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swfchan turned sixteen years old yesterday! (5may2024)

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feudalism-ii-2581.swf

This is the info page for
Flash #210099

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


Text
miss

100%

Character throws his dagger at enemy, then jumps, catches the dagger in the air and hits the ground. Flying dagger hits the enemy 3 times, each hit deals 50+10*SkillLv% damage. The ground hit damages all enemies in 5x5 area around the character for 50+20*SkillLv%.

Horsemen Defense Mastery

Passive skill

SP cost: 100

Horseman Twohanded Sword

Two Handed Sword

Damage: 50-93
Critical rate: 10
Attack speed +5%
Requires 49 STR

Price: 580

Legionary

STR: 32
DEX: 10
CON: 19
SPR: 10
Price: 100000

99

HP: 9999 SP: 9999
Defense: 500 Dodge: 200
Damage: 200-300 (100% crit)
Attack speed: 4.88
Sword mastery: 73

Strength is a very very very important stat. It is required for using loooots of weapons and armor. You should master it to the max XD

2222/2222

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

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

Small potion [Z key]
Heals 40 HP

Medium potion [X key]
Heals 300 HP

Large potion
Completely heals hero

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

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

Scroll of rage
Makes your units attack
much faster.

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

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

9999/9999

9999/9999

999

999

Active Skills

Aura Skills

1

2

3

4

5

6

3000

OK

Cancel

miss

miss

miss

RIP

Scotland

England

Click anywhere to skip

Copyright Vitaly Zaborov 2008

v1.02AG

NEW GAME

RESUME GAME

OPTIONS

CONTROLS

MORE GAMES

PUT THIS GAME ON YOUR SITE

E-MAIL ME

Play Feudalism 1

?

Customize

?

Custom Characters Only Available
from ArcadeTown.com.  Click Here
to create your own character.

Choose your hero

START JOURNEY

BACK

Back

Medium
quality

High
quality

Low
quality

Highlight troops

Show help tips

Save slot 1

Load

Save slot 2

Save slot 3

Auto save

Load game...

...which slot?

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

Next

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

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

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

Barracks. Here you can recruit and disband
your troops.

Temple. Here you can buy healing potions
and scrolls.

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

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

Click at the map to move your hero.

120/120

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

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

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

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

The enemies start at the left, at these
positions.

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

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

Press a button

Move up:

Move down:

Move left:

Move right:

Attack:

Swap weapons:

SAVE AND EXIT

Male

Female

Special moves

Passive skills

Aura skills

Nation

Gender

Name:

Player

Choose Difficultly

EASY

NORMAL

No army size limits,
stats does not
depend on level, max
stat is 200, your units
have more HP, no
attack can hit hero
for more than 90% of
his max HP, weapon
upgrade chances are
boosted.

Max army size is 30,
max stat is 100 and
depends on level,
random battles
happen more often,
weapon upgrade
chances are normal.

T i f l i s

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

Forge
Upgrade your
weapons here

Barracks
Here you can recruit
and disband
your troops.

Temple
Here you can buy
healing potions
and scrolls.

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

Barn
Buy and sell horses
here.

Exit
Exit to the world
map.

Marketplace.
Buy and sell items
here

Glorious city of Caesarea, capital of Great Trade Republic

Inventory

Skills

999

3000 gold

Your items:

Merchant's items:

Drag'n'drop items to buy or sell them for 1/2 of their price

Don't ask amount, just sell all

SELL ALL

Money: 3000 gold

Refine level

10

Success chance: 100%
Price: 100000 gold

Rune to enchant

Refine!

Enchant rune!

<p align="left"><font face="_sans" size="10" color="#5b482d" letterSpacing="0.000000" kerning="0"><b>Note: each point of weapon <sbr />refine adds 3 points to base <sbr />damage and increases variable <sbr />part of damage by 10%</b></font></p><p align="left"><font face="_sans" size="10" color="#5b482d" letterSpacing="0.000000" kerning="0"><b>These bonuses are not shown <sbr />in weapon stats</b></font></p>

3000 gold

Money:

999

999

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

You don't rule our city! So we won't allow to
recruit troops here!
(You have to capture this town to recruit troops)

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

2nd line

1st line

3000 gold

Money:

Troops available to recruit

Michael Klobov
Level 49
exp: 99999/10000000

999

View your hero's stats

Ask for a quest

Try to capture this town

Fight town  champion

Save

No, maybe something else?

Michael Klobov
Level 49

Sell your horse

3000 gold

Money:

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

Also remember that only bow, crossbow and throwing weapons' special
moves can be performad from a horse. You can't use any melee
weapons' special moves when mounted. And it's impossipbe to fight
with dual wepons, daggers, katars or staffs from a horse.

Yes!

No..

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

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

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

To arms, my men, to arms!!

Okay, let's fight

So, you are challenging me... intersting...

Will it be a 1 vs 1 fight or you'll hide behind your
soldiers' back?

Duel

Fight with army

Maybe later...

Are you sure want to fight us?!

Strength

Dexterity

Constitution

Spirit

Sword

Axe

Mace

Staff

Far East Weapons

Dagger

Spear

Dual Weapons

Bow

Crossbow

Throwing

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

Free points

999

Special moves

Two handed sword skills

Two handed axe and mace skills

Crossbow skills

Passive skills

Auras

Lv. 5

Lv. 5

Lv. 5

Lv. 5

Lv. 5

Lv. 5

<p align="left"><font face="_sans" size="16" color="#867153" letterSpacing="0.000000" kerning="0"><b>Lv. 5</b></font></p>

<p align="left"><font face="_sans" size="16" color="#867153" letterSpacing="0.000000" kerning="0"><b>Lv. 5</b></font></p>

<p align="left"><font face="_sans" size="16" color="#867153" letterSpacing="0.000000" kerning="0"><b>Points left:</b></font></p>

50

<p align="left"><font face="_sans" size="16" color="#867153" letterSpacing="0.000000" kerning="0"><b>Lv. 1</b></font></p>

<p align="left"><font face="_sans" size="16" color="#867153" letterSpacing="0.000000" kerning="0"><b>Lv. 1</b></font></p>

<p align="left"><font face="_sans" size="16" color="#867153" letterSpacing="0.000000" kerning="0"><b>Lv. 1</b></font></p>

<p align="left"><font face="_sans" size="16" color="#867153" letterSpacing="0.000000" kerning="0"><b>Lv. 1</b></font></p>

Katar

999

?

View all skill descriptions (opens in a new window)

South Desert

Great Trade Republic

Forest Lands

Black

Horde's

Lands

Order of Holy

Cross

Far East

Empire

Byzantium city

Russian city

Mongol city

German village

Japaneese village

Arabian village

Byzantium village

Russian village

German city

Mongol village

Japaneese city

Arabian city

CONTINUE PLAYING

MAIN MENU

Prepare

Battle...

for

Load game?

MAIN MENU

Continue

Victory!

Experience:

Gold:

Sword Of Storms,
Full Plate Of Holy Light x4,

Items obtained:

1500/2000

15000 gp.

<p align="left"><font face="_sans" size="30" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>If you see this message on any other site please <sbr />contact developer by email: </b><font color="#ffffff"><b>zaborov@mail.ru</b></font></font></p><p align="left"><font face="_sans" size="30" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>If you&apos;re a webmaster and want to place Feudalism 2 <sbr />on your site please take the game from this link:</b></font></p>

This version were probably
stolen from ArmorGames.Com
or AddictingGames.com

ЭТУ ИГРУ СПЕРЛИ!!!

it is absolutely free and the game is the same.

And the last thing. If somehow happened that this message appears on
ArmorGames.com or AddictingGames.com please contact me ASAP and I'll fix it
as fast as I can.

<p align="left"><font face="_sans" size="30" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://www.arcadetown.com/free_content/index.asp" target = "_blank"><b>http://www.arcadetown.com/free_content/index.asp</b></a></font></p>

<p align="left"><font face="_sans" size="40" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://www.arcadetown.com/feudalism2/game.asp"><b>The game is playable at </b></a><font color="#fddc45"><a href="http://www.arcadetown.com/feudalism2/game.asp"><b>ArcadeTown</b></a></font></font></p>

Skip

START GAME

ActionScript [AS1/AS2]

