;
break;
case 1 :
exptext = "You catch sight of a tall, muscular dragon pacing down the hallway. It seems that Maxwell is on the prowl again! You attempt to give chase, but quickly lose track of him. Oh well, you think as you sniff at the musky scent lingering in the air, maybe next time.";
}
break;
case 2 :
gotoAndStop (8);
eventText = "While exploring the corridors of the House, the smell of a variety of different delicious foods suddenly fills your nostrils. At first you start to make your way towards it, sniffing eagerly the entire time.\n\n'That's right, bitch!' you hear a deep, masculine voice growl, 'eat like the pig that you are. Eat until you burst!' Following this, you hear someone begging in a whimpering fashion, only to make a muffled screams accompanying thick squelches.\n\nDeciding that this is probably a good path to avoid, you immediately turn about and walk in the other direction.";
nextBut = 4;
break;
case 3 :
gotoAndStop (8);
goldGain = Math.floor(Math.random() * 51) + 10;
eventText = ("You're distracted by a hefty jingling sound just aroound the corner ahead of you and you poke your head around curiously and cautiously. It's the pandaguy that you saw in the crowd when you waited to enter the House!\n\n'Hey!' you call out to him, making him turn around. The first thing you notice, and then can't stop staring at, is the massive, sagging belly that you are absolutely positive wasn't that big the last time you saw him.\n\n'Hey,' he mumbles, before belching loudly. To your surprise several small golden tokens fall from his lips and his gut visibly swells further, slurching and jingling with what must obviously be more coins. 'Looks like the house got me good! I spent too long in the casino, I was winning every time, and earned so much money they said I would have to receive it in installments.' With this, he belches again, his gut swells further and more coins scatter to the floor.\n\n'Tough luck on you, man' you respond, eying the precious metal scattering around him.\n\n'Take it' he mutters, before turning his back on you and waddling away down the hall, 'I've got more than enough.'\n\nNot one to look a gift horse in the mouth, you bend down to snatch up the scattered tokens and then merrily head off on your way.\n\nYou have obtained " + goldGain) + " tokens!";
gold = gold + goldGain;
nextBut = 4;
break;
case 4 :
gotoAndStop (8);
eventText = "Getting bored of not finding anything to interest you, you welcome the sudden lustful squeaking.\n\n'Well hello there~' You turn about to acknowledge it, before your gaze drops down to meet its owner - a tiny, 4-foot mouse with an ass bigger than your own and a massive shaft wrapped up in a tight red thong. He squeaks in alarm when he sees you and his big ears flush red with embarassment. 'Oh! You're not Derek! S-Sorry!' And with that he skitters away, being careful not to bump his retardedly swollen package when he turns the corner.";
nextBut = 4;
break;
case 5 :
if (gorillaInvite == 1) {
break;
}
gotoAndStop (8);
eventText = ("'" + inpName) + ", I presume?'\n\nThat sudden question from a tall, skinny and well-dressed demon that you nearly bumped into when turning into a room makes you jump.\n\n'Yes, why do you ask?' You say. From his pocket, the demon pulls a small silver card and brandishes it in your direction. Written over it in a fancy black scrawl are the words 'Master Darius requests your services in the hall of envy.'\n\n'Darius?' You query.\n\n'MASTER Darius,' the demon replies snootily, 'and you would do best to remember that too. He has something special in mind for you, he saw that you had potential when you first entered the House.'\n\nYou're shocked.'He's been WATCHING me!?'\n\n'All the Sin Lords have, you merely caught Master Darius' eye the most. Be grateful for it, you cur.'\n\nYou look up from the card to give a witty retort, only to find that the demon has completely vanished!\n\nWeird.";
gorillaInvite = 1;
nextBut = 4;
break;
case 6 :
case 11 :
gotoAndStop (8);
eventText = "You are walking through the halls of the House when a glinting catches your eyes. On closer inspection, it seems to be a silver tub filled with herbs.\n\nYou found some Healing Salve!";
healSalve = healSalve + 1;
break;
case 7 :
case 13 :
enemy = 2;
gotoAndStop (16);
break;
case 8 :
enemy = 4;
gotoAndStop (16);
break;
case 9 :
case 12 :
gotoAndStop (8);
eventText = "Choosing to enter a room at random, you find yourself in what looks like a small garden hidden in the dark yet grows without issue. Stepping over the curious little moat filled with koi, you find yourself drawn to a large bush with popcorn-scented berries growing on it. Spending a little while enjoying this serene moment amidst the chaos of the house, you pluck one of the berries from the bush as a souvenir before heading on your way.\n\nYou obtained a Bint Berry!";
bintBerry = bintBerry + 1;
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 4 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 7 :
enemy = 1;
gotoAndStop (16);
break;
case 2 :
switch (kittyEat) {
case 0 :
yesno = 3;
yesnoText = "You are walking through the hallway of gluttony with your belly rumbling eagerly. They definitely try their hardest to make you submit to your vices here; the smells of meats and fried fatty foods sizzling all around is enough to make even the most die hard vegan's mouth water! Whilst you are thinking about whether you want to dine in the hall of chinese food, or whether the meat feast banquet is more your thing, you spy a skinny, naked catboy cowering behind a statue.\n\n'Hi there, kid.' you say, making him shriek in surprise and flip about away from you. Upon seeing that you're obviously not who he's hiding from, he quickly relaxes and gives you a tight, yet surprisingly sticky, embrace.\n\n'Another person, thank the stars! You have to help me!' He then begins to quickly explain his situaion to you. Not that you are really paying attention to what he's saying, you gave your fingers a lick moments ago and whatever he's covered in is DELICIOUS. Just as the cat is getting into details of how he narrowly avoided making a permanent dive down a shark's throat, your gut let's out a tremendous gurgling and he falls silent. It looks like you've unwittingly stumbled across a tasty morsel of a kitty covered in an even tastier sauce! The question is, are you hungry enough to eat him?";
var kittyEat = 1;
gotoAndStop (9);
return(undefined);
case 1 :
yesno = 3;
yesnoText = "You are walking through the hallway of gluttony with you belly rumbling eagerly when you find yourself in the prsence of a familiar-looking kitty. He is as nude and sauce covered as he was the last time, but a stealthy lick of your fingers whilst he's explaining his latest near-eaten escapades tells you that he's soaked in a different kind that continues to enhance his delicate flavour. Having let him go last time, he seems to be blissfully unaware of your stomach's groans for food. Will you sate your appetite now?";
gotoAndStop (9);
return(undefined);
}
case 3 :
gotoAndStop (8);
eventText = "While searching through the rooms of the hall of gluttony you find one that bears little decoration beyond a large dish of cute, fox-shaped marshmallows placed on the floor at its center.\n\nChecking carefully for potential traps you sneak in, snatch up one from the dish and leg it back outside.\n\nYou gained a Foxmallow!";
foxmallow = foxmallow + 1;
nextBut = 4;
break;
case 4 :
case 8 :
enemy = 5;
gotoAndStop (16);
break;
case 5 :
gotoAndStop (8);
nextBut = 4;
eventText = "You hear a terrified squealing coming from behind a nearby door and you poke your head through the door curiously to see what see going on behind it.\n\nYou soon wish you hadn't.\n\nBehind the door, you find a terrified-looking boarman strapped up to a large chair with a massive tube stuck down his throat. You hang around long enough to hear a slurch, see a thick, creamy paste shoot through the tube down the poor beast's throat and watch his gut swell and groan out helplessly.\n\nMentally keeping in mind not to let yourself pig out too much whilst you're here, you shake your head and continue on your way...";
break;
case 6 :
yesno = 8;
yesnoText = "All the delicious smells that haunt this part of the sinner's wing is really starting to get to your stomach, making it growl out eagerly for even a sample of whatever smells so GOOD!\n\nTo your pleasant surprise, the next room you look into is unlocked, uninhabited and has a slice of the bluest cheesecake you've ever seen lying on top of a pedestal in the centre of the room. Topped with a rich blueberry compote, the juices have been mixed into the rest of the cheesecake prior to setting, giving it a beautiful marbled finish. And that smell ... oh gods, it's so sweet and decadent that your mouth won't stop watering. You're about to reach out to sneak a bite, when you discover that a fork has already appeared in your hand to help you.\n\nThat seems a little bit weird and suspicious; do you REALLY want to eat the blueberry cheesecake?";
gotoAndStop (9);
default :
exptext = "You find nothing of interest.";
}
break;
case 5 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
if (creamFind == 1) {
gotoAndStop (8);
nextBut = 4;
eventText = "You stumble across the room filled with jars of Scale Polish and the dragon statue again!\n\nNot wasting an opportunity for some free stuff, you dart in to pinch another one. As you turn to leave, you see the dragon's eyes staring pleadingly at you and you can't help but feel sorry for him. Just before you leave, you grab at his eternally rigid shaft with both hands and rub up and down slowly. You only do so long enough for a thick dribble of pre to start leaking from it before stopping - in this place you don't want to spend too much time with the Punished after all; it can lead to negative consequences only for you!\n\nGetting even that limited period of pleasure seems to have been enough to satisfy him, and he grunts out an awkwardly sounded 'thank you' as you leave the room.\n\n\nYou found some Scale Polish!";
scalePolish = scalePolish + 1;
break;
}
gotoAndStop (8);
eventText = "During your exploration of the hall of pride, you hear a strained groaning coming from behind one of the doors and your curiosity is piqued. Poking your head through you find just two things: a table piled high with pots of cream labelled with a crudely-scrawled script reading 'Skayl Poliss' and a ridiculously muscular dragon statue posed to look like he's flexing.\n\nSneaking into the room and hoping that you're not intuding in on someone's private time, you creep over to the table and swipe a tub of the cream for yourself. Horrified, you suddenly hear a terrified, muffled begging sound come from behind you and you flip around with wide, scared eyes. Nobody is here! Except ... you watch the statue careful and grin when you see that, despite the object's massive, solid shaft facing you, not all of him is rock hard.\n\n'Did someone let his ego get stroked a bit too often?' you coo mockingly, giving the statue's shaft a flick and watching as its eyes, the only part that still moves, rolls upwards with a stifled groan. A little pre dribbles from the head of his stonified shaft and you lick it away, before cruelly pulling away and turning to leave.'Sorry, man, but I don't wanna risk ending up like you. I intend to LEAVE this place some time!\n\n\nYou found some Scale Polish!";
nextBut = 4;
var creamFind = 1;
scalePolish = scalePolish + 1;
break;
case 2 :
switch (gender) {
case 0 :
gotoAndStop (9);
yesnoText = "Whilst prowling the hall of Pride, you hear a giggle and the chattering of a few effeminate male voices come from behind a nearby door calling your name. Do you want to enter?";
yesno = 2;
break;
default :
}
default :
exptext = "You find nothing of interest.";
}
break;
case 6 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 4 :
nextBut = 4;
eventText = "'That BASTARD!' an angry female voice is heard from behind a nearby door, 'thinks he can cheat on me? Let's see how he feels when he has to spend the rest of his life as a woman!'\n\nWith curiousity piqued, you poke your head around the door to see a slender panther woman in a long, purple dress fiddling with a small cloth doll. Suddenly her deep green eyes flick up to you and she hisses at you angrily.\n\n'What the hell do you think you're doing!? Get outta here!' she screeches, lobbing the doll at you, 'Get out! Get out!' Not wasting any time, you turn and run from her as fast as you can.\n\n When you finally lose yoursel in the house again you suddenly realise that the doll that she threw at you has mysteriously appeared in your clutched hand ...\n\nYou have found a Voodoo Doll!";
voodooDoll = voodooDoll + 1;
gotoAndStop (8);
break;
case 2 :
nextBut = 4;
eventText = "As you search through the wrath-plagued hallway, you poke your head through a random door curiously. Inside, you find a peculiar-looking seat made of metal that has been twisted and reshaped into the form of a giant, menacing dragon with a mighty steel cock standing proudly between 'his' legs and arms that are designed to lock around and trap anybody that sits in it. Looking at the device and shuddering at who might choose to use such a thing, you make a hasty retreat before whoever it belongs to returns.";
gotoAndStop (8);
break;
case 3 :
case 5 :
case 6 :
enemy = 6;
gotoAndStop (16);
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 7 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 4 :
case 5 :
switch (gorillaInvite) {
case 1 :
yesno = 4;
yesnoText = ("As you patrol the corridors you espy a familiar-looking demon dressed in a snugly fit, tidy suit. He currently stands silently to attention outside a gilded door, looking more like a statue than a guardian to its inner contents.\n\n'You are here for Master Darius, sir?' he asks, sounding as cold as ever. You show him your invite and he bows and stands aside. 'Very well.'\n\nIn the room beyond you find yourself in the presence of an ENORMOUS gorilla; this must be Master Darius. He lounges lazily in a large leather armchair and looks as though he is enjoying the attention of several demons that are tending to his grooming needs, from brushing through the thick, dark hair all over his body, to polishing the thick, door knocker-sized silver rings piercing his nipples, lips and deep navel. In his jaws is clamped a gigantic cigar, one that's easily as big and thick as your forearm! It sprays thick, noxious fumes into the air that make your eyes water when you first enter.\n\nYou instantly catch his attention and he sits up.\n\n'" + inpName) + "', right?' he asks. You nod and he continues, 'you look a little different from how I remember, but that's not necessarily a BAD thing. You've still got the cute ass I saw walking through the entrance to this place and I thought 'I've gotta have some of that!' so I called you here for a quick little screwjob. What do you say?'\n\nYou're taken aback by his proposition. What do you say to such a bold request?";
gotoAndStop (9);
break;
case 2 :
yesno = 4;
yesnoText = "You find yourself in the presence of a familiar demon servant, barring your entrance to a familiar gilded door.\n\n'Oh look, it is the favourite of my master.' The demon grins and stands aside, 'Back for more, I see.'\n\nIgnoring him, you push your way into Darius' suite where the large musclegut himself waits and, as always, is being tended to by his demons. There seems to be something off about him though, something different. Has his hair been cut into a new style? Or has he changed his nosering? Whatever it is, he's different today.\n\nOnce again, when you first arrive, Darius sits up and waves aside his demons.\n\n'So I see you've returned. Are you up for some more fun?' His grin turns dark and devious as he says this.\n\nHow do you respond?";
gotoAndStop (9);
break;
case 3 :
yesno = 4;
yesnoText = "You find yourself in the presence of a familiar demon servant, barring your entrance to a familiar gilded door.\n\n'Oh look, it is my master's muse.' The demon grins and stands aside, 'Curiosity may kill the cat if you're not careful~'\n\nIgnoring him, you push your way into Darius' suite where the large musclegut himself waits and, as always, is being tended to by his demons. There seems to be something off about him though, something different. Has his hair been cut into a new style? Or has he changed his nosering? Whatever it is, he's different today.\n\nOnce again, when you first arrive, Darius sits up and waves aside his demons.\n\n'So I see you've returned. Are you here to play?' His grin turns dark and devious as he says this.\n\nHow do you respond?";
gotoAn2dStop(9);
}
break;
case 2 :
switch (gender) {
case 0 :
case 2 :
if (cockSize < 24) {
cockSize = cockSize + 1;
gotoAndStop (8);
eventText = "As you patrol the hall of envy, you watch in awe as a crowd of guys, all wearing nothing but speedos regardless of their body shape. THe reason for this is apparent however. Fat, skinny, muscular, it doesn't matter, ALL of them have packages that would prove to be at least two feet in length when FLACID, let alone hard!\n\nYou watch them past and bite your lip, not one of them paying attention to you as they pass; if only you could be as large as them ... Suddenly your groin surges with heat and your pants feel mildly tighter than normal. Shocked, you whip out your shlong to check it, not even caring if someone else should see you. It looks as though you've had part of your wish granted - your cock is about an inch longer than it used to be! How on earth did THAT happen?";
}
break;
}
case 3 :
case 6 :
switch (orcaSkin) {
case 0 :
gotoAndStop (8);