Frame 1
function getNationNumber(nation) { return(NATION_NUMBER[nation.toLowerCase()]); } function isExclusive() { var _local2 = ["http://www.arcadetown.com", "http://www.freewebgames.com", "http://www.gamedelight.com", "http://cdn-www.arcadetown.com", "file://", "http://vitalyzaborov.narod.ru/swf/"]; var _local1 = 0; while (_local1 < _local2.length) { if (_url.substr(0, _local2[_local1].length) == _local2[_local1]) { return(true); } _local1++; } return(false); } function isEvilAddictingGames() { var _local2 = ["https://addictinggames.com", "https://www.addictinggames.com", "http://addictinggames.com", "http://www.addictinggames.com", "https://www.armorgames.com", "https://armorgames.com", "http://www.armorgames.com", "http://armorgames.com", "http://vitalyzaborov.narod.ru/evil_url/", "file://"]; var _local1 = 0; while (_local1 < _local2.length) { if (_url.substr(0, _local2[_local1].length) == _local2[_local1]) { return(true); } _local1++; } return(false); } function getX(xx) { return(Math.floor(xx / CAGE_W)); } function getY(yy) { return(Math.floor((yy - SKY_HEIGHT) / CAGE_H)); } function stgX(XX) { return((XX * CAGE_W) + (CAGE_W / 2)); } function stgY(YY) { return(((YY * CAGE_H) + (CAGE_H / 2)) + SKY_HEIGHT); } function getDepthDown(xx, yy) { return((DEPTH_DOWN + xx) + (yy * F_WIDTH)); } function getDepthCorpse(xx, yy) { return((DEPTH_CORPSE + xx) + (yy * F_WIDTH)); } function getDepthMan(xx, yy) { return((DEPTH_MAN + (xx * 3)) + ((yy * F_WIDTH) * 3)); } function normalX(xx) { if (xx >= F_WIDTH) { return(F_WIDTH - 1); } if (xx < 0) { return(0); } return(xx); } function normalY(yy) { if (yy >= F_WIDTH) { return(F_HEIGHT - 1); } if (yy < 0) { return(0); } return(yy); } function znak(num) { return(((num < 0) ? -1 : 1)); } function d(ddd) { return(Math.floor(Math.random() * ddd) + 1); } function dice(ddd) { return(Math.floor(Math.random() * ddd)); } function dd(dice) { return(Math.floor(Math.random() * ((dice * 2) + 1)) - dice); } function addUnit(xx, yy, un, tm) { if (un == null) { return(undefined); } if (un.HORSE != null) { _root.attachMovie("Horseman", "hero" + _global.HERO, 9999, {_x:xx, _y:yy, team:tm}); _root["hero" + _global.HERO].MOVE_FRAMES = 445; } else { _root.attachMovie("Human", "hero" + _global.HERO, 9999, {_x:xx, _y:yy, team:tm}); _root["hero" + _global.HERO].MOVE_FRAMES = 475; } _root["hero" + _global.HERO].initUnit(un); _global.HERO++; } function addHero(xx, yy, un, tm) { if (un == null) { return(undefined); } if (un.HORSE != null) { _root.attachMovie("Horseman_Player", "hero0", 9999, {_x:xx, _y:yy, team:tm}); _root.hero0.MOVE_FRAMES = 445; } else { _root.attachMovie("Human_Player", "hero0", 9999, {_x:xx, _y:yy, team:tm}); _root.hero0.MOVE_FRAMES = 475; } _root.hero0.initUnit(un); } function addProjectile(fx, fy, tx, ty, dmg_data, xscl_mod, wpn_frame, tm, pr) { var _local5 = (wpn_frame == 230) || (wpn_frame == 231); var _local4 = (wpn_frame >= 218) && (wpn_frame <= 238); var _local2 = getDepthMan(fx, fy); _root.attachMovie((_local5 ? "Grenade" : "Arrow"), "gr_" + _local2, _local2 + 2, {_x:stgX(fx), _y:stgY(fy), X:fx, Y:fy, dstX:tx, dstY:ty, dmg_data:dmg_data}); if (_local4) { if (!_local5) { _root["gr_" + _local2].gren.gotoAndStop(wpn_frame); } _root["gr_" + _local2].play(); } else { _root["gr_" + _local2].gotoAndStop(10); } _root["gr_" + _local2].is_throwing = _local4; if (pr) { _root["gr_" + _local2].pierce = pr; } _root["gr_" + _local2].team = tm; _root["gr_" + _local2]._xscale = _root["gr_" + _local2]._xscale * xscl_mod; } function addArrowShower(fx, fy, dmg_dat) { var _local2 = getDepthMan(fx, fy); if (_root["as_" + _local2]) { _root["as_" + _local2].play_count++; } else { _root.attachMovie("ArrowShower", "as_" + _local2, _local2 + 1, {_x:stgX(fx), _y:stgY(fy), X:fx, Y:fy}); } _root["as_" + _local2].addDamage(dmg_dat); } function addArrowWall(fx, fy, dm, cr) { var _local2 = getDepthMan(fx, fy); if (_root["as_" + _local2]) { _root["as_" + _local2].play_count++; } else { _root.attachMovie("ArrowWall", "as_" + _local2, _local2 + 1, {_x:stgX(fx), _y:stgY(fy), X:fx, Y:fy}); } _root["as_" + _local2].addDamage(dm, cr); } function addBlow(xx, yy, tp) { var _local2 = getDepthDown(xx, yy); _root.attachMovie("Blow " + tp, "dw_" + _local2, _local2, {_x:stgX(xx), _y:stgY(yy)}); } function openCity(townID) { _global.CURR_TOWN = townID; gotoAndStop ("TOWN_SCREEN"); } function deselectUnits() { var _local2; while (_local2 = _global.SELECTED.pop() , _local2) { _local2.borders._visible = false; } } function getFreeY(xx) { var _local3 = d(F_HEIGHT) - 1; var _local2 = 0; do { if (_global.field[xx][_local3].empty && (_global.field[xx][_local3].free)) { break; } _local3 = d(F_HEIGHT) - 1; _local2++; } while (_local2 <= 150); return(_local3); } function getTeamCount(tm) { var _local4 = 0; var _local3 = 0; while (_local3 < _global.HERO) { if ((_root["hero" + _local3].HP > 0) && (_root["hero" + _local3].team == tm)) { _local4++; } _local3++; } return(_local4); } function addItemTo(array, item) { addItemInfoTo(array, item.getItemInfo()); } function addItemInfoTo(array, item) { if (!item) { return(undefined); } var _local1 = 0; while (_local1 < array.length) { if ((((((array[_local1].CATEGORY == item.CATEGORY) && (array[_local1].NATION == item.NATION)) && (array[_local1].TYPE == item.TYPE)) && (array[_local1].LEVEL == item.LEVEL)) && (array[_local1].ENCH_ID == item.ENCH_ID)) && (array[_local1].REFINE == item.REFINE)) { array[_local1].COUNT = array[_local1].COUNT + item.COUNT; return(undefined); } _local1++; } array.push(item); } function unloadMap() { var _local6 = _global.HERO - 1; while (_local6 > 0) { if (_root["hero" + _local6].HP > 0) { _root["hero" + _local6].cancelAllStatuses(); if (_root["hero" + _local6].team == 0) { if (_root["hero" + _local6].unit_ref != undefined) { _global.FRIENDS.unshift(_root["hero" + _local6].unit_ref); } } } _root["hero" + _local6].removeMovieClip(); _local6--; } _root.hero0.removeMovieClip(); delete _global.AURAS; var _local4 = 0; while (_local4 < F_WIDTH) { var _local3 = 0; while (_local3 < F_HEIGHT) { _global.field[_local4][_local3].empty = true; _global.field[_local4][_local3].free = true; _global.field[_local4][_local3].who.removeMovieClip(); _global.field[_local4][_local3].who = null; var _local5 = getDepthMan(_local4, _local3); _root["blood_" + _local5].removeMovieClip(); _root["gr_" + _local5].removeMovieClip(); _root["as_" + _local5].removeMovieClip(); _local3++; } _local4++; } _global.HERO = 1; if ((!_global.EASY_MODE) && (_global.EVIL_HERO)) { if (_global.EVIL_HERO.LEVEL == 50) { _root.kongregateStats.submit("ChampionFallen_" + _global.EVIL_HERO.NATION, 1); } } _global.EVIL_HERO = null; _root.scr.removeMovieClip(); _root.attachMovie("ArrowCursor", "_cursor", 7001, {_x:_xmouse, _y:_ymouse}); _root._quality = "HIGH"; _root.onEnterFrame = null; } function commandAI() { var _local3 = getTeamCount(0); if (MAX_UNIT_AMOUNT > _local3) { if (((FRIENDS.length > 0) && (_global.BATTLE_TYPE != "CHALLENGE")) && (_global.BATTLE_TYPE != "ARMY_CHALLENGE")) { reinforceUnit(FRIENDS.shift(), 0); _root.scr.reinitArrowStorm(); } } _local3 = getTeamCount(1); if (MAX_UNIT_AMOUNT > _local3) { if (((ENEMIES.length > 0) && (_global.BATTLE_TYPE != "CHALLENGE")) && (_global.BATTLE_TYPE != "ARMY_CHALLENGE")) { reinforceUnit(ENEMIES.shift(), 1); } else if (_local3 == 0) { unloadMap(); _root.gotoAndStop("VICTORY"); return(undefined); } } } function getTeam(team_num) { var _local4 = new Array(); var _local3 = _global.HERO - 1; while (_local3 >= 1) { if (((_root["hero" + _local3].HP > 0) && (_root["hero" + _local3].team == team_num)) && (_root["hero" + _local3].unit_ref != _global.EVIL_HERO)) { _local4.unshift(_root["hero" + _local3]); } _local3--; } return(_local4); } function getSoldiersAmount() { var _local3 = 0; var _local2 = 0; while (_local2 < _global.FRIENDS.length) { if (_global.FRIENDS[_local2] != null) { _local3++; } _local2++; } return(_local3); } function operateStatuses() { var _local3 = _global.HERO - 1; while (_local3 >= 0) { if (_root["hero" + _local3].HP > 0) { _root["hero" + _local3].regenerateSP(); _root["hero" + _local3].operateStatuses(); } _local3--; } } function operateAuras() { var _local5 = getTeam(0); var _local4 = getTeam(1); var _local3 = 0; while (_local3 < _global.AURAS.length) { if (!_global.AURAS[_local3].operate(_local5, _local4)) { if (_global.AURAS[_local3].caster == _root.hero0) { _root.scr.resetCurrAura(_global.AURAS[_local3].back_ref, false); } _global.AURAS.splice(_local3, 1); _local3--; } _local3++; } } function reinforceUnit(un, sd) { mana[sd] = mana[sd] - PRICES[un]; var _local1 = (F_WIDTH - 1) * sd; var _local3 = getFreeY(_local1); addUnit(stgX(_local1), stgY(_local3), un, sd); } function saveGame(slot) { var _local3 = SharedObject.getLocal("Feudalism_Save_" + slot); _local3.data.FRIENDS = new Array(); var _local5 = 0; while (_local5 < _global.FRIENDS.length) { if (_global.FRIENDS[_local5]) { _local3.data.FRIENDS[_local5] = _global.FRIENDS[_local5].getUnitInfo(); } _local5++; } _local3.data.QUEST = new Object(); _local3.data.QUEST.avatar_id = _global.QUEST.avatar_id; _local3.data.QUEST.enemies_amount = _global.QUEST.enemies_amount; _local3.data.QUEST.cities = _global.QUEST.cities; _local3.data.QUEST.rewards = _global.QUEST.rewards; _local3.data.QUEST.curr_city = _global.QUEST.curr_city; _local3.data.QUEST.curr_gold = _global.QUEST.curr_gold; _local3.data.MAIN_HERO = new Object(); _local3.data.MAIN_HERO.EXP = _global.MAIN_HERO.EXP; _local3.data.MAIN_HERO.LEVEL = _global.MAIN_HERO.LEVEL; _local3.data.MAIN_HERO.NAME = _global.MAIN_HERO.NAME; _local3.data.MAIN_HERO.NATION = _global.MAIN_HERO.NATION; _local3.data.MAIN_HERO.GENDER = _global.MAIN_HERO.GENDER; _local3.data.MAIN_HERO.STR = _global.MAIN_HERO.STR; _local3.data.MAIN_HERO.DEX = _global.MAIN_HERO.DEX; _local3.data.MAIN_HERO.CON = _global.MAIN_HERO.CON; _local3.data.MAIN_HERO.SPR = _global.MAIN_HERO.SPR; _local3.data.MAIN_HERO.stat_points = _global.MAIN_HERO.stat_points; _local3.data.MAIN_HERO.skill_points = _global.MAIN_HERO.skill_points; _local3.data.MAIN_HERO.SKILL = new Array(); for (_local5 in _global.MAIN_HERO.SKILL) { _local3.data.MAIN_HERO.SKILL[_local5] = _global.MAIN_HERO.SKILL[_local5]; } _local3.data.MAIN_HERO.ACTIVE_SKILLS = new Array(); _local3.data.MAIN_HERO.PASSIVE_SKILLS = new Array(); _local3.data.MAIN_HERO.AURA_SKILLS = new Array(); for (_local5 in _global.MAIN_HERO.ACTIVE_SKILLS) { _local3.data.MAIN_HERO.ACTIVE_SKILLS[_local5] = new Array(); for (var _local4 in _global.MAIN_HERO.ACTIVE_SKILLS[_local5]) { _local3.data.MAIN_HERO.ACTIVE_SKILLS[_local5][_local4] = _global.MAIN_HERO.ACTIVE_SKILLS[_local5][_local4]; } } for (_local5 in _global.MAIN_HERO.PASSIVE_SKILLS) { _local3.data.MAIN_HERO.PASSIVE_SKILLS[_local5] = new Array(); for (var _local4 in _global.MAIN_HERO.PASSIVE_SKILLS[_local5]) { _local3.data.MAIN_HERO.PASSIVE_SKILLS[_local5][_local4] = _global.MAIN_HERO.PASSIVE_SKILLS[_local5][_local4]; } } for (_local5 in _global.MAIN_HERO.AURA_SKILLS) { _local3.data.MAIN_HERO.AURA_SKILLS[_local5] = new Array(); for (var _local4 in _global.MAIN_HERO.AURA_SKILLS[_local5]) { _local3.data.MAIN_HERO.AURA_SKILLS[_local5][_local4] = _global.MAIN_HERO.AURA_SKILLS[_local5][_local4]; } } _local3.data.MAIN_HERO.WEAPON_PRI = ((_global.MAIN_HERO.WEAPON_PRI != null) ? (_global.MAIN_HERO.WEAPON_PRI.getItemInfo()) : null); _local3.data.MAIN_HERO.WEAPON_SEC = ((_global.MAIN_HERO.WEAPON_SEC != null) ? (_global.MAIN_HERO.WEAPON_SEC.getItemInfo()) : null); _local3.data.MAIN_HERO.ARMOR = ((_global.MAIN_HERO.ARMOR != null) ? (_global.MAIN_HERO.ARMOR.getItemInfo()) : null); _local3.data.MAIN_HERO.HELMET = ((_global.MAIN_HERO.HELMET != null) ? (_global.MAIN_HERO.HELMET.getItemInfo()) : null); _local3.data.MAIN_HERO.HORSE = ((_global.MAIN_HERO.HORSE != null) ? (_global.MAIN_HERO.HORSE) : null); _local3.data.INVENTORY = _global.INVENTORY; _local3.data.IS_CAPTURED = _global.IS_CAPTURED; _local3.data.IS_HOSTILE = _global.IS_HOSTILE; _local3.data.EASY_MODE = _global.EASY_MODE; _local3.data.SHIP_LOCATION = _global.SHIP_LOCATION; _local3.data.CURR_TOWN = _global.CURR_TOWN; _local3.data.SAILING_SHIP = _global.SAILING_SHIP; _local3.data.GOLD = _global.GOLD; _local3.data.POTION_HealSmall = _global.POTION_HealSmall; _local3.data.POTION_HealMedium = _global.POTION_HealMedium; _local3.data.POTION_HealBig = _global.POTION_HealBig; _local3.data.SCROLL_AllHealSmall = _global.SCROLL_AllHealSmall; _local3.data.SCROLL_AllHealBig = _global.SCROLL_AllHealBig; _local3.data.SCROLL_Rage = _global.SCROLL_Rage; _local3.data.GAME_ENDED = _global.GAME_ENDED; _local3.flush(65536); _root.town_screen.wnd.gotoAndStop(1); _root.town_screen.enableAll(); } function loadGame(slot) { var _local3 = SharedObject.getLocal("Feudalism_Save_" + slot); if (!_local3.data.GOLD) { return(false); } delete _global.FRIENDS; _global.FRIENDS = new Array(); var _local4 = 0; while (_local4 < _local3.data.FRIENDS.length) { if (_local3.data.FRIENDS[_local4]) { _global.FRIENDS[_local4] = new Unit(_local3.data.FRIENDS[_local4].NATION, _local3.data.FRIENDS[_local4].TYPE, _local3.data.FRIENDS[_local4].ID); } _local4++; } delete _global.QUEST; _global.QUEST = new Quest(); _global.QUEST.avatar_id = _local3.data.QUEST.avatar_id; _global.QUEST.enemies_amount = _local3.data.QUEST.enemies_amount; _global.QUEST.cities = _local3.data.QUEST.cities; _global.QUEST.rewards = _local3.data.QUEST.rewards; _global.QUEST.curr_city = _local3.data.QUEST.curr_city; _global.QUEST.curr_gold = _local3.data.QUEST.curr_gold; delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.EXP = _local3.data.MAIN_HERO.EXP; _global.MAIN_HERO.LEVEL = _local3.data.MAIN_HERO.LEVEL; _global.MAIN_HERO.NAME = _local3.data.MAIN_HERO.NAME; _global.MAIN_HERO.NATION = _local3.data.MAIN_HERO.NATION; _global.MAIN_HERO.GENDER = _local3.data.MAIN_HERO.GENDER; _global.MAIN_HERO.STR = _local3.data.MAIN_HERO.STR; _global.MAIN_HERO.DEX = _local3.data.MAIN_HERO.DEX; _global.MAIN_HERO.CON = _local3.data.MAIN_HERO.CON; _global.MAIN_HERO.SPR = _local3.data.MAIN_HERO.SPR; _global.MAIN_HERO.stat_points = _local3.data.MAIN_HERO.stat_points; _global.MAIN_HERO.skill_points = _local3.data.MAIN_HERO.skill_points; delete _global.MAIN_HERO.SKILL; _global.MAIN_HERO.SKILL = new Array(); for (_local4 in _local3.data.MAIN_HERO.SKILL) { _global.MAIN_HERO.SKILL[_local4] = _local3.data.MAIN_HERO.SKILL[_local4]; } delete _global.MAIN_HERO.ACTIVE_SKILLS; delete _global.MAIN_HERO.PASSIVE_SKILLS; delete _global.MAIN_HERO.AURA_SKILLS; _global.MAIN_HERO.ACTIVE_SKILLS = new Array(); _global.MAIN_HERO.PASSIVE_SKILLS = new Array(); _global.MAIN_HERO.AURA_SKILLS = new Array(); for (_local4 in _local3.data.MAIN_HERO.ACTIVE_SKILLS) { _global.MAIN_HERO.ACTIVE_SKILLS[_local4] = new Array(); for (var _local5 in _local3.data.MAIN_HERO.ACTIVE_SKILLS[_local4]) { _global.MAIN_HERO.ACTIVE_SKILLS[_local4][_local5] = _local3.data.MAIN_HERO.ACTIVE_SKILLS[_local4][_local5]; } } for (_local4 in _local3.data.MAIN_HERO.PASSIVE_SKILLS) { _global.MAIN_HERO.PASSIVE_SKILLS[_local4] = new Array(); for (var _local5 in _local3.data.MAIN_HERO.PASSIVE_SKILLS[_local4]) { _global.MAIN_HERO.PASSIVE_SKILLS[_local4][_local5] = _local3.data.MAIN_HERO.PASSIVE_SKILLS[_local4][_local5]; } } for (_local4 in _local3.data.MAIN_HERO.AURA_SKILLS) { _global.MAIN_HERO.AURA_SKILLS[_local4] = new Array(); for (var _local5 in _local3.data.MAIN_HERO.AURA_SKILLS[_local4]) { _global.MAIN_HERO.AURA_SKILLS[_local4][_local5] = _local3.data.MAIN_HERO.AURA_SKILLS[_local4][_local5]; } } _global.MAIN_HERO.WEAPON_PRI = ((_local3.data.MAIN_HERO.WEAPON_PRI != null) ? (new WeaponClass(_local3.data.MAIN_HERO.WEAPON_PRI.TYPE, _local3.data.MAIN_HERO.WEAPON_PRI.NATION, _local3.data.MAIN_HERO.WEAPON_PRI.LEVEL, _local3.data.MAIN_HERO.WEAPON_PRI.ENCH_ID, _local3.data.MAIN_HERO.WEAPON_PRI.REFINE)) : null); _global.MAIN_HERO.WEAPON_SEC = ((_local3.data.MAIN_HERO.WEAPON_SEC != null) ? (new WeaponClass(_local3.data.MAIN_HERO.WEAPON_SEC.TYPE, _local3.data.MAIN_HERO.WEAPON_SEC.NATION, _local3.data.MAIN_HERO.WEAPON_SEC.LEVEL, _local3.data.MAIN_HERO.WEAPON_SEC.ENCH_ID, _local3.data.MAIN_HERO.WEAPON_SEC.REFINE)) : null); _global.MAIN_HERO.ARMOR = ((_local3.data.MAIN_HERO.ARMOR != null) ? (new Armor(_local3.data.MAIN_HERO.ARMOR.TYPE, _local3.data.MAIN_HERO.ARMOR.NATION, _local3.data.MAIN_HERO.ARMOR.LEVEL, _local3.data.MAIN_HERO.ARMOR.ENCH_ID, _local3.data.MAIN_HERO.ARMOR.REFINE)) : null); _global.MAIN_HERO.HELMET = ((_local3.data.MAIN_HERO.HELMET != null) ? (new Armor(_local3.data.MAIN_HERO.HELMET.TYPE, _local3.data.MAIN_HERO.HELMET.NATION, _local3.data.MAIN_HERO.HELMET.LEVEL, _local3.data.MAIN_HERO.HELMET.ENCH_ID, _local3.data.MAIN_HERO.HELMET.REFINE)) : null); _global.MAIN_HERO.HORSE = ((_local3.data.MAIN_HERO.HORSE != null) ? (new Horse(_local3.data.MAIN_HERO.HORSE.skin_color, _local3.data.MAIN_HERO.HORSE.bonus_HP, _local3.data.MAIN_HERO.HORSE.bonus_DEF, _local3.data.MAIN_HERO.HORSE.bonus_speed, _local3.data.MAIN_HERO.HORSE.price)) : null); delete _global.INVENTORY; _global.INVENTORY = new Array(); _local4 = 0; while (_local4 < _local3.data.INVENTORY.length) { _global.INVENTORY[_local4] = new ItemInfo(_local3.data.INVENTORY[_local4].CATEGORY, _local3.data.INVENTORY[_local4].TYPE, _local3.data.INVENTORY[_local4].NATION, _local3.data.INVENTORY[_local4].LEVEL, _local3.data.INVENTORY[_local4].ENCH_ID, _local3.data.INVENTORY[_local4].REFINE); _global.INVENTORY[_local4].COUNT = _local3.data.INVENTORY[_local4].COUNT; _local4++; } delete _global.IS_CAPTURED; _global.IS_CAPTURED = _local3.data.IS_CAPTURED; delete _global.IS_HOSTILE; _global.IS_HOSTILE = _local3.data.IS_HOSTILE; if (_local3.data.EASY_MODE == undefined) { _global.EASY_MODE = false; } else { _global.EASY_MODE = _local3.data.EASY_MODE; } _global.SHIP_LOCATION = _local3.data.SHIP_LOCATION; _global.CURR_TOWN = _local3.data.CURR_TOWN; _global.SAILING_SHIP = _local3.data.SAILING_SHIP; _global.GOLD = _local3.data.GOLD; _global.POTION_HealSmall = _local3.data.POTION_HealSmall; _global.POTION_HealMedium = _local3.data.POTION_HealMedium; _global.POTION_HealBig = _local3.data.POTION_HealBig; _global.SCROLL_AllHealSmall = _local3.data.SCROLL_AllHealSmall; _global.SCROLL_AllHealBig = _local3.data.SCROLL_AllHealBig; _global.SCROLL_Rage = _local3.data.SCROLL_Rage; if (_local3.data.GAME_ENDED == undefined) { _global.GAME_ENDED = false; } else { _global.GAME_ENDED = _local3.data.GAME_ENDED; } _root.gotoAndStop("TOWN_SCREEN"); _root.town_screen.init(); return(true); } _global.F_WIDTH = 20; _global.F_HEIGHT = 8; _global.SKY_HEIGHT = 300; _global.CAGE_W = 40; _global.CAGE_H = 25; _global.SCREEN_W = 800; _global.SCREEN_H = 600; _global.DEPTH_DOWN = 1000; _global.DEPTH_CORPSE = 2000; _global.DEPTH_MAN = 3000; _global.S_ANGLE = 3; _global.DISAPEAR_TIME = 2; _global.SELECTED = new Array(); _global.MAX_UNIT_AMOUNT = 10; _global.times = 0; _global.RAGE = new Array(2); _global.SHIP_PRICE = 10000; _global.BATTLE_MAP = 45; NATION_NUMBER = new Array(); NATION_NUMBER.rog = 0; NATION_NUMBER.viz = 1; NATION_NUMBER.ger = 2; NATION_NUMBER.rus = 3; NATION_NUMBER.jap = 4; NATION_NUMBER.mon = 5; NATION_NUMBER.ara = 6; _global.field = new Array(F_WIDTH); var i = 0; while (i < _global.field.length) { _global.field[i] = new Array(F_HEIGHT); var j = 0; while (j < F_HEIGHT) { _global.field[i][j] = new Cage(i, j); j++; } i++; } percent = function (x) { return(d(100) <= x); }; loadDefaults = function () { var _local2 = SharedObject.getLocal("Feudalism"); var _local3 = false; for (var _local4 in _local2.data) { _local3 = true; break; } if (_local3) { _global.SAVED_QUALITY = _local2.data.SAVED_QUALITY; _global.HIGHLIGHT_TROOPS = _local2.data.HIGHLIGHT_TROOPS; _global.SHOW_HELP = _local2.data.SHOW_HELP; _global.CO_UP_1 = _local2.data.CO_UP_1; _global.CO_UP_2 = _local2.data.CO_UP_2; _global.CO_DOWN_1 = _local2.data.CO_DOWN_1; _global.CO_DOWN_2 = _local2.data.CO_DOWN_2; _global.CO_LEFT_1 = _local2.data.CO_LEFT_1; _global.CO_LEFT_2 = _local2.data.CO_LEFT_2; _global.CO_RIGHT_1 = _local2.data.CO_RIGHT_1; _global.CO_RIGHT_2 = _local2.data.CO_RIGHT_2; _global.CO_ATTACK_1 = _local2.data.CO_ATTACK_1; _global.CO_ATTACK_2 = _local2.data.CO_ATTACK_2; _global.CO_SWITCH = _local2.data.CO_SWITCH; } else { _global.SAVED_QUALITY = "MEDIUM"; _global.HIGHLIGHT_TROOPS = true; _global.SHOW_HELP = true; _global.CO_UP_1 = 38; _global.CO_UP_2 = 87; _global.CO_DOWN_1 = 40; _global.CO_DOWN_2 = 83; _global.CO_LEFT_1 = 37; _global.CO_LEFT_2 = 65; _global.CO_RIGHT_1 = 39; _global.CO_RIGHT_2 = 68; _global.CO_ATTACK_1 = 32; _global.CO_ATTACK_2 = 45; _global.CO_SWITCH = 16; } }; saveDefaults = function () { var _local2 = SharedObject.getLocal("Feudalism"); _local2.data.SAVED_QUALITY = _global.SAVED_QUALITY; _local2.data.HIGHLIGHT_TROOPS = _global.HIGHLIGHT_TROOPS; _local2.data.SHOW_HELP = _global.SHOW_HELP; _local2.data.CO_UP_1 = _global.CO_UP_1; _local2.data.CO_UP_2 = _global.CO_UP_2; _local2.data.CO_DOWN_1 = _global.CO_DOWN_1; _local2.data.CO_DOWN_2 = _global.CO_DOWN_2; _local2.data.CO_LEFT_1 = _global.CO_LEFT_1; _local2.data.CO_LEFT_2 = _global.CO_LEFT_2; _local2.data.CO_RIGHT_1 = _global.CO_RIGHT_1; _local2.data.CO_RIGHT_2 = _global.CO_RIGHT_2; _local2.data.CO_ATTACK_1 = _global.CO_ATTACK_1; _local2.data.CO_ATTACK_2 = _global.CO_ATTACK_2; _local2.data.CO_SWITCH = _global.CO_SWITCH; _local2.flush(); }; loadMap = function (map) { _root.WhatToLoad = map; _global.HERO = 1; delete _global.LOOT; _global.LOOT = new Array(); _global.AURAS = new Array(); _global.EXP_GOT = 0; _global.GOLD_GOT = 0; _root.attachMovie("BattleCursor", "_cursor", 7001, {_x:_xmouse, _y:_ymouse}); _root.attachMovie("Screen", "scr", 6002, {_x:0, _y:0}); _root.gotoAndStop(map + 4); var _local4 = 0; while (_local4 < F_WIDTH) { var _local3 = 0; while (_local3 < F_HEIGHT) { _global.field[_local4][_local3].empty = true; _global.field[_local4][_local3].free = true; _global.field[_local4][_local3].who = null; _local3++; } _local4++; } _root._quality = _global.SAVED_QUALITY; _root.onEnterFrame = _root.battleEnterFrame; }; gameLoad = function (map) { unloadMap(); _root.WhatToLoad = map; _root.gotoAndStop("GAME_LOAD"); }; _root.battleEnterFrame = function () { if (_global.times >= 30) { _global.times = 0; commandAI(); operateStatuses(); operateAuras(); } else { _global.times++; } }; _root.tutorialEnterFrame = function () { if (_global.times >= 30) { _global.times = 0; operateStatuses(); operateAuras(); } else { _global.times++; } }; var _mochiads_game_id = "688d29a336371bcc"; fscommand ("trapallkeys", true); _root.kongregateServices.connect(); function __com_mochibot__(swfid, mc, lv, trk) { var x; var g; var s; var fv; var sb; var u; var res; var mb; var mbc; var pv; mb = "__mochibot__"; mbc = "mochibot.com"; g = (_global ? (_global) : (_level0._root)); if (g[mb + swfid]) { return(g[mb + swfid]); } s = System.security; x = mc._root.getSWFVersion; fv = (x ? (mc.getSWFVersion()) : ((_global ? 6 : 5))); if (!s) { s = {}; } sb = s.sandboxType; if (sb == "localWithFile") { return(null); } x = s.allowDomain; if (x) { s.allowDomain(mbc); } x = s.allowInsecureDomain; if (x) { s.allowInsecureDomain(mbc); } pv = ((fv == 5) ? (getVersion()) : (System.capabilities.version)); u = (((((((((((("http://" + mbc) + "/my/core.swf?mv=8&fv=") + fv) + "&v=") + escape(pv)) + "&swfid=") + escape(swfid)) + "&l=") + lv) + "&f=") + mc) + (sb ? ("&sb=" + sb) : "")) + (trk ? "&t=1" : ""); lv = ((fv > 6) ? (mc.getNextHighestDepth()) : ((g[mb + "level"] ? (g[mb + "level"] + 1) : (lv)))); g[mb + "level"] = lv; if (fv == 5) { res = "_level" + lv; if (!eval (res)) { loadMovieNum (u, lv); } } else { res = mc.createEmptyMovieClip(mb + swfid, lv); res.loadMovie(u); } return(res); } __com_mochibot__("4462953a", this, 10301, true);
Instance of Symbol 232 MovieClip in Frame 1
on (release) { getURL ("http://www.arcadetown.com?gameid=feudalism2", "_blank"); }
Frame 2
if (!_root.isEvilAddictingGames()) { gotoAndStop ("STOLEN"); } else { gotoAndStop (3); }
Frame 3
stop(); _global.QUEST = new Quest(); _global.LOOT = new Array(); _global.INVENTORY = new Array(); _global.BATTLE_TUTORIAL_PLAYED = false; _global.STORE_DONT_ASK_AMOUNT = false; var menu_cm = new ContextMenu(); menu_cm.hideBuiltInItems(); _root.menu = menu_cm;
Frame 4
loadDefaults(); _global.ENEMIES = new Array(); _global.FRIENDS = new Array(); _global.GAME_ENDED = false; stop();
Frame 5
stop();
Instance of Symbol 2351 MovieClip in Frame 5
on (press) { _root.scr.screenOnPress(); } on (release) { _root.scr.screenOnRelease(); }
Instance of Symbol 43 MovieClip [BlackSquare] "cursor" in Frame 5
onClipEvent (enterFrame) { this._x = Math.floor(_root._xmouse / 40) * 40; this._y = Math.floor(_root._ymouse / 25) * 25; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 0; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 1; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 2; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 3; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 4; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 0; tm = 0; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 1; tm = 0; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 2; tm = 0; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 3; tm = 0; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 4; tm = 0; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 6; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 7; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 8; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 9; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 10; tm = 1; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 6; tm = 0; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 7; tm = 0; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 8; tm = 0; }
Instance of Symbol 2355 MovieClip in Frame 5
//component parameters onClipEvent (construct) { sq = "Player"; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 9; tm = 0; }
Instance of Symbol 2353 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 10; tm = 0; }
Instance of Symbol 2355 MovieClip in Frame 5
//component parameters onClipEvent (construct) { sq = "Enemy"; }
Frame 112
_root.loadMap(WhatToLoad);
Frame 113
stop();
Instance of Symbol 226 MovieClip in Frame 113
on (release) { getURL ("http://www.arcadetown.com?gameid=feudalism2", "_blank"); }
Frame 114
_root.loot_txt.text = ""; var i = 0; while (i < _global.LOOT.length) { _root.addItemInfoTo(_global.INVENTORY, _global.LOOT[i]); temp_item = _global.LOOT[i].getItem(); _root.loot_txt.text = _root.loot_txt.text + (((temp_item.NAME + " x") + _global.LOOT[i].COUNT) + newline); if (!_global.EASY_MODE) { if (temp_item.NAME == "Occult Rune") { _root.kongregateStats.submit("OccultRuneFound", _global.LOOT[i].COUNT); } } i++; }
Instance of Symbol 3130 MovieClip "fields" in Frame 114
onClipEvent (enterFrame) { if (_global.GOLD_GOT > 0) { _global.GOLD++; _global.GOLD_GOT--; this.gold_txt.text = _global.GOLD + " gp."; } if (_global.EXP_GOT > 0) { if (_global.MAIN_HERO.experience(1)) { this.level_up.gotoAndPlay(2); } this.exp_txt.text = (_global.MAIN_HERO.EXP + "/") + Hero.getExpForLevel(_global.MAIN_HERO.LEVEL + 1); _global.EXP_GOT--; } }
Instance of Symbol 226 MovieClip in Frame 115
on (release) { getURL ("http://www.arcadetown.com", "_blank"); }
Frame 116
_global.BATTLE_TUTORIAL_PLAYED = truel;
Instance of Symbol 2351 MovieClip in Frame 116
on (press) { _root.scr.screenOnPress(); } on (release) { _root.scr.screenOnRelease(); }
Instance of Symbol 43 MovieClip [BlackSquare] "cursor" in Frame 116
onClipEvent (enterFrame) { this._x = Math.floor(_root._xmouse / 40) * 40; this._y = Math.floor(_root._ymouse / 25) * 25; }
Symbol 39 MovieClip [BarnUnit] Frame 1
#initclip 117 Object.registerClass("BarnUnit", BarnIcon); #endinitclip
Symbol 43 MovieClip [BlackSquare] Frame 1
stop();
Symbol 48 MovieClip [FlyCritDamage] Frame 25
this.removeMovieClip();
Symbol 55 MovieClip [BrdrShdw] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "shadowColor");
Symbol 57 MovieClip [BrdrFace] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "buttonColor");
Symbol 60 MovieClip [BrdrBlk] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "borderColor");
Symbol 62 MovieClip [BrdrHilght] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "highlightColor");
Symbol 65 MovieClip [Defaults] Frame 1
#initclip 86 Object.registerClass("Defaults", mx.skins.halo.Defaults); #endinitclip
Symbol 66 MovieClip [UIObjectExtensions] Frame 1
#initclip 87 Object.registerClass("UIObjectExtensions", mx.core.ext.UIObjectExtensions); #endinitclip
Symbol 67 MovieClip [UIObject] Frame 1
#initclip 88 Object.registerClass("UIObject", mx.core.UIObject); #endinitclip stop();
Symbol 70 Button
on (keyPress "<Tab>") { this.tabHandler(); }
Symbol 71 MovieClip Frame 1
#initclip 89 Object.registerClass("FocusManager", mx.managers.FocusManager); if (_root.focusManager == undefined) { _root.createClassObject(mx.managers.FocusManager, "focusManager", mx.managers.DepthManager.highestDepth--); } #endinitclip
Symbol 72 MovieClip [FocusRect] Frame 1
#initclip 90 Object.registerClass("FocusRect", mx.skins.halo.FocusRect); #endinitclip
Symbol 73 MovieClip [FocusManager] Frame 1
#initclip 91 Object.registerClass("FocusManager", mx.managers.FocusManager); #endinitclip stop();
Symbol 74 MovieClip [UIComponentExtensions] Frame 1
#initclip 92 Object.registerClass("UIComponentExtensions", mx.core.ext.UIComponentExtensions); #endinitclip
Symbol 75 MovieClip [UIComponent] Frame 1
#initclip 93 Object.registerClass("UIComponent", mx.core.UIComponent); #endinitclip stop();
Symbol 76 MovieClip [SimpleButton] Frame 1
#initclip 94 Object.registerClass("SimpleButton", mx.controls.SimpleButton); #endinitclip stop();
Symbol 79 MovieClip [Border] Frame 1
#initclip 95 Object.registerClass("Border", mx.skins.Border); #endinitclip stop();
Symbol 80 MovieClip [RectBorder] Frame 1
#initclip 96 mx.skins.SkinElement.registerElement(mx.skins.RectBorder.symbolName, Object(mx.skins.RectBorder)); Object.registerClass("RectBorder", mx.skins.halo.RectBorder); #endinitclip stop();
Symbol 81 MovieClip [TextInput] Frame 1
#initclip 97 Object.registerClass("TextInput", mx.controls.TextInput); #endinitclip stop();
Symbol 88 MovieClip [StepThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 100 MovieClip [NumericStepper] Frame 1
#initclip 98 Object.registerClass("NumericStepper", mx.controls.NumericStepper); #endinitclip stop();
Instance of Symbol 76 MovieClip [SimpleButton] in Symbol 100 MovieClip [NumericStepper] Frame 2
//component parameters onClipEvent (initialize) { selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Instance of Symbol 81 MovieClip [TextInput] in Symbol 100 MovieClip [NumericStepper] Frame 2
//component parameters onClipEvent (initialize) { editable = true; password = false; text = ""; maxChars = null; restrict = "null"; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 125 MovieClip [ComboBase] Frame 1
#initclip 99 mx.controls.listclasses.DataSelector.Initialize(Object(mx.controls.ComboBase).prototype); Object.registerClass("ComboBase", mx.controls.ComboBase); #endinitclip stop();
Instance of Symbol 76 MovieClip [SimpleButton] in Symbol 125 MovieClip [ComboBase] Frame 2
//component parameters onClipEvent (initialize) { selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Instance of Symbol 81 MovieClip [TextInput] in Symbol 125 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 126 MovieClip [DataProvider] Frame 1
#initclip 100 Object.registerClass("DataProvider", mx.controls.listclasses.DataProvider); #endinitclip stop();
Symbol 127 MovieClip [DataSelector] Frame 1
#initclip 101 Object.registerClass("DataSelector", mx.controls.listclasses.DataSelector); #endinitclip stop();
Symbol 128 MovieClip [SelectableRow] Frame 1
#initclip 102 Object.registerClass("SelectableRow", mx.controls.listclasses.SelectableRow); #endinitclip stop();
Symbol 129 MovieClip [ButtonSkin] Frame 1
#initclip 103 Object.registerClass("ButtonSkin", mx.skins.halo.ButtonSkin); #endinitclip
Symbol 130 MovieClip [Button] Frame 1
#initclip 104 Object.registerClass("Button", mx.controls.Button); #endinitclip stop();
Instance of Symbol 76 MovieClip [SimpleButton] in Symbol 130 MovieClip [Button] Frame 2
//component parameters onClipEvent (initialize) { selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 131 MovieClip [CustomBorder] Frame 1
#initclip 105 Object.registerClass("CustomBorder", mx.skins.CustomBorder); mx.skins.SkinElement.registerElement("CustomBorder", mx.skins.CustomBorder); #endinitclip
Symbol 141 MovieClip [ScrollThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 143 MovieClip [ScrollThemeColor2] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 154 MovieClip [ThumbThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 156 MovieClip [ThumbThemeColor3] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 163 MovieClip [ThumbThemeColor2] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 184 MovieClip [BtnDownArrow] Frame 1
#initclip 106 Object.registerClass("BtnDownArrow", mx.controls.SimpleButton); #endinitclip
Symbol 185 MovieClip [BtnUpArrow] Frame 1
#initclip 107 Object.registerClass("BtnUpArrow", mx.controls.SimpleButton); #endinitclip
Symbol 187 MovieClip [HScrollBar] Frame 1
#initclip 108 Object.registerClass("HScrollBar", mx.controls.HScrollBar); #endinitclip stop();
Instance of Symbol 130 MovieClip [Button] in Symbol 187 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 76 MovieClip [SimpleButton] in Symbol 187 MovieClip [HScrollBar] Frame 2
//component parameters onClipEvent (initialize) { selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 188 MovieClip [VScrollBar] Frame 1
#initclip 109 Object.registerClass("VScrollBar", mx.controls.VScrollBar); #endinitclip stop();
Instance of Symbol 130 MovieClip [Button] in Symbol 188 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 76 MovieClip [SimpleButton] in Symbol 188 MovieClip [VScrollBar] Frame 2
//component parameters onClipEvent (initialize) { selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 189 MovieClip [View] Frame 1
#initclip 110 Object.registerClass("View", mx.core.View); #endinitclip stop();
Symbol 190 MovieClip [ScrollView] Frame 1
#initclip 111 Object.registerClass("ScrollView", mx.core.ScrollView); #endinitclip stop();
Instance of Symbol 187 MovieClip [HScrollBar] in Symbol 190 MovieClip [ScrollView] Frame 2
//component parameters onClipEvent (initialize) { enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Instance of Symbol 188 MovieClip [VScrollBar] in Symbol 190 MovieClip [ScrollView] Frame 2
//component parameters onClipEvent (initialize) { enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 191 MovieClip [ScrollSelectList] Frame 1
#initclip 112 Object.registerClass("ScrollSelectList", mx.controls.listclasses.ScrollSelectList); #endinitclip stop();
Symbol 192 MovieClip [List] Frame 1
#initclip 113 Object.registerClass("List", mx.controls.List); #endinitclip stop();
Symbol 198 MovieClip [ComboDownArrowDisabled] Frame 1
#initclip 114 Object.registerClass("ComboDownArrowDisabled", mx.controls.SimpleButton); #endinitclip
Symbol 200 MovieClip [ComboThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 203 MovieClip [ComboAssets] Frame 1
#initclip 115 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 204 MovieClip [ComboBox] Frame 1
#initclip 116 Object.registerClass("ComboBox", mx.controls.ComboBox); #endinitclip stop();
Instance of Symbol 192 MovieClip [List] in Symbol 204 MovieClip [ComboBox] Frame 2
//component parameters onClipEvent (initialize) { multipleSelection = false; rowHeight = 20; }
Symbol 231 Button
on (release) { getURL ("http://www.arcadetown.com/", "_blank"); }
Symbol 232 MovieClip Frame 1
_parent.stop(); this.onEnterFrame = function () { var _local4 = _root.getBytesLoaded() / _root.getBytesTotal(); this.bar._xscale = _local4 * 100; this.percent_txt.text = Math.floor(_local4 * 100) + " %"; if (_local4 >= 1) { _parent.nextFrame(); } };
Symbol 3147 MovieClip [__Packages.Quest] Frame 0
class Quest extends Object { var cities, rewards, deliver_to, curr_city, enemies_amount, curr_gold; function Quest () { super(); cities = new Array(); rewards = new Array(); } function initQuestBattle(city_id) { removeDeliverNote(); deliver_to = ""; avatar_id = getQuestAvatarID(city_id); curr_city = city_id; enemies_amount = _root.d(_global.MAIN_HERO.LEVEL + 5); curr_gold = (_root.d(enemies_amount) * 1000) * Math.ceil(_global.MAIN_HERO.LEVEL / 10); if (enemies_amount > 20) { enemies_amount = 20; } } function initQuestFedEx(city_id, nation_id) { removeDeliverNote(); while (((deliver_to = getCityID(nation_id))) == city_id) { } avatar_id = -1; curr_city = city_id; enemies_amount = 0; curr_gold = 500 + (100 * _root.d(10)); } function anyOf(arr) { return(arr[_root.dice(arr.length)]); } function aproveDeliver() { cities.push(deliver_to); rewards.push(curr_gold); } function removeDeliverNote() { var _local2 = 0; while (_local2 < cities.length) { if (cities[_local2] == deliver_to) { rewards.splice(_local2, 1); cities.splice(_local2, 1); break; } _local2++; } } function getCityID(nation_id) { switch (nation_id) { case "Viz" : return(anyOf(["Caesarea", "Veii", "Palmyra", "Tyrus", "Artaxata", "Seleucia", "Treveri", "Curia"])); case "Ger" : return(anyOf(["Grobben", "Torburg", "Dortmund", "Odense", "Holmgard", "Skara", "Lunde", "Risby"])); case "Rus" : return(anyOf(["RaGorod", "Zlatograd", "Dobrov", "Grouzeno", "Krasnodolye", "Svetlolesye", "Staroe", "Elki"])); case "Jap" : return(anyOf(["Nagoya", "Izumo", "Matsuyama", "Omi", "Echigo", "Sapporo", "Suo", "Nara"])); case "Mon" : return(anyOf(["Cardiff", "Armagh", "Kells", "Iona", "Tara", "Swansea", "Llanelli", "Neath"])); case "Ara" : return(anyOf(["Tiflis", "Medina", "Mosul", "Samarra", "Mahdia", "Shiraz", "Rabat", "Aden"])); } } function getQuestAvatarID(city_id) { switch (city_id) { case "Caesarea" : case "Palmyra" : case "Curia" : case "Treveri" : return(anyOf([0, 1, 2])); case "Veii" : return(3); case "Tyrus" : case "Artaxata" : case "Seleucia" : return(anyOf([4, 5, 6])); case "Grobben" : case "Odense" : return(anyOf([9, 12, 13])); case "Torburg" : case "Dortmund" : case "Holmgard" : case "Skara" : case "Lunde" : case "Risby" : return(anyOf([7, 8, 9, 10, 11])); case "RaGorod" : case "Zlatograd" : case "Dobrov" : case "Grouzeno" : case "Krasnodolye" : case "Elki" : return(anyOf([14, 15, 16, 17, 18])); case "Svetlolesye" : case "Staroe" : return(19); case "Nagoya" : case "Izumo" : case "Omi" : return(20); case "Matsuyama" : case "Suo" : case "Nara" : return(21); case "Echigo" : return(22); case "Sapporo" : return(23); case "Kells" : case "Neath" : case "Swansea" : return(anyOf([24, 25])); case "Cardiff" : case "Iona" : case "Tara" : return(anyOf([26, 27])); case "Armagh" : return(23); case "Llanelli" : return(28); case "Tiflis" : case "Rabat" : case "Aden" : case "Mahdia" : return(anyOf([29, 30, 31, 32])); case "Medina" : case "Samarra" : return(33); case "Mosul" : case "Shiraz" : return(22); } } function prepareBattle() { delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local3 = 0; while (_local3 < enemies_amount) { _global.ENEMIES.push(this[("get" + (((Math.floor(_local3 / 5) % 2) == 0) ? "Melee" : "Ranged")) + "Unit"]()); _local3++; } cities.push(curr_city); rewards.push(curr_gold); avatar_id = -1; } function getMeleeUnit() { var _local3 = new Unit("Rog", null, 0); _local3.NAME = "Quest Melee Rogue"; _local3.LEVEL = 1 + Math.round(_global.MAIN_HERO.LEVEL / 5); var _local4 = Math.max(Math.max(_global.MAIN_HERO.STR, _global.MAIN_HERO.DEX), Math.max(_global.MAIN_HERO.CON, _global.MAIN_HERO.SPR)); _local3.SPR = 5; switch (_local3.NATION) { case "Viz" : _local3.STR = _root.d(_local4); _local3.DEX = _root.d(_local4 / 3); _local3.CON = _root.d(_local4 / 2); _local3.WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", Math.ceil(_global.MAIN_HERO.LEVEL / 10)); _local3.WEAPON_SEC = null; break; case "Ger" : _local3.STR = _root.d(_local4 / 1.5); _local3.DEX = _root.d(_local4 / 6); _local3.CON = _root.d(_local4); _local3.WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.WEAPON_SEC = new WeaponClass("Shield", "Ger", Math.ceil(_global.MAIN_HERO.LEVEL / 25)); break; case "Rus" : _local3.STR = _root.d(_local4); _local3.DEX = _root.d(_local4 / 2); _local3.CON = _root.d(_local4 / 4); _local3.WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.SKILL.Dual = 75 + Math.round(_global.MAIN_HERO.LEVEL / 2); break; case "Jap" : _local3.STR = _root.d(_local4); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 6); _local3.WEAPON_PRI = new WeaponClass(((_root.d(2) == 1) ? "Katana" : "Staff"), "Jap", Math.ceil(_global.MAIN_HERO.LEVEL / 10)); _local3.WEAPON_SEC = null; break; case "Mon" : _local3.STR = _root.d(_local4 / 2); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 3); _local3.WEAPON_PRI = new WeaponClass("Dagger", "Mon", Math.ceil(_global.MAIN_HERO.LEVEL / 10)); _local3.WEAPON_SEC = null; break; case "Ara" : _local3.STR = _root.d(_local4 / 1.5); _local3.DEX = _root.d(_local4 / 1.5); _local3.CON = _root.d(_local4 / 3); _local3.WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.SKILL.Dual = 75 + Math.round(_global.MAIN_HERO.LEVEL / 2); } if ((_global.MAIN_HERO.ARMOR == null) || (_global.MAIN_HERO.ARMOR.LEVEL == 1)) { _local3.ARMOR = null; } else { _local3.ARMOR = new Armor("Clothes", _local3.NATION, _global.MAIN_HERO.ARMOR.LEVEL - 1); } if ((_global.MAIN_HERO.HELMET == null) || (_global.MAIN_HERO.HELMET.LEVEL == 1)) { _local3.HELMET = null; } else { _local3.HELMET = new Armor("Helmet", _local3.NATION, _global.MAIN_HERO.HELMET.LEVEL - 1); } if (_local3.DEX > 100) { _local3.DEX = 100; } _local3.HORSE = null; _local3.primary_skill = _local3.WEAPON_PRI.skill; _local3.secondary_skill = _local3.WEAPON_SEC.skill; _local3.SKILL[_local3.primary_skill] = 50 + _global.MAIN_HERO.LEVEL; _local3.SKILL[_local3.secondary_skill] = 50 + _global.MAIN_HERO.LEVEL; _local3.price = _global.MAIN_HERO.LEVEL * 20; return(_local3); } function getRangedUnit() { var _local3 = new Unit("Rog", null, 0); _local3.NAME = "Quest Ranged Rogue"; _local3.LEVEL = 1 + Math.round(_global.MAIN_HERO.LEVEL / 5); var _local4 = Math.max(Math.max(_global.MAIN_HERO.STR, _global.MAIN_HERO.DEX), Math.max(_global.MAIN_HERO.CON, _global.MAIN_HERO.SPR)); _local3.SPR = 5; switch (_local3.NATION) { case "Viz" : _local3.STR = _root.d(_local4 / 3); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 4); _local3.WEAPON_PRI = new WeaponClass("Crossbow", "Viz", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); _local3.WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); break; case "Ger" : _local3.STR = _root.d(_local4 / 5); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 2); _local3.WEAPON_PRI = new WeaponClass("Crossbow", "Ger", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); _local3.WEAPON_SEC = new WeaponClass("TwohandedMace", "Ger", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); break; case "Rus" : _local3.STR = _root.d(_local4 / 2); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 5); _local3.WEAPON_PRI = new WeaponClass("Bow", "Rus", Math.ceil(_global.MAIN_HERO.LEVEL / 20)); _local3.WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); break; case "Jap" : _local3.STR = _root.d(_local4); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 6); _local3.WEAPON_PRI = new WeaponClass("Throwing", "Jap", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); _local3.WEAPON_SEC = new WeaponClass(((_root.d(2) == 1) ? "Katana" : "Staff"), "Jap", Math.ceil(_global.MAIN_HERO.LEVEL / 13)); break; case "Mon" : _local3.STR = _root.d(_local4 / 2); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 5); _local3.WEAPON_PRI = new WeaponClass("Bow", "Mon", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); _local3.WEAPON_SEC = new WeaponClass("TwohandedSword", "Mon", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); break; case "Ara" : _local3.STR = _root.d(_local4 / 2); _local3.DEX = _root.d(_local4); _local3.CON = _root.d(_local4 / 5); _local3.WEAPON_PRI = new WeaponClass("Crossbow", "Ara", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); _local3.WEAPON_SEC = new WeaponClass("TwohandedSword", "Ara", Math.ceil(_global.MAIN_HERO.LEVEL / 17)); } if ((_global.MAIN_HERO.ARMOR == null) || (_global.MAIN_HERO.ARMOR.LEVEL <= 2)) { _local3.ARMOR = null; } else { _local3.ARMOR = new Armor("Clothes", _local3.NATION, _global.MAIN_HERO.ARMOR.LEVEL - 2); } if ((_global.MAIN_HERO.HELMET == null) || (_global.MAIN_HERO.HELMET.LEVEL <= 2)) { _local3.HELMET = null; } else { _local3.HELMET = new Armor("Helmet", _local3.NATION, _global.MAIN_HERO.HELMET.LEVEL - 2); } if (_local3.DEX > 100) { _local3.DEX = 100; } _local3.HORSE = null; _local3.primary_skill = _local3.WEAPON_PRI.skill; _local3.secondary_skill = _local3.WEAPON_SEC.skill; _local3.SKILL[_local3.primary_skill] = 75 + Math.round(_global.MAIN_HERO.LEVEL / 2); _local3.SKILL[_local3.secondary_skill] = 25 + _global.MAIN_HERO.LEVEL; _local3.price = _global.MAIN_HERO.LEVEL * 15; return(_local3); } var avatar_id = -1; }
Symbol 3148 MovieClip [__Packages.Hero] Frame 0
class Hero extends Object { var LEVEL, EXP, stat_points, skill_points, ACTIVE_SKILLS, PASSIVE_SKILLS, AURA_SKILLS, SKILL, HORSE, WEAPON_PRI, WEAPON_SEC, NAME, NATION, GENDER, STR, CON, DEX, SPR, ARMOR, HELMET; function Hero () { super(); LEVEL = 0; EXP = 0; stat_points = 10; skill_points = 1; ACTIVE_SKILLS = new Array(); PASSIVE_SKILLS = new Array(); AURA_SKILLS = new Array(); SKILL = new Array(); SKILL.Sword = 0; SKILL.Axe = 0; SKILL.Mace = 0; SKILL.FarEast = 0; SKILL.Spear = 0; SKILL.Dagger = 0; SKILL.Staff = 0; SKILL.Dual = 0; SKILL.Katar = 0; SKILL.Fist = 0; SKILL.Bow = 0; SKILL.Crossbow = 0; SKILL.Throwing = 0; } static function getExpForLevel(lv) { switch (lv) { case 0 : return(-1); case 1 : return(0); case 2 : return(50); case 3 : return(107); case 4 : return(173); case 5 : return(247); case 6 : return(333); case 7 : return(431); case 8 : return(543); case 9 : return(671); case 10 : return(817); case 11 : return(984); case 12 : return(1176); case 13 : return(1395); case 14 : return(1645); case 15 : return(1932); case 16 : return(2259); case 17 : return(2634); case 18 : return(3062); case 19 : return(3552); case 20 : return(4112); case 21 : return(4753); case 22 : return(5486); case 23 : return(6325); case 24 : return(7283); case 25 : return(8380); case 26 : return(9634); case 27 : return(11068); case 28 : return(12708); case 29 : return(14584); case 30 : return(16730); case 31 : return(19184); case 32 : return(21990); case 33 : return(25199); case 34 : return(28870); case 35 : return(33068); case 36 : return(37870); case 37 : return(43361); case 38 : return(49641); case 39 : return(56824); case 40 : return(65038); case 41 : return(74433); case 42 : return(85178); case 43 : return(97467); case 44 : return(11152); case 45 : return(127595); case 46 : return(145978); case 47 : return(167002); case 48 : return(191048); case 49 : return(218548); case 50 : return(250000); } return(0); } static function getNationDodgeMod(nation) { switch (nation) { case "Rog" : return(1.2); case "Viz" : return(1.4); case "Ger" : return(1.3); case "Rus" : return(1.6); case "Jap" : return(1.7); case "Mon" : return(1.5); case "Ara" : return(1.6); } } function experience(xp) { EXP = EXP + xp; var _local3 = false; while ((LEVEL < 50) && (EXP >= getExpForLevel(LEVEL + 1))) { LEVEL++; stat_points = stat_points + (_global.EASY_MODE ? 20 : 10); skill_points = skill_points + (_global.EASY_MODE ? 2 : 1); _local3 = true; } return(_local3); } function equipItemInfo(slot, item_info) { var _local2 = item_info.getItem(); if (_local2.TYPE == "Rune") { return("Cant't eqiup runes! Have to combine them with a weapon first!"); } if (((slot == "ARMOR") && (item_info.TYPE != "Clothes")) || ((slot == "HELMET") && (item_info.TYPE != "Helmet"))) { return("Cant't eqiup armor into this slot!"); } if (((slot == "WEAPON_PRI") || (slot == "WEAPON_SEC")) && ((item_info.TYPE == "Clothes") || (item_info.TYPE == "Helmet"))) { return("Cant't eqiup weapon or shield into this slot!"); } if ((_local2.require_param != null) && (this[_local2.require_param] < _local2.require_value)) { return(("You have not enough " + _local2.require_param) + " to equip this item."); } if (item_info.CATEGORY == "WeaponClass") { var _local4 = ((slot == "WEAPON_PRI") ? "WEAPON_SEC" : "WEAPON_PRI"); if (HORSE != null) { switch (_local2.TYPE) { case "Dagger" : case "Katar" : case "Staff" : return("This weapon isn't designed for fighting from a horse!"); } if ((((slot == "WEAPON_SEC") && (_local2.TYPE != "Shield")) && (!_local2.isTwohanded())) && (WEAPON_PRI.rng == 0)) { return("Can't use dual weapon from a horse!"); } } if ((_local2.TYPE == "Shield") && (slot == "WEAPON_PRI")) { return("Can't equip shield into right hand!"); } if ((_local2.TYPE == "Shield") && (this[_local4] == null)) { return("It's impossible to wear a shield and fight with bare hands!"); } if ((_local2.TYPE == "Shield") && (this[_local4].isTwohanded())) { return("It's impossible to use shield with a twohanded weapon!"); } if ((this[_local4].TYPE == "Shield") && (_local2.isTwohanded())) { return("It's impossible to use a twohanded weapon with shield!"); } if (this[_local4] != null) { if ((_local2.rng > 0) && (this[_local4].rng > 0)) { return("Can't equip both ranged weapons"); } if (((_local2.rng == 0) && (this[_local4].rng == 0)) && (_local2.isTwohanded() || (this[_local4].isTwohanded()))) { return("Can't equip two melee weapons, if one of them is twohanded"); } } if (((WEAPON_PRI == null) && (slot == "WEAPON_SEC")) && (_local2.rng == 0)) { slot = "WEAPON_PRI"; WEAPON_SEC = null; } } this[slot] = _local2; return("OK"); } function equipHorse(horse) { switch (WEAPON_PRI.TYPE) { case "Katana" : case "NinjaTo" : case "Dagger" : case "Katar" : case "Staff" : return("My weapon isn't designed for fighting from a horse!"); } switch (WEAPON_SEC.TYPE) { case "Katana" : case "NinjaTo" : case "Dagger" : case "Katar" : case "Staff" : return("My weapon isn't designed for fighting from a horse!"); } if ((WEAPON_SEC.TYPE != "Shield") && (!(WEAPON_SEC.isTwohanded() || (WEAPON_PRI.isTwohanded())))) { return("I can't fight with dual weapons from a horse!"); } HORSE = horse; return("OK"); } function heroVizMale() { LEVEL = 1; NAME = "Edgar"; NATION = "Viz"; GENDER = "m"; STR = 30; CON = 15; DEX = 20; SPR = 10; SKILL = new Array(); SKILL.Sword = 55; SKILL.Axe = 20; SKILL.Mace = 20; SKILL.FarEast = 0; SKILL.Spear = 25; SKILL.Dagger = 45; SKILL.Staff = 0; SKILL.Dual = 15; SKILL.Katar = 0; SKILL.Fist = 50; SKILL.Bow = 20; SKILL.Crossbow = 30; SKILL.Throwing = 40; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 1); WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS["2H_sword"] = [0, 0, 0]; ACTIVE_SKILLS.spear = [0, 0, 0]; ACTIVE_SKILLS.crossbow = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_1", 0]); PASSIVE_SKILLS.push(["Infantry_2", 0]); PASSIVE_SKILLS.push(["Swordsmen_2", 0]); PASSIVE_SKILLS.push(["Bowmen_1", 0]); PASSIVE_SKILLS.push(["Horsemen_1", 0]); PASSIVE_SKILLS.push(["Horsemen_3", 0]); AURA_SKILLS.push(["Barrier", 0]); AURA_SKILLS.push(["NationViz", 0]); AURA_SKILLS.push(["ForceBalance", 0]); } function heroVizFemale() { LEVEL = 1; NAME = "Selena"; NATION = "Viz"; GENDER = "f"; STR = 15; CON = 10; DEX = 35; SPR = 10; SKILL = new Array(); SKILL.Sword = 35; SKILL.Axe = 10; SKILL.Mace = 10; SKILL.FarEast = 0; SKILL.Spear = 30; SKILL.Dagger = 50; SKILL.Staff = 0; SKILL.Dual = 15; SKILL.Katar = 0; SKILL.Fist = 50; SKILL.Bow = 50; SKILL.Crossbow = 60; SKILL.Throwing = 15; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 1); WEAPON_SEC = new WeaponClass("Dagger", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.crossbow = [0, 0, 0]; ACTIVE_SKILLS.dagger = [0, 0, 0]; ACTIVE_SKILLS["2H_sword"] = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_3", 0]); PASSIVE_SKILLS.push(["Bowmen_2", 0]); PASSIVE_SKILLS.push(["Bowmen_3", 0]); PASSIVE_SKILLS.push(["Swordsmen_2", 0]); PASSIVE_SKILLS.push(["Swordsmen_3", 0]); PASSIVE_SKILLS.push(["AssassinTraining", 0]); AURA_SKILLS.push(["DivineHelp", 0]); AURA_SKILLS.push(["Healing", 0]); AURA_SKILLS.push(["UnholyBreath", 0]); } function heroGerMale() { LEVEL = 1; NAME = "Karl"; NATION = "Ger"; GENDER = "m"; STR = 20; CON = 35; DEX = 5; SPR = 10; SKILL = new Array(); SKILL.Sword = 30; SKILL.Axe = 20; SKILL.Mace = 60; SKILL.FarEast = 0; SKILL.Spear = 25; SKILL.Dagger = 5; SKILL.Staff = 0; SKILL.Dual = 5; SKILL.Katar = 0; SKILL.Fist = 50; SKILL.Bow = 15; SKILL.Crossbow = 15; SKILL.Throwing = 45; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 1); WEAPON_SEC = new WeaponClass("Shield", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; ACTIVE_SKILLS.shield = [0, 0, 0]; ACTIVE_SKILLS["2H_axe"] = [0, 0, 0]; ACTIVE_SKILLS.throwing = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_1", 0]); PASSIVE_SKILLS.push(["Infantry_2", 0]); PASSIVE_SKILLS.push(["Infantry_3", 0]); PASSIVE_SKILLS.push(["Swordsmen_2", 0]); PASSIVE_SKILLS.push(["Swordsmen_1", 0]); PASSIVE_SKILLS.push(["Horsemen_2", 0]); AURA_SKILLS.push(["Devotion", 0]); AURA_SKILLS.push(["Sacrifice", 0]); AURA_SKILLS.push(["HolyTribunal", 0]); } function heroGerFemale() { LEVEL = 1; NAME = "Elizabth"; NATION = "Ger"; GENDER = "f"; STR = 20; CON = 25; DEX = 25; SPR = 10; SKILL = new Array(); SKILL.Sword = 10; SKILL.Axe = 5; SKILL.Mace = 50; SKILL.FarEast = 0; SKILL.Spear = 50; SKILL.Dagger = 5; SKILL.Staff = 0; SKILL.Dual = 5; SKILL.Katar = 0; SKILL.Fist = 50; SKILL.Bow = 35; SKILL.Crossbow = 45; SKILL.Throwing = 60; WEAPON_PRI = new WeaponClass("Spear", "Ger", 1); WEAPON_SEC = new WeaponClass("Throwing", "Ger", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.spear = [0, 0, 0]; ACTIVE_SKILLS.crossbow = [0, 0, 0]; ACTIVE_SKILLS.shield = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_3", 0]); PASSIVE_SKILLS.push(["Infantry_1", 0]); PASSIVE_SKILLS.push(["Swordsmen_1", 0]); PASSIVE_SKILLS.push(["Bowmen_3", 0]); PASSIVE_SKILLS.push(["Horsemen_1", 0]); PASSIVE_SKILLS.push(["Horsemen_2", 0]); AURA_SKILLS.push(["DivineHelp", 0]); AURA_SKILLS.push(["NationGer", 0]); AURA_SKILLS.push(["BansheeCry", 0]); } function heroRusMale() { LEVEL = 1; NAME = "Vseslav"; NATION = "Rus"; GENDER = "m"; STR = 40; CON = 15; DEX = 10; SPR = 5; SKILL = new Array(); SKILL.Sword = 5; SKILL.Axe = 60; SKILL.Mace = 35; SKILL.FarEast = 0; SKILL.Spear = 15; SKILL.Dagger = 5; SKILL.Staff = 0; SKILL.Dual = 20; SKILL.Katar = 0; SKILL.Fist = 50; SKILL.Bow = 15; SKILL.Crossbow = 5; SKILL.Throwing = 45; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); WEAPON_SEC = new WeaponClass("Throwing", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 1); HELMET = new Armor("Helmet", "Rus", 1); HORSE = null; ACTIVE_SKILLS["2H_axe"] = [0, 0, 0]; ACTIVE_SKILLS.shield = [0, 0, 0]; ACTIVE_SKILLS.throwing = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_3", 0]); PASSIVE_SKILLS.push(["Infantry_2", 0]); PASSIVE_SKILLS.push(["BerserkerTraining", 0]); PASSIVE_SKILLS.push(["Swordsmen_3", 0]); PASSIVE_SKILLS.push(["Swordsmen_2", 0]); PASSIVE_SKILLS.push(["Horsemen_3", 0]); AURA_SKILLS.push(["Barrier", 0]); AURA_SKILLS.push(["NationRus", 0]); AURA_SKILLS.push(["Sacrifice", 0]); } function heroRusFemale() { LEVEL = 1; NAME = "Olga"; NATION = "Rus"; GENDER = "f"; STR = 20; CON = 10; DEX = 30; SPR = 15; SKILL = new Array(); SKILL.Sword = 50; SKILL.Axe = 25; SKILL.Mace = 5; SKILL.FarEast = 0; SKILL.Spear = 15; SKILL.Dagger = 20; SKILL.Staff = 0; SKILL.Dual = 5; SKILL.Katar = 0; SKILL.Fist = 50; SKILL.Bow = 65; SKILL.Crossbow = 40; SKILL.Throwing = 15; WEAPON_PRI = new WeaponClass("Bow", "Rus", 1); WEAPON_SEC = new WeaponClass("TwohandedSword", "Rus", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.bow = [0, 0, 0]; ACTIVE_SKILLS["2H_sword"] = [0, 0, 0]; ACTIVE_SKILLS.spear = [0, 0, 0]; PASSIVE_SKILLS.push(["Bowmen_1", 0]); PASSIVE_SKILLS.push(["Bowmen_2", 0]); PASSIVE_SKILLS.push(["Bowmen_3", 0]); PASSIVE_SKILLS.push(["Infantry_1", 0]); PASSIVE_SKILLS.push(["Infantry_2", 0]); PASSIVE_SKILLS.push(["Swordsmen_2", 0]); AURA_SKILLS.push(["DivineHelp", 0]); AURA_SKILLS.push(["VenomCloud", 0]); AURA_SKILLS.push(["SoulDrain", 0]); } function heroJapMale() { LEVEL = 1; NAME = "Sieg"; NATION = "Jap"; GENDER = "m"; STR = 30; CON = 5; DEX = 30; SPR = 10; SKILL = new Array(); SKILL.Sword = 0; SKILL.Axe = 0; SKILL.Mace = 0; SKILL.FarEast = 70; SKILL.Spear = 0; SKILL.Dagger = 0; SKILL.Staff = 45; SKILL.Dual = 45; SKILL.Katar = 0; SKILL.Fist = 100; SKILL.Bow = 15; SKILL.Crossbow = 0; SKILL.Throwing = 0; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 1); WEAPON_SEC = new WeaponClass("Bow", "Jap", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.dual = [0, 0, 0]; ACTIVE_SKILLS.katana = [0, 0, 0]; ACTIVE_SKILLS.bow = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_2", 0]); PASSIVE_SKILLS.push(["Infantry_3", 0]); PASSIVE_SKILLS.push(["FarEastWarTraining", 0]); PASSIVE_SKILLS.push(["Bowmen_1", 0]); PASSIVE_SKILLS.push(["Bowmen_2", 0]); PASSIVE_SKILLS.push(["Meditate", 0]); AURA_SKILLS.push(["VenomCloud", 0]); AURA_SKILLS.push(["NationJap", 0]); AURA_SKILLS.push(["LifeLeech", 0]); } function heroJapFemale() { LEVEL = 1; NAME = "Niora"; NATION = "Jap"; GENDER = "f"; STR = 20; CON = 5; DEX = 40; SPR = 15; SKILL = new Array(); SKILL.Sword = 0; SKILL.Axe = 0; SKILL.Mace = 0; SKILL.FarEast = 55; SKILL.Spear = 0; SKILL.Dagger = 0; SKILL.Staff = 70; SKILL.Dual = 5; SKILL.Katar = 0; SKILL.Fist = 100; SKILL.Bow = 55; SKILL.Crossbow = 0; SKILL.Throwing = 0; WEAPON_PRI = new WeaponClass("Staff", "Jap", 1); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.staff = [0, 0, 0]; ACTIVE_SKILLS.throwing = [0, 0, 0]; ACTIVE_SKILLS.katana = [0, 0, 0]; PASSIVE_SKILLS.push(["FarEastWarTraining", 0]); PASSIVE_SKILLS.push(["Meditate", 0]); PASSIVE_SKILLS.push(["KungFuSecrets", 0]); PASSIVE_SKILLS.push(["Infantry_3", 0]); PASSIVE_SKILLS.push(["Bowmen_1", 0]); PASSIVE_SKILLS.push(["Bowmen_3", 0]); AURA_SKILLS.push(["DivineHelp", 0]); AURA_SKILLS.push(["SoulDrain", 0]); AURA_SKILLS.push(["UnholyBreath", 0]); } function heroMonMale() { LEVEL = 1; NAME = "Chingis"; NATION = "Mon"; GENDER = "m"; STR = 25; CON = 15; DEX = 15; SPR = 15; SKILL = new Array(); SKILL.Sword = 60; SKILL.Axe = 5; SKILL.Mace = 5; SKILL.FarEast = 0; SKILL.Spear = 5; SKILL.Dagger = 25; SKILL.Staff = 0; SKILL.Dual = 35; SKILL.Katar = 0; SKILL.Fist = 50; SKILL.Bow = 55; SKILL.Crossbow = 5; SKILL.Throwing = 10; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 1); WEAPON_SEC = new WeaponClass("Shield", "Mon", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.shield = [0, 0, 0]; ACTIVE_SKILLS.bow = [0, 0, 0]; ACTIVE_SKILLS["2H_sword"] = [0, 0, 0]; PASSIVE_SKILLS.push(["Swordsmen_2", 0]); PASSIVE_SKILLS.push(["Swordsmen_1", 0]); PASSIVE_SKILLS.push(["Horsemen_2", 0]); PASSIVE_SKILLS.push(["Bowmen_1", 0]); PASSIVE_SKILLS.push(["Bowmen_3", 0]); PASSIVE_SKILLS.push(["Horsemen_3", 0]); AURA_SKILLS.push(["DivineHelp", 0]); AURA_SKILLS.push(["NationMon", 0]); AURA_SKILLS.push(["ForceBalance", 0]); } function heroMonFemale() { LEVEL = 1; NAME = "Inga"; NATION = "Mon"; GENDER = "f"; STR = 10; CON = 10; DEX = 30; SPR = 25; SKILL = new Array(); SKILL.Sword = 40; SKILL.Axe = 5; SKILL.Mace = 5; SKILL.FarEast = 0; SKILL.Spear = 10; SKILL.Dagger = 60; SKILL.Staff = 0; SKILL.Dual = 5; SKILL.Katar = 0; SKILL.Fist = 50; SKILL.Bow = 65; SKILL.Crossbow = 5; SKILL.Throwing = 10; WEAPON_PRI = new WeaponClass("Bow", "Mon", 1); WEAPON_SEC = new WeaponClass("Dagger", "Mon", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.bow = [0, 0, 0]; ACTIVE_SKILLS.dagger = [0, 0, 0]; ACTIVE_SKILLS.shield = [0, 0, 0]; PASSIVE_SKILLS.push(["Bowmen_1", 0]); PASSIVE_SKILLS.push(["Bowmen_2", 0]); PASSIVE_SKILLS.push(["Bowmen_3", 0]); PASSIVE_SKILLS.push(["Horsemen_1", 0]); PASSIVE_SKILLS.push(["Horsemen_2", 0]); PASSIVE_SKILLS.push(["Horsemen_3", 0]); AURA_SKILLS.push(["VenomCloud", 0]); AURA_SKILLS.push(["Healing", 0]); AURA_SKILLS.push(["BansheeCry", 0]); } function heroAraMale() { LEVEL = 1; NAME = "Ismael"; NATION = "Ara"; GENDER = "m"; STR = 35; CON = 20; DEX = 15; SPR = 5; SKILL = new Array(); SKILL.Sword = 55; SKILL.Axe = 5; SKILL.Mace = 5; SKILL.FarEast = 0; SKILL.Spear = 5; SKILL.Dagger = 10; SKILL.Staff = 0; SKILL.Dual = 45; SKILL.Katar = 35; SKILL.Fist = 50; SKILL.Bow = 5; SKILL.Crossbow = 30; SKILL.Throwing = 10; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 1); WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 1); ARMOR = null; HELMET = new Armor("Helmet", "Ara", 1); HORSE = null; ACTIVE_SKILLS.dual = [0, 0, 0]; ACTIVE_SKILLS["2H_sword"] = [0, 0, 0]; ACTIVE_SKILLS.crossbow = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_2", 0]); PASSIVE_SKILLS.push(["Swordsmen_2", 0]); PASSIVE_SKILLS.push(["AssassinTraining", 0]); PASSIVE_SKILLS.push(["Infantry_1", 0]); PASSIVE_SKILLS.push(["Swordsmen_1", 0]); PASSIVE_SKILLS.push(["Swordsmen_3", 0]); AURA_SKILLS.push(["NationAra", 0]); AURA_SKILLS.push(["Healing", 0]); AURA_SKILLS.push(["HolyTribunal", 0]); } function heroAraFemale() { LEVEL = 1; NAME = "Diana"; NATION = "Ara"; GENDER = "f"; STR = 30; CON = 10; DEX = 30; SPR = 5; SKILL = new Array(); SKILL.Sword = 40; SKILL.Axe = 5; SKILL.Mace = 5; SKILL.FarEast = 0; SKILL.Spear = 10; SKILL.Dagger = 60; SKILL.Staff = 0; SKILL.Dual = 10; SKILL.Katar = 65; SKILL.Fist = 50; SKILL.Bow = 5; SKILL.Crossbow = 20; SKILL.Throwing = 0; WEAPON_PRI = new WeaponClass("Katar", "Ara", 1); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.katar = [0, 0, 0]; ACTIVE_SKILLS.crossbow = [0, 0, 0]; ACTIVE_SKILLS.dagger = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_3", 0]); PASSIVE_SKILLS.push(["AssassinTraining", 0]); PASSIVE_SKILLS.push(["FindWeakPoint", 0]); PASSIVE_SKILLS.push(["Swordsmen_3", 0]); PASSIVE_SKILLS.push(["Horsemen_1", 0]); PASSIVE_SKILLS.push(["Horsemen_3", 0]); AURA_SKILLS.push(["VenomCloud", 0]); AURA_SKILLS.push(["SoulDrain", 0]); AURA_SKILLS.push(["UnholyBreath", 0]); } function enemyVizKing() { LEVEL = 40; NAME = "Republic King"; NATION = "Viz"; GENDER = "m"; STR = 100; CON = 60; DEX = 20; SPR = 40; SKILL = new Array(); SKILL.Sword = 100; SKILL.Crossbow = 100; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 7); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 4); ARMOR = new Armor("Clothes", "Viz", 8); HELMET = new Armor("Helmet", "Viz", 8); HORSE = null; ACTIVE_SKILLS["2H_sword"] = [5, 5, 5]; ACTIVE_SKILLS.crossbow = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_1", 5]); PASSIVE_SKILLS.push(["Infantry_2", 5]); PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["Bowmen_1", 5]); PASSIVE_SKILLS.push(["Horsemen_1", 5]); PASSIVE_SKILLS.push(["Horsemen_3", 5]); AURA_SKILLS.push(["NationViz", 5]); } function enemyGerKing() { LEVEL = 40; NAME = "Order King"; NATION = "Ger"; GENDER = "m"; STR = 100; CON = 100; DEX = 10; SPR = 10; SKILL = new Array(); SKILL.Mace = 100; SKILL.Throwing = 100; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 6); WEAPON_SEC = new WeaponClass("Throwing", "Ger", 6); ARMOR = new Armor("Clothes", "Ger", 8); HELMET = new Armor("Helmet", "Ger", 8); HORSE = null; ACTIVE_SKILLS["2H_axe"] = [5, 5, 5]; ACTIVE_SKILLS.throwing = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_1", 5]); PASSIVE_SKILLS.push(["Infantry_1", 5]); PASSIVE_SKILLS.push(["Infantry_3", 5]); PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["Swordsmen_1", 5]); PASSIVE_SKILLS.push(["Horsemen_2", 5]); AURA_SKILLS.push(["NationGer", 5]); } function enemyRusKing() { LEVEL = 40; NAME = "Forest King"; NATION = "Rus"; GENDER = "m"; STR = 110; CON = 60; DEX = 10; SPR = 20; SKILL = new Array(); SKILL.Axe = 100; SKILL.Bow = 100; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 6); WEAPON_SEC = new WeaponClass("Bow", "Rus", 4); ARMOR = new Armor("Clothes", "Rus", 8); HELMET = new Armor("Helmet", "Rus", 8); HORSE = null; ACTIVE_SKILLS["2H_axe"] = [5, 5, 5]; ACTIVE_SKILLS.bow = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_3", 5]); PASSIVE_SKILLS.push(["Infantry_2", 5]); PASSIVE_SKILLS.push(["BerserkerTraining", 5]); PASSIVE_SKILLS.push(["Swordsmen_3", 5]); PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["Horsemen_3", 5]); AURA_SKILLS.push(["NationRus", 5]); } function enemyJapKing() { LEVEL = 40; NAME = "Empire King"; NATION = "Jap"; GENDER = "m"; STR = 90; CON = 30; DEX = 90; SPR = 40; SKILL = new Array(); SKILL.FarEast = 100; SKILL.Dual = 100; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 8); WEAPON_SEC = new WeaponClass("NinjaTo", "Jap", 8); ARMOR = new Armor("Clothes", "Jap", 8); HELMET = new Armor("Helmet", "Jap", 8); HORSE = null; ACTIVE_SKILLS.dual = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_2", 5]); PASSIVE_SKILLS.push(["Infantry_3", 5]); PASSIVE_SKILLS.push(["FarEastWarTraining", 5]); PASSIVE_SKILLS.push(["Bowmen_1", 5]); PASSIVE_SKILLS.push(["Bowmen_2", 5]); PASSIVE_SKILLS.push(["Meditate", 5]); AURA_SKILLS.push(["NationJap", 5]); } function enemyMonKing() { LEVEL = 40; NAME = "Horde King"; NATION = "Mon"; GENDER = "m"; STR = 100; CON = 20; DEX = 40; SPR = 60; SKILL = new Array(); SKILL.Sword = 100; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 7); WEAPON_SEC = new WeaponClass("Shield", "Mon", 4); ARMOR = new Armor("Clothes", "Mon", 8); HELMET = new Armor("Helmet", "Mon", 8); HORSE = null; ACTIVE_SKILLS.shield = [5, 5, 5]; PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["Swordsmen_1", 5]); PASSIVE_SKILLS.push(["Horsemen_2", 5]); PASSIVE_SKILLS.push(["Bowmen_1", 5]); PASSIVE_SKILLS.push(["Bowmen_3", 5]); PASSIVE_SKILLS.push(["Horsemen_3", 5]); AURA_SKILLS.push(["NationMon", 5]); } function enemyAraKing() { LEVEL = 40; NAME = "Desert King"; NATION = "Ara"; GENDER = "m"; STR = 100; CON = 60; DEX = 70; SPR = 30; SKILL = new Array(); SKILL.Sword = 100; SKILL.Dual = 100; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 7); WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 7); ARMOR = new Armor("Clothes", "Ara", 8); HELMET = new Armor("Helmet", "Ara", 8); HORSE = null; ACTIVE_SKILLS.dual = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_2", 5]); PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["AssassinTraining", 5]); PASSIVE_SKILLS.push(["Infantry_1", 5]); PASSIVE_SKILLS.push(["Swordsmen_1", 5]); PASSIVE_SKILLS.push(["Swordsmen_3", 5]); AURA_SKILLS.push(["NationAra", 5]); } static function getChampion(nation, lv) { var _local1 = new Hero(); _local1[("enemy" + nation) + "Champion"](); _local1.LEVEL = 10 + (5 * lv); _local1.STR = 20 + (10 * lv); _local1.CON = 20 + (10 * lv); _local1.DEX = 20 + (10 * lv); _local1.SPR = 20 + (10 * lv); _local1.ARMOR = new Armor("Clothes", nation, lv); _local1.HELMET = new Armor("Helmet", nation, lv); return(_local1); } function enemyVizChampion(lv) { LEVEL = 50; NAME = "Republic Champion"; NATION = "Viz"; GENDER = "f"; STR = 100; CON = 100; DEX = 100; SPR = 100; SKILL = new Array(); SKILL.Sword = 100; SKILL.Dual = 100; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 7); WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 7); ARMOR = new Armor("Clothes", "Viz", 8); HELMET = new Armor("Helmet", "Viz", 8); HORSE = null; ACTIVE_SKILLS.dual = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_1", 5]); PASSIVE_SKILLS.push(["Infantry_2", 5]); PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["Bowmen_1", 5]); PASSIVE_SKILLS.push(["Horsemen_1", 5]); PASSIVE_SKILLS.push(["Horsemen_3", 5]); AURA_SKILLS.push(["UnholyBreath", 5]); } function enemyGerChampion() { LEVEL = 50; NAME = "Order Champion"; NATION = "Ger"; GENDER = "m"; STR = 100; CON = 100; DEX = 100; SPR = 100; SKILL = new Array(); SKILL.Mace = 100; SKILL.Throwing = 100; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 6); WEAPON_SEC = new WeaponClass("Throwing", "Ger", 6); ARMOR = new Armor("Clothes", "Ger", 8); HELMET = new Armor("Helmet", "Ger", 8); HORSE = null; ACTIVE_SKILLS["2H_axe"] = [5, 5, 5]; ACTIVE_SKILLS.throwing = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_1", 5]); PASSIVE_SKILLS.push(["Infantry_1", 5]); PASSIVE_SKILLS.push(["Infantry_3", 5]); PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["Swordsmen_1", 5]); PASSIVE_SKILLS.push(["Horsemen_2", 5]); AURA_SKILLS.push(["HolyTribunal", 5]); } function enemyRusChampion() { LEVEL = 50; NAME = "Forest Champion"; NATION = "Rus"; GENDER = "m"; STR = 110; CON = 100; DEX = 100; SPR = 100; SKILL = new Array(); SKILL.Axe = 100; SKILL.Dual = 100; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 6); WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", 6); ARMOR = new Armor("Clothes", "Rus", 8); HELMET = new Armor("Helmet", "Rus", 8); HORSE = null; ACTIVE_SKILLS.dual = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_3", 5]); PASSIVE_SKILLS.push(["Infantry_2", 5]); PASSIVE_SKILLS.push(["BerserkerTraining", 5]); PASSIVE_SKILLS.push(["Swordsmen_3", 5]); PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["Horsemen_3", 5]); AURA_SKILLS.push(["VenomCloud", 5]); } function enemyJapChampion() { LEVEL = 50; NAME = "Empire Champion"; NATION = "Jap"; GENDER = "m"; STR = 100; CON = 100; DEX = 100; SPR = 100; SKILL = new Array(); SKILL.FarEast = 100; SKILL.Throwing = 100; WEAPON_PRI = new WeaponClass("Katana", "Jap", 8); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 7); ARMOR = new Armor("Clothes", "Jap", 8); HELMET = new Armor("Helmet", "Jap", 8); HORSE = null; ACTIVE_SKILLS.katana = [5, 5, 5]; ACTIVE_SKILLS.throwing = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_2", 5]); PASSIVE_SKILLS.push(["Infantry_3", 5]); PASSIVE_SKILLS.push(["FarEastWarTraining", 5]); PASSIVE_SKILLS.push(["Bowmen_1", 5]); PASSIVE_SKILLS.push(["Bowmen_2", 5]); PASSIVE_SKILLS.push(["Meditate", 5]); AURA_SKILLS.push(["UnholyBreath", 5]); } function enemyMonChampion() { LEVEL = 50; NAME = "Horde Champion"; NATION = "Mon"; GENDER = "m"; STR = 100; CON = 100; DEX = 100; SPR = 100; SKILL = new Array(); SKILL.Sword = 100; SKILL.Dual = 100; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 7); WEAPON_SEC = new WeaponClass("OnehandedSword", "Mon", 7); ARMOR = new Armor("Clothes", "Mon", 8); HELMET = new Armor("Helmet", "Mon", 8); HORSE = null; ACTIVE_SKILLS.dual = [5, 5, 5]; PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["Swordsmen_1", 5]); PASSIVE_SKILLS.push(["Horsemen_2", 5]); PASSIVE_SKILLS.push(["Bowmen_1", 5]); PASSIVE_SKILLS.push(["Bowmen_3", 5]); PASSIVE_SKILLS.push(["Horsemen_3", 5]); AURA_SKILLS.push(["ForceBalance", 5]); } function enemyAraChampion() { LEVEL = 50; NAME = "Desert Champion"; NATION = "Ara"; GENDER = "f"; STR = 100; CON = 100; DEX = 100; SPR = 100; SKILL = new Array(); SKILL.Katar = 100; SKILL.Crossbow = 100; WEAPON_PRI = new WeaponClass("Katar", "Ara", 6); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 4); ARMOR = new Armor("Clothes", "Ara", 8); HELMET = new Armor("Helmet", "Ara", 8); HORSE = null; ACTIVE_SKILLS.katar = [5, 5, 5]; ACTIVE_SKILLS.crossbow = [5, 5, 5]; PASSIVE_SKILLS.push(["Infantry_2", 5]); PASSIVE_SKILLS.push(["Swordsmen_2", 5]); PASSIVE_SKILLS.push(["AssassinTraining", 5]); PASSIVE_SKILLS.push(["Infantry_1", 5]); PASSIVE_SKILLS.push(["Swordsmen_1", 5]); PASSIVE_SKILLS.push(["Swordsmen_3", 5]); AURA_SKILLS.push(["UnholyBreath", 5]); } function playerTutorialDummy() { LEVEL = 20; NAME = "Tutorial Player"; NATION = _global.MAIN_HERO.NATION; GENDER = _global.MAIN_HERO.GENDER; STR = 30; CON = 50; DEX = 20; SPR = 40; SKILL = new Array(); SKILL.Sword = 100; SKILL.Bow = 100; WEAPON_PRI = new WeaponClass("Bow", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; ACTIVE_SKILLS.crossbow = [0, 0, 0]; ACTIVE_SKILLS["2H_sword"] = [5, 0, 0]; ACTIVE_SKILLS["2H_axe"] = [0, 0, 0]; PASSIVE_SKILLS.push(["Infantry_2", 0]); PASSIVE_SKILLS.push(["Swordsmen_2", 0]); PASSIVE_SKILLS.push(["AssassinTraining", 0]); PASSIVE_SKILLS.push(["Infantry_1", 0]); PASSIVE_SKILLS.push(["Swordsmen_1", 0]); PASSIVE_SKILLS.push(["Swordsmen_3", 0]); AURA_SKILLS.push(["Healing", 3]); AURA_SKILLS.push(["HolyTribunal", 0]); AURA_SKILLS.push(["VenomCloud", 0]); } function enemyTutorialDummy() { LEVEL = 1; NAME = "Tutorial Enemy"; NATION = "Mon"; GENDER = "m"; STR = 1; CON = 1; DEX = 1; SPR = 1; SKILL = new Array(); SKILL.Sword = 50; SKILL.Bow = 50; WEAPON_PRI = new WeaponClass("TwohandedSword", "Mon", 1); WEAPON_SEC = new WeaponClass("Bow", "Mon", 2); ARMOR = null; HELMET = null; HORSE = null; } var price = 0; }
Symbol 3149 MovieClip [__Packages.Item] Frame 0
class Item extends Object { var FRAME, NAME, TYPE; function Item () { super(); FRAME = getFrame(); } function initEnchant(ei) { if (ei) { var _local3 = new Enchant(ei); ENCH_ID = ei; NAME = Enchant.getPrefix(ei) + NAME; NAME = NAME + Enchant.getSuffix(ei); } else { ENCH_ID = null; } } function setRefine(refine_lv) { if (refine_lv) { REFINE = refine_lv; NAME = NAME + (" +" + REFINE); } } function getFrame() { var _local3 = _root.getNationNumber(NATION) - 1; var _local4 = NATION == "Rog"; switch (TYPE) { case "OnehandedSword" : switch (NATION) { case "Rog" : return(LEVEL); case "Viz" : case "Ger" : case "Rus" : return((2 + LEVEL) + (_local3 * 7)); case "Mon" : case "Ara" : return((LEVEL + (_local3 * 7)) - 5); } case "TwohandedSword" : switch (NATION) { case "Rog" : return(37 + LEVEL); case "Viz" : case "Ger" : case "Rus" : return((39 + LEVEL) + (_local3 * 7)); case "Mon" : case "Ara" : return((32 + LEVEL) + (_local3 * 7)); } case "OnehandedAxe" : return(74 + (_local4 ? (LEVEL) : ((2 + LEVEL) + (_local3 * 6)))); case "TwohandedAxe" : return(94 + (_local4 ? (LEVEL) : ((2 + LEVEL) + (_local3 * 6)))); case "OnehandedMace" : return(114 + (_local4 ? (LEVEL) : ((2 + LEVEL) + (_local3 * 6)))); case "TwohandedMace" : return(134 + (_local4 ? (LEVEL) : ((2 + LEVEL) + (_local3 * 6)))); case "Staff" : return(154 + LEVEL); case "NinjaTo" : return(162 + (_local4 ? (LEVEL) : (2 + LEVEL))); case "Katana" : return(172 + (_local4 ? (LEVEL) : (2 + LEVEL))); case "Spear" : return((182 + LEVEL) + (_local3 * 5)); case "Dagger" : switch (NATION) { case "Viz" : return(197 + LEVEL); case "Mon" : return(204 + LEVEL); } case "Katar" : return(211 + LEVEL); case "Throwing" : switch (NATION) { case "Viz" : return(229 + LEVEL); case "Ger" : return(217 + LEVEL); case "Rus" : return(223 + LEVEL); case "Jap" : return(231 + LEVEL); return((238 + LEVEL) + (_local3 * 4)); switch (NATION) { case "Viz" : case "Ger" : case "Rus" : return((258 + LEVEL) + (_local3 * 4)); case "Mon" : return(270 + LEVEL); return((274 + LEVEL) + (_local3 * 4)); return((_local3 + 1) + ((LEVEL - 1) * 6)); return((_local3 + 1) + ((LEVEL - 1) * 6)); return(287); return(Enchant.getFrame(ENCH_ID)); return(LEVEL); } } case "Bow" : return((238 + LEVEL) + (_local3 * 4)); case "Shield" : switch (NATION) { case "Viz" : case "Ger" : case "Rus" : return((258 + LEVEL) + (_local3 * 4)); case "Mon" : return(270 + LEVEL); return((274 + LEVEL) + (_local3 * 4)); return((_local3 + 1) + ((LEVEL - 1) * 6)); return((_local3 + 1) + ((LEVEL - 1) * 6)); return(287); return(Enchant.getFrame(ENCH_ID)); return(LEVEL); } case "Crossbow" : return((274 + LEVEL) + (_local3 * 4)); case "Clothes" : return((_local3 + 1) + ((LEVEL - 1) * 6)); case "Helmet" : return((_local3 + 1) + ((LEVEL - 1) * 6)); case "Fists" : return(287); case "Rune" : return(Enchant.getFrame(ENCH_ID)); default : return(LEVEL); } } function getIconFrame() { var _local2 = 0; switch (TYPE) { case "Clothes" : _local2 = 286; break; case "Helmet" : _local2 = 334; break; case "Rune" : _local2 = 382; } return(_local2 + FRAME); } function getItemInfo() { var _local2 = ""; switch (TYPE) { case "Clothes" : case "Helmet" : _local2 = "Armor"; break; case "Rune" : _local2 = "Rune"; break; default : _local2 = "WeaponClass"; } return(new ItemInfo(_local2, TYPE, NATION, LEVEL, ENCH_ID, REFINE)); } function getMaxLevel() { switch (TYPE) { case "OnehandedSword" : case "TwohandedSword" : return(7); case "OnehandedAxe" : case "TwohandedAxe" : return(6); case "OnehandedMace" : case "TwohandedMace" : return(6); case "NinjaTo" : case "Katana" : return(8); case "Spear" : return(5); case "Dagger" : return(7); case "Staff" : return(8); case "Katar" : return(6); case "Bow" : return(4); case "Crossbow" : return(4); case "Throwing" : return(7); case "Shield" : return(4); case "Clothes" : case "Helmet" : return(8); case "Rune" : return(0); } } function getRequireLevel() { if (NATION == "Rog") { return(1); } return(1 + Math.floor((40 * (LEVEL - 1)) / (getMaxLevel() - 1))); } var NATION = null; var LEVEL = 0; var REFINE = 0; var ENCH_ID = null; }
Symbol 3150 MovieClip [__Packages.Enchant] Frame 0
class Enchant extends Object { var ID; function Enchant (en_id) { super(); ID = en_id; } static function getFrame(en_id) { switch (en_id) { case "Footmans" : return(1); case "Riders" : return(2); case "Critical" : return(3); case "Bloody" : return(4); case "Ghost" : return(5); case "IcePick" : return(6); case "Wolverine" : return(7); case "ofWeaken" : return(8); case "ofPoison" : return(9); case "Stunning" : return(10); case "Mad" : return(11); case "Charming" : return(12); } } static function getPrefix(en_id) { switch (en_id) { case "Footmans" : return("Footman's "); case "Riders" : return("Rider's "); case "Critical" : return("Critical "); case "Bloody" : return("Bloody "); case "Ghost" : return("Ghost "); case "IcePick" : return(""); case "Wolverine" : return("Wolverine "); case "ofWeaken" : return(""); case "ofPoison" : return(""); case "Stunning" : return("Stunning "); case "Mad" : return("Mad "); case "Charming" : return("Charming "); } } static function getSuffix(en_id) { switch (en_id) { case "Footmans" : return(""); case "Riders" : return(""); case "Critical" : return(""); case "Bloody" : return(""); case "Ghost" : return(""); case "IcePick" : return(" of Thanatos"); case "Wolverine" : return(""); case "ofWeaken" : return(" of Weaking"); case "ofPoison" : return(" of Poison"); case "Stunning" : return(""); case "Mad" : return(""); case "Charming" : return(""); } } function operate(who, dmg_data) { this["operate_" + ID](who, dmg_data); } function operate_Footmans(who, dmg_data) { if (who.isHorseman) { dmg_data.damage = Math.round(dmg_data.damage * (1 + BASE_BONUS)); } } function operate_Riders(who, dmg_data) { if (!who.isHorseman) { dmg_data.damage = Math.round(dmg_data.damage * (1 + BASE_BONUS)); } } function operate_Critical(who, dmg_data) { dmg_data.crit = dmg_data.crit + 10; } function operate_Bloody(who, dmg_data) { dmg_data.damage = dmg_data.damage + who.DEF; } function operate_Ghost(who, dmg_data) { dmg_data.damage = Math.round(dmg_data.damage * (1 - BASE_BONUS)); dmg_data.damage = dmg_data.damage + who.DEF; } function operate_IcePick(who, dmg_data) { dmg_data.damage = Math.round(dmg_data.damage * (1 + (who.DEF / 50))); dmg_data.damage = dmg_data.damage + who.DEF; } function operate_Wolverine(who, dmg_data) { dmg_data.damage = dmg_data.damage + 15; } function operate_ofWeaken(who, dmg_data) { if (who.HP < (who.MAX_HP / 2)) { dmg_data.damage = Math.round(dmg_data.damage * 1.5); } else { dmg_data.damage = Math.round(dmg_data.damage * 0.5); } } function operate_ofPoison(who, dmg_data) { if (_root.percent(5)) { dmg_data.addStatus("Poison", 5); } } function operate_Stunning(who, dmg_data) { if (_root.percent(5)) { dmg_data.addStatus("Stun", 2); } } function operate_Mad(who, dmg_data) { if (_root.percent(5)) { dmg_data.addStatus("Chaos", 5); } } function operate_Charming(who, dmg_data) { if (_root.percent(5)) { dmg_data.addStatus("Charm", 5); } } var BASE_BONUS = 0.3; }
Symbol 3151 MovieClip [__Packages.Creature] Frame 0
class Creature extends MovieClip { var isHorseman, statuses, speed, _xscale, _yscale, X, _x, Y, _y, moveX, moveY, isSwitchingWeapons, isDead, team, body, aspd_timer, bar_clr, borders, attacking, gox, goy, inner_depth, nextX, nextY, swapDepths, MOVE_FRAMES, HP, runAnim, atkAnim, wpnPri, wpnSec, DEF, MAX_HP, light_circle, onEnterFrame, unit_ref, _name, attachMovie, agi_delay, dex_aspd_mod, aspd_delay, DODGE, SHIELD_DODGE, MAX_SP, SPregen, active_skills, aura_skills, preferRanged, SP; function Creature () { super(); } function CreatureInit() { isHorseman = false; statuses = new Array(); speed = 3; _xscale = 25; _yscale = 25; X = _root.getX(_x); Y = _root.getY(_y); _x = _root.stgX(X); _y = _root.stgY(Y); moveX = 0; moveY = 0; isSwitchingWeapons = false; isDead = false; if (team == 0) { body._xscale = -100; } aspd_timer = 0; bar_clr = new Color(borders.hp_bar); attacking = null; gox = null; goy = null; initPosition(); inner_depth = 1; body.head.stun_anim._visible = false; } function dist(man) { return(Math.round(Math.sqrt(((X - man.X) * (X - man.X)) + ((Y - man.Y) * (Y - man.Y))))); } function canGo(xx, yy) { return((((((xx >= 0) && (xx < _global.F_WIDTH)) && (yy >= 0)) && (yy < _global.F_HEIGHT)) && (_global.field[xx][yy].empty)) && (_global.field[xx][yy].free)); } function leavePosition() { _global.field[X][Y].who = null; _global.field[X][Y].empty = true; X = nextX; Y = nextY; swapDepths(_root.getDepthMan(X, Y)); _global.field[X][Y].who = this; } function initPosition() { swapDepths(_root.getDepthMan(X, Y)); _global.field[X][Y].who = this; _global.field[X][Y].empty = false; } function startMove() { if (moveX != 0) { body._xscale = (-moveX) * 100; } if (canGo(X + moveX, Y + moveY)) { if ((body._currentframe <= MOVE_FRAMES) && (HP > 0)) { body.gotoAndPlay(runAnim); } nextX = X + moveX; nextY = Y + moveY; _global.field[nextX][nextY].empty = false; return(true); } moveX = 0; moveY = 0; return(false); } function stopMove() { moveX = 0; moveY = 0; if (!isSwitchingWeapons) { body.gotoAndStop(atkAnim); } } function continueMove() { if (moveX != 0) { body._xscale = (-moveX) * 100; } if (canGo(X + moveX, Y + moveY)) { nextX = X + moveX; nextY = Y + moveY; _global.field[nextX][nextY].empty = false; return(true); } return(false); } function moveOnX() { if (moveX != 0) { _x = _x + (speed * moveX); } } function moveOnY() { if (moveY != 0) { _y = _y + ((speed * moveY) / (_global.CAGE_W / _global.CAGE_H)); } } function moveNewStep() { if ((_root.getX(_x) != X) || (_root.getY(_y) != Y)) { leavePosition(); } } function moveComplete() { if ((((X == nextX) && (Y == nextY)) && (Math.abs(_y - _root.stgY(Y)) < speed)) && (Math.abs(_x - _root.stgX(X)) < speed)) { _x = _root.stgX(X); _y = _root.stgY(Y); return(true); } return(false); } function switchWeapons() { if (!canSwitchWeapons()) { return(undefined); } isSwitchingWeapons = true; if (wpnPri.TYPE == "Melee") { if (wpnSec.c_type == "bow") { body.gotoAndPlay("bow_on"); } else { body.gotoAndPlay("crossbow_on"); } } else if (wpnPri.c_type == "bow") { body.gotoAndPlay("bow_off"); } else { body.gotoAndPlay("crossbow_off"); } } function onRunAnimComplete() { if (!isDead) { body.gotoAndPlay(runAnim); } else { playDieAnim(); } } function onAnimComplete() { isSwitchingWeapons = false; if (!isDead) { body.gotoAndStop(atkAnim); } else { playDieAnim(); } } function onSwitchWeapons() { var _local2 = wpnPri; wpnPri = wpnSec; wpnSec = _local2; initFightingStyle(); onAnimComplete(); } function onEndAttack() { onAnimComplete(); } static function getArrowErrorRatio(hit_chance) { switch (true) { case _root.percent(hit_chance) : return(0); case _root.percent(hit_chance * 1.5) : return(1); case _root.percent(hit_chance * 2) : return(2); case _root.percent(hit_chance * 3) : return(3); } return(4); } function getHitChance(who, useSecondWeapon) { var _local2 = (useSecondWeapon ? (wpnSec) : (wpnPri)); if (who == null) { return(_local2.HIT); } if (_local2.TYPE == "Melee") { var _local4 = (_local2.HIT + 90) - Math.floor(who.DODGE); if ((body._xscale > 0) != (who.body._xscale > 0)) { _local4 = _local4 * ((100 - who.SHIELD_DODGE) / 100); } return(_local4); } return((((_local2.HIT * _local2.HIT) / 100) + 90) - Math.floor(who.DODGE)); } function getDamageData(who, useSecondWeapon, dmg_mod) { var _local3 = (useSecondWeapon ? (wpnSec) : (wpnPri)); var _local4 = new DamageData(this, _local3.dmg + _root.dice(_local3.rnd), getHitChance(who, useSecondWeapon), _local3.CRIT); if (who != null) { _local3.setDmgDataMods(who, _local4); } return(_local4); } function takeDamage(dmg_data, close_hit) { if (isDead) { return(undefined); } if (dmg_data.attacker.team == team) { return(undefined); } if (dmg_data.hit < 10) { dmg_data.hit = 10; } if (!_root.percent(dmg_data.hit)) { dmg_data.attacker.addMessage("miss", "FlyMiss"); return(undefined); } if ((attacking != null) && (close_hit)) { gox = null; goy = null; attacking = dmg_data.attacker; } dmg_data.damage = Math.round(dmg_data.damage); if (dmg_data.statuses.length > 0) { var _local5 = 0; while (_local5 < dmg_data.statuses.length) { addStatus(dmg_data.statuses[_local5]); _local5++; } } var _local6 = _root.percent(dmg_data.crit); if (!_local6) { dmg_data.damage = dmg_data.damage - DEF; if (dmg_data.damage < 0) { dmg_data.damage = 0; } } if ((!_global.EASY_MODE) && (dmg_data.att == _root.hero0)) { _root.kongregateStats.submit("MaxDamageInflicted", dmg_data.damage); } if (((this == _root.hero0) && (_global.EASY_MODE)) && (dmg_data.damage > (MAX_HP * 0.9))) { dmg_data.damage = Math.floor(MAX_HP * 0.9); } addMessage(dmg_data.damage, (_local6 ? "FlyCritDamage" : "FlyDamage")); HP = HP - dmg_data.damage; if (HP <= 0) { die(); return(undefined); } if ((!_global.EASY_MODE) && (this == _root.hero0)) { _root.kongregateStats.submit("MaxDamageReceived", dmg_data.damage); } redrawHealthBar(); } function redrawHealthBar() { var _local2 = (HP / MAX_HP) * 100; borders.hp_bar._xscale = _local2; if (_local2 > 70) { bar_clr.setRGB(52224); } else if (_local2 > 40) { bar_clr.setRGB(16776960); } else if (_local2 > 20) { bar_clr.setRGB(16750848); } else { bar_clr.setRGB(16711680); } } function playDieAnim() { if (isHorseman) { body.gotoAndPlay("die_horse"); } else { switch (atkAnim) { case "shield" : case "katar" : case "dual" : body.gotoAndPlay("die_onehanded"); break; case "throwing" : case "bow" : case "crossbow" : body.gotoAndPlay("die_ranged"); break; default : body.gotoAndPlay("die_twohanded"); } } } function die() { HP = 0; if (!isDead) { cancelAllStatuses(); isDead = true; light_circle._visible = false; onEnterFrame = null; _global.field[X][Y].empty = true; _global.field[X][Y].who = null; _global.field[nextX][nextY].empty = true; borders._visible = false; body.head.stun_anim._visible = false; if (team != 0) { var _local4 = Rune.getRandomRune(); if (_local4) { _root.addItemTo(_global.LOOT, _local4); } _root.addItemTo(_global.LOOT, unit_ref.WEAPON_PRI); _root.addItemTo(_global.LOOT, unit_ref.WEAPON_SEC); _root.addItemTo(_global.LOOT, unit_ref.ARMOR); _root.addItemTo(_global.LOOT, unit_ref.HELMET); _global.EXP_GOT = _global.EXP_GOT + (Math.round(Math.sqrt(unit_ref.price)) * 3); _global.GOLD_GOT = _global.GOLD_GOT + _root.d(unit_ref.price / 4); } playDieAnim(); if (_name == "hero0") { _root.unloadMap(); _root.gotoAndStop("GAME_OVER"); } } } function cancelAllStatuses() { var _local2 = 0; while (_local2 < statuses.length) { statuses[_local2].endStatus(this); _local2++; } } function restInPeace() { var _local3 = _root.getDepthMan(X, Y); _root["blood_" + _local3].removeMovieClip(); _root.getInstanceAtDepth(_root.getDepthCorpse(X, Y)).removeMovieClip(); swapDepths(_root.getDepthCorpse(X, Y)); } function addMessage(some_text, msg_type) { attachMovie(msg_type, "flying_msg_" + inner_depth, inner_depth, {_x:0, _y:100}); this["flying_msg_" + inner_depth].inner.value_txt.text = some_text; inner_depth = inner_depth + ((inner_depth < 15) ? 1 : -14); } function canSwitchWeapons() { switch (atkAnim) { case "dual" : return(false); case "shield" : return((wpnSec != null) && (wpnSec.c_type != "Shield")); case "dagger" : case "katana" : case "spear" : case "throwing" : case "katar" : case "fists" : case "staff" : case "2H_sword" : case "2H_axe" : return(wpnSec.c_type != "Fists"); case "bow" : case "crossbow" : return(true); } trace("Fighting style missed:" + atkAnim); } static function getAtkAnim(pri_tp, sec_tp) { if (((!WeaponClass.isTwohandedType(pri_tp)) && (!WeaponClass.isTwohandedType(sec_tp))) && (sec_tp != "Shield")) { return("dual"); } switch (pri_tp) { case "OnehandedSword" : case "OnehandedAxe" : case "OnehandedMace" : return("shield"); case "TwohandedSword" : return("2H_sword"); case "TwohandedAxe" : case "TwohandedMace" : return("2H_axe"); case "NinjaTo" : case "Katana" : return("katana"); case "Katar" : return("katar"); case "Staff" : return("staff"); case "Spear" : return("spear"); case "Dagger" : return("dagger"); case "Fists" : return("fists"); case "Bow" : return("bow"); case "Crossbow" : return("crossbow"); case "Throwing" : return("throwing"); } trace("Unknown weapon type:" + pri_tp); } static function getRunAnim(atk_anim, is_horseman) { switch (atk_anim) { case "spear" : case "staff" : return("run_2H_axe"); case "dagger" : return("run_2H_sword"); case "fists" : return((is_horseman ? "run_2H_sword" : "run_dual")); case "katana" : return((is_horseman ? "run_2H_sword" : "run_katana")); } return("run_" + atk_anim); } function getAttackDelay() { switch (atkAnim) { case "dagger" : return(20); case "katana" : return(25); case "shield" : case "dual" : case "spear" : case "throwing" : case "katar" : return(30); case "fists" : case "staff" : return(35); case "2H_sword" : case "2H_axe" : case "bow" : return(40); case "crossbow" : return(60); } trace("Fighting style missed:" + atkAnim); } function getWeaponDelay() { switch (atkAnim) { case "dagger" : case "katana" : return(30); case "shield" : case "dual" : case "throwing" : return(50); case "staff" : case "katar" : return(40); case "spear" : return(70); case "fists" : return(20); case "2H_sword" : case "bow" : return(60); case "2H_axe" : case "crossbow" : return(70); } trace("Fighting style missed:" + atkAnim); } function initStoringWeapon() { body.body.storage_spear._visible = false; body.body.storage_bow._visible = false; body.body.storage_axe._visible = false; body.body.storage_staff._visible = false; body.body.storage_sword._visible = false; body.body.storage_katar._visible = false; body.body.storage_dagger._visible = false; body.body.storage_throwing._visible = false; if (atkAnim == "dual") { return(undefined); } switch (wpnSec.c_type) { case "OnehandedSword" : case "TwohandedSword" : case "OnehandedMace" : case "OnehandedAxe" : case "NinjaTo" : case "Katana" : body.body.storage_sword._visible = true; body.body.storage_sword.gotoAndStop(wpnSec.frame); break; case "TwohandedAxe" : case "TwohandedMace" : body.body.storage_axe._visible = true; body.body.storage_axe.gotoAndStop(wpnSec.frame); break; case "Staff" : body.body.storage_staff._visible = true; body.body.storage_staff.gotoAndStop(wpnSec.frame); break; case "Spear" : body.body.storage_spear._visible = true; body.body.storage_spear.gotoAndStop(wpnSec.frame); break; case "Katar" : body.body.storage_katar._visible = true; body.body.storage_katar.gotoAndStop(wpnSec.frame); break; case "Dagger" : body.body.storage_dagger._visible = true; body.body.storage_dagger.gotoAndStop(wpnSec.frame); break; case "Bow" : case "Crossbow" : body.body.storage_bow._visible = true; body.body.storage_bow.gotoAndStop(wpnSec.frame); break; case "Throwing" : body.body.storage_throwing._visible = true; body.body.storage_throwing.gotoAndStop(wpnSec.frame); } } function initFightingStyle() { atkAnim = getAtkAnim(wpnPri.c_type, (wpnSec ? (wpnSec.c_type) : null)); runAnim = getRunAnim(atkAnim, isHorseman); agi_delay = Math.max(1, Math.round(dex_aspd_mod * ((getWeaponDelay() / 3) - wpnPri.aspd_bonus))); aspd_delay = agi_delay + getAttackDelay(); switch (atkAnim) { case "dual" : case "shield" : body.weapL.gotoAndStop(wpnPri.frame); body.weapR.gotoAndStop(wpnSec.frame); break; case "2H_sword" : case "2H_axe" : case "katana" : case "staff" : case "spear" : case "dagger" : case "fists" : case "bow" : case "crossbow" : case "throwing" : body.weapL.gotoAndStop(wpnPri.frame); body.weapR.gotoAndStop("unarmed"); break; case "katar" : body.weapL.gotoAndStop(wpnPri.frame); body.weapR.gotoAndStop(wpnPri.frame); break; default : trace("Fighting style missed:" + atkAnim); } initStoringWeapon(); initSkills(); body.gotoAndStop(atkAnim); } function initSkills() { } function initUnit(hero) { unit_ref = hero; var _local6 = hero.NATION.toLowerCase(); DEF = 0; DODGE = Math.floor(hero.DEX * Hero.getNationDodgeMod(hero.NATION)); SHIELD_DODGE = ((hero.WEAPON_SEC.TYPE == "Shield") ? (hero.WEAPON_SEC.crit) : 0); MAX_HP = Math.round(((1 + (hero.CON * 0.05)) * hero.LEVEL) * 10); MAX_SP = 20 + Math.round(((1 + (hero.SPR * 0.1)) * hero.LEVEL) * 2); if (_global.EASY_MODE && (hero == _global.MAIN_HERO)) { MAX_HP = MAX_HP + 200; } SPregen = Math.round(MAX_SP / 20); dex_aspd_mod = 1 - Math.min(1, hero.DEX / 100); active_skills = hero.ACTIVE_SKILLS; aura_skills = hero.AURA_SKILLS; body.arm_l.gotoAndStop((hero.GENDER + "_") + _local6); body.arm_r.gotoAndStop((hero.GENDER + "_") + _local6); body.hand_l.gotoAndStop((hero.GENDER + "_") + _local6); body.hand_r.gotoAndStop((hero.GENDER + "_") + _local6); body.footL.gotoAndStop((hero.GENDER + "_") + _local6); body.footR.gotoAndStop((hero.GENDER + "_") + _local6); body.legL.gotoAndStop((hero.GENDER + "_") + _local6); body.legR.gotoAndStop((hero.GENDER + "_") + _local6); body.body.gotoAndStop((hero.GENDER + "_") + _local6); body.head.gotoAndStop((hero.GENDER + "_") + _local6); if (hero.HORSE != null) { isHorseman = true; body.horse.gotoAndStop(hero.HORSE.skin_color); body.morda.gotoAndStop(hero.HORSE.skin_color); body.ftL1.gotoAndStop(hero.HORSE.skin_color); body.ftR1.gotoAndStop(hero.HORSE.skin_color); body.ftL2.gotoAndStop(hero.HORSE.skin_color); body.ftR2.gotoAndStop(hero.HORSE.skin_color); body.lgL1.gotoAndStop(hero.HORSE.skin_color); body.lgR1.gotoAndStop(hero.HORSE.skin_color); body.lgL2.gotoAndStop(hero.HORSE.skin_color); body.lgR2.gotoAndStop(hero.HORSE.skin_color); DEF = DEF + hero.HORSE.bonus_DEF; speed = speed + hero.HORSE.bonus_speed; MAX_HP = MAX_HP + hero.HORSE.bonus_HP; DODGE = DODGE / 1.5; MOVE_FRAMES = 890; } else { MOVE_FRAMES = 2115; isHorseman = false; } if (hero.ARMOR != null) { body.arm_l.armor._visible = true; body.arm_r.armor._visible = true; body.hand_l.armor._visible = true; body.hand_r.armor._visible = true; body.body.armor._visible = true; body.arm_l.armor.gotoAndStop(hero.ARMOR.FRAME); body.arm_r.armor.gotoAndStop(hero.ARMOR.FRAME); body.hand_l.armor.gotoAndStop(hero.ARMOR.FRAME); body.hand_r.armor.gotoAndStop(hero.ARMOR.FRAME); body.body.armor.gotoAndStop(hero.ARMOR.FRAME); DEF = DEF + hero.ARMOR.value; MAX_HP = MAX_HP + hero.ARMOR.HP_mod; MAX_SP = MAX_SP + hero.ARMOR.SP_mod; } else { body.arm_l.armor._visible = false; body.arm_r.armor._visible = false; body.hand_l.armor._visible = false; body.hand_r.armor._visible = false; body.body.armor._visible = false; } if (hero.HELMET != null) { body.head.armor._visible = true; body.head.armor.gotoAndStop(hero.HELMET.FRAME); DEF = DEF + hero.HELMET.value; MAX_HP = MAX_HP + hero.HELMET.HP_mod; MAX_SP = MAX_SP + hero.HELMET.SP_mod; } else { body.head.armor._visible = false; } var _local8 = hero.WEAPON_PRI; var _local7 = hero.WEAPON_SEC; if (_local8 == null) { _local8 = new WeaponClass("Fists", "All", 0); } if (_local7 == null) { _local7 = new WeaponClass("Fists", "All", 0); } wpnPri = new Weapon(_local8, hero.SKILL[_local8.skill], hero.STR, hero.DEX); wpnSec = new Weapon(_local7, hero.SKILL[_local7.skill], hero.STR, hero.DEX); initFightingStyle(); switch (atkAnim) { case "bow" : case "crossbow" : case "throwing" : preferRanged = true; break; default : preferRanged = false; } if (_global.EASY_MODE && (team == 0)) { MAX_HP = MAX_HP + Math.round(MAX_HP * 0.2); } HP = MAX_HP; SP = MAX_SP; if (hero instanceof Unit) { var _local5 = ((team == 0) ? (_global.MAIN_HERO) : (_global.EVIL_HERO)); if (_local5 != null) { var _local4 = 0; while (_local4 < _local5.PASSIVE_SKILLS.length) { Skill.operatePassive(this, _local5.PASSIVE_SKILLS[_local4][0], _local5.PASSIVE_SKILLS[_local4][1]); _local4++; } } } if (hero == _global.EVIL_HERO) { speed = speed * 2; } } function meleeHit(skill_id, useSecondWeapon, dmg_mod, skill_flag) { if ((attacking == null) && (skill_id == 0)) { return(undefined); } if (useSecondWeapon == undefined) { useSecondWeapon = false; } if (skill_id == undefined) { skill_id = 0; } if (dmg_mod == undefined) { dmg_mod = 1; } if (skill_flag == undefined) { skill_flag = 0; } if (skill_id != 0) { if (!active_skills[atkAnim]) { trace(((((unit_ref.NAME + " uses unavailable skill: ") + atkAnim) + " (") + skill_id) + ")"); return(undefined); } var _local3 = active_skills[atkAnim][skill_id - 1]; if (_local3 <= 0) { trace((((((unit_ref.NAME + " uses skill (") + atkAnim) + "-") + skill_id) + ") of strange level:") + _local3); return(undefined); } Skill.operate(true, this, attacking, useSecondWeapon, atkAnim, skill_id, _local3, skill_flag); } else { var _local5 = getDamageData(attacking, useSecondWeapon); _local5.damage = _local5.damage * dmg_mod; attacking.takeDamage(_local5, true); } } function rangedHit(skill_id, useSecondWeapon, dmg_mod, skill_flag) { if (useSecondWeapon == undefined) { useSecondWeapon = false; } if (skill_id == undefined) { skill_id = 0; } if (dmg_mod == undefined) { dmg_mod = 1; } if (skill_flag == undefined) { skill_flag = 0; } var _local5 = getDamageData(attacking, useSecondWeapon, dmg_mod); if (skill_id != 0) { if (!active_skills[atkAnim]) { trace(((((unit_ref.NAME + " uses unavailable skill: ") + atkAnim) + " (") + skill_id) + ")"); return(undefined); } var _local4 = active_skills[atkAnim][skill_id - 1]; if (_local4 <= 0) { trace((((((unit_ref.NAME + " uses skill (") + atkAnim) + "-") + skill_id) + ") of strange level:") + _local4); return(undefined); } Skill.operate(false, this, attacking, useSecondWeapon, atkAnim, skill_id, _local4, skill_flag); } else { _local5 = getDamageData(attacking, useSecondWeapon); _local5.damage = _local5.damage * dmg_mod; addProjectile(attacking, getArrowErrorRatio(getHitChance(attacking, useSecondWeapon)), _local5); } } function addProjectile(target, err, dmg_data, pierce) { if (target == null) { var _local5 = X - (10 * _root.znak(body._xscale)); var _local4 = Y; } else { var _local5 = target.X + _root.dd(err); var _local4 = target.Y + _root.dd(err); } _root.addProjectile(X, Y, _local5, _local4, dmg_data, ((body._xscale > 0) ? 1 : -1), wpnPri.frame, team, pierce); } function canHitRanged(man, no_range_check) { var _local8 = dist(man); if (Math.abs((X - man.X) / (Y - man.Y)) >= _global.S_ANGLE) { if ((_local8 <= wpnPri.rng) || (no_range_check)) { var _local5 = _root.znak(man.X - X); var _local7 = (X - man.X) / (Y - man.Y); var _local4 = X + _local5; while (_local4 != man.X) { if (!_global.field[_local4][Y + Math.round(((_local4 - X) + _local5) / _local7)].free) { return(false); } _local4 = _local4 + _local5; } return(true); } } return(false); } function canHitMelee(man) { return(((man.Y == Y) && (Math.abs(X - man.X) == 1)) || ((man.nextY == Y) && (Math.abs(X - man.nextX) == 1))); } function getNearestCreatureInSight(friend, no_range_check) { var _local7 = null; var _local6 = 10000; var _local4 = 0; while (_local4 < _global.HERO) { if ((_root["hero" + _local4].HP > 0) && (friend == (_root["hero" + _local4].team == team))) { if (canHitRanged(_root["hero" + _local4], no_range_check)) { var _local5 = dist(_root["hero" + _local4]); if (_local5 < _local6) { _local7 = _root["hero" + _local4]; _local6 = _local5; } } } _local4++; } return(_local7); } function getCreaturesInSight(friend, amount) { var _local5 = new Array(); var _local8 = 10000; var _local4 = 0; while (_local4 < _global.HERO) { if ((_root["hero" + _local4].HP > 0) && (friend == (_root["hero" + _local4].team == team))) { if (canHitRanged(_root["hero" + _local4])) { _local5.push(_root["hero" + _local4]); if (_local5.length == amount) { return(_local5); } } } _local4++; } return(_local5); } function addStatus(newStatus) { var _local2 = 0; while (_local2 < statuses.length) { if (statuses[_local2].TYPE == newStatus.TYPE) { statuses[_local2].time_left = statuses[_local2].time_left + newStatus.time_left; return(undefined); } _local2++; } newStatus.startStatus(this); statuses.push(newStatus); } function operateStatuses() { var _local2 = 0; while (_local2 < statuses.length) { statuses[_local2].duringStatus(this); if (statuses[_local2].timePassed()) { statuses[_local2].endStatus(this); statuses.splice(_local2, 1); _local2--; } _local2++; } } function regenerateSP() { SP = SP + SPregen; if (SP > MAX_SP) { SP = MAX_SP; } } function healHP(heal_amount) { if (HP <= 0) { return(undefined); } heal_amount = Math.round(heal_amount); attachMovie("HealAnim", "anim", 1); addMessage(heal_amount, "FlyHeal"); if (HP >= MAX_HP) { return(undefined); } HP = HP + heal_amount; if (HP > MAX_HP) { HP = MAX_HP; } redrawHealthBar(); } function getAuraID(aura_name) { var _local3 = 0; while (_local3 < _global.AURAS.length) { if ((_global.AURAS[_local3].TYPE == aura_name) && (_global.AURAS[_local3].caster.team == team)) { return(_local3); } _local3++; } return(-1); } function startAura(aura_id) { var _local4 = getAuraID(aura_skills[aura_id - 1][0]); if (_local4 >= 0) { return(false); } _global.AURAS.push(new Aura(aura_skills[aura_id - 1][0], aura_skills[aura_id - 1][1], this, aura_id)); return(true); } function endAura(aura_id) { var _local3 = getAuraID(aura_skills[aura_id - 1][0]); if ((_local3 >= 0) && (_global.AURAS[_local3].caster == this)) { _global.AURAS.splice(_local3, 1); return(true); } return(false); } }
Symbol 3152 MovieClip [__Packages.Weapon] Frame 0