eventText = "You hear the pattering of feet and the exhausted wheezing of someone who is running on the very last dregs of their energy. Peering around the corner, you find yourself coming face to face with a very scared, very twinky looking orca. He looks exhausted, sweaty and the white in his face is flushed a bright red.\n\n'H-Help! Help me! h gods you've gtta help me!' he wheezes and stumbles up towards you. Oh crap, he saw you, you didn't want to get INVOLVED.\n\n'U-Uh hey...' You say as he grabs at your chest, his eyes are wide and scared.\n\n'M-Man, you've gotta help me! These guys they're ... they're trying to change me into a suit! I know it sounds crazy, b-but look!' He points to his chest and you realise with a sudden sense of horror that he has a zipper fused over his chest and belly! 'I-If they get their hands on me, that's it! I don't want to get worn! Now I know why they wanted me to wear so many different costumes ...' He starts to sob, and you feel increasingly awkward. Why do people always come to you to save their souls in this place?\n\n'Look, man, obviously you've spent too long here, why don't you just hide out in the entrance hall? After a while away from the center of the chaos, I'm sure that zipper'll be peeling off in no time!' He looks up at you with hope in his eyes.\n\n'Y-You think?' he asks.\n\nNot a chance, you think. 'Yes, I'm sure of it.' He gives you a watery grin, asks for directions back to the main hallway, before running off, shouting a quick 'thank you!' as he leaves. Uncomfortably rubbing at your chest, the thought of that zipper attached to the orca haunts you, before you head back on your way. You're just glad it isn't you!";
orcaSkin = 1;
nextBut = 4;
break;
case 1 :
gotoAndStop (9);
yesnoText = "'Hey! You!' a gruff voice calls from behind you. Turning about curiously, you find yourself face to face with three tall, thin lions all identical in appearance and dark clothing. The one in the middle hands you a photo, in which you see a familiar-looking orca. 'Have you seen this man? We need to speak to him. There is a 1,000 token reward for any information you might have.'\n\nYou're not sure if it's just you, but there's a distinct air of hostility coming from these guys. A 1,000 token reward though? Sounds tempting ... but it means you'll be selling out the guy you helped earlier ... Will you tell them where he's gone?";
yesno = 7;
break;
}
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 8 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
nextBut = 4;
gotoAndStop (8);
eventText = "As you walk through the halls of sloth, you hear a deep, rumbling snoring echo all around. Astounded by what manner of beast could produce such a noise, you soon find your way to an absolutely HUGE minotaur sprawled across the floor ahead of you like a mountainous rug.\n\nObviously not having the brain power to resist the strange sleepy spores that dance in the air like a thick, golden haze, you wonder to yourself how long he must have been sleeping here, whilst at the same time making a hasty retreat not to risk waking him up, just in case.";
break;
case 2 :
case 3 :
switch (sleeplevel) {
case 0 :
eventText = "Your eyes are starting to feel heavy ... you should consider leaving this place ... or getting some sleep ...";
sleeplevel = sleeplevel + 1;
break;
case 1 :
eventText = "You yawn and stretch wearily. Those spores are really starting to rest heavy on your eyelids ...";
sleeplevel = sleeplevel + 1;
break;
case 2 :
eventText = "You stumble and walk into a wall, the blow snapping you out of your sleepy state. Phew! You should really get a nap sometime soon!";
sleeplevel = sleeplevel + 1;
break;
case 3 :
eventText = "You don't think you can stay awake much longer. Those spores are really getting into your system ...";
sleeplevel = sleeplevel + 1;
break;
case 4 :
eventText = "You find yourself suddenly swept up into the embrace of a giant, 50-ft pandaman, silvery stars dripping from his claws as he leaps high into the air. Up, higher than the House, higher than earth itself! \n\nHe rumbles gently and you feel stiff in his hands. You're a stick of bamboo! You giggle as he licks aand chews at your base, crunching into your sweet, juicy form and gulping it down. Even as you're chewed, crunched and swallowed, you can feel yourself sliding into his stomach as a nutritious, fibrous mush. \n\nOnly, you're not mush anymore. You're not even bamboo! You're the panda, at least, you think you are. No, you're not. You're a female panda! You feel a grab at your chest; this time the panda is closer to your size. Only a few feet taller than you are now.\n\n'Beautiful...' he murmurs, his voice odd and disjointed. You find yourself slipping into the dark of his fur, your world lost to silvery stars and blackness. Yes, beautiful, that's what this world is. You float through the void and sigh peacefully. You're a moth now, pure-white and luminescent with the panda riding on your back. With each beat of your wings, a glittering dust ripples through the air around you and falls to the cities below.\n\n'Beautiful ...' he mutters, nosing at your back, before lying back on top of you and you discover you've become a large, comfortable bed! Your panda is so big and warm, and he snores so gently on top of you, that you find yourself getting sleepier ... your thoughts fuzzing and your senses dulling ...";
sleeplevel = 0;
nextBut = 7;
}
nextBut = 4;
gotoAndStop (8);
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 9 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
switch (_root.dragmeet) {
case 1 :
gotoAndStop (9);
yesno = 1;
yesnoText = "While exploring the lust-filled hallways, you find yourself overwhelmed by a familiar masculine scent. Pushing open a nearby door you stumble into a room where Maxwell lies. Having stripped of his clothing, you can a good glimpse of the THREE cocks he had hidden behind the constrictive cloth. He rumbles when he first sees you.\n\n'It seems we meet again,' he purrs, patting the bed for you to come sit next to him, 'Did you like what you tasted? Perhaps you would ... like more?' He playfully pokes his tongue out at you, revealing it to be a thick, dark and shiny cock complete with foreskin!\n\nQuickly and nervously, Maxwell pulls it back in, the scales on his cheeks flushing pink. It seems that he's nervous about showing you what he's got; will you indulge him?";
break;
case 2 :
gotoAndStop (9);
yesno = 1;
yesnoText = "While exploring the lust-filled hallways, you find yourself overwhelmed by a familiar masculine scent. Pushing open a nearby door you stumble into a room where Maxwell lies. Having stripped of his clothing, you can a good glimpse of the THREE cocks he had hidden behind the constrictive cloth. He rumbles when he first sees you.\n\n'It seems we meet again,' he purrs, patting the bed for you to come sit next to him, 'Did you come back for another playdate~?' Again he pokes out that ;ong, thick cocktongue of his at you, though more confidently this.\n\nA string of pre dribbles out onto his chest and you lick your lips eagerly as memories of that tongue being forced down your throat over and over surface. What do you say?";
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 2 :
case 5 :
case 6 :
enemy = 2;
gotoAndStop (16);
break;
case 3 :
case 7 :
if (lev >= 3) {
enemy = 3;
gotoAndStop (16);
}
break;
case 4 :
nextBut = 4;
gotoAndStop (8);
eventText = "As you turn the corner, you suddenly find yourself in the presence of a youthful couple making out.\n\nOnly, upon making a double take, where the waist of one of the lithe rooster guy ends, the groin of the powerful-looking lion begin, where legs should be hanging massive, golden orbs. It's cute, in a really twisted way, that they're making out in such a romantic fashion. You just can't get around the fact that the rooster is literally the lion's cock!\n\nYou can't hear what they're saying to each other, but from the way the lion is tenderly stroking his lover's back, it's likely to be sweet nothings. Coming to the conclusion that you've watched for long enough and, not wanting to risk getting seen, you turn about and leave.";
break;
default :
exptext = "You find nothing of interest.";
}
break;
case 10 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 4 :
case 5 :
if (gold > 99) {
gotoAndStop (9);
yesno = 6;
yesnoText = "You hear the sounds of excited bells and the rattling metallic clinking from a shower of money coming from behind a nearby set of double doors. To your surprise, beyond them lies a massive casino! All around excited patrons are running about; some of them are winning, others are losing and then there are others who look oddly stoic.\n\n'Welcome to Slot Town!' a cheerful voice booms over the loudspeaker as you enter, 'Fun, Fortune and Fame await you today! So pick your poison, take a chance and win! Win! Win!'\n\nTake a chance, huh? Maybe you'll have a go at ONE of the things around here ... one slot machine in particular has caught your eye. It is flashing with a wide variety of different colours and the reels that slowly spin have different animals printed onto their surface. The name 'Fantastic Deluxe' flares to life over the top of it accompanied by a triumphant fanfare. It's pricey, at 100 tokens a spin, but it boasts a 10,000 token jackpot!\n\nWill you take the slots for a spin?";
}
break;
case 2 :
nextBut = 4;
gotoAndStop (8);
eventText = "'Oh gods, why won't it stop?' you hear a pitiful whimper come from behind a nearby door, followed by a loud belch and the sound of coins being dropped over the floor behind a door. You give a quiet knock, only to get a scream not to enter in return.\n\nAlright then. You head back on your way.";
break;
case 3 :
if (gold < 100) {
nextBut = 4;
gotoAndStop (8);
eventText = "'No, no NO!' you hear a deep, angry growl come from behind a set of gilded doors, 'That won't do, we need more people to WIN. Do you get me? Rig the games! Make them -' the voice cuts off as you knock on the door. Several foot thumps later an angry-looking sharkhead pokes around the door at you, his thick neck and bulging pecs straining against his clothes suggesting that he spends a lot of time in the hall of pride too. When he sees you his expression softens, before turning into a toothy grin.\n\n'Oh, it's you.' What does he mean by this? You're not sure, but the next thing you know is that he's tosses a coin into your hand worth 100 tokens. 'Why don't you see if you can find the casino? Try and win something y'know, get rich? I sure would appreciate it ...' He then looks you up and down, licks his lips eagerly and slams the door in your face.\n\nWhatever just happened, you've just ended up a little richer than before!";
gold = gold + 100;
}
break;
case 6 :
case 7 :
switch (xaraxmeet) {
case 1 :
yesno = 16;
yesnoText = "You bump into the strange lizard-like xarax in the corridor again. Once more he nods politely to you and asks if you would like to see his magical wares. What do you say?";
gotoAndStop (9);
break;
default :
yesno = 16;
yesnoText = "As you walk along the corridors of Greed, you find yourself bumping into a tall, odd-looking lizard-like creatures. Wearing a dark robe and covered in various gaudy trinkets and amulets, he is an unusual creature of near unidentifiable species.\n\nWith a large, long and wide snout, and sporting a thick, white mane of fur down his back, he is easily one of the most unnatural creatures you've encountered so far that doesn't look as though it has recently escaped from a wild mutation beforehand. Interested in your presence, and taking the time to talk to you, he explains that he is a xarax, a creatures of magical and otherworldly origin.\n\nThis is not all, however. He explains that he is wandering the halls looking to sell his magical skills and wares to anybody willing to pay the prices he sets for them... would you care to look at them?";
gotoAndStop (9);
xaraxmeet = 1;
}
default :
exptext = "You find nothing of interest.";
}
}
}
Symbol 508 Button
on (release) {
searchText = "";
gotoAndStop (7);
switch (Position) {
case 2 :
chance = Math.floor(Math.random() * 7) + 1;
switch (chance) {
case 1 :
case 2 :
case 3 :
exptext = "Whilst searching through the halls of the House of Debauchery, you find yourself in an interesting area! Decorated in various different fashions to represent the Seven Deadly Sins, you feel that exploring this area may prove to reap great rewards ...\n\n\nYou are currently in the Sinner's Wing.";
sinFind = 1;
Position = 3;
Location = "Sinner's Wing";
break;
case 4 :
case 5 :
enemy = 7;
gotoAndStop (16);
break;
default :
exptext = "Though you search high and low, nothing has caught your interest so far.";
}
break;
case 3 :
chance = Math.floor(Math.random() * 25) + 1;
switch (chance) {
case 1 :
case 9 :
case 10 :
Position = 4;
Location = "Hall of Gluttony";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. Filling the air with smells of a thousand cooked meats, desserts and everything in-between, this can only be the part of the House dedicated to GLUTTONY!\n\n\nYou are currently in the Hall of Gluttony.";
gluttfind = 1;
break;
case 2 :
case 11 :
case 12 :
Position = 5;
Location = "Hall of Pride";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. Catching sight of men and women of various forms displaying themselves to hordes of cooing fans, this hallway can only be dedicated to PRIDE!\n\n\nYou are currently in the Hall of Pride.";
pridefind = 1;
break;
case 3 :
case 13 :
case 14 :
Position = 6;
Location = "Hall of Wrath";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. All around you, the sound of angry yells, shouts and screams are heard. Just hearing them gets you riled up inside and you feel like kicking something. Looks like this place is the Hall of WRATH!\n\n\nYou are currently in the Hall of Wrath.";
wrathfind = 1;
break;
case 4 :
case 15 :
case 16 :
Position = 7;
Location = "Hall of Envy";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. This hall is filled with people staring you down, reaching out to touch you and secretly cursing you for every good thing you have; it looks as though they indulge in the sin of ENVY!\n\n\nYou are currently in the Hall of Envy.";
envyfind = 1;
break;
case 5 :
case 17 :
case 18 :
Position = 8;
Location = "Hall of Sloth";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. The floor of this particular corridor is soft and plush, the walls seem to be covered with a warm, fuzzy moss that releases spores into the air, making you feel drowsy and at ease. It looks like you've found the Hall of SLOTH!\n\n\nYou are currently in the Hall of Sloth.";
slothfind = 1;
break;
case 6 :
case 19 :
case 20 :
Position = 9;
Location = "Hall of Lust";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. With lewd statues adorning several rooms, moans and grunts from behind closed doors and the smell of sweat and sex everywhere you go, there is no denying that this area is dedicated towards indulging in LUST!\n\n\nYou are currently in the Hall of Lust.";
lustfind = 1;
break;
case 7 :
case 21 :
case 22 :
Position = 10;
Location = "Hall of Greed";
exptext = "Further exploration of the Sinner's Wing leads you to stumble across an area of particular interest to you. You are nearly blinded by the gaudy golden walls encrusted with vast rare gemstones, some of which have long since been pried from the wall by eager visitors and thieves. This has to be the Hall of Greed!\n\n\nYou are currently in the Hall of Greed.";
greedfind = 1;
break;
case 8 :
Position = 2;
Location = "Entrance Hall";
exptext = "Whilst wandering around the hallways aimlessly, you find that you've ended up back where you started!\n\n\nYou are currently in the Entrance Hall.";
break;
default :
exptext = "Though you search high and low, nothing has caught your interest so far.";
}
break;
case 4 :
case 5 :
case 6 :
case 7 :
case 8 :
case 9 :
case 10 :
chance = Math.floor(Math.random() * 3) + 1;
switch (chance) {
case 1 :
Position = 3;
Location = "Sinner's Wing";
exptext = "Whilst wandering around the hallways aimlessly, you find that you've ended up back where you started!\n\n\nYou are currently in the Sinner's Wing.";
break;
default :
exptext = "Though you search high and low, nothing has caught your interest so far.";
}
}
}
Symbol 531 Button
on (release) {
_root.nextBut = 10;
_root.chance = Math.floor(Math.random() * 10) + 1;
_root.voodooDoll = _root.voodooDoll - 1;
_root.eventText = "Whilst running your fingers over the doll, you feel a strange solid object hidden deep within it. Taking no time to tear it apart with your fingers, your mind swims with thoughts of the treasures that might be hidden within.";
switch (_root.gender) {
case 0 :
_root.chance = Math.floor(Math.random() * 7) + 1;
switch (_root.chance) {
case 1 :
if (_root.cockSize > 1) {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch as your shaft loses a good inch from its length and you balls pull up closer to your body.";
_root.cockSize = _root.cockSize - 1;
_root.gotoAndStop(8);
break;
}
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch as your junk pulls so closely up to your body that it inverts itself. With a sudden surging, your innards start to reshape themselves to bear new internal organs that you once never needed.\n\nYou are now female!";
_root.gender = 1;
_root.cunt = 1;
_root.cuntSize = 1;
_root.cockSize = _root.cockSize - 1;
_root.boobSize = 1;
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your pants suddenly feel constrictive. Pulling them down to examine, you watch as your shaft becomes fully erect, growing more than a good inch in length than normal and your balls hang more heavily than before. Despite pumping your shaft until you cum and waiting until you go flacid once more, this extra girth remains.";