class Weapon { var TYPE, dmg, rnd, rng, HIT, CRIT, c_type, aspd_bonus, frame, enchant; function Weapon (wpn, skill_lv, str, dex) { TYPE = ((wpn.rng > 0) ? "Ranged" : "Melee"); dmg = wpn.dmg + (wpn.REFINE * 3); switch (TYPE) { case "Melee" : dmg + Math.floor(str / 2); break; case "Ranged" : dmg + Math.floor(dex / 2); } rnd = Math.ceil(wpn.rnd * (1 + (0.1 * wpn.REFINE))); rng = wpn.rng; HIT = skill_lv; CRIT = wpn.crit; c_type = wpn.TYPE; aspd_bonus = wpn.aspd_bonus; frame = wpn.getFrame(); if (wpn.ENCH_ID != null) { enchant = new Enchant(wpn.ENCH_ID); } } function isTwohanded() { return(WeaponClass.isTwohandedType(c_type)); } function setDmgDataMods(target, dmg_data) { if (enchant) { enchant.operate(target, dmg_data); } } }
Symbol 3153 MovieClip [__Packages.DamageData] Frame 0
class DamageData { var attacker, damage, hit, crit, statuses; function DamageData (att, dam, ht, cri) { attacker = att; damage = dam; hit = ht; crit = cri; statuses = new Array(); } function addStatus(st, tl) { statuses.push(new Status(st, tl)); } function addDmgData(dmg_data) { damage = damage + dmg_data.damage; crit = (crit + dmg_data.crit) / 2; hit = (hit + dmg_data.hit) / 2; statuses.concat(dmg_data.statuses); } var arrow_error_ratio = 0; }
Symbol 3154 MovieClip [__Packages.Status] Frame 0
class Status { var TYPE, time_left, initail_values; function Status (tp, tl) { TYPE = tp; time_left = tl; initail_values = new Array(); } function startStatus(human) { this[TYPE + "Start"](human); } function duringStatus(human) { this[TYPE + "During"](human); } function endStatus(human) { this[TYPE + "End"](human); } function timePassed() { time_left--; if (time_left <= 0) { return(true); } return(false); } function StunStart(human) { human.aspd_timer = time_left * 10; human.onAnimComplete(); human.body.head.stun_anim._visible = true; human.isSwitchingWeapons = true; } function StunEnd(human) { human.aspd_timer = 0; human.body.head.stun_anim._visible = false; human.onAnimComplete(); } function PoisonStart(human) { var _local1 = new Color(human.body); _local1.setTransform({rb:-40, gb:40, bb:-40}); } function PoisonDuring(human) { human.HP = human.HP - Math.round(human.MAX_HP / 20); if (human.HP <= 0) { human.HP = 1; } human.redrawHealthBar(); } function PoisonEnd(human) { var _local1 = new Color(human.body); _local1.setTransform({rb:0, gb:0, bb:0}); } function ChaosStart(human) { initail_values.push(human.team); human.team = _root.d(998) + 2; human.attacking = null; } function ChaosEnd(human) { human.team = Number(initail_values.pop()); } function CharmStart(human) { human.team = 1 - human.team; human.attacking = null; } function CharmEnd(human) { human.team = 1 - human.team; human.attacking = null; } }
Symbol 3155 MovieClip [__Packages.Rune] Frame 0
class Rune extends Item { var ENCH_ID, TYPE, FRAME, getFrame, NAME, price, setRefine; function Rune (rune_id, rf) { super(); ENCH_ID = rune_id; TYPE = "Rune"; FRAME = getFrame(); NAME = getRuneName(rune_id); price = 100; setRefine(rf); } static function getRuneName(rune_id) { switch (rune_id) { case "Footmans" : return("Infantry Rune"); case "Riders" : return("Chivalry Rune"); case "Critical" : return("Critical Rune"); case "Bloody" : return("Bloody Rune"); case "Ghost" : return("Ghost Rune"); case "IcePick" : return("Occult Rune"); case "Wolverine" : return("Wolf Rune"); case "ofWeaken" : return("Weak Rune"); case "ofPoison" : return("Poisoned Rune"); case "Stunning" : return("Stunning Rune"); case "Mad" : return("Mad Rune"); case "Charming" : return("Charming Rune"); } } static function getRuneDescription(rune_id) { switch (rune_id) { case "Footmans" : return("Increase damage on horsemen by 30%"); case "Riders" : return("Increase damage on all units without horses by 30%"); case "Critical" : return("Increase critical strike chance by 10%"); case "Bloody" : return("Attacks ignore enemy\u2019s armor defense."); case "Ghost" : return("Attacks ignore enemy\u2019s armor defense. But damage decreased by 30%"); case "IcePick" : return("Very rare and powerful rune. It allows to deal more damage depending on target\u2019s armor defense. Te more defense has target, the more damage it will receive."); case "Wolverine" : return("Damage +15"); case "ofWeaken" : return("If target has less than 50% of its max HP then damage + 50%, else damage -50%"); case "ofPoison" : return("Adds 5% chance to poison enemy when attacking"); case "Stunning" : return("Adds 5% chance to stun enemy when attacking"); case "Mad" : return("Adds 5% chance to make mad enemy when attacking"); case "Charming" : return("Adds 5% chance to charm enemy when attacking. Charmed enemies fight on your side and cannot be attacked by your teammates. Does not work on mad enemies. Charm status lasts 5 seconds."); } } static function getRandomRune() { var _local2 = _root.d(1000); if (_local2 == 1) { return(new Rune("IcePick")); } if (_local2 < 5) { return(new Rune("Bloody")); } if (_local2 < 14) { return(new Rune("Footmans")); } if (_local2 < 20) { return(new Rune("Riders")); } if (_local2 < 25) { return(new Rune("Critical")); } if (_local2 < 30) { return(new Rune("Ghost")); } if (_local2 < 40) { return(new Rune("ofWeaken")); } if (_local2 < 50) { return(new Rune("ofPoison")); } if (_local2 < 60) { return(new Rune("Stunning")); } if (_local2 < 70) { return(new Rune("Mad")); } if (_local2 < 80) { return(new Rune("Charming")); } if (_local2 < 100) { return(new Rune("Wolverine")); } return(null); } }
Symbol 3156 MovieClip [__Packages.Skill] Frame 0
class Skill { function Skill () { } static function getSkillInfoByFrame(frame) { switch (frame) { case 1 : return({nm:"shield", id:1}); case 2 : return({nm:"shield", id:2}); case 3 : return({nm:"shield", id:3}); case 4 : return({nm:"2H_sword", id:1}); case 5 : return({nm:"2H_sword", id:2}); case 6 : return({nm:"2H_sword", id:3}); case 7 : return({nm:"2H_axe", id:1}); case 8 : return({nm:"2H_axe", id:2}); case 9 : return({nm:"2H_axe", id:3}); case 10 : return({nm:"dual", id:1}); case 11 : return({nm:"dual", id:2}); case 12 : return({nm:"dual", id:3}); case 13 : return({nm:"spear", id:1}); case 14 : return({nm:"spear", id:2}); case 15 : return({nm:"spear", id:3}); case 16 : return({nm:"dagger", id:1}); case 17 : return({nm:"dagger", id:2}); case 18 : return({nm:"dagger", id:3}); case 19 : return({nm:"katana", id:1}); case 20 : return({nm:"katana", id:2}); case 21 : return({nm:"katana", id:3}); case 22 : return({nm:"staff", id:1}); case 23 : return({nm:"staff", id:2}); case 24 : return({nm:"staff", id:3}); case 25 : return({nm:"katar", id:1}); case 26 : return({nm:"katar", id:2}); case 27 : return({nm:"katar", id:3}); case 28 : return({nm:"bow", id:1}); case 29 : return({nm:"bow", id:2}); case 30 : return({nm:"bow", id:3}); case 31 : return({nm:"crossbow", id:1}); case 32 : return({nm:"crossbow", id:2}); case 33 : return({nm:"crossbow", id:3}); case 34 : return({nm:"throwing", id:1}); case 35 : return({nm:"throwing", id:2}); case 36 : return({nm:"throwing", id:3}); case 37 : return({nm:"Bowmen_1", id:0}); case 38 : return({nm:"Bowmen_2", id:0}); case 39 : return({nm:"Bowmen_3", id:0}); case 40 : return({nm:"Infantry_1", id:0}); case 41 : return({nm:"Infantry_2", id:0}); case 42 : return({nm:"Infantry_3", id:0}); case 43 : return({nm:"Horsemen_1", id:0}); case 44 : return({nm:"Horsemen_2", id:0}); case 45 : return({nm:"Horsemen_3", id:0}); case 46 : return({nm:"Swordsmen_1", id:0}); case 47 : return({nm:"Swordsmen_2", id:0}); case 48 : return({nm:"Swordsmen_3", id:0}); case 49 : return({nm:"Meditate", id:0}); case 50 : return({nm:"FarEastWarTraining", id:0}); case 51 : return({nm:"AssassinTraining", id:0}); case 52 : return({nm:"BerserkerTraining", id:0}); case 53 : return({nm:"KungFuSecrets", id:0}); case 54 : return({nm:"FindWeakPoint", id:0}); case 60 : return({nm:"Devotion", id:-1}); case 61 : return({nm:"DivineHelp", id:-1}); case 62 : return({nm:"Barrier", id:-1}); case 63 : return({nm:"Sacrifice", id:-1}); case 64 : return({nm:"ForceBalance", id:-1}); case 65 : return({nm:"VenomCloud", id:-1}); case 66 : return({nm:"HolyTribunal", id:-1}); case 67 : return({nm:"UnholyBreath", id:-1}); case 68 : return({nm:"LifeLeech", id:-1}); case 69 : return({nm:"SoulDrain", id:-1}); case 70 : return({nm:"Healing", id:-1}); case 71 : return({nm:"BansheeCry", id:-1}); case 72 : return({nm:"NationViz", id:-1}); case 73 : return({nm:"NationGer", id:-1}); case 74 : return({nm:"NationRus", id:-1}); case 75 : return({nm:"NationJap", id:-1}); case 76 : return({nm:"NationMon", id:-1}); case 77 : return({nm:"NationAra", id:-1}); } return(null); } static function getSkillName(skill_name, skill_id) { switch (skill_name) { case "shield" : switch (skill_id) { case 1 : return("Shield Charge"); case 2 : return("Triple Attack"); case 3 : return("Guarded Attack"); switch (skill_id) { case 1 : return("Mighty blow"); case 2 : return("Blast Wave"); case 3 : return("Smashing Jump"); switch (skill_id) { case 1 : return("Stunning Hit"); case 2 : return("Berserk Smash"); case 3 : return("Mad Hit"); switch (skill_id) { case 1 : return("Bladestorm"); case 2 : return("Salto"); case 3 : return("Double Jump"); switch (skill_id) { case 1 : return("Pierce"); case 2 : return("Fury of Blows"); case 3 : return("Burning Spear"); switch (skill_id) { case 1 : return("Backstab"); case 2 : return("Double Crit"); case 3 : return("Dagger Boomerang"); switch (skill_id) { case 1 : return("Windy Strike"); case 2 : return("Kick"); case 3 : return("Guillotine Blade"); switch (skill_id) { case 1 : return("Fast Combo"); case 2 : return("Light Pillar"); case 3 : return("Thunder Assault"); switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } } } } } case "2H_sword" : switch (skill_id) { case 1 : return("Mighty blow"); case 2 : return("Blast Wave"); case 3 : return("Smashing Jump"); switch (skill_id) { case 1 : return("Stunning Hit"); case 2 : return("Berserk Smash"); case 3 : return("Mad Hit"); switch (skill_id) { case 1 : return("Bladestorm"); case 2 : return("Salto"); case 3 : return("Double Jump"); switch (skill_id) { case 1 : return("Pierce"); case 2 : return("Fury of Blows"); case 3 : return("Burning Spear"); switch (skill_id) { case 1 : return("Backstab"); case 2 : return("Double Crit"); case 3 : return("Dagger Boomerang"); switch (skill_id) { case 1 : return("Windy Strike"); case 2 : return("Kick"); case 3 : return("Guillotine Blade"); switch (skill_id) { case 1 : return("Fast Combo"); case 2 : return("Light Pillar"); case 3 : return("Thunder Assault"); switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } } } } case "2H_axe" : switch (skill_id) { case 1 : return("Stunning Hit"); case 2 : return("Berserk Smash"); case 3 : return("Mad Hit"); switch (skill_id) { case 1 : return("Bladestorm"); case 2 : return("Salto"); case 3 : return("Double Jump"); switch (skill_id) { case 1 : return("Pierce"); case 2 : return("Fury of Blows"); case 3 : return("Burning Spear"); switch (skill_id) { case 1 : return("Backstab"); case 2 : return("Double Crit"); case 3 : return("Dagger Boomerang"); switch (skill_id) { case 1 : return("Windy Strike"); case 2 : return("Kick"); case 3 : return("Guillotine Blade"); switch (skill_id) { case 1 : return("Fast Combo"); case 2 : return("Light Pillar"); case 3 : return("Thunder Assault"); switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } } } case "dual" : switch (skill_id) { case 1 : return("Bladestorm"); case 2 : return("Salto"); case 3 : return("Double Jump"); switch (skill_id) { case 1 : return("Pierce"); case 2 : return("Fury of Blows"); case 3 : return("Burning Spear"); switch (skill_id) { case 1 : return("Backstab"); case 2 : return("Double Crit"); case 3 : return("Dagger Boomerang"); switch (skill_id) { case 1 : return("Windy Strike"); case 2 : return("Kick"); case 3 : return("Guillotine Blade"); switch (skill_id) { case 1 : return("Fast Combo"); case 2 : return("Light Pillar"); case 3 : return("Thunder Assault"); switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } } case "spear" : switch (skill_id) { case 1 : return("Pierce"); case 2 : return("Fury of Blows"); case 3 : return("Burning Spear"); switch (skill_id) { case 1 : return("Backstab"); case 2 : return("Double Crit"); case 3 : return("Dagger Boomerang"); switch (skill_id) { case 1 : return("Windy Strike"); case 2 : return("Kick"); case 3 : return("Guillotine Blade"); switch (skill_id) { case 1 : return("Fast Combo"); case 2 : return("Light Pillar"); case 3 : return("Thunder Assault"); switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } case "dagger" : switch (skill_id) { case 1 : return("Backstab"); case 2 : return("Double Crit"); case 3 : return("Dagger Boomerang"); switch (skill_id) { case 1 : return("Windy Strike"); case 2 : return("Kick"); case 3 : return("Guillotine Blade"); switch (skill_id) { case 1 : return("Fast Combo"); case 2 : return("Light Pillar"); case 3 : return("Thunder Assault"); switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } case "katana" : switch (skill_id) { case 1 : return("Windy Strike"); case 2 : return("Kick"); case 3 : return("Guillotine Blade"); switch (skill_id) { case 1 : return("Fast Combo"); case 2 : return("Light Pillar"); case 3 : return("Thunder Assault"); switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } case "staff" : switch (skill_id) { case 1 : return("Fast Combo"); case 2 : return("Light Pillar"); case 3 : return("Thunder Assault"); switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } case "katar" : switch (skill_id) { case 1 : return("Shadow Strike"); case 2 : return("Crit Combo"); case 3 : return("Meteor Strike"); switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } case "bow" : switch (skill_id) { case 1 : return("Double Shot"); case 2 : return("Quick Shooting"); case 3 : return("Arrow Rain"); switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } case "crossbow" : switch (skill_id) { case 1 : return("Stunning Shot"); case 2 : return("Headshot"); case 3 : return("Piercing Shot"); switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } case "throwing" : switch (skill_id) { case 1 : return("Multithrow"); case 2 : return("Fast Throwing"); case 3 : return("Ricochette"); return("[No skillname for fists]"); return("Marksmen Training"); return("Eagle Eyes"); return("Sharp Arrows"); return("Infantry Defense Mastery"); return("Infantry Offense Mastery"); return("Infantry Weapon Mastery"); return("Horsemen Riding Mastery"); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } case "fists" : return("[No skillname for fists]"); case "Bowmen_1" : return("Marksmen Training"); case "Bowmen_2" : return("Eagle Eyes"); case "Bowmen_3" : return("Sharp Arrows"); case "Infantry_1" : return("Infantry Defense Mastery"); case "Infantry_2" : return("Infantry Offense Mastery"); case "Infantry_3" : return("Infantry Weapon Mastery"); case "Horsemen_1" : return("Horsemen Riding Mastery"); case "Horsemen_2" : return("Horsemen Defense Mastery"); case "Horsemen_3" : return("Horsemen Battle Mastery"); case "Swordsmen_1" : return("Footmen Defense Mastery"); case "Swordsmen_2" : return("Footmen Offense Mastery"); case "Swordsmen_3" : return("Footmen Weapon Mastery"); case "Meditate" : return("Meditation"); case "FarEastWarTraining" : return("Far East War Arts"); case "AssassinTraining" : return("Assassination Mastery"); case "BerserkerTraining" : return("Berserkers' Fury"); case "KungFuSecrets" : return("Kung-Fu Secrets"); case "FindWeakPoint" : return("Find Weak Point"); } return(("No such skill for " + skill_name) + skill_id); } static function getSkilltypeDescr(skill_name) { switch (skill_name) { case "shield" : return("One handed weapon & shield moves"); case "2H_sword" : return("Two handed sword moves"); case "2H_axe" : return("Two handed mace and axe moves"); case "dual" : return("Dual weapons moves"); case "spear" : return("Spear moves"); case "dagger" : return("Dagger moves"); case "katana" : return("Katana moves"); case "staff" : return("Staff moves"); case "katar" : return("Katar moves"); case "bow" : return("Bow moves"); case "crossbow" : return("Crossbow moves"); case "throwing" : return("Throwing weapons moves"); } return("[no such skill type]"); } static function getCostSP(atk_anim, skill_id) { switch (atk_anim) { case "shield" : switch (skill_id) { case 1 : return(15); case 2 : return(20); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(35); switch (skill_id) { case 1 : return(15); case 2 : return(20); case 3 : return(35); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(12); case 2 : return(17); case 3 : return(40); switch (skill_id) { case 1 : return(35); case 2 : return(20); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(20); case 3 : return(100); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(25); switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } } } } } } } } } case "2H_sword" : switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(35); switch (skill_id) { case 1 : return(15); case 2 : return(20); case 3 : return(35); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(12); case 2 : return(17); case 3 : return(40); switch (skill_id) { case 1 : return(35); case 2 : return(20); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(20); case 3 : return(100); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(25); switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } } } } } } } } case "2H_axe" : switch (skill_id) { case 1 : return(15); case 2 : return(20); case 3 : return(35); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(12); case 2 : return(17); case 3 : return(40); switch (skill_id) { case 1 : return(35); case 2 : return(20); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(20); case 3 : return(100); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(25); switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } } } } } } } case "dual" : switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(12); case 2 : return(17); case 3 : return(40); switch (skill_id) { case 1 : return(35); case 2 : return(20); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(20); case 3 : return(100); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(25); switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } } } } } } case "spear" : switch (skill_id) { case 1 : return(12); case 2 : return(17); case 3 : return(40); switch (skill_id) { case 1 : return(35); case 2 : return(20); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(20); case 3 : return(100); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(25); switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } } } } } case "dagger" : switch (skill_id) { case 1 : return(35); case 2 : return(20); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(20); case 3 : return(100); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(25); switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } } } } case "katana" : switch (skill_id) { case 1 : return(20); case 2 : return(20); case 3 : return(100); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(25); switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } } } case "staff" : switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(25); switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } } case "katar" : switch (skill_id) { case 1 : return(10); case 2 : return(21); case 3 : return(40); switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } } case "bow" : switch (skill_id) { case 1 : return(18); case 2 : return(24); case 3 : return(28); switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } } case "crossbow" : switch (skill_id) { case 1 : return(15); case 2 : return(25); case 3 : return(30); switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } } case "throwing" : switch (skill_id) { case 1 : return(20); case 2 : return(25); case 3 : return(30); return(0); } case "fists" : return(0); } trace((("Attempt to get SP cost of skill which does not exist: " + atk_anim) + "-") + skill_id); return(0); } static function getActiveSkillFrame(atk_anim, skill_id) { switch (atk_anim) { case "shield" : return(skill_id); case "2H_sword" : return(3 + skill_id); case "2H_axe" : return(6 + skill_id); case "dual" : return(9 + skill_id); case "spear" : return(12 + skill_id); case "dagger" : return(15 + skill_id); case "katana" : return(18 + skill_id); case "staff" : return(21 + skill_id); case "katar" : return(24 + skill_id); case "bow" : return(27 + skill_id); case "crossbow" : return(30 + skill_id); case "throwing" : return(33 + skill_id); case "fists" : return(0); } return(("No such skill for " + atk_anim) + skill_id); } static function getPassiveSkillFrame(skill_name) { var _local1 = 37; switch (skill_name) { case "Bowmen_1" : return(_local1); case "Bowmen_2" : return(_local1 + 1); case "Bowmen_3" : return(_local1 + 2); case "Infantry_1" : return(_local1 + 3); case "Infantry_2" : return(_local1 + 4); case "Infantry_3" : return(_local1 + 5); case "Horsemen_1" : return(_local1 + 6); case "Horsemen_2" : return(_local1 + 7); case "Horsemen_3" : return(_local1 + 8); case "Swordsmen_1" : return(_local1 + 9); case "Swordsmen_2" : return(_local1 + 10); case "Swordsmen_3" : return(_local1 + 11); case "Meditate" : return(_local1 + 12); case "FarEastWarTraining" : return(_local1 + 13); case "AssassinTraining" : return(_local1 + 14); case "BerserkerTraining" : return(_local1 + 15); case "KungFuSecrets" : return(_local1 + 16); case "FindWeakPoint" : return(_local1 + 17); } } static function getSkillRequire(skill_name, skill_id) { if (skill_id <= 1) { return(0); } switch (skill_name) { case "shield" : switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(3); case 3 : return(4); switch (skill_id) { case 2 : return(1); case 3 : return(4); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(5); case 3 : return(5); switch (skill_id) { case 2 : return(2); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } } } } } case "2H_sword" : switch (skill_id) { case 2 : return(3); case 3 : return(4); switch (skill_id) { case 2 : return(1); case 3 : return(4); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(5); case 3 : return(5); switch (skill_id) { case 2 : return(2); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } } } } case "2H_axe" : switch (skill_id) { case 2 : return(1); case 3 : return(4); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(5); case 3 : return(5); switch (skill_id) { case 2 : return(2); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } } } case "dual" : switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(5); case 3 : return(5); switch (skill_id) { case 2 : return(2); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } } case "spear" : switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(5); case 3 : return(5); switch (skill_id) { case 2 : return(2); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } } case "dagger" : switch (skill_id) { case 2 : return(1); case 3 : return(3); switch (skill_id) { case 2 : return(5); case 3 : return(5); switch (skill_id) { case 2 : return(2); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } } case "katana" : switch (skill_id) { case 2 : return(5); case 3 : return(5); switch (skill_id) { case 2 : return(2); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } } case "staff" : switch (skill_id) { case 2 : return(2); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } } case "katar" : switch (skill_id) { case 2 : return(3); case 3 : return(5); switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } } case "bow" : switch (skill_id) { case 2 : return(3); case 3 : return(3); switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } } case "crossbow" : switch (skill_id) { case 2 : return(1); case 3 : return(5); switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } } case "throwing" : switch (skill_id) { case 2 : return(1); case 3 : return(5); return(0); return("Horsemen Defense Mastery"); return("Horsemen Battle Mastery"); return("Footmen Defense Mastery"); return("Footmen Offense Mastery"); return("Footmen Weapon Mastery"); return("Meditation"); return("Far East War Arts"); return("Assassination Mastery"); return("Berserkers' Fury"); return("Kung-Fu Secrets"); return("Find Weak Point"); } case "fists" : return(0); case "Bowmen_1" : case "Bowmen_2" : case "Bowmen_3" : case "Infantry_1" : case "Infantry_2" : case "Infantry_3" : case "Horsemen_1" : case "Horsemen_2" : return("Horsemen Defense Mastery"); case "Horsemen_3" : return("Horsemen Battle Mastery"); case "Swordsmen_1" : return("Footmen Defense Mastery"); case "Swordsmen_2" : return("Footmen Offense Mastery"); case "Swordsmen_3" : return("Footmen Weapon Mastery"); case "Meditate" : return("Meditation"); case "FarEastWarTraining" : return("Far East War Arts"); case "AssassinTraining" : return("Assassination Mastery"); case "BerserkerTraining" : return("Berserkers' Fury"); case "KungFuSecrets" : return("Kung-Fu Secrets"); case "FindWeakPoint" : return("Find Weak Point"); } return(("No such skill for " + skill_name) + skill_id); } static function operate(is_melee, att, target, useSecondWeapon, atk_anim, skill_id, skill_lv, skill_flag) { var _local1 = att.getDamageData(target, useSecondWeapon); if (Skill[(("active_" + atk_anim) + "_") + skill_id](att, target, _local1, skill_lv, skill_flag)) { if (is_melee) { target.takeDamage(_local1, true); } else { att.addProjectile(target, Creature.getArrowErrorRatio(_local1.hit), _local1); } } } static function operatePassive(man, skill_name, skill_lv) { Skill["passive_" + skill_name](man, skill_lv); } static function active_shield_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.crit = 0; if (_root.percent(att.SHIELD_DODGE + (2 * skill_lv))) { dmg_data.addStatus("Stun", 3); } dmg_data.damage = ((att.unit_ref.STR + (att.SHIELD_DODGE * 2)) * skill_lv) / 2; return(true); } static function active_shield_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.5 + (0.1 * skill_lv)); return(true); } static function active_shield_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.4 + (0.1 * skill_lv)); return(true); } static function active_2H_sword_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1.5 + (0.2 * skill_lv)); return(true); } static function active_2H_sword_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1 + (0.2 * skill_lv)); dmg_data.hit = 10000; var _local5 = ((att.body._xscale > 0) ? 1 : -1); var _local2 = 1; while (_local2 <= 3) { _global.field[att.X - (_local2 * _local5)][att.Y].who.takeDamage(dmg_data, null); _local2++; } return(false); } static function active_2H_sword_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1 + (0.4 * skill_lv)); dmg_data.hit = 10000; var _local4 = -1; while (_local4 <= 1) { var _local3 = -1; while (_local3 <= 1) { _global.field[att.X + _local4][att.Y + _local3].who.takeDamage(dmg_data, null); _local3++; } _local4++; } _root.addBlow(att.X, att.Y, "3x3"); return(false); } static function active_2H_axe_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.5 + (0.1 * skill_lv)); if (_root.percent(30 + (3 * skill_lv))) { dmg_data.addStatus("Stun", 3); } return(true); } static function active_2H_axe_2(att, target, dmg_data, skill_lv, skill_flag) { var _local7 = new DamageData(att, dmg_data.damage * 0.1, 100, 0); if (_root.percent(2 * skill_lv)) { dmg_data.addStatus("Stun", 3); _local7.addStatus("Stun", 3); } if (target) { var _local9 = target.X; var _local8 = target.Y; } else { var _local9 = att.X + ((att.body._xscale > 0) ? 1 : -1); var _local8 = att.Y; } var _local5 = -1; while (_local5 <= 1) { var _local3 = -1; while (_local3 <= 1) { var _local4 = _global.field[_local9 + _local5][_local8 + _local3].who; if ((_local4 != att) && (_local4 != target)) { _local4.takeDamage(_local7, null); } _local3++; } _local5++; } dmg_data.damage = dmg_data.damage * (2 + (0.4 * skill_lv)); dmg_data.crit = 100; _root.addBlow(_local9, _local8, "3x3"); return(true); } static function active_2H_axe_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1.5 + (0.4 * skill_lv)); dmg_data.crit = 0; dmg_data.hit = 10000; if (target) { var _local7 = target.X; var _local6 = target.Y; } else { var _local7 = att.X + ((att.body._xscale > 0) ? 1 : -1); var _local6 = att.Y; } var _local5 = -1; while (_local5 <= 1) { var _local3 = -1; while (_local3 <= 1) { var _local4 = _global.field[_local7 + _local5][_local6 + _local3].who; if (_local4 != att) { _local4.takeDamage(dmg_data, null); } _local3++; } _local5++; } _root.addBlow(_local7, _local6, "3x3"); return(false); } static function active_dual_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.4 + (0.1 * skill_lv)); return(true); } static function active_dual_2(att, target, dmg_data, skill_lv, skill_flag) { var _local4 = att.getDamageData(target, true); dmg_data.damage = dmg_data.damage * (1 + (0.2 * skill_lv)); dmg_data.crit = dmg_data.crit * (1 + (0.1 * skill_lv)); _local4.damage = _local4.damage * (1 + (0.2 * skill_lv)); _local4.crit = _local4.crit * (1 + (0.1 * skill_lv)); var _local6 = -_root.znak(att.body._xscale); _global.field[target.X + _local6][target.Y].who.takeDamage(dmg_data, null); _global.field[target.X - _local6][target.Y].who.takeDamage(_local4, null); return(false); } static function active_dual_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.addDmgData(att.getDamageData(target, true)); dmg_data.damage = dmg_data.damage * (1 + (0.3 * skill_lv)); dmg_data.crit = 50; return(true); } static function active_spear_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1 + (0.1 * skill_lv)); dmg_data.crit = 100; return(true); } static function active_spear_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.75 + (0.15 * skill_lv)); dmg_data.crit = dmg_data.crit / 3; return(true); } static function active_spear_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (2 + (0.4 * skill_lv)); dmg_data.crit = 0; dmg_data.hit = 10000; var _local6 = -_root.znak(att.body._xscale); var _local4 = -1; while (_local4 <= 1) { _global.field[att.X + _local6][att.Y + _local4].who.takeDamage(dmg_data, null); _local4++; } _local4 = -2; while (_local4 <= 2) { _global.field[att.X + (_local6 * 2)][att.Y + _local4].who.takeDamage(dmg_data, null); _local4++; } _local4 = -3; while (_local4 <= 3) { _global.field[att.X + (_local6 * 3)][att.Y + _local4].who.takeDamage(dmg_data, null); _local4++; } return(false); } static function active_dagger_1(att, target, dmg_data, skill_lv, skill_flag) { if (_root.znak(att.body._xscale) != _root.znak(target.body._xscale)) { dmg_data.damage = dmg_data.damage / 2; dmg_data.crit = 0; return(true); } dmg_data.hit = 100; var _local5 = (0.4 + (0.1 * skill_lv)) * dmg_data.crit; if (_global.EASY_MODE && (target == _root.hero0)) { _local5 = 0; } if (_root.percent(_local5)) { target.addMessage(target.MAX_HP, "FlyDamage"); target.die(); return(false); } dmg_data.damage = dmg_data.damage * (3 + skill_lv); dmg_data.crit = 0; return(true); } static function active_dagger_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.75 + (0.15 * skill_lv)); dmg_data.crit = 100; return(true); } static function active_dagger_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.crit = 0; switch (skill_flag) { case 1 : dmg_data.damage = dmg_data.damage * (0.5 + (0.1 * skill_lv)); return(true); case 2 : dmg_data.damage = dmg_data.damage * (0.5 + (0.2 * skill_lv)); dmg_data.hit = 10000; var _local4 = -2; while (_local4 <= 2) { var _local3 = -2; while (_local3 <= 2) { var _local5 = _global.field[att.X + _local4][att.Y + _local3].who; _local5.takeDamage(dmg_data, null); _local3++; } _local4++; } _root.addBlow(att.X, att.Y, "5x5"); return(false); } trace("Strange skill flag in Dagger-3 skill:" + skill_flag); return(true); } static function active_katana_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1.5 + (0.2 * skill_lv)); dmg_data.crit = dmg_data.crit * (1 + (0.2 * skill_lv)); return(true); } static function active_katana_2(att, target, dmg_data, skill_lv, skill_flag) { switch (skill_flag) { case 1 : dmg_data.damage = (att.unit_ref.STR * skill_lv) / 2; dmg_data.crit = 0; target.aspd_timer = target.aspd_timer + 30; return(true); case 2 : dmg_data.damage = dmg_data.damage * (1 + (0.3 * skill_lv)); return(true); } trace("Strange skill flag in Katana-2 skill:" + skill_flag); return(true); } static function active_katana_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.hit = 10000; dmg_data.crit = 100; dmg_data.damage = dmg_data.damage + att.SP; att.SP = 0; dmg_data.damage = dmg_data.damage * (target.DEF / (8 - skill_lv)); return(true); } static function active_staff_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1 + (0.2 * skill_lv)); if (_root.percent(2 * skill_lv)) { dmg_data.addStatus("Stun", 3); } return(true); } static function active_staff_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.5 + (0.1 * skill_lv)); dmg_data.crit = 100; dmg_data.hit = 10000; var _local4 = -3; while (_local4 <= 3) { var _local3 = -3; while (_local3 <= 3) { var _local5 = _global.field[att.X + _local4][att.Y + _local3].who; _local5.takeDamage(dmg_data, null); _local3++; } _local4++; } _root.addBlow(att.X, att.Y, "5x5"); return(false); } static function active_staff_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.crit = 0; dmg_data.damage = dmg_data.damage * (0.5 + (0.1 * skill_lv)); return(true); } static function active_katar_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (2 + (0.3 * skill_lv)); if (_root.percent(dmg_data.crit)) { dmg_data.addStatus("Poison", 5); } return(true); } static function active_katar_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.crit = 100; dmg_data.damage = dmg_data.damage * (1 + (0.1 * skill_lv)); return(true); } static function active_katar_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.crit = 0; dmg_data.damage = dmg_data.damage * (2 + (0.4 * skill_lv)); dmg_data.hit = 10000; var _local4 = -2; while (_local4 <= 2) { var _local3 = -2; while (_local3 <= 2) { var _local5 = _global.field[att.X + _local4][att.Y + _local3].who; _local5.takeDamage(dmg_data, null); _local3++; } _local4++; } _root.addBlow(att.X, att.Y, "5x5"); return(false); } static function active_bow_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1.2 + (0.2 * skill_lv)); return(true); } static function active_bow_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.5 + (0.2 * skill_lv)); return(true); } static function active_bow_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.5 + (0.1 * skill_lv)); var _local3 = -1; while (_local3 <= 1) { var _local2 = -1; while (_local2 <= 1) { _root.addArrowShower(target.X + _local3, target.Y + _local2, dmg_data); _local2++; } _local3++; } return(false); } static function active_crossbow_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1.5 + (0.1 * skill_lv)); dmg_data.crit = 0; if (_root.percent(10 * skill_lv)) { dmg_data.addStatus("Stun", 3); } return(true); } static function active_crossbow_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (2.2 + (0.2 * skill_lv)); dmg_data.crit = 100; return(true); } static function active_crossbow_3(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (1.6 + (0.2 * skill_lv)); dmg_data.crit = 100; att.addProjectile(target, Creature.getArrowErrorRatio(dmg_data.hit), dmg_data, 3); return(false); } static function active_throwing_1(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.9 + (0.1 * skill_lv)); var _local2 = att.getCreaturesInSight(false, 3); var _local1 = 0; while (_local1 < _local2.length) { att.addProjectile(_local2[_local1], Creature.getArrowErrorRatio(dmg_data.hit), dmg_data); _local1++; } return(false); } static function active_throwing_2(att, target, dmg_data, skill_lv, skill_flag) { dmg_data.damage = dmg_data.damage * (0.5 + (0.1 * skill_lv)); return(true); } static function active_throwing_3(att, target, dmg_data, skill_lv, skill_flag) { att.addProjectile(target, Creature.getArrowErrorRatio(dmg_data.hit), dmg_data, skill_lv); return(false); } static function passive_Bowmen_1(man, skill_lv) { switch ("Ranged") { case man.wpnPri.TYPE : var _local2 = man.wpnPri; break; case man.wpnSec.TYPE : _local2 = man.wpnSec; break; default : return(undefined); } _local2.HIT = _local2.HIT + (skill_lv * 3); } static function passive_Bowmen_2(man, skill_lv) { switch ("Ranged") { case man.wpnPri.TYPE : var _local2 = man.wpnPri; break; case man.wpnSec.TYPE : _local2 = man.wpnSec; break; default : return(undefined); } _local2.CRIT = _local2.CRIT + (skill_lv * 2); _local2.rng = _local2.rng + skill_lv; } static function passive_Bowmen_3(man, skill_lv) { switch ("Ranged") { case man.wpnPri.TYPE : var _local1 = man.wpnPri; break; case man.wpnSec.TYPE : _local1 = man.wpnSec; break; default : return(undefined); } _local1.dmg = _local1.dmg + Math.round((_local1.dmg * skill_lv) * 0.04); _local1.rnd = _local1.rnd + Math.round((_local1.rnd * skill_lv) * 0.04); } static function passive_Infantry_1(man, skill_lv) { if (!man.isHorseman) { man.MAX_HP = man.MAX_HP + (5 * skill_lv); man.HP = man.MAX_HP; man.DEF = man.DEF + skill_lv; } } static function passive_Infantry_2(man, skill_lv) { if (!man.isHorseman) { man.wpnPri.dmg = man.wpnPri.dmg + Math.round((man.wpnPri.dmg * skill_lv) * 0.02); man.wpnPri.rnd = man.wpnPri.rnd + Math.round((man.wpnPri.rnd * skill_lv) * 0.02); } } static function passive_Infantry_3(man, skill_lv) { if (!man.isHorseman) { man.wpnPri.HIT = man.wpnPri.HIT + skill_lv; man.DODGE = man.DODGE + skill_lv; } } static function passive_Horsemen_1(man, skill_lv) { if (man.isHorseman) { man.speed = man.speed + (skill_lv / 2); man.DODGE = man.DODGE + (skill_lv * 2); } } static function passive_Horsemen_2(man, skill_lv) { if (man.isHorseman) { man.DEF = man.DEF + (3 * skill_lv); man.MAX_HP = man.MAX_HP + (10 * skill_lv); man.HP = man.MAX_HP; if (man.SHIELD_DODGE > 0) { man.SHIELD_DODGE = man.SHIELD_DODGE + skill_lv; } } } static function passive_Horsemen_3(man, skill_lv) { if (man.isHorseman) { man.wpnPri.HIT = man.wpnPri.HIT + (skill_lv * 3); man.wpnPri.dmg = man.wpnPri.dmg + Math.round((man.wpnPri.dmg * skill_lv) * 0.03); man.wpnPri.rnd = man.wpnPri.rnd + Math.round((man.wpnPri.rnd * skill_lv) * 0.03); } } static function passive_Swordsmen_1(man, skill_lv) { if (man.atkAnim == "shield") { man.MAX_HP = man.MAX_HP + (10 * skill_lv); man.HP = man.MAX_HP; man.SHIELD_DODGE = man.SHIELD_DODGE + (skill_lv * 2); } } static function passive_Swordsmen_2(man, skill_lv) { if (man.atkAnim == "shield") { man.wpnPri.dmg = man.wpnPri.dmg + Math.round((man.wpnPri.dmg * skill_lv) * 0.04); man.wpnPri.rnd = man.wpnPri.rnd + Math.round((man.wpnPri.rnd * skill_lv) * 0.04); } } static function passive_Swordsmen_3(man, skill_lv) { if (man.atkAnim == "shield") { man.wpnPri.HIT = man.wpnPri.HIT + (skill_lv * 2); man.DODGE = man.DODGE + (skill_lv * 3); } } static function passive_Meditate(man, skill_lv) { if (man.unit_ref.NATION == "Jap") { man.MAX_SP = man.MAX_SP + (10 * skill_lv); man.SP = man.MAX_SP; man.SPregen = man.SPregen * (1 + (0.2 * skill_lv)); } } static function passive_FarEastWarTraining(man, skill_lv) { if ((man.atkAnim == "katana") || (man.atkAnim == "staff")) { man.wpnPri.dmg = man.wpnPri.dmg + Math.round((man.wpnPri.dmg * skill_lv) * 0.03); man.wpnPri.rnd = man.wpnPri.rnd + Math.round((man.wpnPri.rnd * skill_lv) * 0.03); man.wpnPri.HIT = man.wpnPri.HIT + (skill_lv * 2); } } static function passive_AssassinTraining(man, skill_lv) { if ((man.atkAnim == "katar") || (man.atkAnim == "dagger")) { man.wpnPri.dmg = man.wpnPri.dmg + Math.round((man.wpnPri.dmg * skill_lv) * 0.02); man.wpnPri.rnd = man.wpnPri.rnd + Math.round((man.wpnPri.rnd * skill_lv) * 0.02); man.DODGE = man.DODGE + (skill_lv * 4); man.speed = man.speed + (skill_lv / 2); } } static function passive_BerserkerTraining(man, skill_lv) { if (man.atkAnim == "2H_axe") { man.speed = man.speed + (skill_lv / 3); man.DODGE = man.DODGE + skill_lv; man.wpnPri.dmg = man.wpnPri.dmg + Math.round((man.wpnPri.dmg * skill_lv) * 0.02); man.wpnPri.rnd = man.wpnPri.rnd + Math.round((man.wpnPri.rnd * skill_lv) * 0.02); } } static function passive_KungFuSecrets(man, skill_lv) { if (man.atkAnim == "fists") { man.wpnPri.dmg = man.wpnPri.dmg + (10 * skill_lv); man.wpnPri.HIT = man.wpnPri.HIT + (skill_lv * 6); man.wpnPri.CRIT = man.wpnPri.CRIT + (skill_lv * 10); man.DODGE = man.DODGE + (skill_lv * 5); man.MAX_HP = man.MAX_HP + (30 * skill_lv); man.HP = man.MAX_HP; } } static function passive_FindWeakPoint(man, skill_lv) { if (man.atkAnim == "katar") { man.wpnPri.HIT = man.wpnPri.HIT + (skill_lv * 4); man.wpnPri.CRIT = man.wpnPri.CRIT + (skill_lv * 6); } } static function getSkillDescription(skill_name, skill_id) { switch (skill_name) { case "shield" : switch (skill_id) { case 1 : return("Hit an enemy with your shield. The damage depends on character\u2019s STR and shield defense and calculated as (STR + defense*2)*SkillLv/2. There\u2019s also a defense+2*SkillLv % chance to stun the target."); case 2 : return("Hit an enemy with 3 fast attacks. Each attack deals 50+10*SkillLv% damage."); case 3 : return("Hide behind the shield and strike from a safe position. This attack deals only 40+10*SkillLv% damage, but you\u2019re invincible for opponent\u2019s strikes while attacking."); switch (skill_id) { case 1 : return("A powerful smash that deals 150+20*SkillLv% damage with your two handed sword."); case 2 : return("Deals 100+20*SkillLv% damage to all enemies in 3 cells in front of character."); case 3 : return("Character jumps and blows ground below him, dealing 100+40*SkillLv% damage to all enemies in 3x3 area around him."); switch (skill_id) { case 1 : return("Hit an enemy in the head dealing 50+10*SkillLv% damage and stunning him with 30+3*SkillLv% chance."); case 2 : return("Hit an enemy with powerful critical attack for 200+40*SkillLv% damage. There\u2019s also a 2*SkillLv% chance of stunning everyone (except you) in 3x3 area around the enemy."); case 3 : return("Deal 100+40*SkillLv% damage to all enemies in 3x3 area around the target."); switch (skill_id) { case 1 : return("A combo of 3 hits with each weapon. Each hit deals 40+10*SkillLv% damage."); case 2 : return("Attack that deals 100+20*SkillLv% damage with 10*SkillLv% crit bonus to enemies in front of character and behind him. Character is very hard to be hit while doing this attack."); case 3 : return("Jump and hit an enemy with several strikes. Each strike deals 100+30*SkillLv% damage and has 50% critical chance."); switch (skill_id) { case 1 : return("Strike which pierces enemy\u2019s defense dealing100+10*SkillLv% damage. This attack always has 100% critical chance."); case 2 : return("3 fast attacks with spear, each attack deals 75+15*SkillLv% damage, but critrate of these attacks is 3 times lower."); case 3 : return("Hit all enemies in a cone in front of the character for 200+40*SkillLv% damage, but without critical chance."); switch (skill_id) { case 1 : return("If you hit an enemy from behind, there\u2019s a (0.4+0.1*SkillLv)*WeaponCrit% chance of instantly killing him. If instant kill fails, enemy still receives 300+100*SkillLv% damage. If you attack not from behind, enemy will get only 50% of normal damage."); case 2 : return("Two critical strikes, for 75+15*SkillLv% damage each."); case 3 : return("Character throws his dagger at enemy, then jumps, catches the dagger in the air and hits the ground. Flying dagger hits the enemy 3 times, each hit deals 50+10*SkillLv% damage. The ground hit damages all enemies in 5x5 area around the character for 50+20*SkillLv%."); switch (skill_id) { case 1 : return("Character jumps and hits the enemy for 150+20*SkillLv% damage. Critical rate of this attack is also increased in 1+0.2*SkillLv times."); case 2 : return("Character kicks an enemy and then hits him with the sword for 100+30*SkillLv% damage. The kick itself deals damage depending on character\u2019s STR and slows enemies\u2019 attacks."); case 3 : return("A very powerful attack which always deals critical damage depending on target\u2019s defense. The more defense has the target, the more damage it will receive. This skill always consumes all SP. Amount of consumed SP affect the damage too."); switch (skill_id) { case 1 : return("Hit an enemy 3 times, each hit deals 100+20*SkillLv% damage."); case 2 : return("Hits all enemies in 7x7 area around the character for 50+10*SkillLv% damage."); case 3 : return("Combo of 10 hits, each hit deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } } } } } } } } } case "2H_sword" : switch (skill_id) { case 1 : return("A powerful smash that deals 150+20*SkillLv% damage with your two handed sword."); case 2 : return("Deals 100+20*SkillLv% damage to all enemies in 3 cells in front of character."); case 3 : return("Character jumps and blows ground below him, dealing 100+40*SkillLv% damage to all enemies in 3x3 area around him."); switch (skill_id) { case 1 : return("Hit an enemy in the head dealing 50+10*SkillLv% damage and stunning him with 30+3*SkillLv% chance."); case 2 : return("Hit an enemy with powerful critical attack for 200+40*SkillLv% damage. There\u2019s also a 2*SkillLv% chance of stunning everyone (except you) in 3x3 area around the enemy."); case 3 : return("Deal 100+40*SkillLv% damage to all enemies in 3x3 area around the target."); switch (skill_id) { case 1 : return("A combo of 3 hits with each weapon. Each hit deals 40+10*SkillLv% damage."); case 2 : return("Attack that deals 100+20*SkillLv% damage with 10*SkillLv% crit bonus to enemies in front of character and behind him. Character is very hard to be hit while doing this attack."); case 3 : return("Jump and hit an enemy with several strikes. Each strike deals 100+30*SkillLv% damage and has 50% critical chance."); switch (skill_id) { case 1 : return("Strike which pierces enemy\u2019s defense dealing100+10*SkillLv% damage. This attack always has 100% critical chance."); case 2 : return("3 fast attacks with spear, each attack deals 75+15*SkillLv% damage, but critrate of these attacks is 3 times lower."); case 3 : return("Hit all enemies in a cone in front of the character for 200+40*SkillLv% damage, but without critical chance."); switch (skill_id) { case 1 : return("If you hit an enemy from behind, there\u2019s a (0.4+0.1*SkillLv)*WeaponCrit% chance of instantly killing him. If instant kill fails, enemy still receives 300+100*SkillLv% damage. If you attack not from behind, enemy will get only 50% of normal damage."); case 2 : return("Two critical strikes, for 75+15*SkillLv% damage each."); case 3 : return("Character throws his dagger at enemy, then jumps, catches the dagger in the air and hits the ground. Flying dagger hits the enemy 3 times, each hit deals 50+10*SkillLv% damage. The ground hit damages all enemies in 5x5 area around the character for 50+20*SkillLv%."); switch (skill_id) { case 1 : return("Character jumps and hits the enemy for 150+20*SkillLv% damage. Critical rate of this attack is also increased in 1+0.2*SkillLv times."); case 2 : return("Character kicks an enemy and then hits him with the sword for 100+30*SkillLv% damage. The kick itself deals damage depending on character\u2019s STR and slows enemies\u2019 attacks."); case 3 : return("A very powerful attack which always deals critical damage depending on target\u2019s defense. The more defense has the target, the more damage it will receive. This skill always consumes all SP. Amount of consumed SP affect the damage too."); switch (skill_id) { case 1 : return("Hit an enemy 3 times, each hit deals 100+20*SkillLv% damage."); case 2 : return("Hits all enemies in 7x7 area around the character for 50+10*SkillLv% damage."); case 3 : return("Combo of 10 hits, each hit deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } } } } } } } } case "2H_axe" : switch (skill_id) { case 1 : return("Hit an enemy in the head dealing 50+10*SkillLv% damage and stunning him with 30+3*SkillLv% chance."); case 2 : return("Hit an enemy with powerful critical attack for 200+40*SkillLv% damage. There\u2019s also a 2*SkillLv% chance of stunning everyone (except you) in 3x3 area around the enemy."); case 3 : return("Deal 100+40*SkillLv% damage to all enemies in 3x3 area around the target."); switch (skill_id) { case 1 : return("A combo of 3 hits with each weapon. Each hit deals 40+10*SkillLv% damage."); case 2 : return("Attack that deals 100+20*SkillLv% damage with 10*SkillLv% crit bonus to enemies in front of character and behind him. Character is very hard to be hit while doing this attack."); case 3 : return("Jump and hit an enemy with several strikes. Each strike deals 100+30*SkillLv% damage and has 50% critical chance."); switch (skill_id) { case 1 : return("Strike which pierces enemy\u2019s defense dealing100+10*SkillLv% damage. This attack always has 100% critical chance."); case 2 : return("3 fast attacks with spear, each attack deals 75+15*SkillLv% damage, but critrate of these attacks is 3 times lower."); case 3 : return("Hit all enemies in a cone in front of the character for 200+40*SkillLv% damage, but without critical chance."); switch (skill_id) { case 1 : return("If you hit an enemy from behind, there\u2019s a (0.4+0.1*SkillLv)*WeaponCrit% chance of instantly killing him. If instant kill fails, enemy still receives 300+100*SkillLv% damage. If you attack not from behind, enemy will get only 50% of normal damage."); case 2 : return("Two critical strikes, for 75+15*SkillLv% damage each."); case 3 : return("Character throws his dagger at enemy, then jumps, catches the dagger in the air and hits the ground. Flying dagger hits the enemy 3 times, each hit deals 50+10*SkillLv% damage. The ground hit damages all enemies in 5x5 area around the character for 50+20*SkillLv%."); switch (skill_id) { case 1 : return("Character jumps and hits the enemy for 150+20*SkillLv% damage. Critical rate of this attack is also increased in 1+0.2*SkillLv times."); case 2 : return("Character kicks an enemy and then hits him with the sword for 100+30*SkillLv% damage. The kick itself deals damage depending on character\u2019s STR and slows enemies\u2019 attacks."); case 3 : return("A very powerful attack which always deals critical damage depending on target\u2019s defense. The more defense has the target, the more damage it will receive. This skill always consumes all SP. Amount of consumed SP affect the damage too."); switch (skill_id) { case 1 : return("Hit an enemy 3 times, each hit deals 100+20*SkillLv% damage."); case 2 : return("Hits all enemies in 7x7 area around the character for 50+10*SkillLv% damage."); case 3 : return("Combo of 10 hits, each hit deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } } } } } } } case "dual" : switch (skill_id) { case 1 : return("A combo of 3 hits with each weapon. Each hit deals 40+10*SkillLv% damage."); case 2 : return("Attack that deals 