_root.cockSize = _root.cockSize + 1;
_root.gotoAndStop(8);
break;
case 3 :
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have two things to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and you feel a hot flush of heat down before and your innards surge uncomfortably as they reshape. Reaching into your pants to work out what just happened you are horrified to find a tight, sensitive slit cut into your taint just behind you balls.\n\nYou are now a herm!";
_root.cunt = 1;
_root.cuntSize = 1;
_root.gender = 2;
_root.boobSize = 1;
_root.gotoAndStop(8);
break;
case 4 :
if (_root.boobSize >= 1) {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your shirt suddenly feels emptier than normal. A quick check confirms your suspicions; your chest has shrunk!";
_root.boobSize = _root.boobSize - 1;
_root.gotoAndStop(8);
} else {
break;
_root.gotoAndStop(8);
}
default :
_root.gotoAndStop(8);
}
break;
case 1 :
_root.chance = Math.floor(Math.random() * 7) + 1;
switch (_root.chance) {
case 1 :
if (_root.cuntSize > 1) {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch in horror as your pussy clenches up tight and refuses to break to its normal size.";
_root.cuntSize = _root.cuntSize - 1;
_root.gotoAndStop(8);
break;
}
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch in horror as your pussy clenches up tight and a large mass of hot, sensitive flesh pushes from you into the unmistakable shape of a large, thick human-like cock.\n\nYou are now male!";
_root.gender = 0;
_root.cunt = 0;
_root.cuntSize = _root.cuntSize - 1;
_root.cockSize = 6;
_root.cock = 1;
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and you feel a sudden warm tingling down below, before the sensation of being fucked senseless by a ploughhorse hits you and you pass out. When you finally come to, a quick finger search reveals that your pussy seems to have gotten looser.";
_root.cuntSize = _root.cuntSize + 1;
_root.gotoAndStop(8);
break;
case 3 :
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have two things to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and you feel a hot flush of heat down before and your innards surge uncomfortably as they reshape. Pulling down your pants to inspect, you watch as your slit shifts downwards towards your taint to make room for the hefty, human-like shaft that swells from your groin.\n\nYou are now a herm!";
_root.cock = 1;
_root.cockSize = 6;
_root.gender = 2;
_root.gotoAndStop(8);
break;
case 4 :
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your shirt suddenly feels tighter than normal. A quick check confirms your suspicions; your chest has grown in size!";
_root.boobSize = _root.boobSize + 1;
_root.gotoAndStop(8);
break;
default :
_root.gotoAndStop(8);
}
break;
case 2 :
_root.chance = Math.floor(Math.random() * 10) + 1;
switch (_root.chance) {
case 1 :
if (cuntSize > 1) {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch in horror as your pussy clenches up tight and refuses to break to its normal size.";
_root.cuntSize = _root.cuntSize - 1;
_root.gotoAndStop(8);
break;
}
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch in horror as your pussy clenches up tight and seals permanently.\n\nYou are now male!";
_root.gender = 0;
_root.cunt = 0;
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and you feel a sudden warm tingling down below, before the sensation of being fucked senseless by a ploughhorse hits you and you pass out. When you finally come to, a quick finger search reveals that your pussy seems to have gotten looser.";
_root.cuntSize = _root.cuntSize + 1;
_root.gotoAndStop(8);
break;
case 4 :
if (boobsize > 1) {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your shirt suddenly feels emptier than normal. A quick check confirms your suspicions; your chest has shrunk!";
_root.boobSize = _root.boobSize - 1;
_root.gotoAndStop(8);
} else {
break;
if (cockSize >= 1) {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch as your shaft loses a good inch from its length and you balls pull up closer to your body.";
_root.cockSize = _root.cockSize - 1;
_root.gotoAndStop(8);
} else {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch as your junk pulls so closely up to your body that it shrinks away to nothing, you cunt shifting up from your taint to rest where your cock once was.\n\nYou are now female!";
_root.gender = 1;
_root.cockSize = _root.cockSize - 1;
_root.gotoAndStop(8);
break;
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your pants suddenly feel constrictive. Pulling them down to examine, you watch as your shaft becomes fully erect, growing more than a good inch in length than normal and your balls hang more heavily than before. Despite pumping your shaft until you cum and waiting until you go flacid once more, this extra girth remains.";
_root.cockSize = _root.cockSize + 1;
_root.gotoAndStop(8);
break;
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your shirt suddenly feels tighter than normal. A quick check confirms your suspicions; your chest has grown in size!";
_root.boobSize = _root.boobSize + 1;
_root.gotoAndStop(8);
break;
_root.gotoAndStop(8);
}
}
case 3 :
if (cockSize >= 1) {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch as your shaft loses a good inch from its length and you balls pull up closer to your body.";
_root.cockSize = _root.cockSize - 1;
_root.gotoAndStop(8);
} else {
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters less when you have none to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your groin feels suddenly constricted. Pulling your pants down to examine, you watch as your junk pulls so closely up to your body that it shrinks away to nothing, you cunt shifting up from your taint to rest where your cock once was.\n\nYou are now female!";
_root.gender = 1;
_root.cockSize = _root.cockSize - 1;
_root.gotoAndStop(8);
break;
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your pants suddenly feel constrictive. Pulling them down to examine, you watch as your shaft becomes fully erect, growing more than a good inch in length than normal and your balls hang more heavily than before. Despite pumping your shaft until you cum and waiting until you go flacid once more, this extra girth remains.";
_root.cockSize = _root.cockSize + 1;
_root.gotoAndStop(8);
break;
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your shirt suddenly feels tighter than normal. A quick check confirms your suspicions; your chest has grown in size!";
_root.boobSize = _root.boobSize + 1;
_root.gotoAndStop(8);
break;
_root.gotoAndStop(8);
}
case 5 :
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your pants suddenly feel constrictive. Pulling them down to examine, you watch as your shaft becomes fully erect, growing more than a good inch in length than normal and your balls hang more heavily than before. Despite pumping your shaft until you cum and waiting until you go flacid once more, this extra girth remains.";
_root.cockSize = _root.cockSize + 1;
_root.gotoAndStop(8);
break;
case 7 :
_root.eventText = _root.eventText + "\n\nYou are disappointed when a carved wooden orb falls from the tattered remains of the doll. There is an inscription written on the surface that reads 'Size doesn't matter as long as you're big, size matters more when you have lots to give.'\n\nYou are pondering the meaning of this when suddenly the orb glows and cracks. You throw it away moments too late and your shirt suddenly feels tighter than normal. A quick check confirms your suspicions; your chest has grown in size!";
_root.boobSize = _root.boobSize + 1;
_root.gotoAndStop(8);
break;
default :
_root.gotoAndStop(8);
}
break;
default :
_root.gotoAndStop(8);
_root.eventText = _root.eventText + "\n\nMuch to your disappointment, however, you find nothing ...";
}
_root.gotoAndStop(8);
}
Symbol 539 MovieClip Frame 1
stop();
Symbol 547 Button
on (release) {
_root.nextBut = 10;
_root.tonguedom = _root.tonguedom - 1;
if (!(_root.cocktongue === 1)) {
} else {
_root.eventText = "Already having a cocktongue, the tonguedom does little more than provide you with such intense stimulation that you are forced to deal with the massive shlong jutting from your face before you can continue. Five minutes and one cum-bloated tonguedom later, you're ready to go on your way!";
_root.gotoAndStop(8);
return(undefined);
}
if (!(_root.cocktongueProg === 7)) {
} else {
_root.cocktongueGet = Math.floor(Math.random() * 1) + 1;
if (!(_root.cocktongueGet === 1)) {
} else {
_root.eventText = "Feeling a bit silly as you pull the oddly-shaped condom from its packaging, you poke out your tongue and slip on the tonguedom as best you can, feeling even more foolish to see most of it dangling emptily from the twitching muscle. This doesn't last long.\n\nWith a sudden wave of pleasure rushing through every nerve in your mouth, you watch as your tongue bloats out rapidly, filling the rubbery condom in seconds and hardening to the point you can barely wiggle it from side to side.\n\nTearing the tonguedom off changes nothing, and you find yourself muffledly yelling around the massive human-like shlong bulging past your lips. This also does little to help the arousal that seems to be rooted directly into your brain, and thick globs of pre spurt from the tip into the air. Lost to the intense arousal this strange body part is bringing, you grab at it and jerk it wildly, gagging on the pleasure it gives you.\n\nDue to the sensitive nature of the body part, you soon find yourself cumming wildly and splattering the walls with tongue seed. Though you expect your tongue to change back, as per normal, you watch in horror as the foreskin rolls back over its head and retract back into your mouth without changing!\n\n\nYou now have a cocktongue!";
_root.cocktongue = 1;
_root.gotoAndStop(8);
return(undefined);
}
_root.eventText = "Feeling a bit silly as you pull the oddly-shaped condom from its packaging, you poke out your tongue and slip on the tonguedom as best you can, feeling even more foolish to see most of it dangling emptily from the twitching muscle. This doesn't last long.\n\nWith a sudden wave of pleasure coursing through every nerve in your mouth, you watch as your tongue bloats out rapidly, filling the rubbery condom in seconds and hardening to the point you can barely wiggle it from side to side.\n\nTearing the tonguedom off changes nothing, and you find yourself muffledly yelling around the massive human-like shlong bulging past your lips. This also does little to help the arousal that seems to be rooted directly into your brain, and thick globs of pre spurt from the tip into the air. Lost to the intense arousal this strange body part is bringing, you grab at it and jerk it wildly, gagging on the pleasure it gives you.\n\nDue to the sensitive nature of the body part, you soon find yourself cumming wildly and splattering the walls with tongue seed. Much to your relief, this seems to cure the effects of the tonguedom and soon your tongue twists and reshapes back to normal; if not feeling a little thicker than before...";
_root.gotoAndStop(8);
return(undefined);
}
_root.eventText = "Feeling a bit silly as you pull the oddly-shaped condom from its packaging, you poke out your tongue and slip on the tonguedom as best you can, feeling even more foolish to see most of it dangling emptily from the twitching muscle. This doesn't last long.\n\nWith a sudden wave of pleasure coursing through every nerve in your mouth, youwatch as your tongue bloats out rapidly, filling the rubbery condom in seconds and hardening to the point you can barely wiggle it from side to side.\n\nTearing the tonguedom off changes nothing, and you find yourself muffledly yelling around the massive human-like shlong bulging past your lips. This also does little to help the arousal that seems to be rooted directly into your brain, and thick globs of pre spurt from the tip into the air. Lost to the intense arousal this strange body part is bringing, you grab at it and jerk it wildly, gagging on the pleasure it gives you.\n\nDue to the sensitive nature of the body part, you soon find yourself cumming wildly and splattering the walls with tongue seed. Much to your relief, this seems to cure the effects of the tonguedom and soon your tongue twists and reshapes back to normal; if not feeling a little thicker than before...";
_root.cocktongueProg = _root.cocktongueProg + 1;
_root.gotoAndStop(8);
return(undefined);
}
Symbol 550 MovieClip Frame 1
stop();
Symbol 557 Button
on (release) {
if (_root.orcawear == 0) {
_root.orcawear = 1;
_root.eventText = "You thumb over the orca suit curiously, grinning as it gently grunts and moans to your touch.\n\nTeasing his zipper, you find yourself pulling it down to reveal his warm, slick insides. A prod with your finger determines that there's nothing natural about it though - it feels like lubricated rubber, and kind of smells like it too.\n\nBefore you know it, you've stripped of your clothing and pushed a foot down through the chest cavity, much to the orca's surprised mumble. You ignore him, however and pull your second foot into his, savouring the warm, tight wrap of those black and white digits clinging tightly to your toes. It's strange how well it fits, almost as though you've been forcibly reshaped to fit inside it perfectly: especially considering how well his thighs wrap around your own and twist your body shape to more closely match his own.\n\nSuddenly you find the orca's tail brush against your leg and your eyes open wide; you felt that! A quick finger prod later makes you shiver as your finger teases the orca's vent. You can feel through the orca's skin like it was your own! As you more eager pull the orca's arms over your own and wiggle his fingers as easily as you would without him wrapping about your body, you feel yourself getting aroused, only to watch as a long, slick orca cock slides from the vent and flicks about in the air.\n\nYou ignore it for now, savouring the feeling of it writhing idly in the air, until you've pulled the orca's stretchy head over your own and sealed yourself in the suit with the zipper.\n\nNow completely orca in appearance, with any features of your real body hidden in the tautly stretched skin, you choose to grab at your newly formed shaft and stroke at it with reckless abandon. The pleasure that runs through you is nothing like you've ever felt before, with the voice of the orca lost to moans in the back of your mind. Faster and faster you stroke, thick spurts of pre dribbling down your foreign shaft as you tease over your slick, almost-rubbery skin.\n\nWith the pressure buiding in yout loins, you last little longer than a few minutes of intense pawing before that snakey shaft stiffens, bulges and spews thick, white cream into the air.\n\nFeeling reinvigorated by your playtime, you swish your thick tail about and grin. It can't hurt you to wear this guy for a little longer, right?\n\n'Let's see how long we can get away with this, huh?' you say, the orca's snout moving as though it were your very own. Despite the orca's mental protests bubbling away in the back of your mind, you stroll off on your way wearing him. No ... Now you ARE him. Who is to say otherwise?";
_root.gotoAndStop(8);
_root.nextBut = 10;
} else if (_root.orcawear == 1) {
_root.orcawear = 0;
_root.eventText = "With an air of reluctance, you pull down the zipper of your suit and proceed to strip yourself of the warm, rubbery orca suit. When he flops to the floor as little more than a formless clump of material, you pull your original clothes back on and stuff the orca back into your inventory. Now that was FUN.";
_root.gotoAndStop(8);
_root.nextBut = 10;
}
}
Symbol 558 MovieClip Frame 1
stop();
Symbol 564 Button
on (release) {
gotoAndStop (7);
inventoryDesc = "";
}
Symbol 581 Button
on (release) {
if (_root.chp > _root.mhp) {
_root.eventText = "You're still feeling the buzz from a great night's sleep. You don't need more health!";
_root.nextBut = 10;
_root.gotoAndStop(8);
}
if (_root.chp < _root.mhp) {
_root.healSalve = _root.healSalve - 1;
_root.healthRest = _root.mhp - _root.chp;
_root.chp = _root.chp + 25;
if (_root.chp > _root.mhp) {
_root.chp = _root.mhp;
} else {
_root.healthRest = 25;
}
_root.nextBut = 10;
_root.eventText = ("You rub the salve into your wounds and sigh with relief as the potent healing chemicals get to work.\n\nYou recovered " + _root.healthRest) + "HP!";
_root.gotoAndStop(8);
}
if (_root.chp == _root.mhp) {
_root.eventText = "You are already at maximum health!";
_root.nextBut = 10;
_root.gotoAndStop(8);
}
}
Symbol 583 MovieClip Frame 1
stop();
Symbol 588 Button
on (release) {
_root.nextBut = 10;
_root.chance = Math.floor(Math.random() * 4) + 1;
_root.scalePolish = _root.scalePolish - 1;
_root.eventText = "Upon opening the small pot a potent scent of dragon cum fills the air. Testingly, you stick your finger into the white creamy mixture and wince; it's still warm. Still, scale polish is scale polish and you start to rub it all over yourself, not stopping until the pot is empty and you are slick, shiny and smell like dragon.";
switch (_root.chance) {
case 1 :
switch (_root.gender) {
case 1 :
_root.eventText = _root.eventText + "\n\nYour muscles clench tightly and you grunt as they swell all over your body and veins bulge through the skin. Grabbing a nearby piece of furniture, you let out a bestial roar and break it in half with ease. Moments later they break to normal size, but that sense of unnatural strength you had remains with you ...";
_root.str = _root.str + 1;
_root.strgain = 1;
_root.gotoAndStop(8);
break;
default :
break;
case 0 :
case 2 :
_root.chance = Math.floor(Math.random() * 3) + 1;
switch (_root.chance) {
case 1 :
_root.eventText = _root.eventText + "\n\nYou feel a sudden surge of heat emanating from your groin that lasts a few moments. This is enough to bring you to full length and beyond! Surprised by this, you give yourself a quick rule of thumb check: yup, you've definitely gotten bigger down there.";
_root.cockSize = _root.cockSize + 1;
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYour muscles clench tightly and you grunt as they swell all over your body and veins bulge through the skin. Grabbing a nearby piece of furniture, you let out a bestial roar and break it in half with ease. Moments later they break to normal size, but that sense of unnatural strength you had remains with you ...";
_root.str = _root.str + 1;
_root.strgain = 1;
_root.gotoAndStop(8);
break;
case 3 :
switch (_root.cock) {
case 2 :
if (maxwellbeat == 1) {
_root.eventText = _root.eventText + "\n\nYou feel a sudden surge of heat emanating from your groin that lasts a few moments. This is enough to bring you to full length and beyond! You're about to grab at and measure the size of your dick, when suddenly the flesh ripples and spasms and, much to your shock and awe, the head of your draconian shaft reshapes into a familiar-looking draconian face; Maxwell.\n\n'Oh crap!' he exclaims, looking pissed off and looking around, before glaring up at you. 'Shit, I thought I was getting freed by the Masterat last! I'm gonna-' Whatever he was going to say sounded threatening, but it's hard to take him seriously when he's suddenly silenced and pulled back into your shaft as a mere cockhead once more. Okay ... that was weird!";
_root.gotoAndStop(8);
} else {
_root.eventText = _root.eventText + "\n\nYou feel a sudden surge of heat emanating from your groin that lasts a few moments. This is enough to bring you to full length and beyond! Surprised by this, you give yourself a quick rule of thumb check: yup, you've definitely gotten bigger down there.";
_root.cockSize = _root.cockSize + 1;
_root.gotoAndStop(8);
}
break;
default :
if (maxwellbeat == 0) {
_root.eventText = _root.eventText + "\n\nSuddenly you double over and images of large draconian beasts flash through your mind as your groin catches fire. You can only watch in horror as your shaft changes before your eyes! Swelling and distorting, the skin on your shaft takes on a shiny black, leathery quality and your balls sag lower than they once did. With strange nubs and ridges bulging from the shaft, you can only watch as it pulls back into a thick, scaly sheath.\n\nYou now have a dragon dick!";
} else {
_root.eventText = _root.eventText + "\n\nMaxwell, as a cock, turns into his upper torso, begs to be turned back and reverts into draconian cockflesh\n\nYou now have a dragon cock!";
}
_root.cock = 2;
_root.cockSize = _root.cockSize + 2;
_root.gotoAndStop(8);
}
}
}
case 2 :
case 3 :
_root.chance = Math.floor(Math.random() * 7) + 2;
switch (_root.chance) {
case 2 :
switch (_root.ear) {
case 2 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nYour ears suddenly feel warm, then hot, then BURNING hot. At first you assume several hundred people must just have started talking about you at once, but upon realising you're just not that popular you reach up to grab at them; what greets you are a pair of foreign, fin-like objects that squirm in your grip.\n\nYou now have a draconian earfins!";
_root.ear = 2;
_root.gotoAndStop(8);
}
case 3 :
switch (_root.charFace) {
case 2 :
_root.gotoAndStop(8);
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nYou feel a sudden cracking in your mouth and nose as they throb and swell slowly and uncomfortably, stretching forward and growing wide as your extending maw fills with sharp, bestial teeth. To top off the changes, a large, dark horn pushes through the skin at the end, just above the nostrils. Clutching at your head, you can feel the bones twisting and shifting under your fingers as horns and spines burst through the skin; this is going to take some getting used to...\n\nYou now have a draconian head!";
_root.charFace = 2;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou feel a sudden cracking in your snout as it throbs and shifts uncomfortably growing wide and filling with sharp, bestial teeth. To top off the changes, a large, dark horn pushes through the skin at the end, just above the nostrils. Clutching at your head, you can feel the bones twisting and shifting under your fingers as horns and spines burst through the skin; this is going to take some getting used to...\n\nYou now have a draconian head!";
_root.charFace = 2;
_root.gotoAndStop(8);
}
case 4 :
switch (_root.arm) {
case 2 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nThe muscles in your arm start to spasm wildly as the cells within start to shift and alter. Thick, dark claws spout from the tips of your fingers and dark spines run up your forearm, making you scream painfully. Suddenly, the change is over and the memory of the pain seems distant and unclear...\n\nYou now have a draconian claws!";
_root.arm = 2;
_root.gotoAndStop(8);
}
case 5 :
switch (_root.tail) {
case 2 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nYou feel a sudden heat against your backside, before a sudden sharp pain in your spine. Barely able to remove your pants fast enough, a long, thick tail complete with fins, spikes and nifty hooks at the end blossoms from your body.\n\nYou now have a dragon tail!";
_root.tail = 2;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou feel a sudden heat against your backside, before a sudden sharp pain in your spine. Flicking your tail about in an attempt to quieten its complaints it suddenly lengthen and thickens, growing numerous fins, spikes and nifty hooks at the end.\n\nYou now have a dragon tail!";
_root.tail = 2;
_root.gotoAndStop(8);
}
case 6 :
switch (_root.torso) {
case 2 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nYour heart palputates wildly as the dragon cream works deep into your very core. Clutching at your stomach and grunting with pain, long, thick spines push their way from your back and a pair of massive leathery wings stretch from just behind your shoulderblades.\n\nWell ... that was unexpected.\n\nYou are now mostly draconian!";
_root.torso = 2;
_root.gotoAndStop(8);
}
case 7 :
switch (_root.hair) {
case 2 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.eventText = _root.eventText + "\n\nYou suddenly feel uncomfortable and itchy in your own skin, this isn't what you had in mind when you had used the cream! As it starts to flake away under your fingers, you see that the new skin replacing it is a LOT shinier than it used to be... in fact, it's a lot scalier than before too!\n\nYou now have scaly skin!";
_root.hair = 2;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou suddenly feel uncomfortable and itchy in your own skin, this isn't what you had in mind when you had used the cream! As your fur starts to fall away to your scratching, you see that there is new skin growing just underneath. It is a LOT shinier than it used to be... in fact, it's a lot scalier than before too!\n\nYou now have scaly skin!";
_root.hair = 2;
_root.gotoAndStop(8);
}
case 8 :
switch (_root.leg) {
case 2 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nYou stumble awkwardly as your feet suddenly swell and twist into massive digitigrade three-toed claws that gleam wickedly in the light. Just as you're adjusting to this change, your thighs swell and ridges run down over your shins.\n\nYou now have some draconian legs!";
_root.leg = 2;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou stumble awkwardly as your feet suddenly swell and twist into massive three-toed claws that gleam wickedly in the light. Just as you're adjusting to this change, your thighs swell and ridges run down over your shins. \n\nYou now have some draconian legs!";
_root.leg = 2;
_root.gotoAndStop(8);
}
}
}
_root.gotoAndStop(8);
_root.gotoAndStop(8);
}
Symbol 590 MovieClip Frame 1
stop();
Symbol 594 Button
on (release) {
_root.nextBut = 10;
_root.chance = Math.floor(Math.random() * 4) + 1;
_root.foxmallow = _root.foxmallow - 1;
_root.eventText = "You drop the tiny marshmallow onto your tongue and pull it into your mouth for a good deal of chewing. The mallow is firm, powdery and sweet and makes you feel oddly nostalgic while you eat!";
switch (_root.chance) {
case 1 :
switch (_root.gender) {
case 1 :
_root.chance = Math.floor(Math.random() * 2) + 1;
switch (_root.chance) {
case 1 :
_root.eventText = _root.eventText + "\n\nYour gut burbles oddly and you suddenly feel desperately hungry - so desperately hungry that you're in the process of attempting to bite the arm off a nearby statue when the sensation disappears!";
if (_root.fat > 1) {
_root.eventText = _root.eventText + "\n\nYou pat your belly curiously. It seems to have shrunk somewhat since the last time you checked!";
_root.fat = _root.fat - 1;
}
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou sudden find yourself sapped of all your strength and you sink to your knees as your muscles completely give up on you. You spend a couple of scared minutes entirely unable to move before, inexplicably, they start functioning properly once more.";
if (_root.muscle > 1) {
_root.eventText = _root.eventText + "\n\nYou flex your arms and frown. You've lost a good deal of muscle mass!";
_root.muscle = _root.muscle - 1;
}
_root.gotoAndStop(8);
break;
default :
_root.gotoAndStop(8);
}
case 0 :
case 2 :
_root.chance = Math.floor(Math.random() * 3) + 1;
switch (_root.chance) {
case 1 :
_root.eventText = _root.eventText + "\n\nYou sudden find yourself sapped of all your strength and you sink to your knees as your muscles completely give up on you. You spend a couple of scared minutes entirely unable to move before, inexplicably, they start functioning properly once more.";
if (_root.muscle > 1) {
_root.eventText = _root.eventText + "\n\nYou flex your arms and frown. You've lost a good deal of muscle mass!";
_root.muscle = _root.muscle - 1;
}
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou sudden find yourself sapped of all your strength and you sink to your knees as your muscles completely give up on you. You spend a couple of scared minutes entirely unable to move before, inexplicably, they start functioning properly once more.";
if (_root.muscle > 1) {
_root.eventText = _root.eventText + "\n\nYou flex your arms and frown. You've lost a good deal of muscle mass!";
_root.muscle = _root.muscle - 1;
}
_root.gotoAndStop(8);
break;
case 3 :
switch (_root.cock) {
case 1 :
_root.eventText = _root.eventText + "\n\nYou sudden find yourself sapped of all your strength and you sink to your knees as your muscles completely give up on you. You spend a couple of scared minutes entirely unable to move before, inexplicably, they start functioning properly once more.";
if (_root.muscle > 1) {
_root.eventText = _root.eventText + "\n\nYou flex your arms and frown. You've lost a good deal of muscle mass!";
_root.muscle = _root.muscle - 1;
}
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou gasp as you cock tingles pleasurefully, swelling and hardening before your eyes without so much as a dirty thought. You grip it and moan as it throbs and shifts in your fingers. With the foreskin pulling back further along your shaft than normal, it thickens and becomes more akin to a sheath as the rest of your shaft grows pointed and takes on a deep red hue, the base swelling into a large knot. When the changes finish entirely, you let out a howl and cum heavily.\n\nYou now have a doggy cock!";
_root.cock = 1;
_root.gotoAndStop(8);
break;
}
}
}
case 2 :
case 3 :
_root.chance = Math.floor(Math.random() * 7) + 2;
switch (_root.chance) {
case 2 :
switch (_root.ear) {
case 1 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nYour ears tighten up into sharp, triangular points.\n\nYou now have fox ears!";
_root.ear = 1;
_root.gotoAndStop(8);
}
case 3 :
switch (_root.charFace) {
case 1 :
_root.gotoAndStop(8);
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nAs you chew the marshmallow, you notice that it is getting increasingly awkwardly to move your jaws. You soon realise this is because your face is stretching out into a long, vulpine snout! Your head feels compressed as your skull snaps up into a thinner, sleeker shape\n\nYou now have a fox head!";
_root.charFace = 1;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nAs you chew the marshmallow, you notice that it is getting increasingly awkwardly to move your jaws. You soon realise this is because your face is compressing into a long, vulpine snout! Your head feels compressed as your skull snaps up into a thinner, sleeker shape\n\nYou now have a fox head!";
_root.charFace = 1;
_root.gotoAndStop(8);
}
case 4 :
switch (_root.arm) {
case 1 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nThe muscles in your arm start to spasm wildly as the cells within start to shift and alter. You watch as your fingers develop stubby, thick claws and thicker paw pads bulge from your palms.\n\nYou now have foxy arms!";
_root.arm = 1;
_root.gotoAndStop(8);
}
case 5 :
switch (_root.tail) {
case 1 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nYou feel a strange amount of pressure on your spine shortly before a big fluffy brush of a tail blooms from your backside.\n\nYou now have a fox tail!";
_root.tail = 1;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou feel a strange tingling in your tail as it starts to shift and reshape into a big fluffy one of orange fur, tipped with white at the end.\n\nYou now have a fox tail!";
_root.tail = 1;
_root.gotoAndStop(8);
}
case 6 :
switch (_root.torso) {
case 1 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nYour entire being tingles uncomfortably and you endure a sudden rush of vertigo when you find that you've become taller and lither.\n\nYou are now mostly fox-like!";
_root.torso = 1;
_root.gotoAndStop(8);
}
case 7 :
switch (_root.hair) {
case 1 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYour scales suddenly start itching and you start to itch and scratch at them furiously. To your horror, they start to flake away and reveal orange-brown and white fur blooming up underneath!\n\nYou now have fox fur!";
_root.hair = 1;
_root.gotoAndStop(8);
break;
case 3 :
case 5 :
_root.eventText = _root.eventText + "\n\nYour skin suddenly start itching and you start to itch and scratch at it furiously. To your horror, it starts to flake away and reveal orange-brown and white fur blooming up underneath!\n\nYou now have fox fur!";
_root.hair = 1;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour fur starts to take on an orangey hue, much to your surprise. You let out a startled cry as darker brown fur sweeps up your arms and white fur spreads across your chest and belly.\n\nYou now have fox fur!";
_root.hair = 1;
_root.gotoAndStop(8);
}
case 8 :
switch (_root.leg) {
case 1 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nYou gasp as your thighs grow thinner and you gain a good foot in height. Your feet shift and swell into large, digitigrade canid ones with short, thick claws.\n\nYou now have some foxy legs!";
_root.leg = 1;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou gasp as your thighs grow thinner and your legs readjust slightly. Your feet shift as they grow shorter, darker claws at the end of each toe.\n\nYou now have some fox legs!";
_root.leg = 1;
_root.gotoAndStop(8);
}
}
}
_root.gotoAndStop(8);
_root.gotoAndStop(8);
}
Symbol 596 MovieClip Frame 1
stop();
Symbol 602 Button
on (release) {
_root.nextBut = 10;
_root.chance = Math.floor(Math.random() * 4) + 1;
_root.bintBerry = _root.bintBerry - 1;
_root.eventText = "You throw the rather bulbous berry into your maw and chew into it enthusiastically. It tastes like sweet and buttery popcorn!";
switch (_root.chance) {
case 1 :
switch (_root.gender) {
case 1 :
_root.chance = Math.floor(Math.random() * 2) + 1;
switch (_root.chance) {
case 1 :
_root.eventText = _root.eventText + "\n\nYour gut slurches loudly and you moan as it swells and bulges suddenly. You must have eaten a bad berry!\n\nGrabbing at your gut nervously, you can do little to stop its rapid expansion until it bulges from you as tautly and roundly as it'll stretch.\n\n'BuuuuuuuuuuuRRRRRRP!' You suddenly belch loudly and your gut shrinks down, the liquid that had been filling you now escaping as a gas!";
if (_root.fat < 5) {
_root.eventText = _root.eventText + "\n\nYou frown to discover that walking is a little harder than before, and your limbs brush up against you more than they do normally. Have you gotten fatter?";
_root.fat = _root.fat + 1;
}
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou feel an electric tingle run up your spine and grin in response, bouncing from foot to foot eagerly. You suddenly feel so much more energetic!";
_root.agi = _root.agi + 1;
_root.agigain = 1;
_root.gotoAndStop(8);
}
case 0 :
case 2 :
_root.chance = Math.floor(Math.random() * 3) + 1;
switch (_root.chance) {
case 1 :
_root.eventText = _root.eventText + "\n\nYour gut slurches loudly and you moan as it swells and bulges suddenly. You must have eaten a bad berry!\n\nGrabbing at your gut nervously, you can do little to stop its rapid expansion until it bulges from you as tautly and roundly as it'll stretch.\n\n'BuuuuuuuuuuuRRRRRRP!' You suddenly belch loudly and your gut shrinks down, the liquid that had been filling you now escaping as a gas!";
if (_root.fat < 5) {
_root.eventText = _root.eventText + "\n\nYou frown to discover that walking is a little harder than before, and your limbs brush up against you more than they do normally. Have you gotten fatter?";
_root.fat = _root.fat + 1;
}
case 2 :
_root.eventText = _root.eventText + "\n\nYou feel an electric tingle run up your spine and grin in response, bouncing from foot to foot eagerly. You suddenly feel so much more energetic!";