100+20*SkillLv% damage with 10*SkillLv% crit bonus to enemies in front of character and behind him. Character is very hard to be hit while doing this attack."); case 3 : return("Jump and hit an enemy with several strikes. Each strike deals 100+30*SkillLv% damage and has 50% critical chance."); switch (skill_id) { case 1 : return("Strike which pierces enemy\u2019s defense dealing100+10*SkillLv% damage. This attack always has 100% critical chance."); case 2 : return("3 fast attacks with spear, each attack deals 75+15*SkillLv% damage, but critrate of these attacks is 3 times lower."); case 3 : return("Hit all enemies in a cone in front of the character for 200+40*SkillLv% damage, but without critical chance."); switch (skill_id) { case 1 : return("If you hit an enemy from behind, there\u2019s a (0.4+0.1*SkillLv)*WeaponCrit% chance of instantly killing him. If instant kill fails, enemy still receives 300+100*SkillLv% damage. If you attack not from behind, enemy will get only 50% of normal damage."); case 2 : return("Two critical strikes, for 75+15*SkillLv% damage each."); case 3 : return("Character throws his dagger at enemy, then jumps, catches the dagger in the air and hits the ground. Flying dagger hits the enemy 3 times, each hit deals 50+10*SkillLv% damage. The ground hit damages all enemies in 5x5 area around the character for 50+20*SkillLv%."); switch (skill_id) { case 1 : return("Character jumps and hits the enemy for 150+20*SkillLv% damage. Critical rate of this attack is also increased in 1+0.2*SkillLv times."); case 2 : return("Character kicks an enemy and then hits him with the sword for 100+30*SkillLv% damage. The kick itself deals damage depending on character\u2019s STR and slows enemies\u2019 attacks."); case 3 : return("A very powerful attack which always deals critical damage depending on target\u2019s defense. The more defense has the target, the more damage it will receive. This skill always consumes all SP. Amount of consumed SP affect the damage too."); switch (skill_id) { case 1 : return("Hit an enemy 3 times, each hit deals 100+20*SkillLv% damage."); case 2 : return("Hits all enemies in 7x7 area around the character for 50+10*SkillLv% damage."); case 3 : return("Combo of 10 hits, each hit deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } } } } } } case "spear" : switch (skill_id) { case 1 : return("Strike which pierces enemy\u2019s defense dealing100+10*SkillLv% damage. This attack always has 100% critical chance."); case 2 : return("3 fast attacks with spear, each attack deals 75+15*SkillLv% damage, but critrate of these attacks is 3 times lower."); case 3 : return("Hit all enemies in a cone in front of the character for 200+40*SkillLv% damage, but without critical chance."); switch (skill_id) { case 1 : return("If you hit an enemy from behind, there\u2019s a (0.4+0.1*SkillLv)*WeaponCrit% chance of instantly killing him. If instant kill fails, enemy still receives 300+100*SkillLv% damage. If you attack not from behind, enemy will get only 50% of normal damage."); case 2 : return("Two critical strikes, for 75+15*SkillLv% damage each."); case 3 : return("Character throws his dagger at enemy, then jumps, catches the dagger in the air and hits the ground. Flying dagger hits the enemy 3 times, each hit deals 50+10*SkillLv% damage. The ground hit damages all enemies in 5x5 area around the character for 50+20*SkillLv%."); switch (skill_id) { case 1 : return("Character jumps and hits the enemy for 150+20*SkillLv% damage. Critical rate of this attack is also increased in 1+0.2*SkillLv times."); case 2 : return("Character kicks an enemy and then hits him with the sword for 100+30*SkillLv% damage. The kick itself deals damage depending on character\u2019s STR and slows enemies\u2019 attacks."); case 3 : return("A very powerful attack which always deals critical damage depending on target\u2019s defense. The more defense has the target, the more damage it will receive. This skill always consumes all SP. Amount of consumed SP affect the damage too."); switch (skill_id) { case 1 : return("Hit an enemy 3 times, each hit deals 100+20*SkillLv% damage."); case 2 : return("Hits all enemies in 7x7 area around the character for 50+10*SkillLv% damage."); case 3 : return("Combo of 10 hits, each hit deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } } } } } case "dagger" : switch (skill_id) { case 1 : return("If you hit an enemy from behind, there\u2019s a (0.4+0.1*SkillLv)*WeaponCrit% chance of instantly killing him. If instant kill fails, enemy still receives 300+100*SkillLv% damage. If you attack not from behind, enemy will get only 50% of normal damage."); case 2 : return("Two critical strikes, for 75+15*SkillLv% damage each."); case 3 : return("Character throws his dagger at enemy, then jumps, catches the dagger in the air and hits the ground. Flying dagger hits the enemy 3 times, each hit deals 50+10*SkillLv% damage. The ground hit damages all enemies in 5x5 area around the character for 50+20*SkillLv%."); switch (skill_id) { case 1 : return("Character jumps and hits the enemy for 150+20*SkillLv% damage. Critical rate of this attack is also increased in 1+0.2*SkillLv times."); case 2 : return("Character kicks an enemy and then hits him with the sword for 100+30*SkillLv% damage. The kick itself deals damage depending on character\u2019s STR and slows enemies\u2019 attacks."); case 3 : return("A very powerful attack which always deals critical damage depending on target\u2019s defense. The more defense has the target, the more damage it will receive. This skill always consumes all SP. Amount of consumed SP affect the damage too."); switch (skill_id) { case 1 : return("Hit an enemy 3 times, each hit deals 100+20*SkillLv% damage."); case 2 : return("Hits all enemies in 7x7 area around the character for 50+10*SkillLv% damage."); case 3 : return("Combo of 10 hits, each hit deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } } } } case "katana" : switch (skill_id) { case 1 : return("Character jumps and hits the enemy for 150+20*SkillLv% damage. Critical rate of this attack is also increased in 1+0.2*SkillLv times."); case 2 : return("Character kicks an enemy and then hits him with the sword for 100+30*SkillLv% damage. The kick itself deals damage depending on character\u2019s STR and slows enemies\u2019 attacks."); case 3 : return("A very powerful attack which always deals critical damage depending on target\u2019s defense. The more defense has the target, the more damage it will receive. This skill always consumes all SP. Amount of consumed SP affect the damage too."); switch (skill_id) { case 1 : return("Hit an enemy 3 times, each hit deals 100+20*SkillLv% damage."); case 2 : return("Hits all enemies in 7x7 area around the character for 50+10*SkillLv% damage."); case 3 : return("Combo of 10 hits, each hit deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } } } case "staff" : switch (skill_id) { case 1 : return("Hit an enemy 3 times, each hit deals 100+20*SkillLv% damage."); case 2 : return("Hits all enemies in 7x7 area around the character for 50+10*SkillLv% damage."); case 3 : return("Combo of 10 hits, each hit deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } } case "katar" : switch (skill_id) { case 1 : return("Fast strike that deals 200+30*SkillLv% damage. There\u2019s also a chance to poison the enemy."); case 2 : return("Combination of 4 critical hits (2 hits per hand). Each hit deals 100+10*SkillLv% damage."); case 3 : return("Hit all enemies around the character for 200+40*SkillLv% non-critical damage."); switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } } case "bow" : switch (skill_id) { case 1 : return("Shoot two arrows with one shot to deal 120+20*SkillLv% damage."); case 2 : return("3 shots at different targets, 50+20*SkillLv% damage each."); case 3 : return("Shots nine arrows attacking 3x3 area around the target. Each arrow deals 50+10*SkillLv% damage."); switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } } case "crossbow" : switch (skill_id) { case 1 : return("Strong shot that deals 150+50*SkillLv% damage (with no crit chance) and has 10*SkillLv% chance to stun the target."); case 2 : return("Character hits the enemy right in the head dealing 220+20*SkillLv% damage. This attack is always critical."); case 3 : return("Shot a very powerful arrow that will pierce up to 3 enemies in line. The first enemy will receive 160+20*SkillLv% damage, damage for the next enemies will be reduced for 30%. This attack is always critical."); switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } } case "throwing" : switch (skill_id) { case 1 : return("Throw 3 knives, surikens or axes at 3 nearby targets. Each throw deals 90+10*SkillLv% damage."); case 2 : return("3 throws at one target 50+10*SkillLv% damage each."); case 3 : return("Throw a ricocheting knife, axe or suriken which will hit multiple enemies. The knife will ricochet up to SkillLv times."); return("[No skill description for fists]"); return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); return("Increases ranged units\u2019 damage by 4*SkillLv%."); return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); return("Increases all infantry units\u2019 damage by 2*SkillLv%."); return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } case "fists" : return("[No skill description for fists]"); case "Bowmen_1" : return("Increases ranged units\u2019 hit chance by 3*SkillLv%."); case "Bowmen_2" : return("Increases ranged units\u2019 critical hit chance by 2*SkillLv% and range by SkillLv tiles."); case "Bowmen_3" : return("Increases ranged units\u2019 damage by 4*SkillLv%."); case "Infantry_1" : return("Increases all infantry units\u2019 HP by 5*SkillLv points and defense by SkillLv points."); case "Infantry_2" : return("Increases all infantry units\u2019 damage by 2*SkillLv%."); case "Infantry_3" : return("Increases all infantry units\u2019 hit and dodge chances by SkillLv%."); case "Horsemen_1" : return("Increases all mounted units\u2019 dodge chance by 2*SkillLv% and greatly increases their movement speed depending on SkillLv."); case "Horsemen_2" : return("Increases all mounted units\u2019 HP by 10*SkillLv points, defense by 3*SkillLv points and chance to block attack with the shield (if unit have one) by SkillLv%."); case "Horsemen_3" : return("Increases all mounted units\u2019 hit chance and damage by 3*SkillLv%."); case "Swordsmen_1" : return("Increases HP by 10*SkillLv points and chance to block attack with the shield by SkillLv% of all units armed with one handed swords, axes or maces. If unit doesn\u2019t have a shield his block chance still will be increased. Does NOT work for units armed with dual weapons."); case "Swordsmen_2" : return("Increases damage by 4*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); case "Swordsmen_3" : return("Increases hit chance by 2*SkillLv% and dodge chance by 3*SkillLv% of all units armed with one handed swords, axes or maces. Does NOT work for units armed with dual weapons."); case "Meditate" : return("Increases SP by 10*SkillLv points and SP regeneration rate by 20*SkillLv% of all East Empire\u2019s (e.g. Japanese-like) units."); case "FarEastWarTraining" : return("Increases hit chance by 2*SkillLv% and damage by 3*SkillLv% of all units armed with katana, staffs or ninja-to. Does NOT work for units armed with dual ninja-to."); case "AssassinTraining" : return("Increases dodge chance by 4*SkillLv% and damage by 2*SkillLv% of all units armed with daggers or katars. Also greatly increases their movement speed depending on SkillLv."); case "BerserkerTraining" : return("Increases dodge chance by SkillLv% and damage by 2*SkillLv% of all units armed with two handed axes or maces. Also increases their movement speed depending on SkillLv."); case "KungFuSecrets" : return("Increases damage by 10*SkillLv points, hit chance by 6*SkillLv%, critical strike chance by 10*SkillLv%, dodge chance by 5*SkillLv% and HP by 30*SkillLv points of all unarmed units."); case "FindWeakPoint" : return("Increases hit chance by 4*SkillLv% and critical strike chance by 6*SkillLv% of all units armed with katars."); } return(("No such skill for " + skill_name) + skill_id); } }
Symbol 3157 MovieClip [__Packages.Aura] Frame 0
class Aura { var TYPE, caster, skill_lv, back_ref, sp_cost; function Aura (aura_id, lv, cstr, br) { TYPE = aura_id; caster = cstr; skill_lv = lv; back_ref = br; sp_cost = getCostSP(TYPE); } static function getName(aura_id) { switch (aura_id) { case "Devotion" : return("Devotion"); case "DivineHelp" : return("Divine Help"); case "Barrier" : return("Barrier"); case "Sacrifice" : return("Sacrifice"); case "ForceBalance" : return("Balance of Force"); case "VenomCloud" : return("Venom Cloud"); case "HolyTribunal" : return("Holy Tribunal"); case "UnholyBreath" : return("Unholy Breath"); case "LifeLeech" : return("Life Leech"); case "SoulDrain" : return("Soul Drain"); case "Healing" : return("Healing"); case "BansheeCry" : return("Banshee Cry"); case "NationViz" : return("Sign of Trade Republic"); case "NationGer" : return("Sign of Holy Order"); case "NationRus" : return("Sign of Forest Lands"); case "NationJap" : return("Sign of East Empire"); case "NationMon" : return("Sign of Black Horde"); case "NationAra" : return("Sign of South Desert"); } } static function getCostSP(aura_id) { switch (aura_id) { case "Devotion" : return(10); case "DivineHelp" : return(10); case "Barrier" : return(15); case "Sacrifice" : return(15); case "ForceBalance" : return(18); case "VenomCloud" : return(10); case "HolyTribunal" : return(15); case "UnholyBreath" : return(30); case "LifeLeech" : return(20); case "SoulDrain" : return(0); case "Healing" : return(8); case "BansheeCry" : return(5); case "NationViz" : return(20); case "NationGer" : return(20); case "NationRus" : return(20); case "NationJap" : return(20); case "NationMon" : return(20); case "NationAra" : return(20); } } static function getFrame(aura_id) { var _local1 = 60; switch (aura_id) { case "Devotion" : return(_local1); case "DivineHelp" : return(_local1 + 1); case "Barrier" : return(_local1 + 2); case "Sacrifice" : return(_local1 + 3); case "ForceBalance" : return(_local1 + 4); case "VenomCloud" : return(_local1 + 5); case "HolyTribunal" : return(_local1 + 6); case "UnholyBreath" : return(_local1 + 7); case "LifeLeech" : return(_local1 + 8); case "SoulDrain" : return(_local1 + 9); case "Healing" : return(_local1 + 10); case "BansheeCry" : return(_local1 + 11); case "NationViz" : return(_local1 + 12); case "NationGer" : return(_local1 + 13); case "NationRus" : return(_local1 + 14); case "NationJap" : return(_local1 + 15); case "NationMon" : return(_local1 + 16); case "NationAra" : return(_local1 + 17); } } function operate(team0, team1) { if (caster.HP <= 0) { return(false); } if (caster.SP < sp_cost) { return(false); } caster.SP = caster.SP - sp_cost; if (this["aura_" + TYPE]) { if (caster.team == 0) { this["aura_" + TYPE](team0, team1); } else { this["aura_" + TYPE](team1, team0); } } return(true); } function aura_Devotion(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { friends[_local2].healHP(7 * skill_lv); _local2++; } } function aura_DivineHelp(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { if (friends[_local2].HP < friends[_local2].MAX_HP) { friends[_local2].healHP(50 * skill_lv); caster.attachMovie("StarsAnim", "anim", 1); break; } _local2++; } } function aura_Barrier(friends, enemies) { var _local3 = _root.dice(friends.length - 1); friends[_local3].HP = friends[_local3].HP + (30 * skill_lv); friends[_local3].attachMovie("BarrierAnim", "anim", 1); } function aura_Sacrifice(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { friends[_local2].healHP(100 * skill_lv); _local2++; } caster.takeDamage(new DamageData(null, 0.19 * caster.MAX_HP, 100, 100), false); } function aura_ForceBalance(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { friends[_local2].healHP(Math.round((0.01 * skill_lv) * friends[_local2].MAX_HP)); _local2++; } _local2 = 0; while (_local2 < enemies.length) { var _local4 = Math.round((0.01 * skill_lv) * enemies[_local2].MAX_HP); if (enemies[_local2].HP > _local4) { enemies[_local2].takeDamage(new DamageData(null, _local4, 100, 100), false); } _local2++; } caster.attachMovie("BalanceAnim", "anim", 1); } function aura_VenomCloud(friends, enemies) { var _local3 = 0; while (_local3 < skill_lv) { var _local4 = _root.dice(enemies.length - 1); enemies[_local4].addStatus(new Status("Poison", 5)); _local3++; } caster.attachMovie("VenomCluodAnim", "anim", 1); } function aura_HolyTribunal(friends, enemies) { var _local3 = _root.dice(enemies.length - 1); enemies[_local3].attachMovie("LightningAnim", "anim", 1); enemies[_local3].anim._xscale = enemies[_local3].anim._xscale * 2; enemies[_local3].anim._yscale = enemies[_local3].anim._yscale * 2; enemies[_local3].takeDamage(new DamageData(null, 50 * skill_lv, 100, 100), false); } function aura_UnholyBreath(friends, enemies) { var _local3 = 0; while (_local3 < enemies.length) { if (_root.percent(3)) { enemies[_local3].addMessage(enemies[_local3].MAX_HP, "FlyDamage"); enemies[_local3].die(); return(undefined); } if (_root.percent(skill_lv * 2)) { enemies[_local3].addStatus(new Status("Poison", 5)); } if (_root.percent(skill_lv * 2)) { enemies[_local3].addStatus(new Status("Stun", 5)); } if (_root.percent(skill_lv * 2)) { enemies[_local3].addStatus(new Status("Chaos", 5)); } _local3++; } caster.attachMovie("UnholyBreathAnim", "anim", 1); } function aura_LifeLeech(friends, enemies) { if (friends.length == 0) { return(undefined); } var _local2 = 0; while (_local2 < friends.length) { friends[_local2].HP = friends[_local2].HP - Math.round(0.2 * friends[_local2].MAX_HP); if (friends[_local2].HP <= 0) { friends[_local2].HP = 1; } friends[_local2].attachMovie("LifeLeechAnim", "anim", 1); friends[_local2].redrawHealthBar(); _local2++; } caster.healHP((0.05 * skill_lv) * caster.MAX_HP); } function aura_SoulDrain(friends, enemies) { if (friends.length == 0) { return(undefined); } var _local2 = 0; while (_local2 < friends.length) { friends[_local2].HP = friends[_local2].HP - Math.round(0.2 * friends[_local2].MAX_HP); if (friends[_local2].HP <= 0) { friends[_local2].HP = 1; } friends[_local2].attachMovie("SoulDrainAnim", "anim", 1); friends[_local2].redrawHealthBar(); _local2++; } caster.SP = caster.SP + Math.round((0.04 * skill_lv) * caster.MAX_SP); if (caster.SP > caster.MAX_SP) { caster.SP = caster.MAX_SP; } } function aura_Healing(friends, enemies) { caster.healHP(15 * skill_lv); } function aura_BansheeCry(friends, enemies) { var _local2 = 0; while (_local2 < enemies.length) { enemies[_local2].takeDamage(new DamageData(null, 15 * skill_lv, 100, 100), false); _local2++; } caster.attachMovie("BansheeCryAnim", "anim", 1); caster.takeDamage(new DamageData(null, 0.19 * caster.MAX_HP, 100, 100), false); } function aura_NationViz(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { if (friends[_local2].unit_ref.NATION == "Viz") { friends[_local2].healHP(Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP)); } else { friends[_local2].HP = friends[_local2].HP - Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP); if (friends[_local2].HP <= 0) { friends[_local2].HP = 1; } friends[_local2].redrawHealthBar(); } _local2++; } } function aura_NationGer(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { if (friends[_local2].unit_ref.NATION == "Ger") { friends[_local2].healHP(Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP)); } else { friends[_local2].HP = friends[_local2].HP - Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP); if (friends[_local2].HP <= 0) { friends[_local2].HP = 1; } friends[_local2].redrawHealthBar(); } _local2++; } } function aura_NationRus(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { if (friends[_local2].unit_ref.NATION == "Rus") { friends[_local2].healHP(Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP)); } else { friends[_local2].HP = friends[_local2].HP - Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP); if (friends[_local2].HP <= 0) { friends[_local2].HP = 1; } friends[_local2].redrawHealthBar(); } _local2++; } } function aura_NationJap(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { if (friends[_local2].unit_ref.NATION == "Jap") { friends[_local2].healHP(Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP)); } else { friends[_local2].HP = friends[_local2].HP - Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP); if (friends[_local2].HP <= 0) { friends[_local2].HP = 1; } friends[_local2].redrawHealthBar(); } _local2++; } } function aura_NationMon(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { if (friends[_local2].unit_ref.NATION == "Mon") { friends[_local2].healHP(Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP)); } else { friends[_local2].HP = friends[_local2].HP - Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP); if (friends[_local2].HP <= 0) { friends[_local2].HP = 1; } friends[_local2].redrawHealthBar(); } _local2++; } } function aura_NationAra(friends, enemies) { var _local2 = 0; while (_local2 < friends.length) { if (friends[_local2].unit_ref.NATION == "Ara") { friends[_local2].healHP(Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP)); } else { friends[_local2].HP = friends[_local2].HP - Math.round((0.02 * skill_lv) * friends[_local2].MAX_HP); if (friends[_local2].HP <= 0) { friends[_local2].HP = 1; } friends[_local2].redrawHealthBar(); } _local2++; } } static function getDescription(aura_id) { switch (aura_id) { case "Devotion" : return("Heals all friendly units for 7*SkillLv HP every second."); case "DivineHelp" : return("Heals random injured unit for 50*SkillLv HP every second."); case "Barrier" : return("Adds 30*SkillLv HP to random friendly unit every second. This bonus HP can even go higher than unit\u2019s max HP."); case "Sacrifice" : return("Caster looses 20% of his max HP every second and heals all friendly units for 100*SkillLv HP every second. Warning: this aura CAN kill the caster."); case "ForceBalance" : return("All friendly units recover SkillLv% of their max HP every second and all enemy units loose SkillLv% of their max HP every second. This aura cannot kill enemy units: they will have at least 1 HP."); case "VenomCloud" : return("Poison SkillLv enemies every second. Poison status lasts 5 seconds. Poisoned unit looses 5% of max HP every second, but cannot die from poison."); case "HolyTribunal" : return("Deals 50*SkillLv damage to random enemy every second. This damage is always critical and cannot be avoided."); case "UnholyBreath" : return("Gives 2*SkillLv% chance of poisoning, stunning or making mad all enemy units every second. All statuses last 5 seconds. Mad unit attacks nearest character, friend or foe, and is attacked by his own allies. There\u2019s also a 3% chance to instantly kill a unit."); case "LifeLeech" : return("All FRIENDLY units loose 20% of their max HP and caster recovers 5*SkillLv% of his/her max HP every second. This aura cannot kill friendly units, but doesn\u2019t work when there\u2019re no friendly units anymore."); case "SoulDrain" : return("All FRIENDLY units loose 20% of their max HP and caster recovers 4*SkillLv% of his/her max SP every second. This aura cannot kill friendly units, but doesn\u2019t work when there\u2019re no friendly units anymore."); case "Healing" : return("Heals caster for 15*SkillLv HP every second."); case "BansheeCry" : return("Every second caster sacrifices 20% of his max HP to deal 15*SkillLv damage to every of his enemies. Neither enemies nor caster can avoid this damage and it\u2019s always critical. Warning: this aura CAN kill the caster."); case "NationViz" : return("Heals all Trade Republic\u2019s units for 2*SkillLv% of their max HP, but other units suffer damage of 2*SkillLv% of their max HP (but this damage cannot kill them). This aura works only for friendly units."); case "NationGer" : return("Heals all Holy Order\u2019s units for 2*SkillLv% of their max HP, but other units suffer damage of 2*SkillLv% of their max HP (but this damage cannot kill them). This aura works only for friendly units."); case "NationRus" : return("Heals all Forest Lands\u2019 units for 2*SkillLv% of their max HP, but other units suffer damage of 2*SkillLv% of their max HP (but this damage cannot kill them). This aura works only for friendly units."); case "NationJap" : return("Heals all East Empire\u2019s units for 2*SkillLv% of their max HP, but other units suffer damage of 2*SkillLv% of their max HP (but this damage cannot kill them). This aura works only for friendly units."); case "NationMon" : return("Heals all Black Horde\u2019s units for 2*SkillLv% of their max HP, but other units suffer damage of 2*SkillLv% of their max HP (but this damage cannot kill them). This aura works only for friendly units."); case "NationAra" : return("Heals all South Desert Clan\u2019s units for 2*SkillLv% of their max HP, but other units suffer damage of 2*SkillLv% of their max HP (but this damage cannot kill them). This aura works only for friendly units."); } } }
Symbol 3158 MovieClip [__Packages.ItemInfo] Frame 0
class ItemInfo extends Object { var CATEGORY, TYPE, NATION, LEVEL, COUNT, ENCH_ID, REFINE; function ItemInfo (ct, tp, nt, lv, ei, rf) { super(); CATEGORY = ct; TYPE = tp; NATION = nt; LEVEL = lv; COUNT = 1; ENCH_ID = (ei ? (ei) : null); REFINE = (rf ? (rf) : 0); } function getItem() { switch (CATEGORY) { case "WeaponClass" : return(new WeaponClass(TYPE, NATION, LEVEL, ENCH_ID, REFINE)); case "Armor" : return(new Armor(TYPE, NATION, LEVEL, ENCH_ID, REFINE)); case "Rune" : return(new Rune(ENCH_ID, REFINE)); } } function getCopy() { var _local2 = getSingleCopy(); _local2.COUNT = COUNT; return(_local2); } function getSingleCopy() { return(new ItemInfo(CATEGORY, TYPE, NATION, LEVEL, ENCH_ID, REFINE)); } }
Symbol 3159 MovieClip [__Packages.Armor] Frame 0
class Armor extends Item { var TYPE, NATION, LEVEL, FRAME, getFrame, initEnchant, setRefine, NAME, value, require_param, require_value, HP_mod, SP_mod, price; function Armor (tp, nt, lv, ei, rf) { super(); TYPE = tp; NATION = nt; LEVEL = lv; FRAME = getFrame(); this[(("Armor" + tp) + nt) + lv](); initEnchant(ei); setRefine(rf); } function ArmorClothesViz1() { NAME = "Leather Armor"; value = 8; require_param = "CON"; require_value = 18; HP_mod = 8; SP_mod = -2; price = 288; } function ArmorHelmetViz1() { NAME = "Light Helmet"; value = 3; require_param = "CON"; require_value = 18; HP_mod = 4; SP_mod = -1; price = 216; } function ArmorClothesViz2() { NAME = "Bronze+Leather Armor"; value = 10; require_param = "CON"; require_value = 23; HP_mod = 16; SP_mod = -4; price = 460; } function ArmorHelmetViz2() { NAME = "Hard Helmet"; value = 3; require_param = "CON"; require_value = 23; HP_mod = 8; SP_mod = -2; price = 276; } function ArmorClothesViz3() { NAME = "Phalax Armor"; value = 14; require_param = "CON"; require_value = 29; HP_mod = 24; SP_mod = -6; price = 812; } function ArmorHelmetViz3() { NAME = "Phalax Helmet"; value = 5; require_param = "CON"; require_value = 29; HP_mod = 12; SP_mod = -3; price = 580; } function ArmorClothesViz4() { NAME = "Centurion Chainmail"; value = 19; require_param = "CON"; require_value = 36; HP_mod = 32; SP_mod = -8; price = 1368; } function ArmorHelmetViz4() { NAME = "Centurion Helmet"; value = 6; require_param = "CON"; require_value = 36; HP_mod = 16; SP_mod = -4; price = 864; } function ArmorClothesViz5() { NAME = "Curasis"; value = 26; require_param = "CON"; require_value = 45; HP_mod = 40; SP_mod = -10; price = 2340; } function ArmorHelmetViz5() { NAME = "Chivalry Helmet"; value = 9; require_param = "CON"; require_value = 45; HP_mod = 20; SP_mod = -5; price = 1620; } function ArmorClothesViz6() { NAME = "Shining Full Plate"; value = 36; require_param = "CON"; require_value = 57; HP_mod = 48; SP_mod = -12; price = 4104; } function ArmorHelmetViz6() { NAME = "Leader Helmet"; value = 12; require_param = "CON"; require_value = 57; HP_mod = 24; SP_mod = -6; price = 2736; } function ArmorClothesViz7() { NAME = "Commander's Full Plate"; value = 49; require_param = "CON"; require_value = 72; HP_mod = 56; SP_mod = -14; price = 7056; } function ArmorHelmetViz7() { NAME = "Winged Helmet"; value = 16; require_param = "CON"; require_value = 72; HP_mod = 28; SP_mod = -7; price = 4608; } function ArmorClothesViz8() { NAME = "Emperror's Full Plate"; value = 66; require_param = "CON"; require_value = 90; HP_mod = 64; SP_mod = -16; price = 11880; } function ArmorHelmetViz8() { NAME = "Golden Crown"; value = 22; require_param = "CON"; require_value = 90; HP_mod = 32; SP_mod = -8; price = 7920; } function ArmorClothesGer1() { NAME = "Tunic"; value = 4; require_param = "CON"; require_value = 20; HP_mod = 12; SP_mod = -4; price = 160; } function ArmorHelmetGer1() { NAME = "Infantry Helmet"; value = 1; require_param = "CON"; require_value = 20; HP_mod = 6; SP_mod = -2; price = 80; } function ArmorClothesGer2() { NAME = "Footmen Armor"; value = 11; require_param = "CON"; require_value = 25; HP_mod = 24; SP_mod = -8; price = 550; } function ArmorHelmetGer2() { NAME = "Footman Helmet"; value = 4; require_param = "CON"; require_value = 25; HP_mod = 12; SP_mod = -4; price = 400; } function ArmorClothesGer3() { NAME = "Long Chainmail"; value = 16; require_param = "CON"; require_value = 32; HP_mod = 36; SP_mod = -12; price = 1024; } function ArmorHelmetGer3() { NAME = "Knight Helmet"; value = 5; require_param = "CON"; require_value = 32; HP_mod = 18; SP_mod = -6; price = 640; } function ArmorClothesGer4() { NAME = "Crusader Chainmail"; value = 21; require_param = "CON"; require_value = 40; HP_mod = 48; SP_mod = -16; price = 1680; } function ArmorHelmetGer4() { NAME = "Steel Helmet"; value = 7; require_param = "CON"; require_value = 40; HP_mod = 24; SP_mod = -8; price = 1120; } function ArmorClothesGer5() { NAME = "Silver Full Plate"; value = 29; require_param = "CON"; require_value = 50; HP_mod = 60; SP_mod = -20; price = 2900; } function ArmorHelmetGer5() { NAME = "Silver Helmet"; value = 10; require_param = "CON"; require_value = 50; HP_mod = 30; SP_mod = -10; price = 2000; } function ArmorClothesGer6() { NAME = "Redeemer Full Plate"; value = 39; require_param = "CON"; require_value = 63; HP_mod = 72; SP_mod = -24; price = 4914; } function ArmorHelmetGer6() { NAME = "Crusader Helmet"; value = 13; require_param = "CON"; require_value = 63; HP_mod = 36; SP_mod = -12; price = 3276; } function ArmorClothesGer7() { NAME = "Serafim Full Plate"; value = 53; require_param = "CON"; require_value = 79; HP_mod = 84; SP_mod = -28; price = 8374; } function ArmorHelmetGer7() { NAME = "Serafim Helmet"; value = 18; require_param = "CON"; require_value = 79; HP_mod = 42; SP_mod = -14; price = 5688; } function ArmorClothesGer8() { NAME = "Infernal Armor"; value = 72; require_param = "CON"; require_value = 100; HP_mod = 96; SP_mod = -32; price = 14400; } function ArmorHelmetGer8() { NAME = "Infernal Helmet"; value = 24; require_param = "CON"; require_value = 100; HP_mod = 48; SP_mod = -16; price = 9600; } function ArmorClothesRus1() { NAME = "Dark Leather Armor"; value = 6; require_param = "STR"; require_value = 20; HP_mod = 8; SP_mod = 6; price = 240; } function ArmorHelmetRus1() { NAME = "Leather Helmet"; value = 2; require_param = "STR"; require_value = 20; HP_mod = 4; SP_mod = 3; price = 160; } function ArmorClothesRus2() { NAME = "Hard Leather Armor"; value = 9; require_param = "STR"; require_value = 25; HP_mod = 16; SP_mod = 12; price = 450; } function ArmorHelmetRus2() { NAME = "Iron+Leather Helmet"; value = 3; require_param = "STR"; require_value = 25; HP_mod = 8; SP_mod = 6; price = 300; } function ArmorClothesRus3() { NAME = "Short Chainmail"; value = 12; require_param = "STR"; require_value = 32; HP_mod = 24; SP_mod = 18; price = 768; } function ArmorHelmetRus3() { NAME = "Guardian Helmet"; value = 4; require_param = "STR"; require_value = 32; HP_mod = 12; SP_mod = 9; price = 512; } function ArmorClothesRus4() { NAME = "Warrior Chainmail"; value = 16; require_param = "STR"; require_value = 40; HP_mod = 32; SP_mod = 24; price = 1280; } function ArmorHelmetRus4() { NAME = "Warrior Helmet"; value = 5; require_param = "STR"; require_value = 40; HP_mod = 16; SP_mod = 12; price = 800; } function ArmorClothesRus5() { NAME = "Guardian Full Plate"; value = 22; require_param = "STR"; require_value = 50; HP_mod = 40; SP_mod = 30; price = 2200; } function ArmorHelmetRus5() { NAME = "Veteran Helmet"; value = 7; require_param = "STR"; require_value = 50; HP_mod = 20; SP_mod = 15; price = 1400; } function ArmorClothesRus6() { NAME = "Hero Full Plate"; value = 29; require_param = "STR"; require_value = 63; HP_mod = 48; SP_mod = 36; price = 3654; } function ArmorHelmetRus6() { NAME = "Hero Helmet"; value = 10; require_param = "STR"; require_value = 63; HP_mod = 24; SP_mod = 18; price = 2520; } function ArmorClothesRus7() { NAME = "Forest Keeper's Armor"; value = 40; require_param = "STR"; require_value = 79; HP_mod = 56; SP_mod = 42; price = 6320; } function ArmorHelmetRus7() { NAME = "Berserker Helmet"; value = 13; require_param = "STR"; require_value = 79; HP_mod = 28; SP_mod = 21; price = 4108; } function ArmorClothesRus8() { NAME = "Holy Plate Armor"; value = 54; require_param = "STR"; require_value = 100; HP_mod = 64; SP_mod = 48; price = 10800; } function ArmorHelmetRus8() { NAME = "Czar's Helmet"; value = 18; require_param = "STR"; require_value = 100; HP_mod = 32; SP_mod = 24; price = 7200; } function ArmorClothesJap1() { NAME = "Kimono"; value = 2; require_param = "DEX"; require_value = 20; HP_mod = 0; SP_mod = 12; price = 80; } function ArmorHelmetJap1() { NAME = "Bandana"; value = 1; require_param = "DEX"; require_value = 20; HP_mod = 0; SP_mod = 6; price = 80; } function ArmorClothesJap2() { NAME = "Hard Kimono"; value = 8; require_param = "DEX"; require_value = 25; HP_mod = 0; SP_mod = 24; price = 400; } function ArmorHelmetJap2() { NAME = "Hood"; value = 3; require_param = "DEX"; require_value = 25; HP_mod = 0; SP_mod = 12; price = 300; } function ArmorClothesJap3() { NAME = "Ninja Armor"; value = 10; require_param = "DEX"; require_value = 32; HP_mod = 0; SP_mod = 36; price = 640; } function ArmorHelmetJap3() { NAME = "Ninja Helmet"; value = 3; require_param = "DEX"; require_value = 32; HP_mod = 0; SP_mod = 18; price = 384; } function ArmorClothesJap4() { NAME = "Golden Ninja Armor"; value = 14; require_param = "DEX"; require_value = 40; HP_mod = 0; SP_mod = 48; price = 1120; } function ArmorHelmetJap4() { NAME = "Black Ninja Helmet"; value = 5; require_param = "DEX"; require_value = 40; HP_mod = 0; SP_mod = 24; price = 800; } function ArmorClothesJap5() { NAME = "Golden Samurai Armor"; value = 19; require_param = "DEX"; require_value = 50; HP_mod = 0; SP_mod = 60; price = 1900; } function ArmorHelmetJap5() { NAME = "Samurai Mask"; value = 6; require_param = "DEX"; require_value = 50; HP_mod = 0; SP_mod = 30; price = 1200; } function ArmorClothesJap6() { NAME = "Black Samurai Armor"; value = 26; require_param = "DEX"; require_value = 63; HP_mod = 0; SP_mod = 72; price = 3276; } function ArmorHelmetJap6() { NAME = "Black Samurai Mask"; value = 9; require_param = "DEX"; require_value = 63; HP_mod = 0; SP_mod = 36; price = 2268; } function ArmorClothesJap7() { NAME = "Shogun Armor"; value = 35; require_param = "DEX"; require_value = 79; HP_mod = 0; SP_mod = 84; price = 5530; } function ArmorHelmetJap7() { NAME = "Shogun Mask"; value = 12; require_param = "DEX"; require_value = 79; HP_mod = 0; SP_mod = 42; price = 3792; } function ArmorClothesJap8() { NAME = "Black Shogun Armor"; value = 48; require_param = "DEX"; require_value = 100; HP_mod = 0; SP_mod = 96; price = 9600; } function ArmorHelmetJap8() { NAME = "Black Shogun Mask"; value = 16; require_param = "DEX"; require_value = 100; HP_mod = 0; SP_mod = 48; price = 6400; } function ArmorClothesMon1() { NAME = "Horseman Coat"; value = 5; require_param = "DEX"; require_value = 17; HP_mod = 2; SP_mod = 8; price = 170; } function ArmorHelmetMon1() { NAME = "Horseman Hat"; value = 2; require_param = "DEX"; require_value = 17; HP_mod = 1; SP_mod = 4; price = 136; } function ArmorClothesMon2() { NAME = "Leather Jacket"; value = 8; require_param = "DEX"; require_value = 21; HP_mod = 4; SP_mod = 16; price = 336; } function ArmorHelmetMon2() { NAME = "Fur Hat"; value = 3; require_param = "DEX"; require_value = 21; HP_mod = 2; SP_mod = 8; price = 252; } function ArmorClothesMon3() { NAME = "Horseman Chainmail"; value = 11; require_param = "DEX"; require_value = 27; HP_mod = 6; SP_mod = 24; price = 594; } function ArmorHelmetMon3() { NAME = "Wanderer Hat"; value = 4; require_param = "DEX"; require_value = 27; HP_mod = 3; SP_mod = 12; price = 432; } function ArmorClothesMon4() { NAME = "Wanderer Chainmail"; value = 15; require_param = "DEX"; require_value = 34; HP_mod = 8; SP_mod = 32; price = 1020; } function ArmorHelmetMon4() { NAME = "Foxtail Hat"; value = 5; require_param = "DEX"; require_value = 34; HP_mod = 4; SP_mod = 16; price = 680; } function ArmorClothesMon5() { NAME = "Horseman Plate Armor"; value = 20; require_param = "DEX"; require_value = 43; HP_mod = 10; SP_mod = 40; price = 1720; } function ArmorHelmetMon5() { NAME = "Foxhead Helmet"; value = 7; require_param = "DEX"; require_value = 43; HP_mod = 5; SP_mod = 20; price = 1204; } function ArmorClothesMon6() { NAME = "Wanderer Plate Armor"; value = 28; require_param = "DEX"; require_value = 54; HP_mod = 12; SP_mod = 48; price = 3024; } function ArmorHelmetMon6() { NAME = "Golden Hat"; value = 9; require_param = "DEX"; require_value = 54; HP_mod = 6; SP_mod = 24; price = 1944; } function ArmorClothesMon7() { NAME = "Dark Rider Armor"; value = 38; require_param = "DEX"; require_value = 68; HP_mod = 14; SP_mod = 56; price = 5168; } function ArmorHelmetMon7() { NAME = "Elite Wanderer Helmet"; value = 13; require_param = "DEX"; require_value = 68; HP_mod = 7; SP_mod = 28; price = 3536; } function ArmorClothesMon8() { NAME = "Khan's Dress"; value = 51; require_param = "DEX"; require_value = 85; HP_mod = 16; SP_mod = 64; price = 8670; } function ArmorHelmetMon8() { NAME = "Khan's Helmet"; value = 17; require_param = "DEX"; require_value = 85; HP_mod = 8; SP_mod = 32; price = 5780; } function ArmorClothesAra1() { NAME = "Light Jacket"; value = 7; require_param = "STR"; require_value = 19; HP_mod = 4; SP_mod = 4; price = 266; } function ArmorHelmetAra1() { NAME = "Turban"; value = 2; require_param = "STR"; require_value = 19; HP_mod = 2; SP_mod = 2; price = 152; } function ArmorClothesAra2() { NAME = "Ceremonial Dress"; value = 10; require_param = "STR"; require_value = 24; HP_mod = 8; SP_mod = 8; price = 480; } function ArmorHelmetAra2() { NAME = "Ceremonial Hat"; value = 3; require_param = "STR"; require_value = 24; HP_mod = 4; SP_mod = 4; price = 288; } function ArmorClothesAra3() { NAME = "Pirate Chainmail"; value = 13; require_param = "STR"; require_value = 30; HP_mod = 12; SP_mod = 12; price = 780; } function ArmorHelmetAra3() { NAME = "Assassin Mask"; value = 4; require_param = "STR"; require_value = 30; HP_mod = 6; SP_mod = 6; price = 480; } function ArmorClothesAra4() { NAME = "Janissary Chainmail"; value = 18; require_param = "STR"; require_value = 38; HP_mod = 16; SP_mod = 16; price = 1368; } function ArmorHelmetAra4() { NAME = "Desert Hat"; value = 6; require_param = "STR"; require_value = 38; HP_mod = 8; SP_mod = 8; price = 912; } function ArmorClothesAra5() { NAME = "Light Curasis"; value = 24; require_param = "STR"; require_value = 48; HP_mod = 20; SP_mod = 20; price = 2304; } function ArmorHelmetAra5() { NAME = "Commander Turban"; value = 8; require_param = "STR"; require_value = 48; HP_mod = 10; SP_mod = 10; price = 1536; } function ArmorClothesAra6() { NAME = "Janissary Curasis"; value = 32; require_param = "STR"; require_value = 60; HP_mod = 24; SP_mod = 24; price = 3840; } function ArmorHelmetAra6() { NAME = "Janissary Hat"; value = 11; require_param = "STR"; require_value = 60; HP_mod = 12; SP_mod = 12; price = 2640; } function ArmorClothesAra7() { NAME = "Janissary Plate Armor"; value = 44; require_param = "STR"; require_value = 75; HP_mod = 28; SP_mod = 28; price = 6600; } function ArmorHelmetAra7() { NAME = "Janissary Helmet"; value = 15; require_param = "STR"; require_value = 75; HP_mod = 14; SP_mod = 14; price = 4500; } function ArmorClothesAra8() { NAME = "Sultan's Armor"; value = 60; require_param = "STR"; require_value = 95; HP_mod = 32; SP_mod = 32; price = 11400; } function ArmorHelmetAra8() { NAME = "Elite Janissary Helmet"; value = 20; require_param = "STR"; require_value = 95; HP_mod = 16; SP_mod = 16; price = 7600; } }
Symbol 3160 MovieClip [__Packages.WeaponClass] Frame 0
class WeaponClass extends Item { var TYPE, NATION, LEVEL, canBeMounted, skill, FRAME, getFrame, initEnchant, setRefine, NAME, dmg, rnd, crit, price, require_param, require_value; function WeaponClass (tp, nt, lv, ei, rf) { super(); TYPE = tp; NATION = nt; LEVEL = lv; switch (tp) { case "Dagger" : case "Staff" : case "Katana" : case "NinjaTo" : canBeMounted = false; break; default : canBeMounted = true; } switch (tp) { case "OnehandedSword" : case "TwohandedSword" : skill = "Sword"; break; case "OnehandedAxe" : case "TwohandedAxe" : skill = "Axe"; break; case "OnehandedMace" : case "TwohandedMace" : skill = "Mace"; break; case "Dagger" : skill = "Dagger"; break; case "Staff" : skill = "Staff"; break; case "Spear" : skill = "Spear"; break; case "NinjaTo" : case "Katana" : skill = "FarEast"; break; case "Katar" : skill = "Katar"; break; case "Bow" : skill = "Bow"; break; case "Crossbow" : skill = "Crossbow"; break; case "Throwing" : skill = "Throwing"; break; case "Fists" : skill = "Fists"; } FRAME = getFrame(); this[(("Weapon" + tp) + nt) + lv](); initEnchant(ei); setRefine(rf); } static function isTwohandedType(tp) { switch (tp) { case "OnehandedSword" : case "OnehandedAxe" : case "OnehandedMace" : case "NinjaTo" : case "Shield" : return(false); } return(true); } static function getBaseDelay(tp) { switch (tp) { case "OnehandedSword" : case "OnehandedAxe" : case "OnehandedMace" : return(40); case "Dagger" : return(30); case "TwohandedSword" : case "TwohandedAxe" : case "TwohandedMace" : return(40); case "Staff" : return(30); case "Spear" : return(60); case "NinjaTo" : case "Katana" : return("run_katana"); case "Katar" : return("run_katar"); case "Bow" : return("run_bow"); case "Crossbow" : return("run_crossbow"); case "Throwing" : return("run_suriken"); case "Fists" : return("run_double"); } } function isTwohanded() { return(isTwohandedType(TYPE)); } function WeaponFistsAll0() { NAME = "Bare hands"; dmg = 0; rnd = 10; rng = 0; crit = 0; price = 0; } function WeaponOnehandedSwordViz1() { NAME = "Gladius"; dmg = 13; rnd = 11; crit = 5; require_param = "STR"; require_value = 16; price = 950; } function WeaponOnehandedSwordViz2() { NAME = "Spatha"; dmg = 17; rnd = 15; crit = 5; require_param = "STR"; require_value = 30; price = 1800; } function WeaponOnehandedSwordViz3() { NAME = "Chivalry Spatha"; dmg = 24; rnd = 20; crit = 5; require_param = "STR"; require_value = 44; price = 2600; } function WeaponOnehandedSwordViz4() { NAME = "Leader Sword"; dmg = 33; rnd = 28; crit = 5; require_param = "STR"; require_value = 57; price = 3400; } function WeaponOnehandedSwordViz5() { NAME = "Starshine"; dmg = 45; rnd = 38; crit = 5; require_param = "STR"; require_value = 71; price = 4250; } function WeaponOnehandedSwordViz6() { NAME = "Beast Fang"; dmg = 61; rnd = 52; crit = 5; require_param = "STR"; require_value = 85; price = 5100; } function WeaponOnehandedSwordViz7() { NAME = "Dragon Blade"; dmg = 84; rnd = 72; crit = 5; require_param = "STR"; require_value = 99; price = 5900; } function WeaponOnehandedSwordGer1() { NAME = "Short Sword"; dmg = 10; rnd = 9; crit = 5; require_param = "STR"; require_value = 15; price = 900; } function WeaponOnehandedSwordGer2() { NAME = "Footman Sword"; dmg = 14; rnd = 12; crit = 5; require_param = "STR"; require_value = 27; price = 1600; } function WeaponOnehandedSwordGer3() { NAME = "Long Sword"; dmg = 20; rnd = 17; crit = 5; require_param = "STR"; require_value = 40; price = 2400; } function WeaponOnehandedSwordGer4() { NAME = "Bastard Sword"; dmg = 27; rnd = 23; crit = 5; require_param = "STR"; require_value = 52; price = 3100; } function WeaponOnehandedSwordGer5() { NAME = "Starbringer"; dmg = 37; rnd = 32; crit = 5; require_param = "STR"; require_value = 65; price = 3900; } function WeaponOnehandedSwordGer6() { NAME = "Bonesword"; dmg = 51; rnd = 44; crit = 5; require_param = "STR"; require_value = 77; price = 4600; } function WeaponOnehandedSwordGer7() { NAME = "Skullsword"; dmg = 70; rnd = 60; crit = 5; require_param = "STR"; require_value = 90; price = 5400; } function WeaponOnehandedSwordRus1() { NAME = "Cutter"; dmg = 9; rnd = 8; crit = 5; require_param = "STR"; require_value = 14; price = 800; } function WeaponOnehandedSwordRus2() { NAME = "Long Dagger"; dmg = 13; rnd = 11; crit = 5; require_param = "STR"; require_value = 26; price = 1550; } function WeaponOnehandedSwordRus3() { NAME = "Cleaver"; dmg = 18; rnd = 15; crit = 5; require_param = "STR"; require_value = 37; price = 2200; } function WeaponOnehandedSwordRus4() { NAME = "Guardian Sword"; dmg = 24; rnd = 21; crit = 5; require_param = "STR"; require_value = 49; price = 2900; } function WeaponOnehandedSwordRus5() { NAME = "Black Curse"; dmg = 33; rnd = 29; crit = 5; require_param = "STR"; require_value = 61; price = 3650; } function WeaponOnehandedSwordRus6() { NAME = "Demon Slayer"; dmg = 46; rnd = 39; crit = 5; require_param = "STR"; require_value = 73; price = 4350; } function WeaponOnehandedSwordRus7() { NAME = "Kladenets"; dmg = 63; rnd = 54; crit = 5; require_param = "STR"; require_value = 85; price = 5100; } function WeaponOnehandedSwordMon1() { NAME = "Horseman Blade"; dmg = 8; rnd = 7; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 13; price = 750; } function WeaponOnehandedSwordMon2() { NAME = "Wanderer Blade"; dmg = 11; rnd = 9; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 24; price = 1400; } function WeaponOnehandedSwordMon3() { NAME = "Balanced Sword"; dmg = 15; rnd = 13; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 35; price = 2100; } function WeaponOnehandedSwordMon4() { NAME = "Horseman Sabre"; dmg = 20; rnd = 17; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 47; price = 2800; } function WeaponOnehandedSwordMon5() { NAME = "Rounded Sabre"; dmg = 28; rnd = 24; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 58; price = 3450; } function WeaponOnehandedSwordMon6() { NAME = "Hook-like Sabre"; dmg = 38; rnd = 33; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 69; price = 4100; } function WeaponOnehandedSwordMon7() { NAME = "Wanderer Sabre"; dmg = 52; rnd = 45; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 80; price = 4800; } function WeaponOnehandedSwordAra1() { NAME = "Slave Blade"; dmg = 9; rnd = 8; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 14; price = 800; } function WeaponOnehandedSwordAra2() { NAME = "Nomad Blade"; dmg = 13; rnd = 11; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 26; price = 1550; } function WeaponOnehandedSwordAra3() { NAME = "Scimitar"; dmg = 18; rnd = 15; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 37; price = 2200; } function WeaponOnehandedSwordAra4() { NAME = "Nomad Scimitar"; dmg = 24; rnd = 21; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 49; price = 2900; } function WeaponOnehandedSwordAra5() { NAME = "Desert Scimitar"; dmg = 33; rnd = 29; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 61; price = 3650; } function WeaponOnehandedSwordAra6() { NAME = "Desert King"; dmg = 46; rnd = 39; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 73; price = 4350; } function WeaponOnehandedSwordAra7() { NAME = "Soul Fire"; dmg = 63; rnd = 54; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 85; price = 5100; } function WeaponTwohandedSwordViz1() { NAME = "Iron Twohanded Sword"; dmg = 19; rnd = 16; crit = 5; require_param = "STR"; require_value = 16; price = 1400; } function WeaponTwohandedSwordViz2() { NAME = "Steel Twohanded Sword"; dmg = 26; rnd = 22; crit = 5; require_param = "STR"; require_value = 30; price = 2700; } function WeaponTwohandedSwordViz3() { NAME = "Falcion"; dmg = 36; rnd = 30; crit = 5; require_param = "STR"; require_value = 44; price = 3950; } function WeaponTwohandedSwordViz4() { NAME = "Moonlight"; dmg = 49; rnd = 42; crit = 5; require_param = "STR"; require_value = 57; price = 5100; } function WeaponTwohandedSwordViz5() { NAME = "Soul Braker"; dmg = 67; rnd = 57; crit = 5; require_param = "STR"; require_value = 71; price = 6350; } function WeaponTwohandedSwordViz6() { NAME = "Golden Claw"; dmg = 92; rnd = 79; crit = 5; require_param = "STR"; require_value = 85; price = 7650; } function WeaponTwohandedSwordViz7() { NAME = "Dragon Head"; dmg = 126; rnd = 108; crit = 5; require_param = "STR"; require_value = 99; price = 8900; } function WeaponTwohandedSwordGer1() { NAME = "Light Twohanded Sword"; dmg = 16; rnd = 14; crit = 5; require_param = "STR"; require_value = 15; price = 1350; } function WeaponTwohandedSwordGer2() { NAME = "Knight Twohanded Sword"; dmg = 22; rnd = 19; crit = 5; require_param = "STR"; require_value = 27; price = 2400; } function WeaponTwohandedSwordGer3() { NAME = "Crusader Twohanded Sword"; dmg = 30; rnd = 25; crit = 5; require_param = "STR"; require_value = 40; price = 3600; } function WeaponTwohandedSwordGer4() { NAME = "Claymore"; dmg = 41; rnd = 35; crit = 5; require_param = "STR"; require_value = 52; price = 4650; } function WeaponTwohandedSwordGer5() { NAME = "Heart of Bat"; dmg = 56; rnd = 48; crit = 5; require_param = "STR"; require_value = 65; price = 5850; } function WeaponTwohandedSwordGer6() { NAME = "Dark Sin"; dmg = 77; rnd = 66; crit = 5; require_param = "STR"; require_value = 77; price = 6900; } function WeaponTwohandedSwordGer7() { NAME = "Necrosword"; dmg = 105; rnd = 90; crit = 5; require_param = "STR"; require_value = 90; price = 8100; } function WeaponTwohandedSwordRus1() { NAME = "Forged Twohanded Sword"; dmg = 14; rnd = 12; crit = 5; require_param = "STR"; require_value = 14; price = 1250; } function WeaponTwohandedSwordRus2() { NAME = "Long Twohanded Sword"; dmg = 19; rnd = 17; crit = 5; require_param = "STR"; require_value = 26; price = 2300; } function WeaponTwohandedSwordRus3() { NAME = "Large Twohanded Sword"; dmg = 27; rnd = 23; crit = 5; require_param = "STR"; require_value = 37; price = 