_root.agi = _root.agi + 1;
_root.agigain = 1;
_root.gotoAndStop(8);
return(undefined);
case 3 :
if (!(_root.cock === 4)) {
} else {
_root.eventText = _root.eventText + "\n\nYou feel an electric tingle run up your spine and grin in response, bouncing from foot to foot eagerly. You suddenly feel so much more energetic!";
_root.agi = _root.agi + 1;
_root.agigain = 1;
_root.gotoAndStop(8);
return(undefined);
}
_root.eventText = _root.eventText + "\n\nYour groin pulses and swells erratically, engorging with blood as it hardens rapidly. You are about to grab at it and deal with the problem when suddenly electric sparks of pleasure dance through it and instead you leave it to to its own thing, dark fur sprouting over the shaft and balls. The pleaure eventually overwhelms you and you cum heavily, releasing two to three more loads that you normally would.\n\nYou now have a bint cock!";
_root.cock = 4;
_root.gotoAndStop(8);
break;
}
}
case 2 :
case 3 :
_root.chance = Math.floor(Math.random() * 7) + 2;
switch (_root.chance) {
case 2 :
switch (_root.ear) {
case 4 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nYour ears buzz warmly and the sensations of them reshaping into short, round bearish ears with long fluffy tufts is strange indeed. It doesn't stop you from playing with them afterwards though.\n\nYou now have binturong ears!";
_root.ear = 4;
_root.gotoAndStop(8);
}
case 3 :
switch (_root.charFace) {
case 4 :
_root.gotoAndStop(8);
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nWhile considering stopping a while longer to savour the taste of the berry for a little longer, your train of thought is interrupted by a painful snapping of bone and your nose and maw suddenly jut out a lot further that they used to. As your nose darkens and swells into a bear-like shape and your teeth become small, sharp and bitey, massive whiskers start to bloom from just aboe your mouth!\n\nYou now have a binturong head!";
_root.charFace = 4;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nWhile considering stopping a while longer to savour the taste of the berry for a little longer, your train of thought is interrupted by a painful snapping of bone and your nose and maw suddenly pull in a little. As your nose darkens and takes on a bear-like shape and your teeth become small, sharp and bitey, massive whiskers start to bloom from just aboe your mouth!\n\nYou now have a binturong head!";
_root.charFace = 4;
_root.gotoAndStop(8);
}
case 4 :
switch (_root.arm) {
case 4 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nThe muscles in your arm start to spasm wildly as the cells within start to shift and alter. You watch as your fingers grow long, vicious-looking white claws ideal for climbing.\n\nYou now have binturong arms!";
_root.arm = 4;
_root.gotoAndStop(8);
}
case 5 :
switch (_root.tail) {
case 4 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nYou feel a strange amount of pressure on your spine shortly before a long, thick and weighty tail blooms from your backside.\n\nYou now have a binturong tail!";
_root.tail = 4;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou feel a strange tingling in your tail as it tarts to shift and reshape into a large, thick prehensile one coated in a thick, dark fur.\n\nYou now have a binturong tail!";
_root.tail = 4;
_root.gotoAndStop(8);
}
case 6 :
switch (_root.torso) {
case 4 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nYour entire being tingles uncomfortably warmly and you endure a sudden rush as you find that you've become squatter than before.\n\nYou are now mostly binturong-like!";
_root.torso = 4;
_root.gotoAndStop(8);
}
case 7 :
switch (_root.hair) {
case 4 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYour scales suddenly start itching and you start to itch and scratch at them furiously. To your horror, they start to flake away and reveal thick, dark popcorn-scented fur blooming up underneath!\n\nYou now have binturong fur!";
_root.hair = 4;
_root.gotoAndStop(8);
break;
case 3 :
case 5 :
_root.eventText = _root.eventText + "\n\nYour skin suddenly start itching and you start to itch and scratch at it furiously. To your horror, it starts to flake away and reveal thick, dark popcorn-scented fur blooming up underneath!\n\nYou now have binturong fur!";
_root.hair = 4;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour furs starts to thicken and darken rapidly, much to your shock. A warm smell of buttered popcorn flows into your nostrils as the long hair replaces your old fur.\n\nYou now have binturong fur!";
_root.hair = 4;
_root.gotoAndStop(8);
}
case 8 :
switch (_root.leg) {
case 4 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
case 7 :
_root.eventText = _root.eventText + "\n\nYou gasp as your thighs swell suddenly and your legs lose length in general. Your feet shift slightly as long, pale claws replace your toenails and adjust to suit your heftier shape.\n\nYou now have some binturong legs!";
_root.leg = 4;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou gasp as your thighs swell suddenly and your legs lose length in general. Your feet shift slightly, moving from digitigrade to plantigrade and your claws become long and pale claws.\n\nYou now have some binturong legs!";
_root.leg = 4;
_root.gotoAndStop(8);
}
}
}
_root.gotoAndStop(8);
_root.gotoAndStop(8);
}
Symbol 604 MovieClip Frame 1
stop();
Symbol 610 Button
on (release) {
_root.nextBut = 10;
_root._root.chance = Math.floor(Math.random() * 10) + 1;
_root.magicSoap = _root.magicSoap - 1;
_root.eventText = "You spit onto the soap and work it up into a lather before rubbing it all over yourself. It smells like roses and violets and you can just feel the cleansing properties seeping into your skin.";
if (_root.chance == 1) {
switch (_root.gender) {
case 0 :
case 2 :
_root.chance = Math.floor(Math.random() * 7) + 1;
switch (_root.chance) {
case 1 :
switch (_root.cock) {
case 3 :
break;
case 5 :
_root.cock = 3;
break;
default :
_root.chance = Math.floor(Math.random() * 2) + 1;
switch (_root.chance) {
case 1 :
case 2 :
case 3 :
_root.eventText = _root.eventText + "\n\nAs the soap suds disperse you realise that something feels ... off. Looking down you gasp to see that your pride and joy is now a smooth-skinned shaft with a bulbous head, wrapped in a thick foreskin.\n\nYou now have a human dick!";
_root.cock = 3;
_root.gotoAndStop(8);
break;
}
}
default :
}
}
} else {
if (_root.chance == 2) {
switch (_root.head) {
case 5 :
_root.head = 3;
_root.gotoAndStop(8);
break;
case 3 :
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour head pounds and cracks as the bone in it shifts and reshapes.\n\nYou now have a human head!";
_root.head = 3;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 3) {
switch (_root.ear) {
case 2 :
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour ears start to tingle with a strange electric sensation and you can feel them shift without needing to touch them. When the tingling subsides you reach up to inspect them and frown..\n\nYou now have human ears!";
_root.ear = 3;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 4) {
switch (_root.charFace) {
case 3 :
break;
case 5 :
_root.eventText = _root.eventText + "\n\nYou wipe away the soapy foam from your face, only to realise that something is amiss with your face. Where you had once had thick tusks and a flat, wide nose, you now have normal-sized teeth and a pointed nose.\n\nYou have a human face!";
_root.charFace = 3;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou wipe away the soapy foam from your face, only to realise that something is amiss with your face. Where you had one had a snout, you now have a flatter face with a pointed nose.\n\nYou have a human face!";
_root.charFace = 3;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 5) {
switch (_root.arm) {
case 5 :
_root.arm = 3;
_root.gotoAndStop(8);
break;
case 3 :
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nThe muscles in your arm start to spasm wildly as the cells within start to shift and alter. You watch as all notable features ripple from them, leaving features arms and hands that end only in simple fingernails.\n\nYou now have human arms!";
_root.arm = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 6) {
switch (_root.tail) {
case 3 :
break;
case 5 :
_root.tail = 3;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou shudder uncomfortably as your tail pinches and diminishes rapidly, much to your horror.\n\nYou have lost your tail!";
_root.tail = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 7) {
switch (_root.torso) {
case 5 :
_root.torso = 3;
break;
case 3 :
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYour chest tingles painfully as the DNA in its cells are rewritten, making your torso shrink significantly and you lose some of your height. This robs you entirely of your majestic appearance, especially now that your mighty wings have dwindled away to nothing.\n\nYou are now mostly human!";
_root.torso = 3;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour chest tingles painfully as the DNA in its cells are rewritten.\n\nYou are now mostly human!";
_root.torso = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 8) {
switch (_root.hair) {
case 5 :
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYour skin tingles for a moment and then fades, leaving you cautiously optimistic that nothing bad has happened. However, you realise just how wrong you were when your scales start to flake from your body and leave a smooth, peach-coloured skin behind. \n\nYou now have human skin!";
_root.hair = 3;
_root.gotoAndStop(8);
break;
case 3 :
_root.eventText = _root.eventText + "\n\nYour skin tingles for a moment and then fades, leaving you cautiously optimistic that nothing bad has happened. When you next catch sight of yourself in the mirror, however, you realise just how wrong you were. You've lost your green colouration and replaced it with a lighter, pinker hue. You've also lost most of your body hair.\n\nYou now have human skin!";
_root.hair = 3;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour skin tingles for a moment and then fades, leaving you cautiously optimistic that nothing bad has happened. However, you realise just how wrong you were when your fur starts to fall from your body in clumps and leave a smooth, peach-coloured skin behind.\n\nYou now have human skin!";
_root.hair = 3;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 9) {
switch (_root.leg) {
case 5 :
_root.leg = 3;
break;
case 3 :
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou stumble awkwardly as your feet become plantigrade with no given warning. You are about to check out what is going on with your feet when your claws painfully retract and toenails replace them.\n\nYou now have some human legs!";
_root.leg = 5;
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
Symbol 612 MovieClip Frame 1
stop();
Symbol 618 Button
on (release) {
_root.nextBut = 10;
_root._root.chance = Math.floor(Math.random() * 10) + 1;
_root.tribalPaint = _root.tribalPaint - 1;
_root.eventText = "You dab your fingers into the dark-red muddy mixture and quickly rub a few menacing marks onto your face before feeling a sudden wave of blind aggression run through you. You attempt to challenge several inanimate objects before the effects wear off and when it does, you feel rather silly and wipe the paint off.";
if (_root.chance == 1) {
switch (_root.gender) {
case 1 :
_root.chance = Math.floor(Math.random() * 10) + 1;
switch (_root.chance) {
case 1 :
_root.eventText = _root.eventText + "\n\nYou grunt and fall to your knees as your muscles flex and spasm wildly, making you lose all control of them. Spots dance before your eyes and the sound of drums beats in the back of your mind as your body throbs in time to the beat.\n\nMoments later the drumming ceases and you regain control of your body.";
if (_root.muscle < 5) {
_root.eventText = _root.eventText + "\n\nA quick glance over yourself makes you wonder ... is it just you or are your muscles bigger?";
_root.muscle = _root.muscle + 1;
}
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou start to giggle dumbly at the memory of your exploits under the influence of the paint and break out in a wide grin. That was actually pretty fun; you had to have attacked at least ... at least ... Hey, why can't you remember that number anymore?";
if (_root.Cint > 1) {
_root.Cint = _root.Cint - 1;
_root.intgain = _root.intgain - 1;
}
_root.gotoAndStop(8);
break;
}
case 0 :
case 2 :
_root.chance = Math.floor(Math.random() * 10) + 1;
switch (_root.chance) {
case 1 :
_root.eventText = _root.eventText + "\n\nYou grunt and fall to your knees as your muscles flex and spasm wildly, making you lose all control of them. Spots dance before your eyes and the sound of drums beats in the back of your mind as your body throbs in time to the beat.\n\nMoments later the drumming ceases and you regain control of your body.";
if (_root.muscle < 5) {
_root.eventText = _root.eventText + "\n\nA quick glance over yourself makes you wonder ... is it just you or are your muscles bigger?";
_root.muscle = _root.muscle + 1;
}
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou start to giggle dumbly at the memory of your exploits under the influence of the paint and break out in a wide grin. That was actually pretty fun; you had to have attacked at least ... at least ... Hey, why can't you remember that number anymore?";
_root.Cint = _root.Cint - 1;
_root.intgain = _root.intgain - 1;
_root.gotoAndStop(8);
break;
case 3 :
case 4 :
case 5 :
case 6 :
case 7 :
case 8 :
switch (_root.cock) {
case 5 :
_root.gotoAndStop(8);
break;
case 3 :
_root.cock = 5;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour groin pulses and swells erratically, engorging with blood as it hardens rapidly. You are about to grab at it and deal with the problem when suddenly electric sparks of pleasure dance through it and instead you leave it to do its own thing, changing into a longer, thicker human-likeshaft. As the pleaure finally overwhelms you and you cum heavily, a thick foreskin grows up over the newly formed head.\n\nYou now have a orcish cock!";
_root.cock = 5;
_root.cocksize = _root.cocksize + 2;
_root.gotoAndStop(8);
}
default :
_root.gotoAndStop(8);
}
}
_root.gotoAndStop(8);
} else {
if (_root.chance == 2) {
switch (_root.head) {
case 3 :
_root.head = 5;
_root.gotoAndStop(8);
break;
case 5 :
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour head pounds and cracks as the bone in it shifts and reshapes.\n\nYou now have an orc's head!";
_root.head = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 3) {
switch (_root.ear) {
case 2 :
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour ears start to tingle with a strange electric sensation and you can feel them shift without needing to touch them. When the tingling subsides you reach up to inspect them and frown - they feel pretty much like a human's ears, but pointier.\n\nYou now have orcish ears!";
_root.ear = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 4) {
switch (_root.charFace) {
case 5 :
_root.gotoAndStop(8);
break;
case 3 :
_root.eventText = _root.eventText + "\n\nYou are about to head off on your way when your face starts to feel strange and warm. Reaching up to touch it, you gasp in horror to feel your nose pushing itself up and flaring wide and your lower lip swelling up thick and rubbery, with two long tusks stretching out from your lower jaw.\n\nYou now have an orcish snout!";
_root.charFace = 5;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou are about to head off on your way when your face starts to feel strange and warm. Reaching up to touch it, you gasp in horror to feel your snout retracting, your nose pushing itself up and flaring wide and your lower lip swelling up thick and rubbery, with two long tusks stretching out from your lower jaw.\n\nYou now have an orcish snout!";
_root.charFace = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 5) {
switch (_root.arm) {
case 3 :
_root.arm = 5;
_root.gotoAndStop(8);
break;
case 5 :
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nThe muscles in your arm start to spasm wildly as the cells within start to shift and alter. You watch as all notable features ripple from them, leaving features arms and hands that end only in simple fingernails.\n\nYou now have orcish arms!";
_root.arm = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 6) {
switch (_root.tail) {
case 5 :
_root.gotoAndStop(8);
break;
case 3 :
_root.tail = 5;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou shudder uncomfortably as your tail pinches and diminishes rapidly, much to your horror.\n\nYou have lost your tail!";
_root.tail = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 7) {
switch (_root.torso) {
case 3 :
_root.torso = 5;
_root.gotoAndStop(8);
break;
case 5 :
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYour chest tingles painfully as the DNA in its cells are rewritten, making your torso shrink slightly and you lose some of your height. This doesn't detract from your dominating, bestial appearance however, even though your mighty wings have shrunk away to nothing.\n\nYou are now mostly orcish!";
_root.torso = 5;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour chest tingles painfully as the DNA in its cells are rewritten, making your torso stretch wider and taller, giving you a large and beastial appearance.\n\nYou are now mostly orcish!";
_root.torso = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 8) {
switch (_root.hair) {
case 5 :