3300; } function WeaponTwohandedSwordRus4() { NAME = "Guardian Twohanded Sword"; dmg = 37; rnd = 31; crit = 5; require_param = "STR"; require_value = 49; price = 4400; } function WeaponTwohandedSwordRus5() { NAME = "Holy Twohanded Sword"; dmg = 50; rnd = 43; crit = 5; require_param = "STR"; require_value = 61; price = 5450; } function WeaponTwohandedSwordRus6() { NAME = "Blazing Fire"; dmg = 69; rnd = 59; crit = 5; require_param = "STR"; require_value = 73; price = 6550; } function WeaponTwohandedSwordRus7() { NAME = "Great Smasher"; dmg = 94; rnd = 81; crit = 5; require_param = "STR"; require_value = 85; price = 7650; } function WeaponTwohandedSwordMon1() { NAME = "Thin Twohanded Sword"; dmg = 12; rnd = 10; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 13; price = 1150; } function WeaponTwohandedSwordMon2() { NAME = "Horseman Twohanded Sword"; dmg = 16; rnd = 14; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 24; price = 2150; } function WeaponTwohandedSwordMon3() { NAME = "Protector"; dmg = 22; rnd = 19; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 35; price = 3150; } function WeaponTwohandedSwordMon4() { NAME = "Twohanded Sabre"; dmg = 30; rnd = 26; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 47; price = 4200; } function WeaponTwohandedSwordMon5() { NAME = "Rounded Twohanded Sword"; dmg = 42; rnd = 36; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 58; price = 5200; } function WeaponTwohandedSwordMon6() { NAME = "Wanderer Heavy Sabre"; dmg = 57; rnd = 49; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 69; price = 6200; } function WeaponTwohandedSwordMon7() { NAME = "Khan's Heavy Sabre"; dmg = 79; rnd = 68; crit = 15; aspd_bonus = 10; require_param = "DEX"; require_value = 80; price = 7200; } function WeaponTwohandedSwordAra1() { NAME = "Slave Twohanded Sword"; dmg = 14; rnd = 12; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 14; price = 1250; } function WeaponTwohandedSwordAra2() { NAME = "Long Nomad's Cutter"; dmg = 19; rnd = 17; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 26; price = 2300; } function WeaponTwohandedSwordAra3() { NAME = "Twohanded Scimitar"; dmg = 27; rnd = 23; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 37; price = 3300; } function WeaponTwohandedSwordAra4() { NAME = "Battle Scimitar"; dmg = 37; rnd = 31; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 49; price = 4400; } function WeaponTwohandedSwordAra5() { NAME = "Spiky Scimitar"; dmg = 50; rnd = 43; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 61; price = 5450; } function WeaponTwohandedSwordAra6() { NAME = "Moonbeam"; dmg = 69; rnd = 59; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 73; price = 6550; } function WeaponTwohandedSwordAra7() { NAME = "Sun Flame"; dmg = 94; rnd = 81; crit = 10; aspd_bonus = 5; require_param = "STR"; require_value = 85; price = 7650; } function WeaponOnehandedAxeViz1() { NAME = "Ritual Axe"; dmg = 12; rnd = 7; crit = 6; require_param = "STR"; require_value = 13; price = 550; } function WeaponOnehandedAxeViz2() { NAME = "Priest Axe"; dmg = 18; rnd = 10; crit = 6; require_param = "STR"; require_value = 26; price = 1150; } function WeaponOnehandedAxeViz3() { NAME = "Rounded Axe"; dmg = 26; rnd = 15; crit = 6; require_param = "STR"; require_value = 40; price = 1750; } function WeaponOnehandedAxeViz4() { NAME = "Breaking Axe"; dmg = 38; rnd = 21; crit = 6; require_param = "STR"; require_value = 53; price = 2350; } function WeaponOnehandedAxeViz5() { NAME = "Unussual Axe"; dmg = 56; rnd = 31; crit = 6; require_param = "STR"; require_value = 67; price = 3000; } function WeaponOnehandedAxeViz6() { NAME = "Elite Axe"; dmg = 81; rnd = 46; crit = 6; require_param = "STR"; require_value = 80; price = 3550; } function WeaponOnehandedAxeGer1() { NAME = "Small Axe"; dmg = 15; rnd = 9; crit = 3; require_param = "STR"; require_value = 15; price = 650; } function WeaponOnehandedAxeGer2() { NAME = "Infantry Axe"; dmg = 22; rnd = 13; crit = 3; require_param = "STR"; require_value = 30; price = 1300; } function WeaponOnehandedAxeGer3() { NAME = "Broad Axe"; dmg = 32; rnd = 18; crit = 3; require_param = "STR"; require_value = 45; price = 2000; } function WeaponOnehandedAxeGer4() { NAME = "Heavy Axe"; dmg = 47; rnd = 27; crit = 3; require_param = "STR"; require_value = 60; price = 2650; } function WeaponOnehandedAxeGer5() { NAME = "Butcher"; dmg = 69; rnd = 39; crit = 3; require_param = "STR"; require_value = 75; price = 3350; } function WeaponOnehandedAxeGer6() { NAME = "Holy Hope"; dmg = 101; rnd = 57; crit = 3; require_param = "STR"; require_value = 90; price = 4000; } function WeaponOnehandedAxeRus1() { NAME = "Militia Axe"; dmg = 18; rnd = 10; crit = 3; require_param = "STR"; require_value = 16; price = 700; } function WeaponOnehandedAxeRus2() { NAME = "Long Axe"; dmg = 27; rnd = 15; crit = 3; require_param = "STR"; require_value = 33; price = 1450; } function WeaponOnehandedAxeRus3() { NAME = "Guard Axe"; dmg = 39; rnd = 22; crit = 3; require_param = "STR"; require_value = 49; price = 2200; } function WeaponOnehandedAxeRus4() { NAME = "Holy Axe"; dmg = 57; rnd = 32; crit = 3; require_param = "STR"; require_value = 66; price = 2950; } function WeaponOnehandedAxeRus5() { NAME = "Shining Axe"; dmg = 83; rnd = 47; crit = 3; require_param = "STR"; require_value = 82; price = 3650; } function WeaponOnehandedAxeRus6() { NAME = "Czar's Axe"; dmg = 122; rnd = 69; crit = 3; require_param = "STR"; require_value = 99; price = 4450; } function WeaponTwohandedAxeViz1() { NAME = "Light Twohanded Axe"; dmg = 18; rnd = 10; crit = 6; require_param = "STR"; require_value = 13; price = 850; } function WeaponTwohandedAxeViz2() { NAME = "Rounded Twohanded Axe"; dmg = 27; rnd = 15; crit = 6; require_param = "STR"; require_value = 26; price = 1750; } function WeaponTwohandedAxeViz3() { NAME = "Sea Wave"; dmg = 39; rnd = 22; crit = 6; require_param = "STR"; require_value = 40; price = 2650; } function WeaponTwohandedAxeViz4() { NAME = "Golden Twohanded Axe"; dmg = 57; rnd = 32; crit = 6; require_param = "STR"; require_value = 53; price = 3550; } function WeaponTwohandedAxeViz5() { NAME = "Elite Twohanded Axe"; dmg = 83; rnd = 47; crit = 6; require_param = "STR"; require_value = 67; price = 4500; } function WeaponTwohandedAxeViz6() { NAME = "Dragon Wings"; dmg = 122; rnd = 69; crit = 6; require_param = "STR"; require_value = 80; price = 5350; } function WeaponTwohandedAxeGer1() { NAME = "Steel Twohanded Axe"; dmg = 23; rnd = 13; crit = 3; require_param = "STR"; require_value = 15; price = 1000; } function WeaponTwohandedAxeGer2() { NAME = "Heavy Twohanded Axe"; dmg = 33; rnd = 19; crit = 3; require_param = "STR"; require_value = 30; price = 2000; } function WeaponTwohandedAxeGer3() { NAME = "Silver Twohanded Axe"; dmg = 49; rnd = 27; crit = 3; require_param = "STR"; require_value = 45; price = 3000; } function WeaponTwohandedAxeGer4() { NAME = "God's Claw"; dmg = 71; rnd = 40; crit = 3; require_param = "STR"; require_value = 60; price = 4000; } function WeaponTwohandedAxeGer5() { NAME = "Guillotine"; dmg = 104; rnd = 59; crit = 3; require_param = "STR"; require_value = 75; price = 5050; } function WeaponTwohandedAxeGer6() { NAME = "Battle Cross"; dmg = 152; rnd = 86; crit = 3; require_param = "STR"; require_value = 90; price = 6050; } function WeaponTwohandedAxeRus1() { NAME = "Peasant Twohanded Axe"; dmg = 27; rnd = 15; crit = 3; require_param = "STR"; require_value = 16; price = 1050; } function WeaponTwohandedAxeRus2() { NAME = "Executioner"; dmg = 40; rnd = 23; crit = 3; require_param = "STR"; require_value = 33; price = 2200; } function WeaponTwohandedAxeRus3() { NAME = "Guard Twohanded Axe"; dmg = 58; rnd = 33; crit = 3; require_param = "STR"; require_value = 49; price = 3300; } function WeaponTwohandedAxeRus4() { NAME = "Elite Twohanded Axe"; dmg = 85; rnd = 48; crit = 3; require_param = "STR"; require_value = 66; price = 4450; } function WeaponTwohandedAxeRus5() { NAME = "Angel Wings"; dmg = 125; rnd = 70; crit = 3; require_param = "STR"; require_value = 82; price = 5500; } function WeaponTwohandedAxeRus6() { NAME = "Holy Reincarnation"; dmg = 183; rnd = 103; crit = 3; require_param = "STR"; require_value = 99; price = 6650; } function WeaponOnehandedMaceViz1() { NAME = "Bronze Club"; dmg = 7; rnd = 3; crit = 35; aspd_bonus = 1; require_param = "CON"; require_value = 13; price = 500; } function WeaponOnehandedMaceViz2() { NAME = "Ritual Mace"; dmg = 10; rnd = 4; crit = 39; aspd_bonus = 1; require_param = "CON"; require_value = 26; price = 1000; } function WeaponOnehandedMaceViz3() { NAME = "Rough Mace"; dmg = 15; rnd = 6; crit = 43; aspd_bonus = 1; require_param = "CON"; require_value = 40; price = 1600; } function WeaponOnehandedMaceViz4() { NAME = "Shining Mace"; dmg = 21; rnd = 9; crit = 47; aspd_bonus = 1; require_param = "CON"; require_value = 53; price = 2100; } function WeaponOnehandedMaceViz5() { NAME = "Breaking Star"; dmg = 31; rnd = 14; crit = 51; aspd_bonus = 1; require_param = "CON"; require_value = 67; price = 2650; } function WeaponOnehandedMaceViz6() { NAME = "Elite Hammer"; dmg = 46; rnd = 20; crit = 55; aspd_bonus = 1; require_param = "CON"; require_value = 80; price = 3200; } function WeaponOnehandedMaceGer1() { NAME = "Morningstar"; dmg = 10; rnd = 5; crit = 35; require_param = "CON"; require_value = 16; price = 600; } function WeaponOnehandedMaceGer2() { NAME = "Light Mace"; dmg = 15; rnd = 7; crit = 39; require_param = "CON"; require_value = 33; price = 1300; } function WeaponOnehandedMaceGer3() { NAME = "Peacekeeper"; dmg = 22; rnd = 10; crit = 43; require_param = "CON"; require_value = 49; price = 1950; } function WeaponOnehandedMaceGer4() { NAME = "Deadly Spikes"; dmg = 32; rnd = 14; crit = 47; require_param = "CON"; require_value = 66; price = 2600; } function WeaponOnehandedMaceGer5() { NAME = "Gatebreaker"; dmg = 47; rnd = 21; crit = 51; require_param = "CON"; require_value = 82; price = 3250; } function WeaponOnehandedMaceGer6() { NAME = "Saint Power"; dmg = 69; rnd = 30; crit = 55; require_param = "CON"; require_value = 99; price = 3950; } function WeaponOnehandedMaceRus1() { NAME = "Spiked Wooden Club"; dmg = 9; rnd = 4; crit = 35; require_param = "CON"; require_value = 15; price = 600; } function WeaponOnehandedMaceRus2() { NAME = "Armor Breaker"; dmg = 13; rnd = 6; crit = 39; require_param = "CON"; require_value = 30; price = 1200; } function WeaponOnehandedMaceRus3() { NAME = "Heavy Club"; dmg = 18; rnd = 8; crit = 43; require_param = "CON"; require_value = 45; price = 1800; } function WeaponOnehandedMaceRus4() { NAME = "Golden Hedgehog"; dmg = 27; rnd = 12; crit = 47; require_param = "CON"; require_value = 60; price = 2400; } function WeaponOnehandedMaceRus5() { NAME = "Slaughter"; dmg = 39; rnd = 17; crit = 51; require_param = "CON"; require_value = 75; price = 3000; } function WeaponOnehandedMaceRus6() { NAME = "Great Slaughter"; dmg = 57; rnd = 25; crit = 55; require_param = "CON"; require_value = 90; price = 3600; } function WeaponTwohandedMaceViz1() { NAME = "Bronze Twohanded Mace"; dmg = 10; rnd = 5; crit = 35; aspd_bonus = 1; require_param = "CON"; require_value = 13; price = 750; } function WeaponTwohandedMaceViz2() { NAME = "Ritual Twohanded Mace"; dmg = 15; rnd = 7; crit = 39; aspd_bonus = 1; require_param = "CON"; require_value = 26; price = 1550; } function WeaponTwohandedMaceViz3() { NAME = "Ritual Hammer"; dmg = 22; rnd = 10; crit = 43; aspd_bonus = 1; require_param = "CON"; require_value = 40; price = 2400; } function WeaponTwohandedMaceViz4() { NAME = "Golden Hammer"; dmg = 32; rnd = 14; crit = 47; aspd_bonus = 1; require_param = "CON"; require_value = 53; price = 3150; } function WeaponTwohandedMaceViz5() { NAME = "Great Stunner"; dmg = 47; rnd = 21; crit = 51; aspd_bonus = 1; require_param = "CON"; require_value = 67; price = 4000; } function WeaponTwohandedMaceViz6() { NAME = "Dragon Teeth"; dmg = 69; rnd = 30; crit = 55; aspd_bonus = 1; require_param = "CON"; require_value = 80; price = 4800; } function WeaponTwohandedMaceGer1() { NAME = "Battle Hammer"; dmg = 15; rnd = 7; crit = 35; require_param = "CON"; require_value = 16; price = 950; } function WeaponTwohandedMaceGer2() { NAME = "Steel Twohanded Mace"; dmg = 23; rnd = 10; crit = 39; require_param = "CON"; require_value = 33; price = 1950; } function WeaponTwohandedMaceGer3() { NAME = "Spiked Twohanded Mace"; dmg = 33; rnd = 15; crit = 43; require_param = "CON"; require_value = 49; price = 2900; } function WeaponTwohandedMaceGer4() { NAME = "Holy Star"; dmg = 48; rnd = 21; crit = 47; require_param = "CON"; require_value = 66; price = 3950; } function WeaponTwohandedMaceGer5() { NAME = "Holy Avenger"; dmg = 71; rnd = 31; crit = 51; require_param = "CON"; require_value = 82; price = 4900; } function WeaponTwohandedMaceGer6() { NAME = "Great Redeemer"; dmg = 103; rnd = 45; crit = 55; require_param = "CON"; require_value = 99; price = 5900; } function WeaponTwohandedMaceRus1() { NAME = "Rude Twohanded Mace"; dmg = 13; rnd = 6; crit = 35; require_param = "CON"; require_value = 15; price = 900; } function WeaponTwohandedMaceRus2() { NAME = "Bronze Twohanded Mace"; dmg = 19; rnd = 8; crit = 39; require_param = "CON"; require_value = 30; price = 1800; } function WeaponTwohandedMaceRus3() { NAME = "Heavy Twohanded Mace"; dmg = 28; rnd = 12; crit = 43; require_param = "CON"; require_value = 45; price = 2700; } function WeaponTwohandedMaceRus4() { NAME = "Hero Twohanded Mace"; dmg = 40; rnd = 18; crit = 47; require_param = "CON"; require_value = 60; price = 3600; } function WeaponTwohandedMaceRus5() { NAME = "Shining Light"; dmg = 59; rnd = 26; crit = 51; require_param = "CON"; require_value = 75; price = 4500; } function WeaponTwohandedMaceRus6() { NAME = "Medusa"; dmg = 86; rnd = 38; crit = 55; require_param = "CON"; require_value = 90; price = 5400; } function WeaponDaggerViz1() { NAME = "Knife"; dmg = 6; rnd = 7; crit = 58; require_param = "DEX"; require_value = 15; price = 600; } function WeaponDaggerViz2() { NAME = "Dagger"; dmg = 9; rnd = 10; crit = 63; require_param = "DEX"; require_value = 28; price = 1100; } function WeaponDaggerViz3() { NAME = "Stiletto"; dmg = 12; rnd = 13; crit = 67; require_param = "DEX"; require_value = 41; price = 1600; } function WeaponDaggerViz4() { NAME = "Damascus"; dmg = 17; rnd = 18; crit = 72; require_param = "DEX"; require_value = 55; price = 2200; } function WeaponDaggerViz5() { NAME = "Icicle"; dmg = 23; rnd = 25; crit = 76; require_param = "DEX"; require_value = 68; price = 2700; } function WeaponDaggerViz6() { NAME = "Feather"; dmg = 31; rnd = 34; crit = 81; require_param = "DEX"; require_value = 81; price = 3200; } function WeaponDaggerViz7() { NAME = "Dark Soul"; dmg = 43; rnd = 46; crit = 85; require_param = "DEX"; require_value = 94; price = 3750; } function WeaponDaggerMon1() { NAME = "Meat Knife"; dmg = 5; rnd = 5; crit = 65; aspd_bonus = 5; require_param = "DEX"; require_value = 13; price = 500; } function WeaponDaggerMon2() { NAME = "Rounded Dagger"; dmg = 6; rnd = 7; crit = 70; aspd_bonus = 5; require_param = "DEX"; require_value = 24; price = 950; } function WeaponDaggerMon3() { NAME = "Dirk"; dmg = 9; rnd = 9; crit = 75; aspd_bonus = 5; require_param = "DEX"; require_value = 35; price = 1400; } function WeaponDaggerMon4() { NAME = "Battle Dagger"; dmg = 12; rnd = 13; crit = 80; aspd_bonus = 5; require_param = "DEX"; require_value = 47; price = 1850; } function WeaponDaggerMon5() { NAME = "Ritual Knife"; dmg = 17; rnd = 18; crit = 85; aspd_bonus = 5; require_param = "DEX"; require_value = 58; price = 2300; } function WeaponDaggerMon6() { NAME = "Agony"; dmg = 23; rnd = 24; crit = 90; aspd_bonus = 5; require_param = "DEX"; require_value = 69; price = 2750; } function WeaponDaggerMon7() { NAME = "Hatred"; dmg = 31; rnd = 34; crit = 95; aspd_bonus = 5; require_param = "DEX"; require_value = 80; price = 3200; } function WeaponStaffJap1() { NAME = "Apprentice Staff"; dmg = 5; rnd = 2; crit = 30; require_param = "DEX"; require_value = 15; price = 500; } function WeaponStaffJap2() { NAME = "Master Staff"; dmg = 6; rnd = 3; crit = 32; require_param = "DEX"; require_value = 25; price = 850; } function WeaponStaffJap3() { NAME = "Spiked Staff"; dmg = 8; rnd = 4; crit = 34; require_param = "DEX"; require_value = 36; price = 1250; } function WeaponStaffJap4() { NAME = "Naginata"; dmg = 11; rnd = 5; crit = 36; require_param = "DEX"; require_value = 47; price = 1600; } function WeaponStaffJap5() { NAME = "Golden Staff"; dmg = 14; rnd = 7; crit = 38; require_param = "DEX"; require_value = 57; price = 1950; } function WeaponStaffJap6() { NAME = "Golden Naginata"; dmg = 19; rnd = 9; crit = 40; require_param = "DEX"; require_value = 68; price = 2350; } function WeaponStaffJap7() { NAME = "Swordfish"; dmg = 24; rnd = 12; crit = 42; require_param = "DEX"; require_value = 79; price = 2750; } function WeaponStaffJap8() { NAME = "Dark Snake"; dmg = 32; rnd = 16; crit = 44; require_param = "DEX"; require_value = 90; price = 3100; } function WeaponSpearViz1() { NAME = "Infantry Spear"; dmg = 23; rnd = 8; crit = 56; require_param = "STR"; require_value = 16; price = 800; } function WeaponSpearViz2() { NAME = "Improved Spear"; dmg = 37; rnd = 13; crit = 60; require_param = "STR"; require_value = 37; price = 1850; } function WeaponSpearViz3() { NAME = "Chivalry Spear"; dmg = 59; rnd = 21; crit = 64; require_param = "STR"; require_value = 57; price = 2850; } function WeaponSpearViz4() { NAME = "Golden Leaf"; dmg = 95; rnd = 34; crit = 68; require_param = "STR"; require_value = 78; price = 3900; } function WeaponSpearViz5() { NAME = "Clover-Spike"; dmg = 153; rnd = 54; crit = 72; require_param = "STR"; require_value = 99; price = 4950; } function WeaponSpearGer1() { NAME = "Militia Spear"; dmg = 19; rnd = 7; crit = 70; require_param = "STR"; require_value = 15; price = 750; } function WeaponSpearGer2() { NAME = "Footman Spear"; dmg = 31; rnd = 11; crit = 75; require_param = "STR"; require_value = 33; price = 1650; } function WeaponSpearGer3() { NAME = "Knight Spear"; dmg = 49; rnd = 17; crit = 80; require_param = "STR"; require_value = 52; price = 2600; } function WeaponSpearGer4() { NAME = "Shark"; dmg = 79; rnd = 28; crit = 85; require_param = "STR"; require_value = 71; price = 3550; } function WeaponSpearGer5() { NAME = "Crusader Spear"; dmg = 127; rnd = 45; crit = 90; require_param = "STR"; require_value = 90; price = 4500; } function WeaponSpearRus1() { NAME = "Bronze Spear"; dmg = 15; rnd = 5; crit = 77; require_param = "STR"; require_value = 13; price = 650; } function WeaponSpearRus2() { NAME = "Siege Spear"; dmg = 25; rnd = 9; crit = 83; require_param = "STR"; require_value = 30; price = 1500; } function WeaponSpearRus3() { NAME = "Holy Spear"; dmg = 40; rnd = 14; crit = 88; require_param = "STR"; require_value = 47; price = 2350; } function WeaponSpearRus4() { NAME = "Piercing Touch"; dmg = 63; rnd = 22; crit = 94; require_param = "STR"; require_value = 64; price = 3200; } function WeaponSpearRus5() { NAME = "Shield Braker"; dmg = 102; rnd = 36; crit = 99; require_param = "STR"; require_value = 80; price = 4000; } function WeaponNinjaToJap1() { NAME = "Short Ninja-To"; dmg = 4; rnd = 19; crit = 15; require_param = "DEX"; require_value = 16; price = 1100; } function WeaponNinjaToJap2() { NAME = "Apprentice Ninja-To"; dmg = 5; rnd = 25; crit = 18; require_param = "DEX"; require_value = 28; price = 1950; } function WeaponNinjaToJap3() { NAME = "Soldier Ninja-To"; dmg = 7; rnd = 32; crit = 21; require_param = "DEX"; require_value = 40; price = 2750; } function WeaponNinjaToJap4() { NAME = "Rhonin Ninja-To"; dmg = 9; rnd = 43; crit = 24; require_param = "DEX"; require_value = 51; price = 3550; } function WeaponNinjaToJap5() { NAME = "Holy Ninja-To"; dmg = 12; rnd = 56; crit = 27; require_param = "DEX"; require_value = 63; price = 4400; } function WeaponNinjaToJap6() { NAME = "Black Hero"; dmg = 16; rnd = 73; crit = 30; require_param = "DEX"; require_value = 75; price = 5200; } function WeaponNinjaToJap7() { NAME = "Crimson Ninja-To"; dmg = 21; rnd = 96; crit = 33; require_param = "DEX"; require_value = 87; price = 6050; } function WeaponNinjaToJap8() { NAME = "Stellar Ninja-To"; dmg = 27; rnd = 126; crit = 36; require_param = "DEX"; require_value = 99; price = 6900; } function WeaponKatanaJap1() { NAME = "Short Katana"; dmg = 6; rnd = 28; crit = 15; require_param = "DEX"; require_value = 16; price = 1650; } function WeaponKatanaJap2() { NAME = "Apprentice Katana"; dmg = 8; rnd = 37; crit = 18; require_param = "DEX"; require_value = 28; price = 2900; } function WeaponKatanaJap3() { NAME = "Soldier Katana"; dmg = 10; rnd = 49; crit = 21; require_param = "DEX"; require_value = 40; price = 4150; } function WeaponKatanaJap4() { NAME = "Rhonin Katana"; dmg = 14; rnd = 64; crit = 24; require_param = "DEX"; require_value = 51; price = 5350; } function WeaponKatanaJap5() { NAME = "Holy Katana"; dmg = 18; rnd = 84; crit = 27; require_param = "DEX"; require_value = 63; price = 6600; } function WeaponKatanaJap6() { NAME = "Darkness"; dmg = 24; rnd = 110; crit = 30; require_param = "DEX"; require_value = 75; price = 7850; } function WeaponKatanaJap7() { NAME = "Crimson Katana"; dmg = 31; rnd = 144; crit = 33; require_param = "DEX"; require_value = 87; price = 9100; } function WeaponKatanaJap8() { NAME = "Eclipse"; dmg = 41; rnd = 189; crit = 36; require_param = "DEX"; require_value = 99; price = 10350; } function WeaponKatarAra1() { NAME = "Jur"; dmg = 7; rnd = 14; crit = 20; require_param = "DEX"; require_value = 16; price = 1250; } function WeaponKatarAra2() { NAME = "Slicing Jur"; dmg = 10; rnd = 20; crit = 23; require_param = "DEX"; require_value = 33; price = 2600; } function WeaponKatarAra3() { NAME = "Katar"; dmg = 15; rnd = 30; crit = 26; require_param = "DEX"; require_value = 49; price = 3900; } function WeaponKatarAra4() { NAME = "Night Shadow"; dmg = 22; rnd = 44; crit = 29; require_param = "DEX"; require_value = 66; price = 5250; } function WeaponKatarAra5() { NAME = "Assassin Jur"; dmg = 32; rnd = 64; crit = 32; require_param = "DEX"; require_value = 82; price = 6550; } function WeaponKatarAra6() { NAME = "Assassin's Might"; dmg = 47; rnd = 93; crit = 35; require_param = "DEX"; require_value = 99; price = 7900; } function WeaponBowViz1() { NAME = "Long Bow"; dmg = 13; rnd = 14; crit = 10; rng = 14; require_param = "DEX"; require_value = 15; price = 1100; } function WeaponBowViz2() { NAME = "Fine Bow"; dmg = 24; rnd = 26; crit = 10; rng = 14; require_param = "DEX"; require_value = 40; price = 3000; } function WeaponBowViz3() { NAME = "Scorpio"; dmg = 45; rnd = 48; crit = 10; rng = 14; require_param = "DEX"; require_value = 65; price = 4850; } function WeaponBowViz4() { NAME = "Double Bow"; dmg = 85; rnd = 91; crit = 10; rng = 14; require_param = "DEX"; require_value = 90; price = 6750; } function WeaponBowGer1() { NAME = "Infantry Bow"; dmg = 10; rnd = 11; crit = 10; rng = 14; require_param = "DEX"; require_value = 13; price = 950; } function WeaponBowGer2() { NAME = "Forged Bow"; dmg = 19; rnd = 21; crit = 10; rng = 14; require_param = "DEX"; require_value = 35; price = 2600; } function WeaponBowGer3() { NAME = "Bonebow"; dmg = 36; rnd = 39; crit = 10; rng = 14; require_param = "DEX"; require_value = 58; price = 4350; } function WeaponBowGer4() { NAME = "Golden Bones"; dmg = 68; rnd = 73; crit = 10; rng = 14; require_param = "DEX"; require_value = 80; price = 6000; } function WeaponBowRus1() { NAME = "Guard Bow"; dmg = 15; rnd = 16; crit = 10; rng = 14; require_param = "DEX"; require_value = 16; price = 1200; } function WeaponBowRus2() { NAME = "Holy Bow"; dmg = 29; rnd = 31; crit = 10; rng = 14; require_param = "DEX"; require_value = 44; price = 3300; } function WeaponBowRus3() { NAME = "Antelope"; dmg = 54; rnd = 58; crit = 10; rng = 14; require_param = "DEX"; require_value = 71; price = 5300; } function WeaponBowRus4() { NAME = "Bladebow"; dmg = 101; rnd = 109; crit = 10; rng = 14; require_param = "DEX"; require_value = 99; price = 7400; } function WeaponBowJap1() { NAME = "Hunter Bow"; dmg = 11; rnd = 12; crit = 15; aspd_bonus = 5; rng = 14; require_param = "DEX"; require_value = 14; price = 1050; } function WeaponBowJap2() { NAME = "Soldier Bow"; dmg = 21; rnd = 23; crit = 15; aspd_bonus = 5; rng = 14; require_param = "DEX"; require_value = 37; price = 2750; } function WeaponBowJap3() { NAME = "Ninja Bow"; dmg = 40; rnd = 44; crit = 15; aspd_bonus = 5; rng = 14; require_param = "DEX"; require_value = 61; price = 4550; } function WeaponBowJap4() { NAME = "Samurai Bow"; dmg = 76; rnd = 82; crit = 15; aspd_bonus = 5; rng = 14; require_param = "DEX"; require_value = 85; price = 6350; } function WeaponBowMon1() { NAME = "Wooden Bow"; dmg = 14; rnd = 15; crit = 20; aspd_bonus = 10; rng = 14; require_param = "DEX"; require_value = 15; price = 1100; } function WeaponBowMon2() { NAME = "Horseman Bow"; dmg = 26; rnd = 28; crit = 20; aspd_bonus = 10; rng = 14; require_param = "DEX"; require_value = 41; price = 3050; } function WeaponBowMon3() { NAME = "Wanderer Bow"; dmg = 49; rnd = 53; crit = 20; aspd_bonus = 10; rng = 14; require_param = "DEX"; require_value = 68; price = 5100; } function WeaponBowMon4() { NAME = "Khan's Bow"; dmg = 93; rnd = 100; crit = 20; aspd_bonus = 10; rng = 14; require_param = "DEX"; require_value = 94; price = 7050; } function WeaponCrossbowViz1() { NAME = "Light Crossbow"; dmg = 18; rnd = 36; crit = 72; rng = 18; require_param = "DEX"; require_value = 16; price = 1400; } function WeaponCrossbowViz2() { NAME = "Medium Crossbow"; dmg = 34; rnd = 68; crit = 83; rng = 18; require_param = "DEX"; require_value = 44; price = 3950; } function WeaponCrossbowViz3() { NAME = "Elite Crossbow"; dmg = 64; rnd = 128; crit = 94; rng = 18; require_param = "DEX"; require_value = 71; price = 6350; } function WeaponCrossbowViz4() { NAME = "Spiky Crossbow"; dmg = 120; rnd = 240; crit = 105; rng = 18; require_param = "DEX"; require_value = 99; price = 8900; } function WeaponCrossbowGer1() { NAME = "Long Crossbow"; dmg = 15; rnd = 30; crit = 65; rng = 18; require_param = "DEX"; require_value = 15; price = 1300; } function WeaponCrossbowGer2() { NAME = "Steel Crossbow"; dmg = 28; rnd = 56; crit = 75; rng = 18; require_param = "DEX"; require_value = 40; price = 3550; } function WeaponCrossbowGer3() { NAME = "Forged Crossbow"; dmg = 53; rnd = 106; crit = 85; rng = 18; require_param = "DEX"; require_value = 65; price = 5800; } function WeaponCrossbowGer4() { NAME = "Dead Crossbow"; dmg = 100; rnd = 200; crit = 95; rng = 18; require_param = "DEX"; require_value = 90; price = 8050; } function WeaponCrossbowRus1() { NAME = "Hunter Crossbow"; dmg = 12; rnd = 24; crit = 52; aspd_bonus = 5; rng = 18; require_param = "DEX"; require_value = 13; price = 1150; } function WeaponCrossbowRus2() { NAME = "Soldier Crossbow"; dmg = 23; rnd = 45; crit = 60; aspd_bonus = 5; rng = 18; require_param = "DEX"; require_value = 35; price = 3100; } function WeaponCrossbowRus3() { NAME = "Guard Crossbow"; dmg = 43; rnd = 85; crit = 68; aspd_bonus = 5; rng = 18; require_param = "DEX"; require_value = 58; price = 5200; } function WeaponCrossbowRus4() { NAME = "Shining Crossbow"; dmg = 80; rnd = 160; crit = 76; aspd_bonus = 5; rng = 18; require_param = "DEX"; require_value = 80; price = 7150; } function WeaponThrowingViz1() { NAME = "Oil"; dmg = 43; rnd = 58; crit = 20; aspd_bonus = -20; rng = 8; require_param = "STR"; require_value = 45; price = 2900; } function WeaponThrowingViz2() { NAME = "Greek Fire"; dmg = 59; rnd = 79; crit = 20; aspd_bonus = -20; rng = 8; require_param = "STR"; require_value = 82; price = 5300; } function WeaponThrowingGer1() { NAME = "Steel Throwing Knife"; dmg = 16; rnd = 22; crit = 15; aspd_bonus = 10; rng = 8; require_param = "DEX"; require_value = 15; price = 950; } function WeaponThrowingGer2() { NAME = "Silver Throwing Knife"; dmg = 22; rnd = 30; crit = 15; aspd_bonus = 10; rng = 8; require_param = "DEX"; require_value = 27; price = 1750; } function WeaponThrowingGer3() { NAME = "Sinners"; dmg = 30; rnd = 41; crit = 15; aspd_bonus = 10; rng = 8; require_param = "DEX"; require_value = 40; price = 2550; } function WeaponThrowingGer4() { NAME = "Holy Touches"; dmg = 42; rnd = 56; crit = 15; aspd_bonus = 10; rng = 8; require_param = "DEX"; require_value = 52; price = 3350; } function WeaponThrowingGer5() { NAME = "Holy Thorns"; dmg = 57; rnd = 77; crit = 15; aspd_bonus = 10; rng = 8; require_param = "DEX"; require_value = 65; price = 4200; } function WeaponThrowingGer6() { NAME = "Saint Spikes"; dmg = 79; rnd = 105; crit = 15; aspd_bonus = 10; rng = 8; require_param = "DEX"; require_value = 77; price = 5000; } function WeaponThrowingRus1() { NAME = "Small Throwing Axe"; dmg = 22; rnd = 29; crit = 2; rng = 8; require_param = "STR"; require_value = 15; price = 950; } function WeaponThrowingRus2() { NAME = "Rounded Throwing Axe"; dmg = 30; rnd = 40; crit = 2; rng = 8; require_param = "STR"; require_value = 27; price = 1750; } function WeaponThrowingRus3() { NAME = "Tomahawks"; dmg = 41; rnd = 54; crit = 2; rng = 8; require_param = "STR"; require_value = 40; price = 2550; } function WeaponThrowingRus4() { NAME = "Holy Punches"; dmg = 56; rnd = 74; crit = 2; rng = 8; require_param = "STR"; require_value = 52; price = 3350; } function WeaponThrowingRus5() { NAME = "Saw-like Throwing Axe"; dmg = 77; rnd = 102; crit = 2; rng = 8; require_param = "STR"; require_value = 65; price = 4200; } function WeaponThrowingRus6() { NAME = "Bear Claws"; dmg = 105; rnd = 140; crit = 2; rng = 8; require_param = "STR"; require_value = 77; price = 5000; } function WeaponThrowingJap1() { NAME = "Suriken"; dmg = 14; rnd = 19; crit = 25; aspd_bonus = 20; rng = 8; require_param = "DEX"; require_value = 15; price = 950; } function WeaponThrowingJap2() { NAME = "Silver Suriken"; dmg = 19; rnd = 26; crit = 25; aspd_bonus = 20; rng = 8; require_param = "DEX"; require_value = 27; price = 1750; } function WeaponThrowingJap3() { NAME = "Rhonin Suriken"; dmg = 26; rnd = 35; crit = 25; aspd_bonus = 20; rng = 8; require_param = "DEX"; require_value = 40; price = 2550; } function WeaponThrowingJap4() { NAME = "Shining Suriken"; dmg = 36; rnd = 48; crit = 25; aspd_bonus = 20; rng = 8; require_param = "DEX"; require_value = 52; price = 3350; } function WeaponThrowingJap5() { NAME = "Black Spirits"; dmg = 50; rnd = 66; crit = 25; aspd_bonus = 20; rng = 8; require_param = "DEX"; require_value = 65; price = 4200; } function WeaponThrowingJap6() { NAME = "Stormy Spirits"; dmg = 68; rnd = 91; crit = 25; aspd_bonus = 20; rng = 8; require_param = "DEX"; require_value = 77; price = 5000; } function WeaponThrowingJap7() { NAME = "White Ghosts"; dmg = 94; rnd = 125; crit = 25; aspd_bonus = 20; rng = 8; require_param = "DEX"; require_value = 90; price = 5800; } function WeaponOnehandedSwordRog1() { NAME = "Cheap Sword"; dmg = 7; rnd = 6; crit = 4; price = 20; } function WeaponOnehandedSwordRog2() { NAME = "Rusty Sabre"; dmg = 8; rnd = 7; crit = 4; price = 20; } function WeaponTwohandedSwordRog1() { NAME = "Cheap Twohanded Sword"; dmg = 10; rnd = 9; crit = 4; price = 20; } function WeaponTwohandedSwordRog2() { NAME = "Rusty Twohanded Sword"; dmg = 13; rnd = 11; crit = 4; price = 20; } function WeaponOnehandedAxeRog1() { NAME = "Cheap Axe"; dmg = 10; rnd = 6; crit = 3; price = 20; } function WeaponOnehandedAxeRog2() { NAME = "Bronze Axe"; dmg = 12; rnd = 7; crit = 2; price = 20; } function WeaponTwohandedAxeRog1() { NAME = "Splitter"; dmg = 15; rnd = 8; crit = 3; price = 20; } function WeaponTwohandedAxeRog2() { NAME = "Rusty Twohanded Axe"; dmg = 18; rnd = 10; crit = 2; price = 20; } function WeaponOnehandedMaceRog1() { NAME = "Wooden Club"; dmg = 6; rnd = 2; crit = 30; price = 20; } function WeaponOnehandedMaceRog2() { NAME = "Cheap Club"; dmg = 7; rnd = 3; crit = 25; price = 20; } function WeaponTwohandedMaceRog1() { NAME = "Rusty Twohanded Mace"; dmg = 8; rnd = 4; crit = 30; price = 20; } function WeaponTwohandedMaceRog2() { NAME = "Wooden Twohanded Club"; dmg = 10; rnd = 5; crit = 25; price = 20; } function WeaponNinjaToRog1() { NAME = "Rusty Ninja-To"; dmg = 3; rnd = 12; crit = 13; price = 20; } function WeaponNinjaToRog2() { NAME = "Cheap Ninja-To"; dmg = 3; rnd = 15; crit = 11; price = 20; } function WeaponKatanaRog1() { NAME = "Rusty Katana"; dmg = 4; rnd = 18; crit = 13; price = 20; } function WeaponKatanaRog2() { NAME = "Cheap Katana"; dmg = 5; rnd = 23; crit = 11; price = 20; } function WeaponShieldViz1() { NAME = "Guard"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 15; crit = 10; price = 200; } function WeaponShieldViz2() { NAME = "Infantry Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 35; crit = 15; price = 450; } function WeaponShieldViz3() { NAME = "Chivalery Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 55; crit = 20; price = 900; } function WeaponShieldViz4() { NAME = "Commander Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 75; crit = 25; price = 2000; } function WeaponShieldGer1() { NAME = "Small Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 25; crit = 12; price = 250; } function WeaponShieldGer2() { NAME = "Footman Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 45; crit = 17; price = 600; } function WeaponShieldGer3() { NAME = "Knight Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 85; crit = 22; price = 1500; } function WeaponShieldGer4() { NAME = "Crusader Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 95; crit = 27; price = 2500; } function WeaponShieldRus1() { NAME = "Wooden Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 10; crit = 8; price = 100; } function WeaponShieldRus2() { NAME = "Iron Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 28; crit = 13; price = 300; } function WeaponShieldRus3() { NAME = "Hero Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 70; crit = 21; price = 1300; } function WeaponShieldRus4() { NAME = "Holy Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "CON"; require_value = 100; crit = 30; price = 10000; } function WeaponShieldMon1() { NAME = "Iron Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "DEX"; require_value = 12; crit = 9; price = 100; } function WeaponShieldMon2() { NAME = "Strong Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "DEX"; require_value = 24; crit = 14; price = 300; } function WeaponShieldMon3() { NAME = "Horseman Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "DEX"; require_value = 50; crit = 21; price = 1300; } function WeaponShieldMon4() { NAME = "Wanderer Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; require_param = "DEX"; require_value = 80; crit = 24; price = 10000; } var rng = 0; var aspd_bonus = 0; }
Symbol 3161 MovieClip [__Packages.Horse] Frame 0
class Horse extends Object { var skin_color, bonus_HP, bonus_DEF, bonus_speed, price; function Horse (clr, bhp, bdf, bsp, prc) { super(); if (clr == "any") { var _local4 = ["red", "brown", "grey", "white", "black"]; skin_color = _local4[_root.dice(4)]; } else { skin_color = clr; } bonus_HP = bhp; bonus_DEF = bdf; bonus_speed = bsp; price = (prc ? (prc) : 0); } }
Symbol 3162 MovieClip [__Packages.Unit] Frame 0
class Unit extends Hero { var ID, TYPE, NATION, GENDER, LEVEL, price, ACTIVE_SKILLS, NAME, STR, CON, DEX, SPR, WEAPON_PRI, WEAPON_SEC, ARMOR, HELMET, primary_skill, SKILL, secondary_skill, HORSE, AURA_SKILLS; function Unit (nt, tp, lv) { super(); ID = lv; TYPE = tp; if (nt != "Rog") { NATION = nt; GENDER = (_root.percent(70) ? "m" : "f"); } else { var _local4 = ["Viz", "Ger", "Rus", "Jap", "Mon", "Ara"]; NATION = String(_local4[_root.dice(4)]); GENDER = "m"; } LEVEL = (ID + 1) * 3; this[((("Unit" + nt) + "_") + tp) + lv](); price = getPrice(); } function getUnitInfo() { return(new UnitInfo(NATION, TYPE, ID)); } function setActiveSkills(atk_anim, lv1, lv2, lv3) { ACTIVE_SKILLS[atk_anim] = [lv1, lv2, lv3]; } function getPrice() { if (!(NAME === "Shogun Ghost")) { } else { return(100000); } var _local2 = 0; _local2 = _local2 + (STR * 5); _local2 = _local2 + (CON * 5); _local2 = _local2 + (DEX * 5); _local2 = _local2 + (SPR * 5); if (WEAPON_PRI != null) { _local2 = _local2 + (WEAPON_PRI.price / 10); } if (WEAPON_SEC != null) { _local2 = _local2 + (WEAPON_SEC.price / 10); } if (ARMOR != null) { _local2 = _local2 + (ARMOR.price / 10); } if (HELMET != null) { _local2 = _local2 + (HELMET.price / 10); } _local2 = _local2 + (LEVEL * 50); if (TYPE == "caster") { _local2 = _local2 + ((1000 * ID) * ID); } return(Math.round(_local2)); } function UnitViz_shield0() { NAME = "Caravan Guard"; STR = 15; DEX = 4; CON = 9; SPR = 4; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 1); primary_skill = "Sword"; SKILL[primary_skill] = 55; WEAPON_SEC = new WeaponClass("Shield", "Viz", 1); secondary_skill = "Shield"; SKILL[secondary_skill] = 45; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("shield", 0, 1, 0); } function UnitViz_shield3() { NAME = "Legionary"; STR = 32; DEX = 10; CON = 19; SPR = 10; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 3); primary_skill = "Sword"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Shield", "Viz", 2); secondary_skill = "Shield"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 3); HORSE = null; setActiveSkills("shield", 2, 0, 0); } function UnitViz_shield4() { NAME = "Light Chivalry"; STR = 44; DEX = 13; CON = 26; SPR = 13; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 4); primary_skill = "Sword"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Shield", "Viz", 3); secondary_skill = "Shield"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Viz", 4); HELMET = new Armor("Helmet", "Viz", 4); HORSE = new Horse("any", 15, 1, 5); } function UnitViz_shield7() { NAME = "Heavy Chivalry"; STR = 85; DEX = 26; CON = 51; SPR = 26; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Shield", "Viz", 4); secondary_skill = "Shield"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Viz", 7); HELMET = new Armor("Helmet", "Viz", 7); HORSE = new Horse("white", 220, 12, 1); } function UnitViz_2H_sword5() { NAME = "Moon Warrior"; STR = 50; DEX = 10; CON = 30; SPR = 20; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 4); primary_skill = "Sword"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 3); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Viz", 5); HELMET = new Armor("Helmet", "Viz", 5); HORSE = null; setActiveSkills("2H_sword", 0, 3, 0); } function UnitViz_2H_sword6() { NAME = "Golden Rider"; STR = 65; DEX = 13; CON = 39; SPR = 26; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 5); primary_skill = "Sword"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 3); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Viz", 6); HELMET = new Armor("Helmet", "Viz", 6); HORSE = new Horse("white", 200, 10, 2); } function UnitViz_2H_sword7() { NAME = "Elite Chivalry"; STR = 85; DEX = 17; CON = 51; SPR = 34; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 4); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Viz", 7); HELMET = new Armor("Helmet", "Viz", 7); HORSE = new Horse("white", 250, 10, 2); } function UnitViz_2H_axe2() { NAME = "Town Guard"; STR = 25; DEX = 8; CON = 12; SPR = 10; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Viz", 2); primary_skill = "Axe"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); secondary_skill = "Bow"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; setActiveSkills("2H_axe", 0, 1, 0); } function UnitViz_spear1() { NAME = "Light Pikeman"; STR = 25; DEX = 10; CON = 10; SPR = 10; WEAPON_PRI = new WeaponClass("Spear", "Viz", 2); primary_skill = "Spear"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); secondary_skill = "Bow"; SKILL[secondary_skill] = 52; ARMOR = new Armor("Clothes", "Viz", 1); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; setActiveSkills("spear", 0, 1, 0); } function UnitViz_spear3() { NAME = "Line Infantry"; STR = 37; DEX = 15; CON = 15; SPR = 15; WEAPON_PRI = new WeaponClass("Spear", "Viz", 3); primary_skill = "Spear"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Bow", "Viz", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 3); HORSE = null; setActiveSkills("spear", 2, 0, 0); } function UnitViz_spear4() { NAME = "Elite Phalax"; STR = 40; DEX = 16; CON = 16; SPR = 16; WEAPON_PRI = new WeaponClass("Spear", "Viz", 3); primary_skill = "Spear"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Bow", "Viz", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Viz", 4); HELMET = new Armor("Helmet", "Viz", 4); HORSE = null; setActiveSkills("spear", 1, 2, 0); } function UnitViz_spear5() { NAME = "Field Commander"; STR = 58; DEX = 23; CON = 23; SPR = 23; WEAPON_PRI = new WeaponClass("Spear", "Viz", 4); primary_skill = "Spear"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Bow", "Viz", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Viz", 5); HELMET = new Armor("Helmet", "Viz", 5); HORSE = new Horse("any", 60, 5, 3); } function UnitViz_dual2() { NAME = "Mercenary"; STR = 25; DEX = 10; CON = 12; SPR = 8; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 2); primary_skill = "Sword"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; setActiveSkills("dual", 1, 0, 0); } function UnitViz_dual5() { NAME = "Blademaster"; STR = 50; DEX = 20; CON = 25; SPR = 15; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 4); primary_skill = "Sword"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Viz", 5); HELMET = new Armor("Helmet", "Viz", 4); HORSE = null; setActiveSkills("dual", 2, 2, 0); } function UnitViz_dagger3() { NAME = "Rogue"; STR = 13; DEX = 32; CON = 10; SPR = 16; WEAPON_PRI = new WeaponClass("Dagger", "Viz", 3); primary_skill = "Dagger"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 2); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 2); HORSE = null; } function UnitViz_dagger6() { NAME = "Dark Rogue"; STR = 27; DEX = 68; CON = 20; SPR = 34; WEAPON_PRI = new WeaponClass("Dagger", "Viz", 6); primary_skill = "Dagger"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 4); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Viz", 4); HELMET = new Armor("Helmet", "Viz", 5); HORSE = null; setActiveSkills("dagger", 1, 3, 0); } function UnitViz_bow0() { NAME = "Bowman"; STR = 4; DEX = 15; CON = 6; SPR = 8; WEAPON_PRI = new WeaponClass("Bow", "Viz", 1); primary_skill = "Bow"; SKILL[primary_skill] = 55; WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 45; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("bow", 1, 0, 0); } function UnitViz_bow2() { NAME = "Archer Master"; STR = 8; DEX = 28; CON = 11; SPR = 14; WEAPON_PRI = new WeaponClass("Bow", "Viz", 2); primary_skill = "Bow"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Viz", 1); HELMET = null; HORSE = null; setActiveSkills("bow", 0, 2, 0); } function UnitViz_bow4() { NAME = "Chivalry Archer"; STR = 15; DEX = 50; CON = 20; SPR = 25; WEAPON_PRI = new WeaponClass("Bow", "Viz", 3); primary_skill = "Bow"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 3); secondary_skill = "Sword"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 2); HORSE = new Horse("any", 5, 5, 5); setActiveSkills("bow", 1, 2, 0); } function UnitViz_bow6() { NAME = "Elite Archer"; STR = 27; DEX = 90; CON = 36; SPR = 45; WEAPON_PRI = new WeaponClass("Bow", "Viz", 4); primary_skill = "Bow"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Viz", 4); HELMET = new Armor("Helmet", "Viz", 3); HORSE = new Horse("any", 20, 5, 4); setActiveSkills("bow", 0, 4, 0); } function UnitViz_crossbow0() { NAME = "Crossbowman"; STR = 9; DEX = 15; CON = 3; SPR = 6; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 1); primary_skill = "Crossbow"; SKILL[primary_skill] = 55; WEAPON_SEC = new WeaponClass("TwohandedAxe", "Viz", 1); secondary_skill = "Axe"; SKILL[secondary_skill] = 45; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("crossbow", 1, 0, 0); } function UnitViz_crossbow2() { NAME = "Sharpshooter"; STR = 17; DEX = 28; CON = 6; SPR = 11; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 2); primary_skill = "Crossbow"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("TwohandedAxe", "Viz", 2); secondary_skill = "Axe"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Viz", 1); HELMET = null; HORSE = null; setActiveSkills("crossbow", 0, 1, 0); } function UnitViz_crossbow4() { NAME = "Sniper"; STR = 30; DEX = 50; CON = 10; SPR = 20; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 3); primary_skill = "Crossbow"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("TwohandedAxe", "Viz", 3); secondary_skill = "Axe"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 2); HORSE = null; setActiveSkills("crossbow", 0, 2, 1); } function UnitViz_crossbow6() { NAME = "Elite Sniper"; STR = 54; DEX = 90; CON = 18; SPR = 36; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 4); primary_skill = "Crossbow"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("TwohandedAxe", "Viz", 4); secondary_skill = "Axe"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Viz", 4); HELMET = new Armor("Helmet", "Viz", 3); HORSE = new Horse("any", 20, 5, 4); setActiveSkills("crossbow", 1, 4, 0); } function UnitViz_throwing0() { NAME = "Fire Thrower"; STR = 18; DEX = 30; CON = 12; SPR = 2; WEAPON_PRI = new WeaponClass("Throwing", "Viz", 1); primary_skill = "Throwing"; SKILL[primary_skill] = 55; WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 45; ARMOR = null; HELMET = null; HORSE = null; } function UnitViz_throwing2() { NAME = "Demolisher"; STR = 30; DEX = 50; CON = 20; SPR = 2; WEAPON_PRI = new WeaponClass("Throwing", "Viz", 2); primary_skill = "Throwing"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Viz", 1); HELMET = null; HORSE = null; } function UnitGer_shield1() { NAME = "Maceman"; STR = 16; DEX = 2; CON = 20; SPR = 6; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 1); primary_skill = "Mace"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("Shield", "Ger", 1); secondary_skill = "Shield"; SKILL[secondary_skill] = 52; ARMOR = new Armor("Clothes", "Ger", 1); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; setActiveSkills("shield", 1, 0, 0); } function UnitGer_shield2() { NAME = "Footman"; STR = 20; DEX = 2; CON = 25; SPR = 8; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 2); primary_skill = "Mace"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Shield", "Ger", 2); secondary_skill = "Shield"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; setActiveSkills("shield", 1, 1, 0); } function UnitGer_shield3() { NAME = "Heavy Maceman"; STR = 26; DEX = 3; CON = 32; SPR = 10; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 3); primary_skill = "Mace"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Shield", "Ger", 2); secondary_skill = "Shield"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 3); HORSE = null; setActiveSkills("shield", 2, 0, 0); } function UnitGer_shield5() { NAME = "Knight"; STR = 40; DEX = 5; CON = 50; SPR = 15; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 4); primary_skill = "Mace"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Shield", "Ger", 3); secondary_skill = "Shield"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ger", 5); HELMET = new Armor("Helmet", "Ger", 5); HORSE = new Horse("white", 70, 7, 2); } function UnitGer_shield6() { NAME = "Crusader"; STR = 52; DEX = 6; CON = 65; SPR = 20; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 5); primary_skill = "Mace"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Shield", "Ger", 4); secondary_skill = "Shield"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Ger", 6); HELMET = new Armor("Helmet", "Ger", 6); HORSE = new Horse("black", 100, 15, 0); } function UnitGer_2H_sword0() { NAME = "Light Fighter"; STR = 15; DEX = 2; CON = 12; SPR = 4; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ger", 1); primary_skill = "Sword"; SKILL[primary_skill] = 55; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = null; HELMET = null; HORSE = null; } function UnitGer_2H_sword4() { NAME = "Paladin"; STR = 44; DEX = 4; CON = 35; SPR = 13; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ger", 4); primary_skill = "Sword"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Crossbow", "Ger", 2); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 3); HORSE = null; setActiveSkills("2H_sword", 0, 3, 0); } function UnitGer_2H_sword7() { NAME = "Serafim"; STR = 85; DEX = 8; CON = 68; SPR = 26; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ger", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Crossbow", "Ger", 4); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Ger", 7); HELMET = new Armor("Helmet", "Ger", 7); HORSE = new Horse("white", 300, 5, 3); } function UnitGer_2H_axe1() { NAME = "Monk"; STR = 22; DEX = 2; CON = 22; SPR = 2; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 1); primary_skill = "Mace"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; setActiveSkills("2H_axe", 2, 0, 0); } function UnitGer_2H_axe2() { NAME = "Town Guard"; STR = 25; DEX = 2; CON = 25; SPR = 2; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 2); primary_skill = "Mace"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); secondary_skill = "Bow"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; setActiveSkills("2H_axe", 0, 0, 1); } function UnitGer_2H_axe6() { NAME = "Dark Priest"; STR = 65; DEX = 6; CON = 65; SPR = 6; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 5); primary_skill = "Mace"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Bow", "Ger", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Ger", 6); HELMET = new Armor("Helmet", "Ger", 6); HORSE = null; setActiveSkills("2H_axe", 0, 0, 4); } function UnitGer_spear2() { NAME = "Guard Infantry"; STR = 28; DEX = 6; CON = 17; SPR = 11; WEAPON_PRI = new WeaponClass("Spear", "Ger", 2); primary_skill = "Spear"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); secondary_skill = "Bow"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; setActiveSkills("spear", 0, 1, 0); } function UnitGer_spear3() { NAME = "Grey Infantry"; STR = 37; DEX = 7; CON = 22; SPR = 15; WEAPON_PRI = new WeaponClass("Spear", "Ger", 3); primary_skill = "Spear"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Bow", "Ger", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 3); HORSE = null; setActiveSkills("spear", 1, 2, 0); } function UnitGer_spear4() { NAME = "Elite Infantry"; STR = 40; DEX = 8; CON = 24; SPR = 16; WEAPON_PRI = new WeaponClass("Spear", "Ger", 3); primary_skill = "Spear"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Bow", "Ger", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 4); HORSE = null; setActiveSkills("spear", 2, 0, 1); } function UnitGer_spear7() { NAME = "Holy Rider"; STR = 85; DEX = 17; CON = 51; SPR = 34; WEAPON_PRI = new WeaponClass("Spear", "Ger", 5); primary_skill = "Spear"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Bow", "Ger", 4); secondary_skill = "Bow"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Ger", 7); HELMET = new Armor("Helmet", "Ger", 7); HORSE = new Horse("white", 200, 20, 0); } function UnitGer_dual4() { NAME = "Macemaster"; STR = 18; DEX = 18; CON = 44; SPR = 18; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 4); primary_skill = "Mace"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("OnehandedMace", "Ger", 4); secondary_skill = "Mace"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 3); HORSE = null; setActiveSkills("dual", 2, 0, 0); } function UnitGer_bow1() { NAME = "Hunter"; STR = 2; DEX = 18; CON = 11; SPR = 9; WEAPON_PRI = new WeaponClass("Bow", "Ger", 1); primary_skill = "Bow"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ger", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 52; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("bow", 0, 0, 1); } function UnitGer_bow3() { NAME = "Sr. Bowman"; STR = 3; DEX = 28; CON = 17; SPR = 14; WEAPON_PRI = new WeaponClass("Bow", "Ger", 2); primary_skill = "Bow"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ger", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; setActiveSkills("bow", 1, 0, 1); } function UnitGer_crossbow2() { NAME = "Castle Defender"; STR = 3; DEX = 28; CON = 22; SPR = 8; WEAPON_PRI = new WeaponClass("Crossbow", "Ger", 2); primary_skill = "Crossbow"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; setActiveSkills("crossbow", 0, 0, 1); } function UnitGer_crossbow4() { NAME = "Castle Keeper"; STR = 5; DEX = 50; CON = 40; SPR = 15; WEAPON_PRI = new WeaponClass("Crossbow", "Ger", 3); primary_skill = "Crossbow"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 3); secondary_skill = "Sword"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; setActiveSkills("crossbow", 2, 0, 1); } function UnitGer_crossbow6() { NAME = "Dark Shooter"; STR = 9; DEX = 90; CON = 72; SPR = 27; WEAPON_PRI = new WeaponClass("Crossbow", "Ger", 4); primary_skill = "Crossbow"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 3); HORSE = new Horse("black", 20, 15, 1); setActiveSkills("crossbow", 1, 1, 3); } function UnitGer_throwing1() { NAME = "Recon"; STR = 4; DEX = 20; CON = 8; SPR = 12; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 2); primary_skill = "Throwing"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 52; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("throwing", 1, 0, 0); } function UnitGer_throwing3() { NAME = "Master Recon"; STR = 6; DEX = 28; CON = 11; SPR = 17; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 3); primary_skill = "Throwing"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 3); secondary_skill = "Sword"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; setActiveSkills("throwing", 1, 1, 0); } function UnitGer_throwing5() { NAME = "Inquisitor"; STR = 10; DEX = 50; CON = 20; SPR = 30; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 5); primary_skill = "Throwing"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 3); HORSE = new Horse("black", 50, 5, 3); setActiveSkills("throwing", 0, 3, 1); } function UnitRus_shield2() { NAME = "Warrior"; STR = 28; DEX = 10; CON = 10; SPR = 8; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 2); primary_skill = "Axe"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Shield", "Rus", 2); secondary_skill = "Shield"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Rus", 2); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; setActiveSkills("shield", 1, 0, 1); } function UnitRus_shield3() { NAME = "Veteran Warrior"; STR = 35; DEX = 13; CON = 13; SPR = 10; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 3); primary_skill = "Axe"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Shield", "Rus", 2); secondary_skill = "Shield"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Rus", 3); HELMET = new Armor("Helmet", "Rus", 3); HORSE = null; setActiveSkills("shield", 1, 0, 2); } function UnitRus_shield4() { NAME = "Elite Warrior"; STR = 48; DEX = 18; CON = 18; SPR = 13; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 4); primary_skill = "Axe"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Shield", "Rus", 3); secondary_skill = "Shield"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 4); HORSE = null; setActiveSkills("shield", 1, 0, 3); } function UnitRus_2H_sword0() { NAME = "Militia Commander"; STR = 16; DEX = 9; CON = 3; SPR = 2; WEAPON_PRI = new WeaponClass("TwohandedSword", "Rus", 1); primary_skill = "Sword"; SKILL[primary_skill] = 55; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("2H_sword", 1, 0, 0); } function UnitRus_2H_sword7() { NAME = "Holy Warrior"; STR = 94; DEX = 51; CON = 17; SPR = 8; WEAPON_PRI = new WeaponClass("TwohandedSword", "Rus", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Bow", "Rus", 4); secondary_skill = "Bow"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Rus", 7); HELMET = new Armor("Helmet", "Rus", 7); HORSE = new Horse("white", 300, 10, 0); } function UnitRus_2H_axe0() { NAME = "Militia"; STR = 16; DEX = 2; CON = 9; SPR = 3; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); primary_skill = "Axe"; SKILL[primary_skill] = 55; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("2H_axe", 0, 1, 0); } function UnitRus_2H_axe1() { NAME = "Village Guard"; STR = 24; DEX = 2; CON = 13; SPR = 4; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); primary_skill = "Axe"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Rus", 1); HELMET = null; HORSE = null; setActiveSkills("2H_axe", 0, 0, 1); } function UnitRus_2H_axe6() { NAME = "Great Guard"; STR = 72; DEX = 6; CON = 39; SPR = 13; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 5); primary_skill = "Axe"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Crossbow", "Rus", 3); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Rus", 6); HELMET = new Armor("Helmet", "Rus", 6); HORSE = new Horse("any", 250, 5, 1); setActiveSkills("2H_axe", 0, 4, 0); } function UnitRus_2H_axe7() { NAME = "Great Hero"; STR = 94; DEX = 8; CON = 51; SPR = 17; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 6); primary_skill = "Axe"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Crossbow", "Rus", 4); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Rus", 7); HELMET = new Armor("Helmet", "Rus", 7); HORSE = new Horse("white", 350, 5, 0); } function UnitRus_spear4() { NAME = "Light Rider"; STR = 40; DEX = 16; CON = 24; SPR = 8; WEAPON_PRI = new WeaponClass("Spear", "Rus", 3); primary_skill = "Spear"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Bow", "Rus", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 4); HORSE = new Horse("any", 20, 5, 4); } function UnitRus_spear5() { NAME = "Elite Guard"; STR = 58; DEX = 23; CON = 35; SPR = 12; WEAPON_PRI = new WeaponClass("Spear", "Rus", 4); primary_skill = "Spear"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Bow", "Rus", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Rus", 5); HELMET = new Armor("Helmet", "Rus", 5); HORSE = new Horse("any", 100, 7, 2); } function UnitRus_dual3() { NAME = "Axemaster"; STR = 35; DEX = 3; CON = 22; SPR = 10; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 3); primary_skill = "Axe"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", 3); secondary_skill = "Axe"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Rus", 3); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; setActiveSkills("dual", 0, 3, 0); } function UnitRus_dual5() { NAME = "Berserker"; STR = 55; DEX = 5; CON = 35; SPR = 15; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 4); primary_skill = "Axe"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", 4); secondary_skill = "Axe"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Rus", 5); HELMET = new Armor("Helmet", "Rus", 4); HORSE = null; setActiveSkills("dual", 4, 0, 0); } function UnitRus_bow2() { NAME = "Forest Guard"; STR = 14; DEX = 28; CON = 3; SPR = 17; WEAPON_PRI = new WeaponClass("Bow", "Rus", 2); primary_skill = "Bow"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("TwohandedMace", "Rus", 2); secondary_skill = "Mace"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Rus", 1); HELMET = null; HORSE = null; setActiveSkills("bow", 0, 2, 0); } function UnitRus_bow4() { NAME = "Forest Keeper"; STR = 25; DEX = 50; CON = 5; SPR = 30; WEAPON_PRI = new WeaponClass("Bow", "Rus", 3); primary_skill = "Bow"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("TwohandedMace", "Rus", 3); secondary_skill = "Mace"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Rus", 3); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; setActiveSkills("bow", 1, 3, 0); } function UnitRus_bow6() { NAME = "Elder"; STR = 45; DEX = 90; CON = 9; SPR = 54; WEAPON_PRI = new WeaponClass("Bow", "Rus", 4); primary_skill = "Bow"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("TwohandedMace", "Rus", 4); secondary_skill = "Mace"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 3); HORSE = new Horse("white", 80, 5, 3); setActiveSkills("bow", 0, 4, 1); } function UnitRus_crossbow1() { NAME = "Crossbow Master"; STR = 2; DEX = 18; CON = 11; SPR = 9; WEAPON_PRI = new WeaponClass("Crossbow", "Rus", 1); primary_skill = "Crossbow"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("TwohandedMace", "Rus", 1); secondary_skill = "Mace"; SKILL[secondary_skill] = 52; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("crossbow", 1, 0, 0); } function UnitRus_throwing3() { NAME = "Axe Thrower"; STR = 28; DEX = 6; CON = 22; SPR = 6; WEAPON_PRI = new WeaponClass("Throwing", "Rus", 3); primary_skill = "Throwing"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", 3); secondary_skill = "Axe"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Rus", 2); HELMET = new Armor("Helmet", "Rus", 1); HORSE = null; setActiveSkills("throwing", 0, 2, 0); } function UnitRus_throwing5() { NAME = "Elite Axe Thrower"; STR = 50; DEX = 10; CON = 40; SPR = 10; WEAPON_PRI = new WeaponClass("Throwing", "Rus", 5); primary_skill = "Throwing"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", 4); secondary_skill = "Axe"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 3); HORSE = null; setActiveSkills("throwing", 2, 3, 0); } function UnitJap_katana2() { NAME = "Ninja"; STR = 21; DEX = 26; CON = 5; SPR = 13; WEAPON_PRI = new WeaponClass("Katana", "Jap", 2); primary_skill = "FarEast"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Throwing", "Jap", 1); secondary_skill = "Throwing"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; setActiveSkills("katana", 2, 0, 0); } function UnitJap_katana3() { NAME = "Rhonin"; STR = 26; DEX = 33; CON = 7; SPR = 16; WEAPON_PRI = new WeaponClass("Katana", "Jap", 3); primary_skill = "FarEast"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Throwing", "Jap", 2); secondary_skill = "Throwing"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 3); HORSE = null; setActiveSkills("katana", 2, 2, 0); } function UnitJap_katana4() { NAME = "Rhonin Rider"; STR = 34; DEX = 42; CON = 8; SPR = 21; WEAPON_PRI = new WeaponClass("Katana", "Jap", 4); primary_skill = "FarEast"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Throwing", "Jap", 3); secondary_skill = "Throwing"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 4); HORSE = new Horse("any", 150, 15, 4); } function UnitJap_katana5() { NAME = "Samurai"; STR = 43; DEX = 54; CON = 11; SPR = 27; WEAPON_PRI = new WeaponClass("Katana", "Jap", 5); primary_skill = "FarEast"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Throwing", "Jap", 4); secondary_skill = "Throwing"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 5); HELMET = new Armor("Helmet", "Jap", 5); HORSE = null; setActiveSkills("katana", 4, 2, 0); } function UnitJap_katana6() { NAME = "Black Samurai"; STR = 52; DEX = 65; CON = 13; SPR = 32; WEAPON_PRI = new WeaponClass("Katana", "Jap", 6); primary_skill = "FarEast"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Throwing", "Jap", 6); secondary_skill = "Throwing"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Jap", 6); HELMET = new Armor("Helmet", "Jap", 6); HORSE = null; setActiveSkills("katana", 4, 2, 1); } function UnitJap_katana7() { NAME = "Shogun"; STR = 68; DEX = 85; CON = 17; SPR = 42; WEAPON_PRI = new WeaponClass("Katana", "Jap", 7); primary_skill = "FarEast"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Throwing", "Jap", 7); secondary_skill = "Throwing"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Jap", 7); HELMET = new Armor("Helmet", "Jap", 7); HORSE = null; setActiveSkills("katana", 4, 3, 2); } function UnitJap_katana8() { NAME = "Shogun Ghost"; STR = 80; DEX = 100; CON = 20; SPR = 50; WEAPON_PRI = new WeaponClass("Katana", "Jap", 8); primary_skill = "FarEast"; SKILL[primary_skill] = 100; WEAPON_SEC = new WeaponClass("Throwing", "Jap", 7); secondary_skill = "Throwing"; SKILL[secondary_skill] = 100; ARMOR = new Armor("Clothes", "Jap", 8); HELMET = new Armor("Helmet", "Jap", 8); HORSE = null; setActiveSkills("katana", 0, 0, 5); } function UnitJap_dual3() { NAME = "Elite Ninja"; STR = 29; DEX = 29; CON = 10; SPR = 13; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 3); primary_skill = "FarEast"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("NinjaTo", "Jap", 3); secondary_skill = "FarEast"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; setActiveSkills("dual", 2, 2, 0); } function UnitJap_dual4() { NAME = "Master Ninja"; STR = 40; DEX = 40; CON = 13; SPR = 18; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 4); primary_skill = "FarEast"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("NinjaTo", "Jap", 4); secondary_skill = "FarEast"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 3); HORSE = null; setActiveSkills("dual", 2, 0, 3); } function UnitJap_dual5() { NAME = "Ninja Ghost"; STR = 45; DEX = 45; CON = 15; SPR = 20; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 4); primary_skill = "FarEast"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("NinjaTo", "Jap", 4); secondary_skill = "FarEast"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 5); HELMET = new Armor("Helmet", "Jap", 4); HORSE = null; setActiveSkills("dual", 0, 4, 4); } function UnitJap_staff1() { NAME = "Apprentice"; STR = 8; DEX = 24; CON = 6; SPR = 12; WEAPON_PRI = new WeaponClass("Staff", "Jap", 2); primary_skill = "Staff"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 1); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; setActiveSkills("staff", 1, 0, 0); } function UnitJap_staff2() { NAME = "High Apprentice"; STR = 10; DEX = 31; CON = 8; SPR = 16; WEAPON_PRI = new WeaponClass("Staff", "Jap", 3); primary_skill = "Staff"; SKILL[primary_skill] = 67; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; setActiveSkills("staff", 3, 0, 0); } function UnitJap_staff3() { NAME = "Samurai Guard"; STR = 13; DEX = 40; CON = 10; SPR = 20; WEAPON_PRI = new WeaponClass("Staff", "Jap", 4); primary_skill = "Staff"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Bow", "Jap", 1); secondary_skill = "Bow"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 3); HORSE = null; setActiveSkills("staff", 3, 1, 0); } function UnitJap_staff4() { NAME = "Samurai Soldier"; STR = 17; DEX = 50; CON = 13; SPR = 25; WEAPON_PRI = new WeaponClass("Staff", "Jap", 5); primary_skill = "Staff"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Bow", "Jap", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 4); HORSE = null; setActiveSkills("staff", 0, 3, 2); } function UnitJap_staff5() { NAME = "Shogun Guard"; STR = 22; DEX = 65; CON = 16; SPR = 32; WEAPON_PRI = new WeaponClass("Staff", "Jap", 6); primary_skill = "Staff"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Bow", "Jap", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 5); HELMET = new Armor("Helmet", "Jap", 5); HORSE = null; setActiveSkills("staff", 2, 4, 0); } function UnitJap_staff6() { NAME = "Secret Elites"; STR = 28; DEX = 84; CON = 21; SPR = 42; WEAPON_PRI = new WeaponClass("Staff", "Jap", 7); primary_skill = "Staff"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Bow", "Jap", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Jap", 6); HELMET = new Armor("Helmet", "Jap", 6); HORSE = null; setActiveSkills("staff", 0, 4, 3); } function UnitJap_bow1() { NAME = "Shadow Bowman"; STR = 11; DEX = 18; CON = 2; SPR = 14; WEAPON_PRI = new WeaponClass("Bow", "Jap", 1); primary_skill = "Bow"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("Staff", "Jap", 1); secondary_skill = "Staff"; SKILL[secondary_skill] = 52; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("bow", 0, 1, 0); } function UnitJap_bow2() { NAME = "Ghost Bowman"; STR = 17; DEX = 28; CON = 3; SPR = 22; WEAPON_PRI = new WeaponClass("Bow", "Jap", 2); primary_skill = "Bow"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Staff", "Jap", 2); secondary_skill = "Staff"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Jap", 1); HELMET = null; HORSE = null; setActiveSkills("bow", 1, 2, 0); } function UnitJap_bow3() { NAME = "Phantom Bowman"; STR = 17; DEX = 28; CON = 3; SPR = 22; WEAPON_PRI = new WeaponClass("Bow", "Jap", 2); primary_skill = "Bow"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Staff", "Jap", 2); secondary_skill = "Staff"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; setActiveSkills("bow", 4, 0, 0); } function UnitJap_bow5() { NAME = "Whisper Bowman"; STR = 36; DEX = 60; CON = 6; SPR = 48; WEAPON_PRI = new WeaponClass("Bow", "Jap", 3); primary_skill = "Bow"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Staff", "Jap", 4); secondary_skill = "Staff"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; setActiveSkills("bow", 4, 4, 0); } function UnitJap_throwing0() { NAME = "Suriken Thrower"; STR = 12; DEX = 15; CON = 2; SPR = 9; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 1); primary_skill = "Throwing"; SKILL[primary_skill] = 55; WEAPON_SEC = new WeaponClass("Staff", "Jap", 1); secondary_skill = "Staff"; SKILL[secondary_skill] = 45; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("throwing", 1, 0, 0); } function UnitJap_throwing1() { NAME = "Suriken Master"; STR = 16; DEX = 20; CON = 2; SPR = 12; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 2); primary_skill = "Throwing"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("Staff", "Jap", 1); secondary_skill = "Staff"; SKILL[secondary_skill] = 52; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("throwing", 0, 1, 0); } function UnitJap_throwing3() { NAME = "Elite Suriken Thrower"; STR = 22; DEX = 28; CON = 3; SPR = 17; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 3); primary_skill = "Throwing"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Staff", "Jap", 3); secondary_skill = "Staff"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; setActiveSkills("throwing", 2, 1, 1); } function UnitJap_throwing4() { NAME = "Black Suriken Thrower"; STR = 30; DEX = 37; CON = 4; SPR = 22; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 4); primary_skill = "Throwing"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Staff", "Jap", 4); secondary_skill = "Staff"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; setActiveSkills("throwing", 2, 3, 1); } function UnitJap_throwing6() { NAME = "Shadow"; STR = 54; DEX = 67; CON = 7; SPR = 40; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 6); primary_skill = "Throwing"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Staff", "Jap", 5); secondary_skill = "Staff"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Jap", 5); HELMET = new Armor("Helmet", "Jap", 4); HORSE = null; setActiveSkills("throwing", 0, 3, 4); } function UnitJap_throwing7() { NAME = "Golden Shadpw"; STR = 68; DEX = 85; CON = 8; SPR = 51; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 7); primary_skill = "Throwing"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Staff", "Jap", 5); secondary_skill = "Staff"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Jap", 6); HELMET = new Armor("Helmet", "Jap", 5); HORSE = null; setActiveSkills("throwing", 0, 4, 5); } function UnitJap_fists1() { NAME = "Taekwon"; STR = 20; DEX = 20; CON = 8; SPR = 2; WEAPON_PRI = null; primary_skill = "Fists"; SKILL[primary_skill] = 100; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 1); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; } function UnitJap_fists2() { NAME = "Taekwon Master"; STR = 30; DEX = 30; CON = 12; SPR = 3; WEAPON_PRI = null; primary_skill = "Fists"; SKILL[primary_skill] = 100; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; } function UnitMon_shield1() { NAME = "Swordsman"; STR = 20; DEX = 10; CON = 8; SPR = 12; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 1); primary_skill = "Sword"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("Shield", "Mon", 1); secondary_skill = "Shield"; SKILL[secondary_skill] = 52; ARMOR = new Armor("Clothes", "Mon", 1); HELMET = new Armor("Helmet", "Mon", 1); HORSE = null; setActiveSkills("shield", 0, 1, 0); } function UnitMon_shield2() { NAME = "Footman Guard"; STR = 25; DEX = 12; CON = 10; SPR = 15; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 2); primary_skill = "Sword"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Shield", "Mon", 2); secondary_skill = "Shield"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Mon", 2); HELMET = new Armor("Helmet", "Mon", 2); HORSE = null; setActiveSkills("shield", 0, 2, 0); } function UnitMon_shield3() { NAME = "Rider Guard"; STR = 32; DEX = 16; CON = 13; SPR = 19; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 3); primary_skill = "Sword"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Shield", "Mon", 2); secondary_skill = "Shield"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Mon", 3); HELMET = new Armor("Helmet", "Mon", 3); HORSE = new Horse("any", 20, 3, 4); } function UnitMon_shield4() { NAME = "Wind Rider"; STR = 44; DEX = 22; CON = 18; SPR = 26; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 4); primary_skill = "Sword"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Shield", "Mon", 3); secondary_skill = "Shield"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Mon", 4); HELMET = new Armor("Helmet", "Mon", 4); HORSE = new Horse("any", 30, 4, 4); } function UnitMon_shield5() { NAME = "Storm Rider"; STR = 50; DEX = 25; CON = 20; SPR = 30; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 4); primary_skill = "Sword"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Shield", "Mon", 3); secondary_skill = "Shield"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Mon", 5); HELMET = new Armor("Helmet", "Mon", 5); HORSE = new Horse("any", 50, 6, 4); } function UnitMon_shield6() { NAME = "Hurricane Rider"; STR = 65; DEX = 32; CON = 26; SPR = 39; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 5); primary_skill = "Sword"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Shield", "Mon", 4); secondary_skill = "Shield"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Mon", 6); HELMET = new Armor("Helmet", "Mon", 6); HORSE = new Horse("any", 100, 8, 5); } function UnitMon_shield7() { NAME = "Khan's Guard"; STR = 85; DEX = 42; CON = 34; SPR = 51; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Shield", "Mon", 4); secondary_skill = "Shield"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Mon", 7); HELMET = new Armor("Helmet", "Mon", 7); HORSE = new Horse("any", 100, 20, 6); } function UnitMon_2H_sword0() { NAME = "Merchant Guard"; STR = 15; DEX = 9; CON = 6; SPR = 8; WEAPON_PRI = new WeaponClass("TwohandedSword", "Mon", 1); primary_skill = "Sword"; SKILL[primary_skill] = 55; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("2H_sword", 1, 0, 0); } function UnitMon_2H_sword2() { NAME = "Light Scout"; STR = 25; DEX = 15; CON = 10; SPR = 12; WEAPON_PRI = new WeaponClass("TwohandedSword", "Mon", 2); primary_skill = "Sword"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Bow", "Mon", 1); secondary_skill = "Bow"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Mon", 2); HELMET = new Armor("Helmet", "Mon", 1); HORSE = null; setActiveSkills("2H_sword", 0, 2, 0); } function UnitMon_2H_sword3() { NAME = "Scout"; STR = 32; DEX = 19; CON = 13; SPR = 16; WEAPON_PRI = new WeaponClass("TwohandedSword", "Mon", 3); primary_skill = "Sword"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Bow", "Mon", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Mon", 3); HELMET = new Armor("Helmet", "Mon", 2); HORSE = new Horse("any", 10, 2, 5); } function UnitMon_2H_sword4() { NAME = "Veteran Scout"; STR = 44; DEX = 26; CON = 18; SPR = 22; WEAPON_PRI = new WeaponClass("TwohandedSword", "Mon", 4); primary_skill = "Sword"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Bow", "Mon", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Mon", 4); HELMET = new Armor("Helmet", "Mon", 3); HORSE = new Horse("any", 15, 5, 5); } function UnitMon_2H_sword5() { NAME = "Horde Guard"; STR = 50; DEX = 30; CON = 20; SPR = 25; WEAPON_PRI = new WeaponClass("TwohandedSword", "Mon", 4); primary_skill = "Sword"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Bow", "Mon", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Mon", 5); HELMET = new Armor("Helmet", "Mon", 5); HORSE = new Horse("any", 50, 8, 3); } function UnitMon_2H_sword6() { NAME = "Elte Rider"; STR = 65; DEX = 39; CON = 26; SPR = 32; WEAPON_PRI = new WeaponClass("TwohandedSword", "Mon", 5); primary_skill = "Sword"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Bow", "Mon", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Mon", 6); HELMET = new Armor("Helmet", "Mon", 6); HORSE = new Horse("any", 120, 12, 4); } function UnitMon_2H_sword7() { NAME = "Veteran Rider"; STR = 85; DEX = 51; CON = 34; SPR = 42; WEAPON_PRI = new WeaponClass("TwohandedSword", "Mon", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Bow", "Mon", 4); secondary_skill = "Bow"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Mon", 7); HELMET = new Armor("Helmet", "Mon", 7); HORSE = new Horse("any", 200, 5, 6); } function UnitMon_dual1() { NAME = "Skilled Nomad"; STR = 20; DEX = 10; CON = 12; SPR = 8; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 1); primary_skill = "Sword"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("OnehandedSword", "Mon", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 52; ARMOR = new Armor("Clothes", "Mon", 1); HELMET = null; HORSE = null; setActiveSkills("dual", 1, 0, 0); } function UnitMon_dual2() { NAME = "Fencer"; STR = 25; DEX = 12; CON = 15; SPR = 10; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 2); primary_skill = "Sword"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("OnehandedSword", "Mon", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Mon", 2); HELMET = new Armor("Helmet", "Mon", 1); HORSE = null; setActiveSkills("dual", 2, 0, 0); } function UnitMon_dual3() { NAME = "Master Fencer"; STR = 32; DEX = 16; CON = 19; SPR = 13; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 3); primary_skill = "Sword"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("OnehandedSword", "Mon", 3); secondary_skill = "Sword"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Mon", 3); HELMET = new Armor("Helmet", "Mon", 2); HORSE = null; setActiveSkills("dual", 3, 0, 0); } function UnitMon_dual4() { NAME = "Wanderer"; STR = 44; DEX = 22; CON = 26; SPR = 18; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 4); primary_skill = "Sword"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("OnehandedSword", "Mon", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Mon", 4); HELMET = new Armor("Helmet", "Mon", 3); HORSE = null; setActiveSkills("dual", 2, 0, 1); } function UnitMon_dual5() { NAME = "Bloody Wanderer"; STR = 50; DEX = 25; CON = 30; SPR = 20; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 4); primary_skill = "Sword"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("OnehandedSword", "Mon", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Mon", 5); HELMET = new Armor("Helmet", "Mon", 4); HORSE = null; setActiveSkills("dual", 2, 0, 2); } function UnitMon_dual6() { NAME = "Swordmaster"; STR = 65; DEX = 32; CON = 39; SPR = 26; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 5); primary_skill = "Sword"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("OnehandedSword", "Mon", 5); secondary_skill = "Sword"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Mon", 6); HELMET = new Armor("Helmet", "Mon", 5); HORSE = null; setActiveSkills("dual", 3, 2, 0); } function UnitMon_dual7() { NAME = "Dust Warrior"; STR = 85; DEX = 42; CON = 51; SPR = 34; WEAPON_PRI = new WeaponClass("OnehandedSword", "Mon", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("OnehandedSword", "Mon", 6); secondary_skill = "Sword"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Mon", 7); HELMET = new Armor("Helmet", "Mon", 6); HORSE = null; setActiveSkills("dual", 3, 1, 2); } function UnitMon_dagger0() { NAME = "Poor Nomad"; STR = 3; DEX = 15; CON = 6; SPR = 14; WEAPON_PRI = new WeaponClass("Dagger", "Mon", 1); primary_skill = "Dagger"; SKILL[primary_skill] = 55; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("dagger", 0, 1, 0); } function UnitMon_dagger2() { NAME = "Forest Rogue"; STR = 4; DEX = 22; CON = 9; SPR = 20; WEAPON_PRI = new WeaponClass("Dagger", "Mon", 2); primary_skill = "Dagger"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Bow", "Mon", 1); secondary_skill = "Bow"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Mon", 2); HELMET = new Armor("Helmet", "Mon", 1); HORSE = null; setActiveSkills("dagger", 1, 1, 0); } function UnitMon_dagger3() { NAME = "Town Rogue"; STR = 6; DEX = 32; CON = 13; SPR = 29; WEAPON_PRI = new WeaponClass("Dagger", "Mon", 3); primary_skill = "Dagger"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Bow", "Mon", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Mon", 2); HELMET = new Armor("Helmet", "Mon", 2); HORSE = null; setActiveSkills("dagger", 2, 0, 1); } function UnitMon_dagger4() { NAME = "Headhunter"; STR = 8; DEX = 40; CON = 16; SPR = 36; WEAPON_PRI = new WeaponClass("Dagger", "Mon", 4); primary_skill = "Dagger"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Bow", "Mon", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Mon", 3); HELMET = new Armor("Helmet", "Mon", 3); HORSE = null; setActiveSkills("dagger", 2, 2, 0); } function UnitMon_dagger5() { NAME = "Chaos Rogue"; STR = 10; DEX = 50; CON = 20; SPR = 45; WEAPON_PRI = new WeaponClass("Dagger", "Mon", 5); primary_skill = "Dagger"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Bow", "Mon", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Mon", 3); HELMET = new Armor("Helmet", "Mon", 4); HORSE = null; setActiveSkills("dagger", 2, 2, 1); } function UnitMon_dagger6() { NAME = "Grimkeeper"; STR = 14; DEX = 68; CON = 27; SPR = 61; WEAPON_PRI = new WeaponClass("Dagger", "Mon", 6); primary_skill = "Dagger"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Bow", "Mon", 4); secondary_skill = "Bow"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Mon", 4); HELMET = new Armor("Helmet", "Mon", 5); HORSE = null; setActiveSkills("dagger", 2, 3, 2); } function UnitMon_bow0() { NAME = "Light Bowman"; STR = 3; DEX = 15; CON = 4; SPR = 15; WEAPON_PRI = new WeaponClass("Bow", "Mon", 1); primary_skill = "Bow"; SKILL[primary_skill] = 55; WEAPON_SEC = new WeaponClass("TwohandedSword", "Mon", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 45; ARMOR = null; HELMET = null; HORSE = new Horse("any", 5, 0, 3); setActiveSkills("bow", 2, 0, 1); } function UnitMon_bow2() { NAME = "Light Horseman"; STR = 6; DEX = 28; CON = 8; SPR = 28; WEAPON_PRI = new WeaponClass("Bow", "Mon", 2); primary_skill = "Bow"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("TwohandedSword", "Mon", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Mon", 1); HELMET = null; HORSE = new Horse("any", 10, 3, 3); setActiveSkills("bow", 0, 2, 1); } function UnitMon_bow4() { NAME = "Master Archer"; STR = 10; DEX = 50; CON = 15; SPR = 50; WEAPON_PRI = new WeaponClass("Bow", "Mon", 3); primary_skill = "Bow"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("TwohandedSword", "Mon", 3); secondary_skill = "Sword"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Mon", 3); HELMET = new Armor("Helmet", "Mon", 2); HORSE = new Horse("any", 15, 5, 4); setActiveSkills("bow", 0, 0, 4); } function UnitMon_bow6() { NAME = "Creepy Archer"; STR = 18; DEX = 90; CON = 27; SPR = 90; WEAPON_PRI = new WeaponClass("Bow", "Mon", 4); primary_skill = "Bow"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("TwohandedSword", "Mon", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Mon", 4); HELMET = new Armor("Helmet", "Mon", 3); HORSE = new Horse("any", 30, 10, 4); setActiveSkills("bow", 0, 2, 4); } function UnitAra_2H_sword1() { NAME = "Light Swordsman"; STR = 22; DEX = 18; CON = 9; SPR = 7; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ara", 1); primary_skill = "Sword"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 1); HELMET = null; HORSE = null; setActiveSkills("2H_sword", 1, 0, 0); } function UnitAra_2H_sword2() { NAME = "Sr. Swordsman"; STR = 25; DEX = 20; CON = 10; SPR = 8; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ara", 2); primary_skill = "Sword"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 1); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Ara", 2); HELMET = new Armor("Helmet", "Ara", 1); HORSE = null; setActiveSkills("2H_sword", 2, 0, 0); } function UnitAra_2H_sword3() { NAME = "Scimitar Master"; STR = 32; DEX = 26; CON = 13; SPR = 10; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ara", 3); primary_skill = "Sword"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 2); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Ara", 3); HELMET = new Armor("Helmet", "Ara", 2); HORSE = null; setActiveSkills("2H_sword", 0, 2, 0); } function UnitAra_2H_sword4() { NAME = "Light Janissary"; STR = 44; DEX = 35; CON = 18; SPR = 13; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ara", 4); primary_skill = "Sword"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 2); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Ara", 4); HELMET = new Armor("Helmet", "Ara", 3); HORSE = null; setActiveSkills("2H_sword", 0, 2, 1); } function UnitAra_2H_sword5() { NAME = "Janissary"; STR = 50; DEX = 40; CON = 20; SPR = 15; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ara", 4); primary_skill = "Sword"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 3); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 5); HELMET = new Armor("Helmet", "Ara", 5); HORSE = null; setActiveSkills("2H_sword", 0, 2, 2); } function UnitAra_2H_sword6() { NAME = "Janissary Master"; STR = 65; DEX = 52; CON = 26; SPR = 20; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ara", 5); primary_skill = "Sword"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 3); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Ara", 6); HELMET = new Armor("Helmet", "Ara", 6); HORSE = null; setActiveSkills("2H_sword", 3, 0, 2); } function UnitAra_2H_sword7() { NAME = "Elite Janissary"; STR = 85; DEX = 68; CON = 34; SPR = 26; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ara", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 4); secondary_skill = "Crossbow"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Ara", 7); HELMET = new Armor("Helmet", "Ara", 7); HORSE = null; setActiveSkills("2H_sword", 0, 4, 3); } function UnitAra_dual0() { NAME = "Slave"; STR = 15; DEX = 10; CON = 8; SPR = 4; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 1); primary_skill = "Sword"; SKILL[primary_skill] = 55; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 45; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("dual", 0, 1, 0); } function UnitAra_dual2() { NAME = "Sailor"; STR = 25; DEX = 18; CON = 12; SPR = 8; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 2); primary_skill = "Sword"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Ara", 2); HELMET = new Armor("Helmet", "Ara", 1); HORSE = null; setActiveSkills("dual", 2, 0, 0); } function UnitAra_dual3() { NAME = "Pirate"; STR = 32; DEX = 22; CON = 16; SPR = 10; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 3); primary_skill = "Sword"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 3); secondary_skill = "Sword"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Ara", 3); HELMET = new Armor("Helmet", "Ara", 2); HORSE = null; setActiveSkills("dual", 2, 1, 0); } function UnitAra_dual4() { NAME = "Sea Dog"; STR = 44; DEX = 31; CON = 22; SPR = 13; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 4); primary_skill = "Sword"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Ara", 4); HELMET = new Armor("Helmet", "Ara", 3); HORSE = null; setActiveSkills("dual", 2, 0, 1); } function UnitAra_dual5() { NAME = "Corsair"; STR = 50; DEX = 35; CON = 25; SPR = 15; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 4); primary_skill = "Sword"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 5); HELMET = new Armor("Helmet", "Ara", 4); HORSE = null; setActiveSkills("dual", 3, 0, 2); } function UnitAra_dual6() { NAME = "Captain"; STR = 65; DEX = 46; CON = 32; SPR = 20; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 5); primary_skill = "Sword"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 5); secondary_skill = "Sword"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Ara", 6); HELMET = new Armor("Helmet", "Ara", 5); HORSE = null; setActiveSkills("dual", 3, 0, 3); } function UnitAra_dual7() { NAME = "Pirate Captain"; STR = 85; DEX = 59; CON = 42; SPR = 26; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ara", 6); primary_skill = "Sword"; SKILL[primary_skill] = 97; WEAPON_SEC = new WeaponClass("OnehandedSword", "Ara", 6); secondary_skill = "Sword"; SKILL[secondary_skill] = 94; ARMOR = new Armor("Clothes", "Ara", 7); HELMET = new Armor("Helmet", "Ara", 6); HORSE = null; setActiveSkills("dual", 4, 3, 0); } function UnitAra_katar1() { NAME = "Theif"; STR = 18; DEX = 18; CON = 8; SPR = 6; WEAPON_PRI = new WeaponClass("Katar", "Ara", 1); primary_skill = "Katar"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 1); HELMET = new Armor("Helmet", "Ara", 1); HORSE = null; setActiveSkills("katar", 1, 0, 0); } function UnitAra_katar3() { NAME = "Assassin"; STR = 29; DEX = 29; CON = 13; SPR = 10; WEAPON_PRI = new WeaponClass("Katar", "Ara", 3); primary_skill = "Katar"; SKILL[primary_skill] = 73; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 3); HELMET = new Armor("Helmet", "Ara", 3); HORSE = null; setActiveSkills("katar", 1, 2, 0); } function UnitAra_katar4() { NAME = "Shadow Assassin"; STR = 40; DEX = 40; CON = 18; SPR = 13; WEAPON_PRI = new WeaponClass("Katar", "Ara", 4); primary_skill = "Katar"; SKILL[primary_skill] = 79; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 4); HELMET = new Armor("Helmet", "Ara", 4); HORSE = null; setActiveSkills("katar", 0, 3, 0); } function UnitAra_katar5() { NAME = "Master Assassin"; STR = 45; DEX = 45; CON = 20; SPR = 15; WEAPON_PRI = new WeaponClass("Katar", "Ara", 4); primary_skill = "Katar"; SKILL[primary_skill] = 85; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 5); HELMET = new Armor("Helmet", "Ara", 5); HORSE = null; setActiveSkills("katar", 0, 3, 1); } function UnitAra_katar6() { NAME = "Ghost Assassin"; STR = 58; DEX = 58; CON = 26; SPR = 20; WEAPON_PRI = new WeaponClass("Katar", "Ara", 5); primary_skill = "Katar"; SKILL[primary_skill] = 91; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 6); HELMET = new Armor("Helmet", "Ara", 6); HORSE = null; setActiveSkills("katar", 2, 3, 1); } function UnitAra_katar7() { NAME = "Elite Assassin"; STR = 81; DEX = 81; CON = 36; SPR = 27; WEAPON_PRI = new WeaponClass("Katar", "Ara", 6); primary_skill = "Katar"; SKILL[primary_skill] = 97; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ara", 7); HELMET = new Armor("Helmet", "Ara", 7); HORSE = null; setActiveSkills("katar", 0, 4, 3); } function UnitAra_crossbow0() { NAME = "Light Archer"; STR = 9; DEX = 15; CON = 8; SPR = 6; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 1); primary_skill = "Crossbow"; SKILL[primary_skill] = 55; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ara", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 45; ARMOR = null; HELMET = null; HORSE = null; setActiveSkills("crossbow", 0, 0, 1); } function UnitAra_crossbow2() { NAME = "Siege Archer"; STR = 17; DEX = 28; CON = 14; SPR = 11; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 2); primary_skill = "Crossbow"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ara", 2); secondary_skill = "Sword"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Ara", 1); HELMET = null; HORSE = null; setActiveSkills("crossbow", 0, 0, 2); } function UnitAra_crossbow4() { NAME = "Castle Guard"; STR = 30; DEX = 50; CON = 25; SPR = 20; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 3); primary_skill = "Crossbow"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ara", 3); secondary_skill = "Sword"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Ara", 3); HELMET = new Armor("Helmet", "Ara", 2); HORSE = null; setActiveSkills("crossbow", 3, 0, 0); } function UnitAra_crossbow6() { NAME = "Stalker"; STR = 54; DEX = 90; CON = 45; SPR = 36; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 4); primary_skill = "Crossbow"; SKILL[primary_skill] = 91; WEAPON_SEC = new WeaponClass("TwohandedSword", "Ara", 4); secondary_skill = "Sword"; SKILL[secondary_skill] = 87; ARMOR = new Armor("Clothes", "Ara", 4); HELMET = new Armor("Helmet", "Ara", 3); HORSE = null; setActiveSkills("crossbow", 2, 0, 2); } function UnitViz_caster1() { NAME = "Protector"; STR = 32; DEX = 10; CON = 19; SPR = 10; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 3); primary_skill = "Sword"; SKILL[primary_skill] = 73; WEAPON_SEC = new WeaponClass("Shield", "Viz", 2); secondary_skill = "Shield"; SKILL[secondary_skill] = 66; ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 3); HORSE = null; AURA_SKILLS.push(["Barrier", 3]); SPR = 30; } function UnitViz_caster2() { NAME = "Healer"; STR = 50; DEX = 15; CON = 25; SPR = 20; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Viz", 4); primary_skill = "Axe"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Bow", "Viz", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Viz", 5); HELMET = new Armor("Helmet", "Viz", 5); HORSE = null; AURA_SKILLS.push(["DivineHelp", 4]); SPR = 60; } function UnitGer_caster1() { NAME = "Acolyte"; STR = 22; DEX = 2; CON = 22; SPR = 2; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 1); primary_skill = "Mace"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; AURA_SKILLS.push(["DivineHelp", 3]); SPR = 30; } function UnitGer_caster2() { NAME = "Priest"; STR = 22; DEX = 2; CON = 22; SPR = 2; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 1); primary_skill = "Mace"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; AURA_SKILLS.push(["Devotion", 3]); SPR = 60; } function UnitRus_caster1() { NAME = "Dryad"; STR = 24; DEX = 13; CON = 4; SPR = 2; WEAPON_PRI = new WeaponClass("TwohandedSword", "Rus", 1); primary_skill = "Sword"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Rus", 1); HELMET = null; HORSE = null; AURA_SKILLS.push(["HolyTribunal", 3]); SPR = 30; } function UnitRus_caster2() { NAME = "Forest Soul"; STR = 58; DEX = 23; CON = 35; SPR = 12; WEAPON_PRI = new WeaponClass("Spear", "Rus", 4); primary_skill = "Spear"; SKILL[primary_skill] = 85; WEAPON_SEC = new WeaponClass("Bow", "Rus", 3); secondary_skill = "Bow"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Rus", 5); HELMET = new Armor("Helmet", "Rus", 5); HORSE = null; AURA_SKILLS.push(["DivineHelp", 3]); SPR = 60; } function UnitJap_caster1() { NAME = "White Monk"; STR = 8; DEX = 24; CON = 6; SPR = 12; WEAPON_PRI = new WeaponClass("Staff", "Jap", 2); primary_skill = "Staff"; SKILL[primary_skill] = 61; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = new Armor("Clothes", "Jap", 1); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; AURA_SKILLS.push(["Barrier", 4]); SPR = 30; } function UnitJap_caster2() { NAME = "Mentor"; STR = 17; DEX = 50; CON = 13; SPR = 25; WEAPON_PRI = new WeaponClass("Staff", "Jap", 5); primary_skill = "Staff"; SKILL[primary_skill] = 79; WEAPON_SEC = new WeaponClass("Bow", "Jap", 2); secondary_skill = "Bow"; SKILL[secondary_skill] = 73; ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 4); HORSE = null; AURA_SKILLS.push(["NationJap", 3]); SPR = 60; } function UnitMon_caster1() { NAME = "Shaman"; STR = 4; DEX = 18; CON = 5; SPR = 18; WEAPON_PRI = new WeaponClass("Bow", "Mon", 1); primary_skill = "Bow"; SKILL[primary_skill] = 61; WEAPON_SEC = new WeaponClass("TwohandedSword", "Mon", 1); secondary_skill = "Sword"; SKILL[secondary_skill] = 52; ARMOR = null; HELMET = null; HORSE = null; AURA_SKILLS.push(["Devotion", 3]); SPR = 30; } function UnitMon_caster2() { NAME = "Sage"; STR = 4; DEX = 22; CON = 9; SPR = 20; WEAPON_PRI = new WeaponClass("Dagger", "Mon", 2); primary_skill = "Dagger"; SKILL[primary_skill] = 67; WEAPON_SEC = new WeaponClass("Bow", "Mon", 1); secondary_skill = "Bow"; SKILL[secondary_skill] = 59; ARMOR = new Armor("Clothes", "Mon", 2); HELMET = new Armor("Helmet", "Mon", 1); HORSE = null; AURA_SKILLS.push(["ForceBalance", 3]); SPR = 60; } function UnitAra_caster1() { NAME = "Mullah"; STR = 15; DEX = 6; CON = 15; SPR = 2; WEAPON_PRI = null; primary_skill = "Fists"; SKILL[primary_skill] = 100; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = null; HELMET = null; HORSE = null; AURA_SKILLS.push(["Devotion", 3]); SPR = 30; } function UnitAra_caster2() { NAME = "Virgin"; STR = 15; DEX = 12; CON = 6; SPR = 4; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ara", 1); primary_skill = "Sword"; SKILL[primary_skill] = 55; WEAPON_SEC = null; secondary_skill = "Fists"; SKILL[secondary_skill] = 80; ARMOR = null; HELMET = null; HORSE = null; AURA_SKILLS.push(["BansheeCry", 2]); SPR = 60; GENDER = "f"; } static function getMeleeRogue(lv) { var _local6 = ["shield", "2H_sword", "2H_axe", "staff", "dagger", "dual"]; var _local2 = new Unit("Rog", _local6[_root.dice(5)], Math.floor(lv / 10)); _local2.NAME = ("Rogue (" + _local2.TYPE) + ")"; _local2.STR = 16 + lv; _local2.DEX = 5 + Math.floor(lv / 2); _local2.CON = 10 + Math.floor(lv / 2); _local2.SPR = 1; switch (_local2.TYPE) { case "dual" : var _local4 = ["OnehandedSword", "OnehandedAxe", "OnehandedMace", "NinjaTo"]; _local2.WEAPON_PRI = new WeaponClass(_local4[_root.dice(4)], "Rog", _root.d(2)); _local2.WEAPON_SEC = new WeaponClass(_local4[_root.dice(4)], "Rog", _root.d(2)); break; case "shield" : var _local5 = ["Viz", "Ger", "Rus"]; _local4 = ["OnehandedSword", "OnehandedAxe", "OnehandedMace"]; _local2.WEAPON_PRI = new WeaponClass(_local4[_root.dice(3)], "Rog", _root.d(2)); _local2.WEAPON_SEC = new WeaponClass("Shield", _local5[_root.dice(3)], 1); break; case "2H_sword" : _local4 = ["TwohandedSword", "Katana"]; _local2.WEAPON_PRI = new WeaponClass("TwohandedSword", "Rog", _root.d(2)); _local2.WEAPON_SEC = null; break; case "2H_axe" : _local4 = ["TwohandedAxe", "TwohandedMace"]; _local2.WEAPON_PRI = new WeaponClass(_local4[_root.dice(2)], "Rog", _root.d(2)); _local2.WEAPON_SEC = null; break; case "staff" : _local2.WEAPON_PRI = new WeaponClass("Staff", "Jap", 1); _local2.WEAPON_SEC = null; break; case "dagger" : _local5 = ["Viz", "Mon"]; _local2.WEAPON_PRI = new WeaponClass("Dagger", _local5[_root.dice(2)], 1); _local2.WEAPON_SEC = null; } _local2.ARMOR = ((lv > 8) ? (new Armor("Clothes", _local2.NATION, Math.floor(lv / 8))) : null); _local2.HELMET = ((lv > 8) ? (new Armor("Helmet", _local2.NATION, Math.floor(lv / 8))) : null); _local2.primary_skill = _local2.WEAPON_PRI.skill; _local2.secondary_skill = "none"; _local2.SKILL[_local2.primary_skill] = 40 + lv; _local2.price = 10 * lv; return(_local2); } static function getRangedRogue(lv) { var _local5 = ["bow", "crossbow", "throwing"]; var _local2 = new Unit("Rog", _local5[_root.dice(3)], Math.floor(lv / 10)); _local2.NAME = ("Rogue (" + _local2.TYPE) + ")"; _local2.STR = 10 + Math.floor(lv / 2); _local2.DEX = 15 + lv; _local2.CON = 5 + Math.floor(lv / 2); _local2.SPR = 1; switch (_local2.TYPE) { case "bow" : var _local4 = ["Viz", "Ger", "Rus", "Jap", "Mon"]; _local2.WEAPON_PRI = new WeaponClass("Bow", _local4[_root.dice(5)], 1); break; case "crossbow" : _local4 = ["Viz", "Ger", "Rus"]; _local2.WEAPON_PRI = new WeaponClass("Crossbow", _local4[_root.dice(3)], 1); break; case "throwing" : _local4 = ["Ger", "Rus"]; _local2.WEAPON_PRI = new WeaponClass("Throwing", _local4[_root.dice(2)], 1); } _local2.WEAPON_SEC = null; _local2.ARMOR = ((lv > 10) ? (new Armor("Clothes", _local2.NATION, Math.floor(lv / 10))) : null); _local2.HELMET = ((lv > 10) ? (new Armor("Helmet", _local2.NATION, Math.floor(lv / 10))) : null); _local2.primary_skill = _local2.WEAPON_PRI.skill; _local2.secondary_skill = "none"; _local2.SKILL[_local2.primary_skill] = 40 + lv; _local2.price = 10 * lv; return(_local2); } static function getMeleeMilitia(nation, sub_lv) { if (!sub_lv) { sub_lv = 0; } if ((sub_lv < 0) || (sub_lv > 7)) { trace("Inacceptable militia level:" + sub_lv); } switch (nation) { case "Viz" : switch (sub_lv) { case 0 : return(new Unit(nation, "shield", sub_lv)); case 1 : return(new Unit(nation, "spear", sub_lv)); case 2 : return(new Unit(nation, "2H_axe", sub_lv)); case 3 : return(new Unit(nation, "spear", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "2H_sword", sub_lv)); case 7 : return(new Unit(nation, "shield", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "2H_sword", sub_lv)); case 1 : return(new Unit(nation, "shield", sub_lv)); case 2 : return(new Unit(nation, "shield", sub_lv)); case 3 : return(new Unit(nation, "shield", sub_lv)); case 4 : return(new Unit(nation, "2H_sword", sub_lv)); case 5 : return(new Unit(nation, "shield", sub_lv)); case 6 : return(new Unit(nation, "2H_axe", sub_lv)); case 7 : return(new Unit(nation, "2H_sword", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "2H_axe", sub_lv)); case 1 : return(new Unit(nation, "2H_axe", sub_lv)); case 2 : return(new Unit(nation, "shield", sub_lv)); case 3 : return(new Unit(nation, "shield", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "dual", sub_lv)); case 6 : return(new Unit(nation, "2H_axe", sub_lv)); case 7 : return(new Unit(nation, "2H_axe", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "fists", sub_lv + 1)); case 1 : return(new