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYour skin tingles for a moment and then fades, leaving you cautiously optimistic that nothing bad has happened. However, you realise just how wrong you were when your scales start to flake from your body and leave a smooth, dark-green skin behind. And you're getting hairy, very VERY hairy; your chest, belly and ass are all sprouting a thick layer of dark, manly hair!\n\nYou now have orcish skin!";
_root.hair = 5;
_root.gotoAndStop(8);
break;
case 3 :
_root.eventText = _root.eventText + "\n\nYour skin tingles for a moment and then fades, leaving you cautiously optimistic that nothing bad has happened. When you next catch sight of yourself in the mirror, however, you realise just how wrong you were. You've turned green! A rich, dark green for that matter. And you're hairy, very VERY hairy; your chest, belly and ass are all covered with a thick layer of dark, manly hair...\n\nYou now have orcish skin!";
_root.hair = 5;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour skin tingles for a moment and then fades, leaving you cautiously optimistic that nothing bad has happened. However, you realise just how wrong you were when your fur starts to fall from your body in clumps and leave a smooth, dark-green skin behind. Save for your chest, belly and ass which are all staying hairy; very VERY hairy. Though instead of your normal fur, you're being left with a thick layer of dark, manly hair!\n\nYou now have orcish skin!";
_root.hair = 5;
_root.gotoAndStop(8);
}
} else {
if (_root.chance == 9) {
switch (_root.leg) {
case 3 :
_root.leg = 5;
_root.gotoAndStop(8);
break;
case 5 :
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou stumble awkwardly as your feet become plantigrade with go given warning. You are about to check out what is going on with your feet when your claws painfully retract and toenails replace them.\n\nYou now have some orcish legs!";
_root.leg = 5;
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
Symbol 621 MovieClip Frame 1
stop();
Symbol 629 Button
on (release) {
switch (_root.companion) {
case 0 :
_root.companion = 1;
_root.eventText = "You poke your latex blob and make it stir to life. The Latex Blob will assist you in battle!";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
case 1 :
_root.companion = 0;
_root.eventText = "You command your blob to stop fighting alongside you in battle. You are now fighting alone!";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
default :
_root.companion = 1;
_root.eventText = "You tell your current companion to sit back and relax a while whilst you take your rubbery blob into the fray. The Latex Blob will assist you in battle!";
_root.nextBut = 10;
_root.gotoAndStop(8);
}
}
Symbol 635 Button
on (release) {
switch (_root.companion) {
case 0 :
_root.companion = 2;
_root.eventText = "You wave over to your golem and command him to fight alongside you. The Latex Golem will assist you in battle!";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
case 2 :
_root.companion = 0;
_root.eventText = "You command your golem to stop fighting alongside you in battle. You are now fighting alone!";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
default :
_root.companion = 2;
_root.eventText = "You tell your current companion to sit back and relax a while whilst you take your rubbery golem into the fray. The Latex Golem will assist you in battle!";
_root.nextBut = 10;
_root.gotoAndStop(8);
}
}
Symbol 636 MovieClip Frame 1
stop();
Symbol 647 Button
on (release) {
switch (_root.companion) {
case 0 :
_root.companion = 3;
_root.eventText = "You wave over to your golem and command him to fight alongside you. The Leather Golem will assist you in battle!";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
case 3 :
_root.companion = 0;
_root.eventText = "You command your golem to stop fighting alongside you in battle. You are now fighting alone!";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
default :
_root.companion = 3;
_root.eventText = "You tell your current companion to sit back and relax a while whilst you take your leathery golem into the fray. The Leather Golem will assist you in battle!";
_root.nextBut = 10;
_root.gotoAndStop(8);
}
}
Symbol 648 MovieClip Frame 1
stop();
Symbol 659 Button
on (release) {
switch (_root.equipment) {
case 0 :
_root.equipment = 1;
_root.eventText = "You pull on the gauntlets, and immediately your mind is assaulted with a variety of lewd suggestions and dirty images. It might get a bit difficult to focus now ...";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
case 1 :
_root.equipment = 0;
_root.eventText = "You remove the gauntlets and silence the voices in your head. Phew!";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
default :
_root.equipment = 1;
_root.eventText = "You remove your current accessory so that you can handle wielding the power of your gauntlets without your mind breaking under the strain!";
_root.nextBut = 10;
_root.gotoAndStop(8);
}
}
Symbol 660 MovieClip Frame 1
stop();
Symbol 667 Button
on (release) {
_root.nextBut = 10;
_root.chance = Math.floor(Math.random() * 4) + 1;
_root.specialBrew = _root.specialBrew - 1;
_root.eventText = "You take a swig from the gourd of foul-smelling drink, before choking on it, wheezing and dropping to your knees as the fumes bring tears to your eyes. That stuff is strong!";
switch (_root.chance) {
case 1 :
switch (_root.gender) {
case 1 :
_root.eventText = _root.eventText + "\n\nYou let out a drunken belch and a devilish grin crosses your face. You feel more confident now!";
_root.mox = _root.mox + 1;
_root.moxgain = 1;
_root.gotoAndStop(8);
break;
default :
break;
case 0 :
case 2 :
_root.chance = Math.floor(Math.random() * 4) + 1;
switch (_root.chance) {
case 1 :
if (_root.ballSize < 8) {
_root.eventText = _root.eventText + "\n\nYour nuts suddenly feel like they're made of iron when they bloat out heavily and drop with a thick slurching. A quick check later confirms that your balls have somehow gotten larger!";
_root.ballSize = _root.ballSize + 1;
_root.gotoAndStop(8);
} else if (_root.ballSize >= 8) {
_root.eventText = _root.eventText + "\n\nYour nuts suddenly feel like they're made of iron when they bloat out heavily and drop with a thick slurching. Fearful that your balls have grown larger than they already are, you check over them only to find, to your relief, that it was just your imagination.";
}
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYou let out a drunken belch and a devilish grin crosses your face. You feel more confident now!";
_root.mox = _root.mox + 1;
_root.moxgain = 1;
_root.gotoAndStop(8);
break;
case 3 :
switch (_root.cock) {
case 6 :
if (_root.ballSize < 8) {
_root.eventText = _root.eventText + "\n\nYour nuts suddenly feel like they're made of iron when they bloat out heavily and drop with a thick slurching. A quick check later confirms thatyour balls have somehow gotten larger!";
_root.ballSize = _root.ballSize + 1;
_root.gotoAndStop(8);
} else if (_root.ballSize >= 8) {
_root.eventText = _root.eventText + "\n\nYour nuts suddenly feel like they're made of iron when they bloat out heavily and drop with a thick slurching. Fearful that your balls have grown larger than they already are, you check over them only to find, to your relief, that it was just your imagination.";
}
break;
case 4 :
_root.cock = 6;
break;
case 3 :
case 5 :
_root.eventText = _root.eventText + "\n\nYour groin pulses and swells erratically, engorging with blood as it hardens rapidly. You are about to grab at it and deal with the problem when suddenly electric sparks of pleasure dance through it and instead you leave it to to its own thing, white fur sprouting over the shaft and balls. The pleaure eventually overwhelms you and you cum heavily, releasing two to three more loads that you normally would.\n\nYou now have a tanuki cock!";
_root.cock = 6;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour groin pulses and swells erratically, engorging with blood as it hardens rapidly. You are about to grab at it and deal with the problem when suddenly electric sparks of pleasure dance through it and instead you leave it to to its own thing, changing into a longer, thicker human-like shaft. As the pleaure finally overwhelms you and you cum heavily, a thick foreskin grows up over the newly formed head and white fur sprouts over the shaft and balls.\n\nYou now have a tanuki cock!";
_root.cock = 6;
}
}
}
break;
case 2 :
case 3 :
_root.chance = Math.floor(Math.random() * 7) + 2;
switch (_root.chance) {
case 2 :
switch (_root.ear) {
case 6 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nYou feel an uncomfortable shifting in your ears and reach up to grab at them. As you feared, they've changed!.\n\nYou now have some small raccoon-like ears!";
_root.ear = 6;
_root.gotoAndStop(8);
}
case 3 :
switch (_root.charFace) {
case 6 :
_root.gotoAndStop(8);
break;
case 3 :
case 5 :
_root.eventText = _root.eventText + "\n\nYou feel a sudden cracking in your mouth and nose as they throb and swell slowly and uncomfortably, stretching forward into a small, pointed muzzle filled with small, sharp teeth. You suddenly feel as though you have an immense amount of pressure being placed on the top of your skull, making it squash to flatten and wider proportions\n\nThis is going to take some getting used to ...\n\nYou now have a tanuki-like head!";
_root.charFace = 6;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou feel distortion in your snout, when suddenly the bones crack painfully and start to reshape, becoming small, pointed and gaining a small, twitching nose. You suddenly feel as though you have an immense amount of pressure being placed on the top of your skull, making it squash to flatten and wider proportions\n\nThis is going to take some getting used to ...\n\nYou now have a tanuki-like head!";
_root.charFace = 6;
_root.gotoAndStop(8);
}
case 4 :
switch (_root.arm) {
case 6 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nThe muscles in your arm start to spasm wildly as the cells within start to shift and alter. Short, white claws push from your fingertips and the muscles insde twitch as they're pulled a little bit shorter to make them more suited for carrying a gourd of alcohol against a large belly...\n\nYou now have arms suited for a tanuki!";
_root.arm = 6;
_root.gotoAndStop(8);
}
case 5 :
switch (_root.tail) {
case 6 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.eventText = _root.eventText + "\n\nYou feel a sudden heat against your backside, before a sudden sharp pain in your spine. Barely able to remove your pants fast enough, a long, furry tail covered in a ringed brown and white pattern blossoms from your body.\n\nYou now have a tanuki tail!";
_root.tail = 6;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou feel a sudden heat against your backside, before a sudden sharp pain in your spine. Flicking your tail about in an attempt to quieten its complaints it suddenly takes on a ringed, brown and white furry appearance like you would see on a raccoon.\n\nYou now have a tanuki tail!";
_root.tail = 6;
_root.gotoAndStop(8);
}
case 6 :
switch (_root.torso) {
case 6 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
default :
_root.eventText = _root.eventText + "\n\nYou suddenly feel a wave of sweat-inducing heat run through you, leaving you feelin dizzy and mildly nasueous. A quick check over yourself later, you discover that your body is wider and squatter than normal.\n\nYou are now mostly tanuki-like!";
_root.torso = 6;
_root.gotoAndStop(8);
}
case 7 :
switch (_root.hair) {
case 6 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 3 :
case 5 :
_root.eventText = _root.eventText + "\n\nYour skin suddenly start itching and you start to itch and scratch at it furiously. To your horror, it starts to flake away and reveal brown and white fur blooming up underneath!\n\nYou now have tanuki fur!";
_root.hair = 6;
_root.gotoAndStop(8);
break;
case 2 :
_root.eventText = _root.eventText + "\n\nYour scales suddenly start itching and you start to itch and scratch at them furiously. To your horror, they start to flake away and reveal brown and white fur blooming up underneath!\n\nYou now have tanuki fur!";
_root.hair = 6;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYour fur starts to shift in an unusual pattern as waves of colour ripple through it. Ranging from horrifying shades of green to more subtle shades of red, it eventually settles on a mixed pattern of brown and white across your body.\n\nYou now have tanuki fur!";
_root.hair = 6;
_root.gotoAndStop(8);
}
case 8 :
switch (_root.leg) {
case 6 :
_root.chance = Math.floor(Math.random() * 8) + 1;
break;
case 4 :
_root.leg = 6;
break;
case 3 :
case 5 :
_root.eventText = _root.eventText + "\n\nYou gasp as your thighs swell suddenly and your legs lose length in general. Your feet shift slightly as short, white claws replace your toenails and adjust to suit your heftier shape.\n\nYou now have some tanuki-like legs!";
_root.leg = 6;
_root.gotoAndStop(8);
break;
default :
_root.eventText = _root.eventText + "\n\nYou gasp as your thighs swell suddenly and your legs lose length in general. Your feet shift slightly, moving from digitigrade to plantigrade and your claws become short, white claws.\n\nYou now have some tanuki-like legs!";
_root.leg = 6;
_root.gotoAndStop(8);
return(undefined);
}
}
default :
_root.gotoAndStop(8);
}
_root.gotoAndStop(8);
}
Symbol 670 MovieClip Frame 1
stop();
Symbol 677 Button
on (release) {
switch (_root.equipment) {
case 0 :
_root.equipment = 2;
_root.eventText = "You put on the mood ring, and grin as the black stone on its surface instantly starts to change between a variety of colours! At least it works as advertised.";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
case 2 :
_root.equipment = 0;
_root.eventText = "You remove the mood ring and the stone's colour fades to black.";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
default :
_root.equipment = 2;
_root.eventText = "You remove your current accessory so that you can handle wielding the power of your mood ring without your mind breaking under the strain!";
_root.nextBut = 10;
_root.gotoAndStop(8);
}
}
Symbol 678 MovieClip Frame 1
stop();
Symbol 684 Button
on (release) {
switch (_root.equipment) {
case 0 :
_root.equipment = 3;
_root.eventText = "You pullon the gasmask and shudder as the edges fuse to your face, ensuring that not a single speck of bad air can reach you and filtering every breath with a wonderful pine scent!";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
case 2 :
_root.equipment = 0;
_root.eventText = "You only have to think about removing the gasmask and the edges peel away from your face without issue.";
_root.nextBut = 10;
_root.gotoAndStop(8);
break;
default :
_root.equipment = 3;
_root.eventText = "You remove your current accessory so that you can handle wielding the power of your gasmask without your mind breaking under the strain!";
_root.nextBut = 10;
_root.gotoAndStop(8);
}
}
Symbol 685 MovieClip Frame 1
stop();
Symbol 692 Button
on (release) {
gotoAndStop (7);
}
Symbol 699 Button
on (release) {
gotoAndStop (1);
}
Symbol 703 MovieClip Frame 1
stop();
Symbol 705 MovieClip Frame 1
stop();
Symbol 712 Button
on (release) {
chance = Math.floor(Math.random() * 20) + 1;
if (weapon == 0) {
weaponDam = Math.floor(Math.random() * 6) + 1;
if (weaponDam < 1) {
weaponDam = 0;
}
}
damage = int((((str + (Cint / 2)) + weaponDam) + atkmod) - enDef);
dodge = ((chance + agi) + dodgemod) - enCint;
if (damage <= 0) {
dodge = dodge - 1;
damage = 0;
}
if ((dodge >= enAgi) && (damage != 0)) {
battleText = ((((("You successfully hit the " + enemyName) + " with your ") + weaponName) + " for ") + damage) + " damage!";
enChp = enChp - damage;
} else if (damage > 0) {
battleText = "You missed!";
} else {
battleText = ((("You hit the " + enemyName) + " with your ") + weaponName) + " but deal no damage!";
}
switch (companion) {
case 0 :
break;
case 1 :
battleText = battleText + "\n\nThe Latex Blob rushes harmlessly to your aid, dealing 1 point of damage to the enemy!";
enChp = enChp - 1;
break;
case 2 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
case 2 :
battleText = battleText + (("\n\nThe Latex Golem attempts to smash its fists into the " + enemyName) + ", but misses!");
break;
case 3 :
damage = Math.floor(Math.random() * 5) + 3;
battleText = battleText + (("\n\nThe Latex Golem gets disorientated and smashes its fists into YOU, dealing " + damage) + " points of damage!");
Chp = Chp - damage;
break;
default :
damage = Math.floor(Math.random() * 5) + 3;
battleText = battleText + (((("\n\nThe Latex Golem smashes its fists into the " + enemyName) + ", dealing ") + damage) + " points of damage to the enemy!");
enChp = enChp - damage;
}
}
switch (equipment) {
case 0 :
break;
case 1 :
chance = Math.floor(Math.random() * 4) + 1;
if ((chance == 4) && (chp < mhp)) {
chance = Math.floor(Math.random() * 10) + 1;
chp = chp + chance;
healthbox2.textColor = 65280;
if (chp > mhp) {
chp = mhp;
}
battleText = battleText + "\n\nYour gauntlets vibrate gently on your arms and suddenly whispers a stream of seemingly nonsense sexual words and the smell of hot musk assaults your nostrils. Though it distracts you somewhat, you feel much healthier than you did a second ago!";
}
break;
case 2 :
chance = Math.floor(Math.random() * 7) + 1;
switch (chance) {
case 1 :
battleText = battleText + "\n\nYour mood ring flashes a deep red and you cry out painfully as an electric shock runs up your arm. You lose 2HP!";
chp = chp - 2;
break;
case 2 :
battleText = battleText + "\n\nYour mood ring flashes a vivid green and you feel a warm, healing tingle rush up your arm. You restore some health!";
chp = chp + 2;
healthbox2.textColor = 65280;
if (chp > mhp) {
chp = mhp;
}
break;
case 3 :
battleText = battleText + "\n\nYour mood ring flashes a bright yellow and you feel more robust than before!";
defmod = defmod - 2;
break;
case 4 :
battleText = battleText + "\n\nYour mood ring flashes a pale blue and you feel kind of weak and sensitive...";
defmod = 2;
break;
case 5 :
battleText = battleText + "\n\nYour mood ring flashes a gentle lilac and you suddenly feel faster!";
agimod = agimod + 2;
break;
case 6 :
battleText = battleText + "\n\nYour mood ring flashes a deep orange and you suddenly feel slower and sluggish...";
agimod = agimod - 2;
break;
case 7 :
battleText = battleText + "\n\nYour mood ring flashes a mysterious violet and ... nothing happens.";
moodringlevel = moodringlevel + 1;
}
}
chance = Math.floor(Math.random() * 20) + 1;
switch (enemy) {
case 1 :
weaponDam = Math.floor(Math.random() * 10) + 1;
weaponDam2 = Math.floor(Math.random() * 5) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam < 1) {
weaponDam = 1;
break;
}
break;
case 2 :
weaponDam = Math.floor(Math.random() * 4) + 1;
weaponDam2 = Math.floor(Math.random() * 3) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam < 1) {
weaponDam = 1;
} else {
break;
weaponDam = Math.floor(Math.random() * 12) + 1;
weaponDam2 = Math.floor(Math.random() * 8) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam < 1) {
weaponDam = 1;
} else {
break;
weaponDam = Math.floor(Math.random() * 3) + 1;
weaponDam2 = Math.floor(Math.random() * 3) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam >= 1) {
break;
}
weaponDam = 1;
break;
}
}
case 3 :
weaponDam = Math.floor(Math.random() * 12) + 1;
weaponDam2 = Math.floor(Math.random() * 8) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam < 1) {
weaponDam = 1;
} else {
break;
weaponDam = Math.floor(Math.random() * 3) + 1;
weaponDam2 = Math.floor(Math.random() * 3) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam >= 1) {
break;
}
weaponDam = 1;
break;
}
default :
weaponDam = Math.floor(Math.random() * 3) + 1;
weaponDam2 = Math.floor(Math.random() * 3) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam >= 1) {
break;
}
weaponDam = 1;
break;
}
switch (specialmove) {
case 1 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
battleText = battleText + "\n\nThe orc digs about in his bag and pulls out a messy handful of food. He devours it quickly and belches, sending specks of saliva flying through the air. The Feeder Orc restored some health!";
enChp = enChp + 5;
enHealth.textColor = 65280;
if (enChp > enMhp) {
enChp = enMhp;
break;
}
specialmovecheck = 1;
break;
default :
specialmovecheck = 0;
}
break;
case 2 :
case 5 :
if (poisonCounter > 0) {
specialmovecheck = 0;
} else {
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
battleText = battleText + (("\n\nThe " + enemyName) + " spits a glob of liquid at your face and you start to feel nauseous ... you've been poisoned!");
chance = Math.floor(Math.random() * 5) + 1;
poisonCounter = chance;
specialmovecheck = 1;
break;
default :
specialmovecheck = 0;
}
}
break;
case 8 :
chance = Math.floor(Math.random() * 10) + 1;
switch (chance) {
case 1 :
battleText = battleText + "\n\nMaxwell grins deviously. 'Do you truly believe you can resist the musk of the Lust Lord?' He thrusts in your direction with all three shafts and splatters you with the thick globs of pre oozing from his length like a fountain! ";
if (equipment == 3) {
battleText = battleText + "But thanks to your gasmask, you suffer no ill effects beyond getting slickened by the warm liquid.";
} else {
battleText = battleText + "When you are hit by it, your nose is assaulted by a warm, powerful musk that makes your head swim and your thoughts dull as visions of serving Maxwell as an eternal cumdumpster drift through your thoughts...";
maxwellcounter = maxwellcounter + 1;
if (maxwellcounter > 9) {
chp = 0;
}
}
specialmovecheck = 1;
break;
default :
specialmovecheck = 0;
}
}
chance = Math.floor(Math.random() * 20) + 1;
damage = int(((enStr + (weaponDam * difficulty)) - (def / 2)) - defmod);
dodge = int((((((chance + enAgi) + (enCint / 2)) + difficulty) - Cint) - agi) - agimod);
if (damage <= 0) {
dodge = -1;
}
if (specialmovecheck != 1) {
switch (companion) {
case 3 :
chance = Math.floor(Math.random() * 25) + 1;
switch (chance) {
case 1 :
battleText = battleText + "\n\nYour Leather Golem leaps in the path of your attacker and blocks their attack!";
break;
default :
if (dodge >= agi) {
battleText = ((((battleText + "\n\n") + enemyName) + " successfully hit you for ") + damage) + " damage!";
chp = chp - damage;
if (chp < 1) {
chp = 0;
}
gotoAndStop (17);
} else {
battleText = ((battleText + "\n\n") + enemyName) + " missed you!";
}
}
break;
default :
if (dodge >= agi) {
battleText = ((((battleText + "\n\n") + enemyName) + " successfully hit you for ") + damage) + " damage!";
chp = chp - damage;
if (chp < 1) {
chp = 0;
}
gotoAndStop (17);
} else {
battleText = ((battleText + "\n\n") + enemyName) + " missed you!";
}
}
}
if (poisonCounter > 1) {
battleText = battleText + "\n\nYou feel the potent poisons coursing through your veins, causing you to lose 2HP!";
chp = chp - 2;
poisonCounter = poisonCounter - 1;
} else if (poisonCounter == 1) {
battleText = battleText + "\n\nYou feel the potent poisons coursing through your veins, causing you to lose 2HP! Much to your relief, however, the venom seems to have been purged from your system.";
chp = chp - 2;
poisonCounter = poisonCounter - 1;
}
defmod = 0;
atkmod = 0;
agimod = 0;
dodgemod = 0;
gotoAndStop (17);
}
Symbol 723 Button
on (release) {
chance = Math.floor(Math.random() * 20) + 1;
flee = agi + chance;
if (flee >= enAgi) {
nextBut = 4;
eventText = "You manage to successfully escape the clutches of your opponent!";
sinlordfight = 0;
gotoAndStop (8);
return(undefined);
}
battleText = "You failed to get away!";
chance = Math.floor(Math.random() * 20) + 1;
switch (enemy) {
case 1 :
weaponDam = Math.floor(Math.random() * 3) + 1;
weaponDam2 = Math.floor(Math.random() * 3) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam >= 1) {
break;
}
weaponDam = 0;
break;
default :
}
damage = ((str + weaponDam) + weaponBuff) - def;
dodge = (10 + enAgi) - chance;
if (damage <= 0) {
dodge = -1;
}
if (dodge >= agi) {
battleText = ((((battleText + "\n\n") + enemyName) + " successfully hit you for ") + damage) + " damage!";
chp = chp - damage;
gotoAndStop (17);
} else {
battleText = ((battleText + "\n\n") + enemyName) + " missed you!";
gotoAndStop (17);
}
gotoAndStop (17);
}
Symbol 728 Button
on (release) {
battleText = "Perhaps unwisely, you choose to stand completely defenceless as your foe attacks you!";
chance = Math.floor(Math.random() * 20) + 1;
if (!(enemy === 1)) {
} else {
weaponDam = Math.floor(Math.random() * 3) + 1;
weaponDam2 = Math.floor(Math.random() * 3) + 1;
weaponDam = weaponDam - weaponDam2;
if (weaponDam < 1) {
weaponDam = 0;
}
}
damage = (enStr + weaponDam) + weaponBuff;
dodge = chance + enAgi;
if (damage <= 0) {
dodge = -1;
}
if (dodge >= agi) {
battleText = ((((battleText + "\n\n") + enemyName) + " successfully hit you for ") + damage) + " damage!";
chp = chp - damage;
if (chp < 1) {
chp = 0;
}
gotoAndStop (17);
} else {
battleText = ((battleText + "\n\n") + enemyName) + " missed you!";
gotoAndStop (17);
}
gotoAndStop (17);
}
Symbol 733 Button
on (release) {
gotoAndStop (3);
}
Symbol 734 Button
on (release) {
gotoAndStop (2);
}
Symbol 741 Button
on (release) {
_root.battleText = ("You wave your arm in a grandiose fashion at the " + _root.enemyName) + " and a spout of fire erupts around the opponent, ensnaring them and causing massive damage!";
_root.chance = Math.floor(Math.random() * 20) + 1;
_root.firespellcounter = int(_root.mox / 10) + chance;
_root.chance = Math.floor(Math.random() * 34) + 12;
_root.enChp = _root.enChp - chance;
if (enChp <= 0) {
enChp = 1;
}
if (_root.firespellcounter > 20) {
_root.battleText = _root.battleText + (((("\n\nCRITICAL HIT! Your spell hits the " + _root.enemyName) + " for ") + _root.chance) + " damage!");
} else {
_root.battleText = _root.battleText + (((("\n\nYour spell hits the " + _root.enemyName) + " for ") + _root.chance) + " damage!");
}
if (enChp == 1) {
battletext = battletext + " But it looks like they're just about hanging on!";
}
_root.firespellcounter = 5;
_root.gotoAndStop(17);
}
Symbol 744 MovieClip Frame 1
stop();
Symbol 744 MovieClip Frame 2
if (_root.firespellcounter > 0) {
gotoAndStop (3);
}
Symbol 744 MovieClip Frame 3
if (_root.firespellcounter < 1) {
gotoAndStop (2);
}
Symbol 745 MovieClip Frame 1
stop();
Symbol 745 MovieClip Frame 3
if ((_root.firespell = 1)) {
firebut.gotoAndStop(2);
}
Instance of Symbol 744 MovieClip "firebut" in Symbol 745 MovieClip Frame 3
/* no clip actions */
Symbol 759 Button
on (release) {
mhp = mhp + 3;
levPoint = levPoint - 1;
chp = mhp;
gotoAndStop (18);
if (levPoint < 1) {
givePoint = 0;
gotoAndStop (7);
}
}
Symbol 761 Button
on (release) {
str = str + 1;
levPoint = levPoint - 1;
gotoAndStop (18);
if (levPoint < 1) {
givePoint = 0;
gotoAndStop (7);
}
}
Symbol 762 Button
on (release) {
def = def + 1;
levPoint = levPoint - 1;
gotoAndStop (18);
if (levPoint < 1) {
givePoint = 0;
gotoAndStop (7);
}
}
Symbol 763 Button
on (release) {
Cint = Cint + 1;
levPoint = levPoint - 1;
gotoAndStop (18);
if (levPoint < 1) {
givePoint = 0;
gotoAndStop (7);
}
}
Symbol 764 Button
on (release) {
agi = agi + 1;
levPoint = levPoint - 1;
gotoAndStop (18);
if (levPoint < 1) {
givePoint = 0;
gotoAndStop (7);
}
}
Symbol 765 Button
on (release) {
mox = mox + 1;
levPoint = levPoint - 1;
gotoAndStop (18);
if (levPoint < 1) {
givePoint = 0;
gotoAndStop (7);
}
}
Symbol 773 Button
on (release) {
gotoAndStop (7);
}
Symbol 791 Button
on (release) {
_root.firespell = 1;
_root.magic = 1;
_root.gold = _root.gold - 25000;
_root.gotoAndStop(35);
}
Symbol 797 MovieClip Frame 1
stop();
Symbol 798 Button
on (release) {
_root.gold = _root.gold - 150;
_root.scalePolish = _root.scalePolish + 1;
_root.gotoAndStop(20);
}
Symbol 799 MovieClip Frame 1
stop();
Symbol 800 Button
on (release) {
_root.gold = _root.gold - 150;
_root.bintBerry = _root.bintBerry + 1;
_root.gotoAndStop(20);
}
Symbol 801 MovieClip Frame 1
stop();
Symbol 802 Button
on (release) {
_root.gold = _root.gold - 150;
_root.foxmallow = _root.foxmallow + 1;
_root.gotoAndStop(20);
}
Symbol 803 MovieClip Frame 1
stop();
Symbol 804 Button
on (release) {
_root.gold = _root.gold - 150;
_root.magicSoap = _root.magicSoap + 1;
_root.gotoAndStop(20);
}
Symbol 805 MovieClip Frame 1
stop();
Symbol 813 Button
on (release) {
_root.gold = _root.gold - 100;
_root.healSalve = _root.healSalve + 1;
_root.gotoAndStop(20);
}
Symbol 814 MovieClip Frame 1
stop();
Symbol 823 Button
on (release) {
gotoAndStop (1);
}
Symbol 838 Button
on (release) {
gotoAndStop (32);
}
Symbol 843 Button
on (release) {
getURL ("https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=MNT87U3VAUUTW", "_blank");
}
Symbol 847 Button
on (release) {
if (startscene == 0) {
gotoAndStop (1);
} else if (startscene > 0) {
gotoAndStop (7);
}
}
Symbol 853 Button
on (release) {
if (startscene > 0) {
savefile = SharedObject.getLocal("savegame", "/");
savefile.data.firstpage = firstpage;
savefile.data.savegame = savegame;
savefile.data.startscene = startscene;
savefile.data.explore = explore;
savefile.data.inpName = inpName;
savefile.data.Position = Position;
savefile.data.Location = Location;
savefile.data.nextBut = nextBut;
savefile.data.nextCheck = nextCheck;
savefile.data.lev = lev;
savefile.data.exp = exp;
savefile.data.tok = tok;
savefile.data.str = str;
savefile.data.def = def;
savefile.data.agi = agi;
savefile.data.mox = mox;
savefile.data.stc = stc;
savefile.data.mhp = mhp;
savefile.data.chp = chp;
savefile.data.Cint = Cint;
savefile.data.stat = stat;
savefile.data.dragmeet = dragmeet;
savefile.data.creamFind = creamFind;
savefile.data.sinfind = sinfind;
savefile.data.slothfind = slothfind;
savefile.data.lustfind = lustfind;
savefile.data.pridefind = pridefind;
savefile.data.wrathfind = wrathfind;
savefile.data.greedfind = greedfind;
savefile.data.gluttfind = gluttfind;
savefile.data.envyfind = envyfind;
savefile.data.chance = chance;
savefile.data.statusCheck = statusCheck;
savefile.data.yesno = yesno;
savefile.data.trapMeet = trapMeet;
savefile.data.gorillaInvite = gorillaInvite;
savefile.data.flee = flee;
savefile.data.kittyEat = kittyEat;
savefile.data.levPoint = levPoint;
savefile.data.givePoint = givePoint;
savefile.data.expGain = expGain;
savefile.data.fatcat = fatcat;
savefile.data.remainingPoint = remainingPoint;
savefile.data.slot1 = slot1;
savefile.data.slot2 = slot2;
savefile.data.slot3 = slot3;
savefile.data.slot1name = "";
savefile.data.slot2name = "";
savefile.data.slot3name = "";
savefile.data.greedMeet = greedMeet;
savefile.data.berrify = berrify;
savefile.data.orcaSkin = orcaSkin;
savefile.data.antennae = antennae;
savefile.data.roachmotel = roachmotel;
savefile.data.strgain = strgain;
savefile.data.defgain = defgain;
savefile.data.intgain = intgain;
savefile.data.agigain = agigain;
savefile.data.moxgain = moxgain;
savefile.data.strarr = "";
savefile.data.defarr = "";
savefile.data.intarr = "";
savefile.data.agiarr = "";
savefile.data.moxarr = "";
savefile.data.latexGolem = latexGolem;
savefile.data.companion = companion;
savefile.data.companionName = companionName;
savefile.data.equipment = equipment;
savefile.data.equipName = equipName;
savefile.data.latexlevel = latexlevel;
savefile.data.leatherGolem = leatherGolem;
savefile.data.leatherlevel = leatherlevel;
savefile.data.maxwellcock = maxwellcock;
savefile.data.gold = gold;
savefile.data.itemDesc = itemDesc;
savefile.data.Item = Item;
savefile.data.tonguedom = tonguedom;
savefile.data.scalePolish = scalePolish;
savefile.data.tribalPaint = tribalPaint;
savefile.data.bintBerry = bintBerry;
savefile.data.magicSoap = magicSoap;
savefile.data.voodooDoll = voodooDoll;
savefile.data.healSalve = healSalve;
savefile.data.foxmallow = foxmallow;
savefile.data.laughGas = laughGas;
savefile.data.healInvent = healInvent;
savefile.data.scaleInvent = scaleInvent;
savefile.data.bintInvent = bintInvent;
savefile.data.magicInvent = magicInvent;
savefile.data.foxInvent = foxInvent;
savefile.data.voodooInvent = voodooInvent;
savefile.data.tribalInvent = tribalInvent;
savefile.data.tongueInvent = tongueInvent;
savefile.data.sleeplevel = sleeplevel;
savefile.data.orcaskinItem = orcaskinItem;
savefile.data.orcaskinInvent = orcaskinInvent;
savefile.data.orcawear = orcawear;
savefile.data.suittext = suittext;
savefile.data.altButton = altButton;
savefile.data.specialBrew = specialBrew;
savefile.data.brewInvent = brewInvent;
savefile.data.cocktongue = cocktongue;
savefile.data.cocktongueProg = cocktongueProg;
savefile.data.cocktongueDesc = cocktongueDesc;
savefile.data.cocktongueGet = cocktongueGet;
savefile.data.fat = fat;
savefile.data.muscle = muscle;
savefile.data.bodTone = bodTone;
savefile.data.gender = gender;
savefile.data.genderDesc = genderDesc;
savefile.data.genderDesc2 = genderDesc2;
savefile.data.head = head;
savefile.data.headDesc = headDesc;
savefile.data.charFace = charFace;
savefile.data.faceDesc;
savefile.data.hair = hair;
savefile.data.hairDesc = "missing";
savefile.data.ear = ear;
savefile.data.earDesc = "missing";
savefile.data.arm = arm;
savefile.data.armNo = armNo;
savefile.data.armDesc = "missing";
savefile.data.torso = torso;
savefile.data.torsoDesc = "missing";
savefile.data.leg = leg;
savefile.data.legDesc = "missing";
savefile.data.foot = foot;
savefile.data.footDesc = "missing";
savefile.data.tail = tail;
savefile.data.tailDesc = "missing";
savefile.data.cock = cock;
savefile.data.cockDesc = "missing";
savefile.data.cockSize = cockSize;
savefile.data.cockSize2 = cockSize2;
savefile.data.boob = boob;
savefile.data.boobDesc = "missing";
savefile.data.boobSize = boobSize;
savefile.data.boobSizeDesc = boobSizeDesc;
savefile.data.cunt = cunt;
savefile.data.cuntDesc = "missing";
savefile.data.cuntSize = cuntSize;
savefile.data.charHeight = charHeight;
savefile.data.domspecies = "";
savefile.data.subspecies = "";
savefile.data.nosePierce = nosePierce;
savefile.data.earPierce = earPierce;
savefile.data.cockPierce = cockPierce;
savefile.data.nipPierce = nipPierce;
savefile.data.ballSize = ballSize;
savefile.data.ballDesc = "";
savefile.data.enemy = enemy;
savefile.data.enChp = enChp;
savefile.data.enMhp = enMhp;
savefile.data.enhealth_lev = enhealth_lev;
savefile.data.enStr = enStr;
savefile.data.enDef = enDef;
savefile.data.enAgi = enAgi;
savefile.data.battleText = battleText;
savefile.data.damage = damage;
savefile.data.weapon = weapon;
savefile.data.weaponDam = weaponDam;
savefile.data.weaponDam2 = weaponDam2;
savefile.data.weaponBuff = weaponBuff;
savefile.data.weaponName = weaponName;
savefile.data.dodge = dodge;
savefile.data.enemyLoss = enemyLoss;
savefile.data.battleEnd = battleEnd;
savefile.data.itemBuy = itemBuy;
savefile.data.itemBuyDesc = itemBuyDesc;
savefile.data.itemBuyValue = itemBuyValue;
savefile.data.devpride = devpride;
savefile.data.devsloth = devsloth;
savefile.data.devlust = devlust;
savefile.data.devenvy = devenvy;
savefile.data.devgluttony = devgluttony;
savefile.data.devwrath = devwrath;
savefile.data.devgreed = devgreed;
savefile.data.moodringlevel = moodringlevel;
savefile.data.moodRing = moodRing;
savefile.data.maxwellbeat = maxwellbeat;
savefile.data.difficulty = difficulty;
savefile.data.musklevel = musklevel;
savefile.data.assSize = assSize;
savefile.data.hipSize = hipSize;
savefile.data.savestart = savestart;
savefile.data.klonoass = klonoass;
savefile.data.magic = magic;
savefile.data.firespellcounter = firespellcounter;
savefile.data.firespell = firespell;
savefile.data.regenspellcounter = regenspellcounter;
savefile.data.regenspell = regenspell;
savefile.data.xaraxmeet = xaraxmeet;
savefile.data.gasmask = gasmask;
savefile.data.mouseEvent = mouseEvent;
savefile.flush();
gotoAndStop (33);
}
}
Symbol 859 Button
on (release) {
savefile = SharedObject.getLocal("savegame", "/");
firstpage = savefile.data.firstpage;
savegame = savefile.data.savegame;
startscene = savefile.data.startscene;
explore = savefile.data.explore;
inpName = savefile.data.inpName;
Position = savefile.data.Position;
Location = savefile.data.Location;
nextBut = savefile.data.nextBut;
nextCheck = savefile.data.nextCheck;
lev = savefile.data.lev;
exp = savefile.data.exp;
tok = savefile.data.tok;
str = savefile.data.str;
def = savefile.data.def;
agi = savefile.data.agi;
mox = savefile.data.mox;
stc = savefile.data.stc;
mhp = savefile.data.mhp;
chp = savefile.data.chp;
Cint = savefile.data.Cint;
stat = savefile.data.stat;
dragmeet = savefile.data.dragmeet;
creamFind = savefile.data.creamFind;
sinfind = savefile.data.sinfind;
slothfind = savefile.data.slothfind;
lustfind = savefile.data.lustfind;
pridefind = savefile.data.pridefind;
wrathfind = savefile.data.wrathfind;
greedfind = savefile.data.greedfind;
gluttfind = savefile.data.gluttfind;
envyfind = savefile.data.envyfind;
chance = savefile.data.chance;
statusCheck = savefile.data.statusCheck;
yesno = savefile.data.yesno;
trapMeet = savefile.data.trapMeet;
gorillaInvite = savefile.data.gorillaInvite;
flee = savefile.data.flee;
kittyEat = savefile.data.kittyEat;
levPoint = savefile.data.levPoint;
givePoint = savefile.data.givePoint;
expGain = savefile.data.expGain;
fatcat = savefile.data.fatcat;
remainingPoint = savefile.data.remainingPoint;
slot1 = savefile.data.slot1;
slot2 = savefile.data.slot2;
slot3 = savefile.data.slot3;
greedMeet = savefile.data.greedMeet;
berrify = savefile.data.berrify;
orcaSkin = savefile.data.orcaSkin;
antennae = savefile.data.antennae;
roachmotel = savefile.data.roachmotel;
strgain = savefile.data.strgain;
defgain = savefile.data.defgain;
intgain = savefile.data.intgain;
agigain = savefile.data.agigain;
moxgain = savefile.data.moxgain;
latexGolem = savefile.data.latexGolem;
companion = savefile.data.companion;
companionName = savefile.data.companionName;
equipment = savefile.data.equipment;
equipName = savefile.data.equipName;
latexlevel = savefile.data.latexlevel;
leatherGolem = savefile.data.leatherGolem;
leatherlevel = savefile.data.leatherlevel;
maxwellcock = savefile.data.maxwellcock;
gold = savefile.data.gold;
itemDesc = savefile.data.itemDesc;
Item = savefile.data.Item;
tonguedom = savefile.data.tonguedom;
scalePolish = savefile.data.scalePolish;
tribalPaint = savefile.data.tribalPaint;
bintBerry = savefile.data.bintBerry;
magicSoap = savefile.data.magicSoap;
voodooDoll = savefile.data.voodooDoll;
healSalve = savefile.data.healSalve;
foxmallow = savefile.data.foxmallow;
laughGas = savefile.data.laughGas;
healInvent = savefile.data.healInvent;
scaleInvent = savefile.data.scaleInvent;
bintInvent = savefile.data.bintInvent;
magicInvent = savefile.data.magicInvent;
foxInvent = savefile.data.foxInvent;
voodooInvent = savefile.data.voodooInvent;
tribalInvent = savefile.data.tribalInvent;
tongueInvent = savefile.data.tongueInvent;
sleeplevel = savefile.data.sleeplevel;
orcaskinItem = savefile.data.orcaskinItem;
orcaskinInvent = savefile.data.orcaskinInvent;
orcawear = savefile.data.orcawear;
suittext = savefile.data.suittext;
altButton = savefile.data.altButton;
specialBrew = savefile.data.specialBrew;
brewInvent = savefile.data.brewInvent;
cocktongue = savefile.data.cocktongue;
cocktongueProg = savefile.data.cocktongueProg;
cocktongueDesc = savefile.data.cocktongueDesc;
cocktongueGet = savefile.data.cocktongueGet;
fat = savefile.data.fat;
muscle = savefile.data.muscle;
bodTone = savefile.data.bodTone;
gender = savefile.data.gender;
genderDesc = savefile.data.genderDesc;
genderDesc2 = savefile.data.genderDesc2;
head = savefile.data.head;
headDesc = savefile.data.headDesc;
charFace = savefile.data.charFace;
hair = savefile.data.hair;
ear = savefile.data.ear;
arm = savefile.data.arm;
armNo = savefile.data.armNo;
torso = savefile.data.torso;
leg = savefile.data.leg;
foot = savefile.data.foot;
tail = savefile.data.tail;
cock = savefile.data.cock;
cockSize = savefile.data.cockSize;
cockSize2 = savefile.data.cockSize2;
boob = savefile.data.boob;
boobSize = savefile.data.boobSize;
boobSizeDesc = savefile.data.boobSizeDesc;
cunt = savefile.data.cunt;
cuntSize = savefile.data.cuntSize;
charHeight = savefile.data.charHeight;
nosePierce = savefile.data.nosePierce;
earPierce = savefile.data.earPierce;
cockPierce = savefile.data.cockPierce;
nipPierce = savefile.data.nipPierce;
ballSize = savefile.data.ballSize;
enemy = savefile.data.enemy;
enChp = savefile.data.enChp;
enMhp = savefile.data.enMhp;
enhealth_lev = savefile.data.enhealth_lev;
enStr = savefile.data.enStr;
enDef = savefile.data.enDef;
enAgi = savefile.data.enAgi;
battleText = savefile.data.battleText;
damage = savefile.data.damage;
weapon = savefile.data.weapon;
weaponDam = savefile.data.weaponDam;
weaponDam2 = savefile.data.weaponDam2;
weaponBuff = savefile.data.weaponBuff;
weaponName = savefile.data.weaponName;
dodge = savefile.data.dodge;
enemyLoss = savefile.data.enemyLoss;
battleEnd = savefile.data.battleEnd;
itemBuy = savefile.data.itemBuy;
itemBuyDesc = savefile.data.itemBuyDesc;
itemBuyValue = savefile.data.itemBuyValue;
devpride = savefile.data.devpride;
devsloth = savefile.data.devsloth;
devlust = savefile.data.devlust;
devenvy = savefile.data.devenvy;
devgluttony = savefile.data.devgluttony;
devwrath = savefile.data.devwrath;
devgreed = savefile.data.devgreed;
moodringlevel = savefile.data.moodringlevel;
moodRing = savefile.data.moodRing;
maxwellbeat = savefile.data.maxwellbeat;
difficulty = savefile.data.difficulty;
musklevel = savefile.data.musklevel;
assSize = savefile.data.assSize;
hipSize = savefile.data.hipSize;
savestart = savefile.data.savestart;
klonoass = savefile.data.klonoass;
magic = savefile.data.magic;
firespellcounter = savefile.data.firespellcounter;
firespell = savefile.data.firespell;
regenspellcounter = savefile.data.regenspellcounter;
regenspell = savefile.data.regenspell;
xaraxmeet = savefile.data.xaraxmeet;
gasmask = savefile.data.gasmask;
mouseEvent = savefile.data.mouseEvent;
if (!(savestart === 0)) {
startscene = 1;
gotoAndStop (7);
}
}
Symbol 869 MovieClip Frame 1
stop();
Symbol 872 Button
on (release) {
gotoAndStop (31);
}
Symbol 876 Button
on (release) {
if (startscene > 0) {
savefile = SharedObject.getLocal("savegame", "/");
savefile.data.firstpage = firstpage;
savefile.data.savegame = savegame;
savefile.data.startscene = startscene;
savefile.data.explore = explore;
savefile.data.inpName = inpName;
savefile.data.Position = Position;
savefile.data.Location = Location;
savefile.data.nextBut = nextBut;
savefile.data.nextCheck = nextCheck;
savefile.data.lev = lev;
savefile.data.exp = exp;
savefile.data.tok = tok;
savefile.data.str = str;
savefile.data.def = def;
savefile.data.agi = agi;
savefile.data.mox = mox;
savefile.data.stc = stc;
savefile.data.mhp = mhp;
savefile.data.chp = chp;
savefile.data.Cint = Cint;
savefile.data.stat = stat;
savefile.data.dragmeet = dragmeet;
savefile.data.creamFind = creamFind;
savefile.data.sinfind = sinfind;
savefile.data.slothfind = slothfind;
savefile.data.lustfind = lustfind;
savefile.data.pridefind = pridefind;
savefile.data.wrathfind = wrathfind;
savefile.data.greedfind = greedfind;
savefile.data.gluttfind = gluttfind;
savefile.data.envyfind = envyfind;
savefile.data.chance = chance;
savefile.data.statusCheck = statusCheck;
savefile.data.yesno = yesno;
savefile.data.trapMeet = trapMeet;
savefile.data.gorillaInvite = gorillaInvite;
savefile.data.flee = flee;
savefile.data.kittyEat = kittyEat;
savefile.data.levPoint = levPoint;
savefile.data.givePoint = givePoint;
savefile.data.expGain = expGain;
savefile.data.fatcat = fatcat;
savefile.data.remainingPoint = remainingPoint;
savefile.data.slot1 = slot1;
savefile.data.slot2 = slot2;
savefile.data.slot3 = slot3;
savefile.data.slot1name = "";
savefile.data.slot2name = "";
savefile.data.slot3name = "";
savefile.data.greedMeet = greedMeet;
savefile.data.berrify = berrify;
savefile.data.orcaSkin = orcaSkin;
savefile.data.antennae = antennae;
savefile.data.roachmotel = roachmotel;
savefile.data.strgain = strgain;
savefile.data.defgain = defgain;
savefile.data.intgain = intgain;
savefile.data.agigain = agigain;
savefile.data.moxgain = moxgain;
savefile.data.strarr = "";
savefile.data.defarr = "";
savefile.data.intarr = "";
savefile.data.agiarr = "";
savefile.data.moxarr = "";
savefile.data.latexGolem = latexGolem;
savefile.data.companion = companion;
savefile.data.companionName = companionName;
savefile.data.equipment = equipment;
savefile.data.equipName = equipName;
savefile.data.latexlevel = latexlevel;
savefile.data.leatherGolem = leatherGolem;
savefile.data.leatherlevel = leatherlevel;
savefile.data.maxwellcock = maxwellcock;
savefile.data.gold = gold;
savefile.data.itemDesc = itemDesc;
savefile.data.Item = Item;
savefile.data.tonguedom = tonguedom;
savefile.data.scalePolish = scalePolish;
savefile.data.tribalPaint = tribalPaint;
savefile.data.bintBerry = bintBerry;
savefile.data.magicSoap = magicSoap;
savefile.data.voodooDoll = voodooDoll;
savefile.data.healSalve = healSalve;
savefile.data.foxmallow = foxmallow;
savefile.data.laughGas = laughGas;
savefile.data.healInvent = healInvent;
savefile.data.scaleInvent = scaleInvent;
savefile.data.bintInvent = bintInvent;
savefile.data.magicInvent = magicInvent;
savefile.data.foxInvent = foxInvent;
savefile.data.voodooInvent = voodooInvent;
savefile.data.tribalInvent = tribalInvent;
savefile.data.tongueInvent = tongueInvent;
savefile.data.sleeplevel = sleeplevel;
savefile.data.orcaskinItem = orcaskinItem;
savefile.data.orcaskinInvent = orcaskinInvent;
savefile.data.orcawear = orcawear;
savefile.data.suittext = suittext;
savefile.data.altButton = altButton;
savefile.data.specialBrew = specialBrew;
savefile.data.brewInvent = brewInvent;
savefile.data.cocktongue = cocktongue;
savefile.data.cocktongueProg = cocktongueProg;
savefile.data.cocktongueDesc = cocktongueDesc;
savefile.data.cocktongueGet = cocktongueGet;
savefile.data.fat = fat;
savefile.data.muscle = muscle;
savefile.data.bodTone = bodTone;
savefile.data.gender = gender;
savefile.data.genderDesc = genderDesc;
savefile.data.genderDesc2 = genderDesc2;
savefile.data.head = head;
savefile.data.headDesc = headDesc;
savefile.data.charFace = charFace;
savefile.data.faceDesc;
savefile.data.hair = hair;
savefile.data.hairDesc = "missing";
savefile.data.ear = ear;
savefile.data.earDesc = "missing";
savefile.data.arm = arm;
savefile.data.armNo = armNo;
savefile.data.armDesc = "missing";
savefile.data.torso = torso;
savefile.data.torsoDesc = "missing";
savefile.data.leg = leg;
savefile.data.legDesc = "missing";
savefile.data.foot = foot;
savefile.data.footDesc = "missing";
savefile.data.tail = tail;
savefile.data.tailDesc = "missing";
savefile.data.cock = cock;
savefile.data.cockDesc = "missing";
savefile.data.cockSize = cockSize;
savefile.data.cockSize2 = cockSize2;
savefile.data.boob = boob;
savefile.data.boobDesc = "missing";
savefile.data.boobSize = boobSize;
savefile.data.boobSizeDesc = boobSizeDesc;
savefile.data.cunt = cunt;
savefile.data.cuntDesc = "missing";
savefile.data.cuntSize = cuntSize;
savefile.data.charHeight = charHeight;
savefile.data.domspecies = "";
savefile.data.subspecies = "";
savefile.data.nosePierce = nosePierce;
savefile.data.earPierce = earPierce;
savefile.data.cockPierce = cockPierce;
savefile.data.nipPierce = nipPierce;
savefile.data.ballSize = ballSize;
savefile.data.ballDesc = "";
savefile.data.enemy = enemy;
savefile.data.enChp = enChp;
savefile.data.enMhp = enMhp;
savefile.data.enhealth_lev = enhealth_lev;
savefile.data.enStr = enStr;
savefile.data.enDef = enDef;
savefile.data.enAgi = enAgi;
savefile.data.battleText = battleText;
savefile.data.damage = damage;
savefile.data.weapon = weapon;
savefile.data.weaponDam = weaponDam;
savefile.data.weaponDam2 = weaponDam2;
savefile.data.weaponBuff = weaponBuff;
savefile.data.weaponName = weaponName;
savefile.data.dodge = dodge;
savefile.data.enemyLoss = enemyLoss;
savefile.data.battleEnd = battleEnd;
savefile.data.itemBuy = itemBuy;
savefile.data.itemBuyDesc = itemBuyDesc;
savefile.data.itemBuyValue = itemBuyValue;
savefile.data.moodringlevel = moodringlevel;
savefile.flush();
gotoAndStop (33);
}
}
Symbol 877 Button
on (release) {
savefile = SharedObject.getLocal("savegame", "/");
firstpage = savefile.data.firstpage;
savegame = savefile.data.savegame;
startscene = savefile.data.startscene;
explore = savefile.data.explore;
inpName = savefile.data.inpName;
Position = savefile.data.Position;
Location = savefile.data.Location;
nextBut = savefile.data.nextBut;
nextCheck = savefile.data.nextCheck;
lev = savefile.data.lev;
exp = savefile.data.exp;
tok = savefile.data.tok;
str = savefile.data.str;
def = savefile.data.def;
agi = savefile.data.agi;
mox = savefile.data.mox;
stc = savefile.data.stc;
mhp = savefile.data.mhp;
chp = savefile.data.chp;
Cint = savefile.data.Cint;
stat = savefile.data.stat;
dragmeet = savefile.data.dragmeet;
creamFind = savefile.data.creamFind;
sinfind = savefile.data.sinfind;
slothfind = savefile.data.slothfind;
lustfind = savefile.data.lustfind;
pridefind = savefile.data.pridefind;
wrathfind = savefile.data.wrathfind;
greedfind = savefile.data.greedfind;
gluttfind = savefile.data.gluttfind;
envyfind = savefile.data.envyfind;
chance = savefile.data.chance;
statusCheck = savefile.data.statusCheck;
yesno = savefile.data.yesno;
trapMeet = savefile.data.trapMeet;
gorillaInvite = savefile.data.gorillaInvite;
flee = savefile.data.flee;
kittyEat = savefile.data.kittyEat;
levPoint = savefile.data.levPoint;
givePoint = savefile.data.givePoint;
expGain = savefile.data.expGain;
fatcat = savefile.data.fatcat;
remainingPoint = savefile.data.remainingPoint;
slot1 = savefile.data.slot1;
slot2 = savefile.data.slot2;
slot3 = savefile.data.slot3;
greedMeet = savefile.data.greedMeet;
berrify = savefile.data.berrify;
orcaSkin = savefile.data.orcaSkin;
antennae = savefile.data.antennae;
roachmotel = savefile.data.roachmotel;
strgain = savefile.data.strgain;
defgain = savefile.data.defgain;
intgain = savefile.data.intgain;
agigain = savefile.data.agigain;
moxgain = savefile.data.moxgain;
latexGolem = savefile.data.latexGolem;
companion = savefile.data.companion;
companionName = savefile.data.companionName;
equipment = savefile.data.equipment;
equipName = savefile.data.equipName;
latexlevel = savefile.data.latexlevel;
leatherGolem = savefile.data.leatherGolem;
leatherlevel = savefile.data.leatherlevel;
maxwellcock = savefile.data.maxwellcock;
gold = savefile.data.gold;
itemDesc = savefile.data.itemDesc;
Item = savefile.data.Item;
tonguedom = savefile.data.tonguedom;
scalePolish = savefile.data.scalePolish;
tribalPaint = savefile.data.tribalPaint;
bintBerry = savefile.data.bintBerry;
magicSoap = savefile.data.magicSoap;
voodooDoll = savefile.data.voodooDoll;
healSalve = savefile.data.healSalve;
foxmallow = savefile.data.foxmallow;
laughGas = savefile.data.laughGas;
healInvent = savefile.data.healInvent;
scaleInvent = savefile.data.scaleInvent;
bintInvent = savefile.data.bintInvent;
magicInvent = savefile.data.magicInvent;
foxInvent = savefile.data.foxInvent;
voodooInvent = savefile.data.voodooInvent;
tribalInvent = savefile.data.tribalInvent;
tongueInvent = savefile.data.tongueInvent;
sleeplevel = savefile.data.sleeplevel;
orcaskinItem = savefile.data.orcaskinItem;
orcaskinInvent = savefile.data.orcaskinInvent;
orcawear = savefile.data.orcawear;
suittext = savefile.data.suittext;
altButton = savefile.data.altButton;
specialBrew = savefile.data.specialBrew;
brewInvent = savefile.data.brewInvent;
cocktongue = savefile.data.cocktongue;
cocktongueProg = savefile.data.cocktongueProg;
cocktongueDesc = savefile.data.cocktongueDesc;
cocktongueGet = savefile.data.cocktongueGet;
fat = savefile.data.fat;
muscle = savefile.data.muscle;
bodTone = savefile.data.bodTone;
gender = savefile.data.gender;
genderDesc = savefile.data.genderDesc;
genderDesc2 = savefile.data.genderDesc2;
head = savefile.data.head;
headDesc = savefile.data.headDesc;
charFace = savefile.data.charFace;
hair = savefile.data.hair;
ear = savefile.data.ear;
arm = savefile.data.arm;
armNo = savefile.data.armNo;
torso = savefile.data.torso;
leg = savefile.data.leg;
foot = savefile.data.foot;
tail = savefile.data.tail;
cock = savefile.data.cock;
cockSize = savefile.data.cockSize;
cockSize2 = savefile.data.cockSize2;
boob = savefile.data.boob;
boobSize = savefile.data.boobSize;
boobSizeDesc = savefile.data.boobSizeDesc;
cunt = savefile.data.cunt;
cuntSize = savefile.data.cuntSize;
charHeight = savefile.data.charHeight;
nosePierce = savefile.data.nosePierce;
earPierce = savefile.data.earPierce;
cockPierce = savefile.data.cockPierce;
nipPierce = savefile.data.nipPierce;
ballSize = savefile.data.ballSize;
enemy = savefile.data.enemy;
enChp = savefile.data.enChp;
enMhp = savefile.data.enMhp;
enhealth_lev = savefile.data.enhealth_lev;
enStr = savefile.data.enStr;
enDef = savefile.data.enDef;
enAgi = savefile.data.enAgi;
battleText = savefile.data.battleText;
damage = savefile.data.damage;
weapon = savefile.data.weapon;
weaponDam = savefile.data.weaponDam;
weaponDam2 = savefile.data.weaponDam2;
weaponBuff = savefile.data.weaponBuff;
weaponName = savefile.data.weaponName;
dodge = savefile.data.dodge;
enemyLoss = savefile.data.enemyLoss;
battleEnd = savefile.data.battleEnd;
itemBuy = savefile.data.itemBuy;
itemBuyDesc = savefile.data.itemBuyDesc;
itemBuyValue = savefile.data.itemBuyValue;
moodringlevel = savefile.data.moodringlevel;
gotoAndStop (7);
}
Symbol 886 Button
on (release) {
_root.moodRing = 1;
_root.gold = _root.gold - 30000;
_root.gotoAndStop(35);
}
Symbol 887 MovieClip Frame 1
stop();