Unit(nation, "staff", sub_lv)); case 2 : return(new Unit(nation, "staff", sub_lv)); case 3 : return(new Unit(nation, "staff", sub_lv)); case 4 : return(new Unit(nation, "staff", sub_lv)); case 5 : return(new Unit(nation, "staff", sub_lv)); case 6 : return(new Unit(nation, "staff", sub_lv)); case 7 : return(new Unit(nation, "katana", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dagger", sub_lv)); case 1 : return(new Unit(nation, "shield", sub_lv)); case 2 : return(new Unit(nation, "2H_sword", sub_lv)); case 3 : return(new Unit(nation, "dual", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "dual", sub_lv)); case 7 : return(new Unit(nation, "2H_sword", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dual", sub_lv)); case 1 : return(new Unit(nation, "2H_sword", sub_lv)); case 2 : return(new Unit(nation, "dual", sub_lv)); case 3 : return(new Unit(nation, "katar", sub_lv)); case 4 : return(new Unit(nation, "katar", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "katar", sub_lv)); case 7 : return(new Unit(nation, "katar", sub_lv)); } } } } } } case "Ger" : switch (sub_lv) { case 0 : return(new Unit(nation, "2H_sword", sub_lv)); case 1 : return(new Unit(nation, "shield", sub_lv)); case 2 : return(new Unit(nation, "shield", sub_lv)); case 3 : return(new Unit(nation, "shield", sub_lv)); case 4 : return(new Unit(nation, "2H_sword", sub_lv)); case 5 : return(new Unit(nation, "shield", sub_lv)); case 6 : return(new Unit(nation, "2H_axe", sub_lv)); case 7 : return(new Unit(nation, "2H_sword", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "2H_axe", sub_lv)); case 1 : return(new Unit(nation, "2H_axe", sub_lv)); case 2 : return(new Unit(nation, "shield", sub_lv)); case 3 : return(new Unit(nation, "shield", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "dual", sub_lv)); case 6 : return(new Unit(nation, "2H_axe", sub_lv)); case 7 : return(new Unit(nation, "2H_axe", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "fists", sub_lv + 1)); case 1 : return(new Unit(nation, "staff", sub_lv)); case 2 : return(new Unit(nation, "staff", sub_lv)); case 3 : return(new Unit(nation, "staff", sub_lv)); case 4 : return(new Unit(nation, "staff", sub_lv)); case 5 : return(new Unit(nation, "staff", sub_lv)); case 6 : return(new Unit(nation, "staff", sub_lv)); case 7 : return(new Unit(nation, "katana", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dagger", sub_lv)); case 1 : return(new Unit(nation, "shield", sub_lv)); case 2 : return(new Unit(nation, "2H_sword", sub_lv)); case 3 : return(new Unit(nation, "dual", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "dual", sub_lv)); case 7 : return(new Unit(nation, "2H_sword", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dual", sub_lv)); case 1 : return(new Unit(nation, "2H_sword", sub_lv)); case 2 : return(new Unit(nation, "dual", sub_lv)); case 3 : return(new Unit(nation, "katar", sub_lv)); case 4 : return(new Unit(nation, "katar", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "katar", sub_lv)); case 7 : return(new Unit(nation, "katar", sub_lv)); } } } } } case "Rus" : switch (sub_lv) { case 0 : return(new Unit(nation, "2H_axe", sub_lv)); case 1 : return(new Unit(nation, "2H_axe", sub_lv)); case 2 : return(new Unit(nation, "shield", sub_lv)); case 3 : return(new Unit(nation, "shield", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "dual", sub_lv)); case 6 : return(new Unit(nation, "2H_axe", sub_lv)); case 7 : return(new Unit(nation, "2H_axe", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "fists", sub_lv + 1)); case 1 : return(new Unit(nation, "staff", sub_lv)); case 2 : return(new Unit(nation, "staff", sub_lv)); case 3 : return(new Unit(nation, "staff", sub_lv)); case 4 : return(new Unit(nation, "staff", sub_lv)); case 5 : return(new Unit(nation, "staff", sub_lv)); case 6 : return(new Unit(nation, "staff", sub_lv)); case 7 : return(new Unit(nation, "katana", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dagger", sub_lv)); case 1 : return(new Unit(nation, "shield", sub_lv)); case 2 : return(new Unit(nation, "2H_sword", sub_lv)); case 3 : return(new Unit(nation, "dual", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "dual", sub_lv)); case 7 : return(new Unit(nation, "2H_sword", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dual", sub_lv)); case 1 : return(new Unit(nation, "2H_sword", sub_lv)); case 2 : return(new Unit(nation, "dual", sub_lv)); case 3 : return(new Unit(nation, "katar", sub_lv)); case 4 : return(new Unit(nation, "katar", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "katar", sub_lv)); case 7 : return(new Unit(nation, "katar", sub_lv)); } } } } case "Jap" : switch (sub_lv) { case 0 : return(new Unit(nation, "fists", sub_lv + 1)); case 1 : return(new Unit(nation, "staff", sub_lv)); case 2 : return(new Unit(nation, "staff", sub_lv)); case 3 : return(new Unit(nation, "staff", sub_lv)); case 4 : return(new Unit(nation, "staff", sub_lv)); case 5 : return(new Unit(nation, "staff", sub_lv)); case 6 : return(new Unit(nation, "staff", sub_lv)); case 7 : return(new Unit(nation, "katana", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dagger", sub_lv)); case 1 : return(new Unit(nation, "shield", sub_lv)); case 2 : return(new Unit(nation, "2H_sword", sub_lv)); case 3 : return(new Unit(nation, "dual", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "dual", sub_lv)); case 7 : return(new Unit(nation, "2H_sword", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dual", sub_lv)); case 1 : return(new Unit(nation, "2H_sword", sub_lv)); case 2 : return(new Unit(nation, "dual", sub_lv)); case 3 : return(new Unit(nation, "katar", sub_lv)); case 4 : return(new Unit(nation, "katar", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "katar", sub_lv)); case 7 : return(new Unit(nation, "katar", sub_lv)); } } } case "Mon" : switch (sub_lv) { case 0 : return(new Unit(nation, "dagger", sub_lv)); case 1 : return(new Unit(nation, "shield", sub_lv)); case 2 : return(new Unit(nation, "2H_sword", sub_lv)); case 3 : return(new Unit(nation, "dual", sub_lv)); case 4 : return(new Unit(nation, "shield", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "dual", sub_lv)); case 7 : return(new Unit(nation, "2H_sword", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "dual", sub_lv)); case 1 : return(new Unit(nation, "2H_sword", sub_lv)); case 2 : return(new Unit(nation, "dual", sub_lv)); case 3 : return(new Unit(nation, "katar", sub_lv)); case 4 : return(new Unit(nation, "katar", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "katar", sub_lv)); case 7 : return(new Unit(nation, "katar", sub_lv)); } } case "Ara" : switch (sub_lv) { case 0 : return(new Unit(nation, "dual", sub_lv)); case 1 : return(new Unit(nation, "2H_sword", sub_lv)); case 2 : return(new Unit(nation, "dual", sub_lv)); case 3 : return(new Unit(nation, "katar", sub_lv)); case 4 : return(new Unit(nation, "katar", sub_lv)); case 5 : return(new Unit(nation, "2H_sword", sub_lv)); case 6 : return(new Unit(nation, "katar", sub_lv)); case 7 : return(new Unit(nation, "katar", sub_lv)); } } } static function getRangedMilitia(nation, sub_lv) { if (!sub_lv) { sub_lv = 0; } if ((sub_lv < 0) || (sub_lv > 7)) { trace("Inacceptable militia level:" + sub_lv); } switch (nation) { case "Viz" : switch (sub_lv) { case 0 : return(new Unit(nation, "bow", sub_lv)); case 1 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 6 : return(new Unit(nation, "throwing", 0)); case 7 : return(new Unit(nation, "throwing", 2)); switch (sub_lv) { case 0 : return(new Unit(nation, "bow", sub_lv + 1)); case 1 : return(new Unit(nation, "throwing", sub_lv)); case 2 : return(new Unit(nation, "crossbow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv)); case 4 : return(new Unit(nation, "crossbow", sub_lv)); case 5 : return(new Unit(nation, "throwing", sub_lv)); case 6 : return(new Unit(nation, "crossbow", sub_lv)); case 7 : return(new Unit(nation, "crossbow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv + 1)); case 1 : return(new Unit(nation, "crossbow", sub_lv)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "throwing", sub_lv)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "throwing", sub_lv)); case 6 : return(new Unit(nation, "bow", sub_lv)); case 7 : return(new Unit(nation, "bow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "throwing", sub_lv + 1)); case 1 : return(new Unit(nation, "bow", sub_lv)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv)); case 4 : return(new Unit(nation, "throwing", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv)); case 6 : return(new Unit(nation, "throwing", sub_lv)); case 7 : return(new Unit(nation, "throwing", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "bow", sub_lv)); case 1 : return(new Unit(nation, "bow", sub_lv - 1)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv - 1)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv - 1)); case 6 : return(new Unit(nation, "bow", sub_lv)); case 7 : return(new Unit(nation, "bow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv)); case 1 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 2 : return(new Unit(nation, "crossbow", sub_lv)); case 3 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 4 : return(new Unit(nation, "crossbow", sub_lv)); case 5 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 6 : return(new Unit(nation, "crossbow", sub_lv)); case 7 : return(new Unit(nation, "crossbow", sub_lv - 1)); } } } } } } case "Ger" : switch (sub_lv) { case 0 : return(new Unit(nation, "bow", sub_lv + 1)); case 1 : return(new Unit(nation, "throwing", sub_lv)); case 2 : return(new Unit(nation, "crossbow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv)); case 4 : return(new Unit(nation, "crossbow", sub_lv)); case 5 : return(new Unit(nation, "throwing", sub_lv)); case 6 : return(new Unit(nation, "crossbow", sub_lv)); case 7 : return(new Unit(nation, "crossbow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv + 1)); case 1 : return(new Unit(nation, "crossbow", sub_lv)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "throwing", sub_lv)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "throwing", sub_lv)); case 6 : return(new Unit(nation, "bow", sub_lv)); case 7 : return(new Unit(nation, "bow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "throwing", sub_lv + 1)); case 1 : return(new Unit(nation, "bow", sub_lv)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv)); case 4 : return(new Unit(nation, "throwing", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv)); case 6 : return(new Unit(nation, "throwing", sub_lv)); case 7 : return(new Unit(nation, "throwing", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "bow", sub_lv)); case 1 : return(new Unit(nation, "bow", sub_lv - 1)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv - 1)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv - 1)); case 6 : return(new Unit(nation, "bow", sub_lv)); case 7 : return(new Unit(nation, "bow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv)); case 1 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 2 : return(new Unit(nation, "crossbow", sub_lv)); case 3 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 4 : return(new Unit(nation, "crossbow", sub_lv)); case 5 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 6 : return(new Unit(nation, "crossbow", sub_lv)); case 7 : return(new Unit(nation, "crossbow", sub_lv - 1)); } } } } } case "Rus" : switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv + 1)); case 1 : return(new Unit(nation, "crossbow", sub_lv)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "throwing", sub_lv)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "throwing", sub_lv)); case 6 : return(new Unit(nation, "bow", sub_lv)); case 7 : return(new Unit(nation, "bow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "throwing", sub_lv + 1)); case 1 : return(new Unit(nation, "bow", sub_lv)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv)); case 4 : return(new Unit(nation, "throwing", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv)); case 6 : return(new Unit(nation, "throwing", sub_lv)); case 7 : return(new Unit(nation, "throwing", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "bow", sub_lv)); case 1 : return(new Unit(nation, "bow", sub_lv - 1)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv - 1)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv - 1)); case 6 : return(new Unit(nation, "bow", sub_lv)); case 7 : return(new Unit(nation, "bow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv)); case 1 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 2 : return(new Unit(nation, "crossbow", sub_lv)); case 3 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 4 : return(new Unit(nation, "crossbow", sub_lv)); case 5 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 6 : return(new Unit(nation, "crossbow", sub_lv)); case 7 : return(new Unit(nation, "crossbow", sub_lv - 1)); } } } } case "Jap" : switch (sub_lv) { case 0 : return(new Unit(nation, "throwing", sub_lv + 1)); case 1 : return(new Unit(nation, "bow", sub_lv)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv)); case 4 : return(new Unit(nation, "throwing", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv)); case 6 : return(new Unit(nation, "throwing", sub_lv)); case 7 : return(new Unit(nation, "throwing", sub_lv)); switch (sub_lv) { case 0 : return(new Unit(nation, "bow", sub_lv)); case 1 : return(new Unit(nation, "bow", sub_lv - 1)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv - 1)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv - 1)); case 6 : return(new Unit(nation, "bow", sub_lv)); case 7 : return(new Unit(nation, "bow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv)); case 1 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 2 : return(new Unit(nation, "crossbow", sub_lv)); case 3 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 4 : return(new Unit(nation, "crossbow", sub_lv)); case 5 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 6 : return(new Unit(nation, "crossbow", sub_lv)); case 7 : return(new Unit(nation, "crossbow", sub_lv - 1)); } } } case "Mon" : switch (sub_lv) { case 0 : return(new Unit(nation, "bow", sub_lv)); case 1 : return(new Unit(nation, "bow", sub_lv - 1)); case 2 : return(new Unit(nation, "bow", sub_lv)); case 3 : return(new Unit(nation, "bow", sub_lv - 1)); case 4 : return(new Unit(nation, "bow", sub_lv)); case 5 : return(new Unit(nation, "bow", sub_lv - 1)); case 6 : return(new Unit(nation, "bow", sub_lv)); case 7 : return(new Unit(nation, "bow", sub_lv - 1)); switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv)); case 1 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 2 : return(new Unit(nation, "crossbow", sub_lv)); case 3 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 4 : return(new Unit(nation, "crossbow", sub_lv)); case 5 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 6 : return(new Unit(nation, "crossbow", sub_lv)); case 7 : return(new Unit(nation, "crossbow", sub_lv - 1)); } } case "Ara" : switch (sub_lv) { case 0 : return(new Unit(nation, "crossbow", sub_lv)); case 1 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 2 : return(new Unit(nation, "crossbow", sub_lv)); case 3 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 4 : return(new Unit(nation, "crossbow", sub_lv)); case 5 : return(new Unit(nation, "crossbow", sub_lv - 1)); case 6 : return(new Unit(nation, "crossbow", sub_lv)); case 7 : return(new Unit(nation, "crossbow", sub_lv - 1)); } } } }
Symbol 3163 MovieClip [__Packages.UnitInfo] Frame 0
class UnitInfo extends Object { var TYPE, NATION, ID, COUNT; function UnitInfo (nt, tp, id, cn) { super(); TYPE = tp; NATION = nt; ID = id; COUNT = ((cn == undefined) ? 1 : (cn)); } function getUnit(gender) { var _local2 = new Unit(NATION, TYPE, ID); if (gender != undefined) { _local2.GENDER = gender; } return(_local2); } function toString() { return(((((((NATION + "_") + TYPE) + "_") + ID) + "(") + COUNT) + ")"); } }
Symbol 3164 MovieClip [__Packages.Cage] Frame 0
class Cage extends Object { var X, Y, free, empty; function Cage (xx, yy) { super(); X = xx; Y = yy; free = true; empty = true; } }
Symbol 3165 MovieClip [__Packages.BarnIcon] Frame 0
class BarnIcon extends MovieClip { var is_user, _name, stop, anim, enabled, horse, _parent; function BarnIcon () { super(); is_user = _name.substr(0, 4) != "unit"; (stop());// not popped } function setHorse(horse_ref) { anim.removeMovieClip(); if ((horse_ref == undefined) && (horse_ref == null)) { enabled = false; anim._visible = false; return(undefined); } enabled = true; anim._visible = true; horse = horse_ref; anim.horse.gotoAndStop(horse.skin_color); anim.morda.gotoAndStop(horse.skin_color); anim.lgL1.gotoAndStop(horse.skin_color); anim.lgL2.gotoAndStop(horse.skin_color); anim.lgR1.gotoAndStop(horse.skin_color); anim.lgR2.gotoAndStop(horse.skin_color); anim.ftL1.gotoAndStop(horse.skin_color); anim.ftL2.gotoAndStop(horse.skin_color); anim.ftR1.gotoAndStop(horse.skin_color); anim.ftR2.gotoAndStop(horse.skin_color); } function onRollOver() { _parent.unit_stats_txt.text = ("Hit Points bonus: " + horse.bonus_HP) + newline; _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Defence bonus: " + horse.bonus_DEF) + newline); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Speed bonus: " + horse.bonus_speed) + "\n\n"); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Cost " + horse.price) + " gp."); } function onRelease() { if (_global.GOLD >= horse.price) { var _local4 = ((_global.MAIN_HERO.HORSE != null) ? (_global.MAIN_HERO.HORSE.price) : 0); var _local3 = _global.MAIN_HERO.equipHorse(horse); if (_local3 == "OK") { _global.GOLD = _global.GOLD - (horse.price - Math.round(_local4 / 3)); } else { _parent.error_txt.text = _local3; } } _parent._parent.barnShowTrader(); } }
Symbol 3166 MovieClip [__Packages.Screen] Frame 0
class Screen extends MovieClip { var rage_timer, rage_anim, portrait, hint, potion_1_txt, potion_2_txt, control_shower, control_wall, unit_hp_txt, hp_txt, hp_bottle, sp_txt, sp_bottle; function Screen () { super(); rage_timer = 0; rage_anim._visible = false; portrait._visible = false; hint._xscale = 130; hint._yscale = 130; potion_1_txt.text = _global.POTION_HealSmall; potion_2_txt.text = _global.POTION_HealMedium; portrait.head.stun_anim._visible = false; portrait.head.stun_anim.stop(); reinitArrowStorm(); Key.addListener(this); } function makeThemGo(xx, yy) { var _local2 = 0; while (_local2 < _global.SELECTED.length) { _global.SELECTED[_local2].mustMoveOut = true; _global.SELECTED[_local2].gox = xx; _global.SELECTED[_local2].goy = yy; _local2++; } } function makeThemAttack(xx, yy) { var _local3 = _global.field[xx][yy].who; var _local2 = 0; while (_local2 < _global.SELECTED.length) { _global.SELECTED[_local2].attacking = _local3; _global.SELECTED[_local2].gox = null; _global.SELECTED[_local2].goy = null; _local2++; } } function screenOnPress() { switch (_root.cursor._currentframe) { case 1 : _root.attachMovie("SelectBorder", "select_border", 6001, {_x:_root._xmouse, _y:_root._ymouse}); return(undefined); case 2 : makeArrowShower(_root.getX(_root._xmouse), _root.getY(_root._ymouse)); _root.cursor.gotoAndStop(1); control_shower.gotoAndPlay(1); return(undefined); case 3 : makeArrowWall(_root.getX(_root._xmouse), _root.getY(_root._ymouse)); _root.cursor.gotoAndStop(1); control_wall.gotoAndPlay(1); return(undefined); } } function screenOnRelease() { if ((_root.select_border == undefined) | ((_root.select_border._width <= 10) && (_root.select_border._height <= 10))) { var _local5 = _root.getX(_root._xmouse); var _local4 = _root.getY(_root._ymouse); if (_global.field[_local5][_local4].free) { if (_global.field[_local5][_local4].empty) { makeThemGo(_local5, _local4); } else if ((_global.field[_local5][_local4].who.HP > 0) && (_global.field[_local5][_local4].who._name != "hero0")) { if (_global.field[_local5][_local4].who.team == 0) { _root.deselectUnits(); _global.SELECTED[0] = _global.field[_local5][_local4].who; _global.field[_local5][_local4].who.borders._visible = true; reloadPortrait(true); } else { makeThemAttack(_local5, _local4); } } } } } function reloadPortrait(option) { if (option) { portrait.head.gotoAndStop(_global.SELECTED[0].body.head._currentframe); portrait.head.armor._visible = _global.SELECTED[0].body.head.armor._visible; portrait.head.armor.gotoAndStop(_global.SELECTED[0].body.head.armor._currentframe); portrait._visible = true; } else { portrait._visible = false; } } function onEnterFrame() { if ((_global.SELECTED.length > 0) && (_global.SELECTED[0].HP > 0)) { unit_hp_txt.text = (_global.SELECTED[0].HP + "/") + _global.SELECTED[0].MAX_HP; } else { unit_hp_txt.text = ""; } hp_txt.text = (_root.hero0.HP + "/") + _root.hero0.MAX_HP; hp_bottle.hp_bar._yscale = (_root.hero0.HP / _root.hero0.MAX_HP) * 100; sp_txt.text = (_root.hero0.SP + "/") + _root.hero0.MAX_SP; sp_bottle.sp_bar._yscale = (_root.hero0.SP / _root.hero0.MAX_SP) * 100; if (_global.times == 0) { if (rage_timer > 0) { rage_timer--; if (rage_timer == 0) { rage_anim._visible = false; _global.RAGE[0] = false; } } } } function makeThemHoldPosition() { var _local3 = !_global.SELECTED[0].holdPosition; var _local2 = 0; while (_local2 < _global.SELECTED.length) { _global.SELECTED[_local2].holdPosition = _local3; _local2++; } } function makeThemSwapWeapons() { var _local2 = 0; while (_local2 < _global.SELECTED.length) { if (_global.SELECTED[_local2].secAtkAnim != "No") { _global.SELECTED[_local2].mustMoveOut = false; _global.SELECTED[_local2].gox = null; _global.SELECTED[_local2].goy = null; _global.SELECTED[_local2].attacking = null; _global.SELECTED[_local2].mustSwapGuns = true; _global.SELECTED[_local2].preferRanged = !_global.SELECTED[_local2].preferRanged; } _local2++; } } function makeThemStop() { var _local2 = 0; while (_local2 < _global.SELECTED.length) { _global.SELECTED[_local2].mustMoveOut = false; _global.SELECTED[_local2].gox = null; _global.SELECTED[_local2].goy = null; _global.SELECTED[_local2].attacking = null; _local2++; } } function makeThemHealHero(heal_amount) { if ((_global.mana[0] >= _global.PRICES.SPELL_HealHero) && (_root.hero0.HP < _root.hero0.MAX_HP)) { _global.mana[0] = _global.mana[0] - _global.PRICES.SPELL_HealHero; _root.hero0.HP = _root.hero0.HP + heal_amount; if (_root.hero0.HP > _root.hero0.MAX_HP) { _root.hero0.HP = _root.hero0.MAX_HP; } _root.hero0.redrawHealthBar(); _root.hero0.attachMovie("HealAnim", "anim", 1); } } function makeThemHealUnits(amount) { var _local3 = 0; while (_local3 < _global.HERO) { if ((_root["hero" + _local3].HP > 0) && (_root["hero" + _local3].team == 0)) { _root["hero" + _local3].HP = _root["hero" + _local3].HP + Math.round(_root["hero" + _local3].MAX_HP * amount); if (_root["hero" + _local3].HP > _root["hero" + _local3].MAX_HP) { _root["hero" + _local3].HP = _root["hero" + _local3].MAX_HP; } _root["hero" + _local3].attachMovie("HealAnim", "anim", 1); } _local3++; } } function makeThemRage() { rage_anim._visible = true; _global.RAGE[0] = true; rage_timer = 60; } function makeArrowShower(xx, yy) { var _local6 = 0; var _local3 = 0; while (_local3 < _global.FRIENDS.length) { if (_global.FRIENDS[_local3].WEAPON_PRI.TYPE == "Bow") { _local6++; var _local5 = _global.FRIENDS[_local3].WEAPON_PRI.dmg + _root.dice(_global.FRIENDS[_local3].WEAPON_PRI.rnd); var _local4 = new DamageData(null, _local5, 100, _global.FRIENDS[_local3].WEAPON_PRI.crit); _root.addArrowShower(xx + _root.dd(2), yy + _root.dd(2), _local4); _root.addArrowShower(xx + _root.dd(2), yy + _root.dd(2), _local4); if (_local6 >= 8) { break; } } _local3++; } } function makeArrowWall(xx, yy) { var _local6 = 0; var _local3 = 0; while (_local3 < _global.FRIENDS.length) { if (_global.FRIENDS[_local3].WEAPON_PRI.TYPE == "Crossbow") { _local6++; var _local4 = _global.FRIENDS[_local3].WEAPON_PRI.dmg + _root.dice(_global.FRIENDS[_local3].WEAPON_PRI.rnd); var _local5 = new DamageData(null, _local4, 100, _global.FRIENDS[_local3].WEAPON_PRI.crit); _root.addArrowWall(xx, yy + _root.dd(2), _local5); if (_local6 >= 5) { break; } } _local3++; } } function reinitArrowStorm() { var _local5 = 0; var _local6 = 0; var _local4 = _global.MAX_UNIT_AMOUNT - _root.getTeamCount(0); while (_local4 < _global.FRIENDS.length) { if (_global.FRIENDS[_local4].WEAPON_PRI.TYPE == "Bow") { _local5++; } if (_global.FRIENDS[_local4].WEAPON_PRI.TYPE == "Crossbow") { _local6++; } _local4++; } if (_local5 == 0) { control_shower.gotoAndStop(46); } if (_local6 == 0) { control_wall.gotoAndStop(66); } } function resetCurrSkill(skill_id) { var _local2 = 1; while (_local2 <= 3) { if (this["active_" + _local2].shade._currentframe == 2) { this["active_" + _local2].shade.gotoAndStop(3); } _local2++; } if (skill_id != 0) { this["active_" + skill_id].shade.gotoAndStop(2); } } function resetCurrAura(aura_id, enable) { this["aura_" + aura_id].shade.gotoAndStop((enable ? 2 : 3)); } function onKeyDown() { var _local4 = Key.getCode(); if (!_local4) { return(undefined); } switch (_local4) { case 49 : _root.hero0.setCurrentSkill(1); break; case 50 : _root.hero0.setCurrentSkill(2); break; case 51 : _root.hero0.setCurrentSkill(3); break; case 52 : _root.hero0.clickAura(1); break; case 53 : _root.hero0.clickAura(2); break; case 54 : _root.hero0.clickAura(3); break; case 90 : if (_global.POTION_HealSmall > 0) { _global.POTION_HealSmall--; potion_1_txt.text = _global.POTION_HealSmall; makeThemHealHero(40); } break; case 88 : if (_global.POTION_HealMedium <= 0) { break; } _global.POTION_HealMedium--; potion_2_txt.text = _global.POTION_HealMedium; makeThemHealHero(300); } } }
Symbol 3167 MovieClip [__Packages.Soldier] Frame 0
class Soldier extends Creature { var CreatureInit, light_circle, team, skills_available, holdPosition, borders, mustSwapGuns, mustMoveOut, auraOn, moveX, moveY, aspd_timer, getNearestCreatureInSight, attacking, preferRanged, switchWeapons, X, Y, dist, wpnPri, body, getAttackDelay, aspd_delay, atkAnim, SP, gox, goy, moveOnX, moveOnY, moveNewStep, moveComplete, stopMove, continueMove, isSwitchingWeapons, startMove, canHitMelee, HP, active_skills, MAX_SP, aura_skills, unit_ref, startAura; function Soldier () { super(); CreatureInit(); light_circle.gotoAndStop(team + 1); light_circle._visible = _global.HIGHLIGHT_TROOPS; skills_available = new Array(); holdPosition = false; borders._visible = false; mustSwapGuns = false; mustMoveOut = false; auraOn = false; } function readyForAction() { return(((moveX == 0) && (moveY == 0)) && (aspd_timer == 0)); } function chooseEnemyRanged() { var _local5 = getNearestCreatureInSight(false); if (_local5 == null) { var _local4 = 0; while (_local4 < _global.HERO) { if ((_root["hero" + _local4].HP > 0) && (_root["hero" + _local4].team != team)) { _local5 = _root["hero" + _local4]; } _local4++; } } attacking = _local5; } function chooseEnemyMelee() { if (preferRanged) { switchWeapons(); return(undefined); } var _local9 = null; var _local8 = 10000; var _local4 = 0; while (_local4 < _global.HERO) { var _local6 = (((_root["hero" + _local4].X - 1) >= 0) && (_global.field[_root["hero" + _local4].X - 1][_root["hero" + _local4].Y].empty)) || (((_root["hero" + _local4].X - 1) == X) && (_root["hero" + _local4].Y == Y)); var _local7 = (((_root["hero" + _local4].X + 1) < _global.F_WIDTH) && (_global.field[_root["hero" + _local4].X + 1][_root["hero" + _local4].Y].empty)) || (((_root["hero" + _local4].X + 1) == X) && (_root["hero" + _local4].Y == Y)); if (((_root["hero" + _local4].HP > 0) && (_root["hero" + _local4].team != team)) && (_local6 || (_local7))) { var _local5 = dist(_root["hero" + _local4]); if (_local5 < _local8) { _local9 = _root["hero" + _local4]; _local8 = _local5; } } _local4++; } attacking = _local9; } function comeCloserRanged() { var _local5 = Math.abs((X - attacking.X) / (Y - attacking.Y)) >= _global.S_ANGLE; var _local4 = dist(attacking) <= wpnPri.rng; if (_local5 && (_local4)) { if (Math.abs(attacking.X - X) >= 1) { moveX = _root.znak(attacking.X - X); } if ((attacking.Y - Y) != 0) { moveY = _root.znak(attacking.Y - Y); } } else { if (!_local5) { moveY = _root.znak(attacking.Y - Y); } if (!_local4) { if (Math.abs(attacking.X - X) >= 1) { moveX = _root.znak(attacking.X - X); } } } } function comeCloserMelee() { if (Math.abs(attacking.X - X) >= 1) { moveX = _root.znak(attacking.X - X); } if ((attacking.Y - Y) != 0) { moveY = _root.znak(attacking.Y - Y); } } function attackEnemy() { body._xscale = _root.znak(X - attacking.X) * 100; var _local6 = (_global.RAGE[team] ? ((getAttackDelay() - aspd_delay) + 1) : (getAttackDelay())); var _local4 = 0; while (_local4 < skills_available.length) { var _local5 = Skill.getCostSP(atkAnim, skills_available[_local4].rf); if ((SP >= _local5) && (_root.percent(skills_available[_local4].ch))) { SP = SP - _local5; aspd_timer = _local6 + 10; body.gotoAndPlay((atkAnim + "_") + skills_available[_local4].rf); return(undefined); } _local4++; } aspd_timer = _local6; body.play(); } function moveOnDestination() { if ((gox != null) && (goy != null)) { if (gox != X) { moveX = _root.znak(gox - X); } if (goy != Y) { moveY = _root.znak(goy - Y); } if ((gox == X) && (goy == Y)) { gox = null; goy = null; } } else if ((attacking != null) && (attacking.HP > 0)) { if (this["canHit" + wpnPri.TYPE](attacking)) { moveX = 0; moveY = 0; } else if (!holdPosition) { this["comeCloser" + wpnPri.TYPE](); } else { moveX = 0; moveY = 0; } } else { moveX = 0; moveY = 0; } } function moveOn() { moveOnX(); moveOnY(); moveNewStep(); if (moveComplete()) { if ((((gox != null) && (goy != null)) && (!_global.field[gox][goy].empty)) && (dist({X:gox, Y:goy}) == 1)) { stopMove(); return(undefined); } moveX = 0; moveY = 0; moveOnDestination(); if ((moveX != 0) || (moveY != 0)) { if (((moveY == 0) && (_global.field[X + moveX][Y].who != null)) && (_global.field[X + moveX][Y].who.team != team)) { attacking = _global.field[X + moveX][Y].who; _global.field[X + moveX][Y].who.attacking = this; stopMove(); return(undefined); } if (!continueMove()) { findMove(); continueMove(); } } else { stopMove(); } } } function findMove() { var _local6 = 6; var _local5 = 0; var _local8; var _local7; var _local4 = -1; while (_local4 <= 1) { var _local3 = -1; while (_local3 <= 1) { if (_global.field[X + _local4][Y + _local3].empty && (_global.field[X + _local4][Y + _local3].free)) { _local5 = Math.abs(_local4 - moveX) + Math.abs(_local3 - moveY); if (_local5 < _local6) { _local6 = _local5; _local8 = _local4; _local7 = _local3; } } _local3++; } _local4++; } moveX = _local8; moveY = _local7; } function AI() { if (isSwitchingWeapons) { return(undefined); } if (readyForAction()) { if (mustMoveOut) { mustMoveOut = false; moveOnDestination(); if (!startMove()) { findMove(); startMove(); } return(undefined); } if (mustSwapGuns) { mustSwapGuns = false; switchWeapons(); return(undefined); } if (attacking != null) { if (attacking.HP <= 0) { attacking = null; return(undefined); } if ((wpnPri.TYPE == "Ranged") && (canHitMelee(attacking))) { switchWeapons(); return(undefined); } if (this["canHit" + wpnPri.TYPE](attacking)) { attackEnemy(); } else if (!holdPosition) { this["comeCloser" + wpnPri.TYPE](); if (!startMove()) { findMove(); startMove(); } } } else { checkAura(); this["chooseEnemy" + wpnPri.TYPE](); } } else if ((moveX == 0) && (moveY == 0)) { aspd_timer--; } else { moveOn(); } } function onEnterFrame() { if (HP > 0) { AI(); } } function initSkills() { delete skills_available; skills_available = new Array(); if (!active_skills[atkAnim]) { return(undefined); } var _local2 = 0; while (_local2 < active_skills[atkAnim].length) { if (active_skills[atkAnim][_local2] > 0) { var _local3 = 50 - ((Skill.getCostSP(atkAnim, _local2 + 1) / MAX_SP) * 50); skills_available.push({ch:_local3, rf:_local2 + 1}); } _local2++; } } function checkAura() { if (aura_skills.length > 0) { if (unit_ref != _global.EVIL_HERO) { holdPosition = startAura(1); } else { startAura(1); } } } }
Symbol 3168 MovieClip [__Packages.Player] Frame 0
class Player extends Creature { var team, CreatureInit, speed, moveX, moveY, startMove, nextX, X, canGo, nextY, Y, _y, _x, moveOnX, moveOnY, moveNewStep, moveComplete, continueMove, stopMove, isSwitchingWeapons, agi_delay, aspd_timer, attacking, wpnPri, body, aspd_delay, atkAnim, SP, switchWeapons, getNearestCreatureInSight, HP, aura_skills, isHorseman, active_skills, endAura, startAura; function Player () { super(); team = 0; CreatureInit(); speed = 4; } function moveOnDestination() { if (Key.isDown(_global.CO_LEFT_1) || (Key.isDown(_global.CO_LEFT_2))) { moveX = -1; } if (Key.isDown(_global.CO_RIGHT_1) || (Key.isDown(_global.CO_RIGHT_2))) { moveX = 1; } if (Key.isDown(_global.CO_UP_1) || (Key.isDown(_global.CO_UP_2))) { moveY = -1; } if (Key.isDown(_global.CO_DOWN_1) || (Key.isDown(_global.CO_DOWN_2))) { moveY = 1; } } function moveOn() { if ((moveX == 0) && (moveY == 0)) { moveOnDestination(); if ((moveX != 0) || (moveY != 0)) { startMove(); } } else { if (((moveX != 0) && (moveY == 0)) && (X != nextX)) { if ((Key.isDown(_global.CO_UP_1) || (Key.isDown(_global.CO_UP_2))) && (canGo(nextX, nextY - 1))) { moveY = -1; _global.field[nextX][nextY].empty = true; nextY = Y + moveY; _global.field[nextX][nextY].empty = false; _y = _y - (Math.abs(_root.stgX(X) - _x) / (_global.CAGE_W / _global.CAGE_H)); } if ((Key.isDown(_global.CO_DOWN_1) || (Key.isDown(_global.CO_DOWN_2))) && (canGo(nextX, nextY + 1))) { moveY = 1; _global.field[nextX][nextY].empty = true; nextY = Y + moveY; _global.field[nextX][nextY].empty = false; _y = _y + (Math.abs(_root.stgX(X) - _x) / (_global.CAGE_W / _global.CAGE_H)); } } if (((moveY != 0) && (moveX == 0)) && (Y != nextY)) { if ((Key.isDown(_global.CO_LEFT_1) || (Key.isDown(_global.CO_LEFT_2))) && (canGo(nextX - 1, nextY))) { moveX = -1; _global.field[nextX][nextY].empty = true; nextX = X + moveX; _global.field[nextX][nextY].empty = false; _x = _x - (Math.abs(_root.stgY(Y) - _y) / (_global.CAGE_H / _global.CAGE_W)); } if ((Key.isDown(_global.CO_RIGHT_1) || (Key.isDown(_global.CO_RIGHT_2))) && (canGo(nextX + 1, nextY))) { moveX = 1; _global.field[nextX][nextY].empty = true; nextX = X + moveX; _global.field[nextX][nextY].empty = false; _x = _x + (Math.abs(_root.stgY(Y) - _y) / (_global.CAGE_H / _global.CAGE_W)); } } moveOnX(); moveOnY(); moveNewStep(); if (moveComplete()) { moveX = 0; moveY = 0; moveOnDestination(); if ((moveX != 0) || (moveY != 0)) { if (!continueMove()) { stopMove(); } } else { stopMove(); } } } } function readyToGo() { return((!isSwitchingWeapons) && (aspd_timer <= agi_delay)); } function readyForAction() { return((((!isSwitchingWeapons) && (aspd_timer == 0)) && (moveX == 0)) && (moveY == 0)); } function noEnemy(i, j) { return((_global.field[i][j].empty || (_global.field[i][j].who.team == 0)) || (_global.field[i][j].who.HP <= 0)); } function attack() { if (Key.isDown(_global.CO_ATTACK_1) || (Key.isDown(_global.CO_ATTACK_2))) { attacking = this["getEnemy" + wpnPri.TYPE](); if (attacking != null) { body._xscale = _root.znak(X - attacking.X) * 100; } aspd_timer = aspd_delay; if (curr_skill != 0) { var _local4 = Skill.getCostSP(atkAnim, curr_skill); if (SP >= _local4) { SP = SP - _local4; body.gotoAndPlay((atkAnim + "_") + curr_skill); } else { setCurrentSkill(0); body.gotoAndPlay(atkAnim); } } else { body.gotoAndPlay(atkAnim); } } else if (Key.isDown(_global.CO_SWITCH)) { switchWeapons(); } } function directHit(useSecondWeapon) { if (useSecondWeapon == undefined) { useSecondWeapon = false; } this["hit" + wpnPri.TYPE](useSecondWeapon); } function getEnemyMelee() { var _local4 = null; switch (true) { case _global.field[X - _root.znak(body._xscale)][Y].who != null : _local4 = _global.field[X - _root.znak(body._xscale)][Y].who; break; case _global.field[X + _root.znak(body._xscale)][Y].who != null : _local4 = _global.field[X + _root.znak(body._xscale)][Y].who; break; default : return(null); } if (_local4 instanceof Creature) { return(_local4); } return(null); } function getEnemyRanged() { return(getNearestCreatureInSight(false)); } function onEnterFrame() { if (HP > 0) { if (aspd_timer > 0) { aspd_timer--; } if (readyForAction()) { attack(); } if (readyToGo()) { moveOn(); } } } function initSkills() { var _local3 = 0; while (_local3 < 3) { _root.scr["aura_" + (_local3 + 1)].gotoAndStop(Aura.getFrame(aura_skills[_local3][0])); if (!aura_skills[_local3]) { trace((("Hero aura #" + _local3) + " is missing! - ") + aura_skills[_local3]); return(undefined); } if (aura_skills[_local3][1] > 0) { _root.scr["aura_" + (_local3 + 1)].shade.gotoAndStop(3); _root.scr["aura_" + (_local3 + 1)].amount_txt.text = aura_skills[_local3][1]; } else { _root.scr["aura_" + (_local3 + 1)].shade.gotoAndStop(1); _root.scr["aura_" + (_local3 + 1)].amount_txt.text = ""; } _local3++; } if (isHorseman && (wpnPri.TYPE == "Melee")) { _local3 = 1; while (_local3 <= 3) { _root.scr["active_" + _local3].shade.gotoAndStop(3); _root.scr["active_" + _local3].amount_txt.text = ""; _root.scr["active_" + _local3].gotoAndStop("none"); _local3++; } return(undefined); } if (active_skills[atkAnim]) { _local3 = 0; while (_local3 < active_skills[atkAnim].length) { _root.scr["active_" + (_local3 + 1)].gotoAndStop(Skill.getActiveSkillFrame(atkAnim, _local3 + 1)); if (active_skills[atkAnim][_local3] > 0) { _root.scr["active_" + (_local3 + 1)].shade.gotoAndStop(3); _root.scr["active_" + (_local3 + 1)].amount_txt.text = active_skills[atkAnim][_local3]; } else { _root.scr["active_" + (_local3 + 1)].shade.gotoAndStop(1); _root.scr["active_" + (_local3 + 1)].amount_txt.text = ""; } _local3++; } } else { _local3 = 0; while (_local3 < 3) { _root.scr["active_" + (_local3 + 1)].amount_txt.text = ""; _root.scr["active_" + (_local3 + 1)].gotoAndStop("none"); _root.scr["active_" + (_local3 + 1)].shade.gotoAndStop(3); _local3++; } } setCurrentSkill(0); } function setCurrentSkill(skill_id) { if (!active_skills[atkAnim]) { return(undefined); } if ((skill_id != 0) && (active_skills[atkAnim][skill_id - 1] <= 0)) { return(undefined); } if (isHorseman && (wpnPri.TYPE == "Melee")) { return(undefined); } if (skill_id != curr_skill) { curr_skill = skill_id; } else { curr_skill = 0; } _root.scr.resetCurrSkill(curr_skill); } function clickAura(aura_id) { if (aura_skills[aura_id - 1][1] <= 0) { return(undefined); } if (endAura(aura_id)) { _root.scr.resetCurrAura(aura_id, false); return(undefined); } startAura(aura_id); _root.scr.resetCurrAura(aura_id, true); } var curr_skill = 0; }
Symbol 3169 MovieClip [__Packages.SelectBorder] Frame 0
class SelectBorder extends MovieClip { var XX, YY, _width, _height, _x, _y, hitTest, play; function SelectBorder () { super(); XX = _root._xmouse; YY = _root._ymouse; _width = 0; _height = 0; } function onMouseMove() { var _local3 = _root._xmouse - XX; var _local4 = _root._ymouse - YY; if (_local3 >= 0) { _x = XX; _width = _local3; } else { _x = _root._xmouse; _width = -_local3; } if (_local4 >= 0) { _y = YY; _height = _local4; } else { _y = _root._ymouse; _height = -_local4; } } function onMouseUp() { if ((_width > 10) || (_height > 10)) { _root.deselectUnits(); var _local4 = 1; while (_local4 < _global.HERO) { if (((_root["hero" + _local4].team == 0) && (_root["hero" + _local4].HP > 0)) && (hitTest(_root["hero" + _local4]._x, _root["hero" + _local4]._y, false))) { _global.SELECTED.push(_root["hero" + _local4]); _root["hero" + _local4].borders._visible = true; } _local4++; } _root.scr.reloadPortrait(_global.SELECTED.length > 0); } play(); } }
Symbol 3170 MovieClip [__Packages.Projectile] Frame 0
class Projectile extends MovieClip { var _xscale, _yscale, moving, dstX, dstY, X, Y, plusX, speed, plusY, _x, _y, removeMovieClip, swapDepths; function Projectile () { super(); _xscale = 50; _yscale = 50; moving = true; if ((dstX == undefined) || (dstY == undefined)) { dstX = X; dstY = Y; } } function init() { var _local2 = Math.atan2(dstY - Y, dstX - X); plusX = speed * Math.cos(_local2); plusY = speed * Math.sin(_local2); } function endMove() { } function moveOn() { _x = _x + plusX; _y = _y + (plusY / 1.6); var _local5 = _root.getX(_x); var _local4 = _root.getY(_y); if ((_local5 != X) || (_local4 != Y)) { if ((((_local5 < 0) || (_local5 >= _global.F_WIDTH)) || (_local4 < 0)) || (_local4 >= _global.F_HEIGHT)) { removeMovieClip(); return(true); } X = _local5; Y = _local4; swapDepths(_root.getDepthMan(_local5, _local4) + 2); if ((_local5 == dstX) && (_local4 == dstY)) { endMove(); } return(true); } return(false); } var is_throwing = false; var pierce = 0; }
Symbol 3171 MovieClip [__Packages.Grenade] Frame 0
class Grenade extends Projectile { var speed, init, gren, dst_x, dstX, dst_y, dstY, len, _y, _x, moving, gotoAndPlay, dmg_data, X, Y, moveOn; function Grenade () { super(); speed = 10; init(); gren.gotoAndStop(231); dst_x = _root.stgX(dstX); dst_y = _root.stgY(dstY); len = Math.sqrt(((_x - dst_x) * (_x - dst_x)) + ((_y - dst_y) * (_y - dst_y))); } function endMove() { moving = false; explode(); gotoAndPlay(2); } function explode() { dmg_data.hit = 100; dmg_data.damage = dmg_data.damage * 2; var _local4 = X - 2; while (_local4 <= (X + 2)) { var _local3 = Y - 2; while (_local3 <= (Y + 2)) { if (_global.field[_local4][_local3].who != null) { _global.field[_local4][_local3].who.takeDamage(dmg_data, null); } _local3++; } _local4++; } } function onEnterFrame() { if (moving) { gren._rotation = gren._rotation + 2; var _local2 = (Math.sqrt(((_x - dst_x) * (_x - dst_x)) + ((_y - dst_y) * (_y - dst_y))) / len) * 100; _local2 = _local2 - 50; gren._y = (Math.abs(_local2) * 3) - 230; moveOn(); } } }
Symbol 3172 MovieClip [__Packages.ArrowStorm] Frame 0
class ArrowStorm extends MovieClip { var play_count, dmg; function ArrowStorm () { super(); play_count = 0; dmg = new Array(); } function addDamage(dmg_data) { dmg.push(dmg_data); } }
Symbol 3173 MovieClip [__Packages.MovieDummy] Frame 0
class MovieDummy extends Creature { var body, initUnit; function MovieDummy () { super(); body.head.stun_anim._visible = false; } function dress(unit_nat, unit_type, unit_id) { initUnit(new Unit(unit_nat, unit_type, unit_id)); } function playAnim(anim_name) { body.gotoAndPlay(anim_name); } function stopAt(anim_name) { body.gotoAndStop(anim_name); } function meleeHit(skill_id, useSecondWeapon, dmg_mod, skill_flag) { } function rangedHit(skill_id, useSecondWeapon, dmg_mod, skill_flag) { } }
Symbol 3174 MovieClip [__Packages.Tree] Frame 0
class Tree extends MovieClip { var _x, _y, swapDepths; function Tree () { super(); } function init() { var _local5 = _root.getX(_x); var _local4 = _root.getY(_y); swapDepths(_root.getDepthMan(_local5, _local4)); _x = _root.stgX(_local5); _y = _root.stgY(_local4); _global.field[_local5][_local4].free = false; _global.field[_local5][_local4].who = this; } }
Symbol 3175 MovieClip [__Packages.Arrow] Frame 0
class Arrow extends Projectile { var speed, init, pierce, moving, removeMovieClip, Y, X, team, dmg_data, is_throwing, dstX, dstY, moveOn; function Arrow () { super(); speed = 20; init(); } function endMove() { if (!pierce) { moving = false; checkHit(); removeMovieClip(); } } function checkHit() { var _local3 = _global.field[X][Y].who; if (((_local3 != null) && (_local3.HP > 0)) && (_local3.team != team)) { _local3.takeDamage(dmg_data, null); if (pierce == 0) { moving = false; removeMovieClip(); return(undefined); } if (is_throwing) { var _local4 = _local3.getNearestCreatureInSight(true, true); if (!_local4) { moving = false; removeMovieClip(); return(undefined); } dstX = _local4.X; dstY = _local4.Y; init(); } else { dstX = null; dstY = null; dmg_data.damage = dmg_data.damage * 0.7; } pierce--; } if (!_global.field[X][Y].free) { removeMovieClip(); } } function onEnterFrame() { if (moving && (moveOn())) { checkHit(); } } }
Symbol 3176 MovieClip [__Packages.MouseHint] Frame 0
class MouseHint extends MovieClip { var getDepth, _x, _parent, _y, _width, _height, gotoAndStop, name_txt, stats_txt, descr_txt, nation_mc, aura_mc, type_txt, cost_txt, type_mc; function MouseHint () { super(); if (getDepth() < 0) { no_moving = true; } else { _x = _parent._xmouse; _y = _parent._ymouse; if ((_x + _width) > 800) { _x = 800 - _width; } if ((_y + _height) > 600) { _y = 600 - _height; } } } function showUnitInfo(unit_mc) { gotoAndStop("unit_descr"); var _local3 = unit_mc.unit_ref; name_txt.text = _local3.NAME; stats_txt.text = (((((("STR: " + _local3.STR) + "\nDEX: ") + _local3.DEX) + "\nCON: ") + _local3.CON) + "\nSPR: ") + _local3.SPR; if (_local3.price > 0) { stats_txt.text = stats_txt.text + ("\n\nPrice: " + _local3.price); } descr_txt.text = ((("HP: " + unit_mc.MAX_HP) + " SP: ") + unit_mc.MAX_SP) + newline; descr_txt.text = descr_txt.text + (((("Defense: " + unit_mc.DEF) + " Dodge: ") + Math.floor(unit_mc.DODGE)) + newline); descr_txt.text = descr_txt.text + (((((("Damage: " + unit_mc.wpnPri.dmg) + "-") + (unit_mc.wpnPri.dmg + unit_mc.wpnPri.rnd)) + " (") + unit_mc.wpnPri.CRIT) + "% crit)\n"); descr_txt.text = descr_txt.text + (("Attack speed: " + (Math.round(12000 / unit_mc.aspd_delay) / 100)) + newline); if (_local3.primary_skill) { descr_txt.text = descr_txt.text + (((_local3.primary_skill + " mastery: ") + _local3.SKILL[_local3.primary_skill]) + newline); } nation_mc.gotoAndStop(_local3.NATION); var _local2 = 0; while (_local2 < 3) { if (_local3.ACTIVE_SKILLS[unit_mc.atkAnim][_local2] > 0) { this["skill_" + (_local2 + 1)]._visible = true; this["skill_" + (_local2 + 1)].gotoAndStop(Skill.getActiveSkillFrame(unit_mc.atkAnim, _local2 + 1)); this["skill_" + (_local2 + 1)].amount_txt.text = _local3.ACTIVE_SKILLS[unit_mc.atkAnim][_local2]; this["skill_" + (_local2 + 1)].shade.gotoAndStop(3); } else { this["skill_" + (_local2 + 1)]._visible = false; } _local2++; } if (_local3.AURA_SKILLS[0] && (_local3.AURA_SKILLS[0][1] > 0)) { aura_mc._visible = true; aura_mc.gotoAndStop(Aura.getFrame(_local3.AURA_SKILLS[0][0])); aura_mc.amount_txt.text = _local3.AURA_SKILLS[0][1]; aura_mc.shade.gotoAndStop(3); } else { aura_mc._visible = false; } } function showItemInfo(item_info) { gotoAndStop("item_descr"); var _local2 = item_info.getItem(); name_txt.text = _local2.NAME; switch (_local2.TYPE) { case "Clothes" : case "Helmet" : type_txt.text = "Armor"; descr_txt.text = ("Defense: " + _local2.value) + newline; if (_local2.HP_mod != 0) { descr_txt.text = descr_txt.text + ((("HP " + ((_local2.HP_mod >= 0) ? "+ " : "- ")) + Math.abs(_local2.HP_mod)) + newline); } if (_local2.SP_mod != 0) { descr_txt.text = descr_txt.text + ((("SP " + ((_local2.SP_mod >= 0) ? "+ " : "- ")) + Math.abs(_local2.SP_mod)) + newline); } break; case "Rune" : type_txt.text = "Enchant Rune"; descr_txt.text = Rune.getRuneDescription(_local2.ENCH_ID); break; default : type_txt.text = _local2.TYPE; if (_local2.TYPE == "Shield") { descr_txt.text = ("Block chance: " + _local2.crit) + newline; } else { descr_txt.text = ((("Damage: " + _local2.dmg) + "-") + (_local2.dmg + _local2.rnd)) + newline; descr_txt.text = descr_txt.text + (("Critical rate: " + _local2.crit) + newline); if (_local2.aspd_bonus == 0) { break; } descr_txt.text = descr_txt.text + (("Attack speed +" + _local2.aspd_bonus) + "%\n"); } } if (_local2.require_param) { descr_txt.text = descr_txt.text + (((("Requires " + _local2.require_value) + " ") + _local2.require_param) + newline); } descr_txt.text = descr_txt.text + ("\nPrice: " + _local2.price); if (_local2.NATION) { nation_mc.gotoAndStop(_local2.NATION); var _local4 = _local2.getMaxLevel(); if (_local2.NATION == "Rog") { var _local3 = 1; while (_local3 <= 8) { this["star_" + _local3]._visible = false; _local3++; } } else { var _local3 = 1; while (_local3 <= 8) { if (_local3 > _local4) { this["star_" + _local3]._visible = false; } else { this["star_" + _local3]._visible = true; this["star_" + _local3].gotoAndStop(((_local3 <= _local2.LEVEL) ? "on" : "off")); } _local3++; } } } else { nation_mc.gotoAndStop("none"); var _local3 = 1; while (_local3 <= 8) { this["star_" + _local3]._visible = false; _local3++; } } } function showSkillInfo(skill_name, skill_id) { gotoAndStop("skill_descr"); if (skill_id < 0) { name_txt.text = Aura.getName(skill_name); type_txt.text = "Aura"; cost_txt.text = ("SP cost: " + Aura.getCostSP(skill_name)) + " per second"; descr_txt.text = Aura.getDescription(skill_name); type_mc.gotoAndStop("aura"); } else { if (skill_id == 0) { type_txt.text = "Passive skill"; cost_txt.text = ""; type_mc.gotoAndStop("passive"); } else { type_txt.text = "Active skill"; cost_txt.text = "SP cost: " + Skill.getCostSP(skill_name, skill_id); type_mc.gotoAndStop(skill_name); } name_txt.text = Skill.getSkillName(skill_name, skill_id); descr_txt.text = Skill.getSkillDescription(skill_name, skill_id); } } function showSmallDescr(msg) { gotoAndStop("small_descr"); descr_txt.text = msg; } function onEnterFrame() { if (!no_moving) { _x = _parent._xmouse; _y = _parent._ymouse; if ((_x + _width) > 800) { _x = 800 - _width; } if ((_y + _height) > 600) { _y = 600 - _height; } } } var no_moving = false; }
Symbol 3177 MovieClip [__Packages.SkillChooser] Frame 0
class SkillChooser extends MovieClip { var _parent, curr_value; function SkillChooser () { super(); } function showSkillInfo(id) { _parent.attachMovie("MouseHint", "mouse_hint", 90, {_x:_parent._xmouse, _y:_parent._ymouse}); _parent.mouse_hint.showSkillInfo(curr_value, id); } function removeSkillInfo() { _parent.mouse_hint.removeMovieClip(); } }
Symbol 3178 MovieClip [__Packages.NationChooser] Frame 0
class NationChooser extends SkillChooser { var curr_value, sign, _parent; function NationChooser () { super(); delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.GENDER = "m"; curr_value = "Viz"; showChosen(); } function showChosen() { sign.gotoAndStop(curr_value); _global.MAIN_HERO.NATION = curr_value; _parent.hero_ico.setUnitView(_global.MAIN_HERO, false); } function goRight() { if (sign._currentframe == 6) { sign.gotoAndStop(1); } else { sign.gotoAndStop(sign._currentframe + 1); } curr_value = arr[sign._currentframe - 1]; showChosen(); } function goLeft() { if (sign._currentframe == 1) { sign.gotoAndStop(6); } else { sign.gotoAndStop(sign._currentframe - 1); } curr_value = arr[sign._currentframe - 1]; showChosen(); } static var arr = ["Viz", "Ger", "Rus", "Jap", "Mon", "Ara"]; }
Symbol 3179 MovieClip [__Packages.ActiveSkillChooser] Frame 0
class ActiveSkillChooser extends SkillChooser { var type_mc, curr_value, ID, _parent; function ActiveSkillChooser () { super(); var _local3 = 1; while (_local3 <= 3) { this["ico_" + _local3].shade.gotoAndStop(3); this["ico_" + _local3].amount_txt.text = ""; _local3++; } showChosen(); } function showChosen() { type_mc.gotoAndStop(curr_value); var _local2 = 1; while (_local2 <= 3) { this["ico_" + _local2].gotoAndStop(Skill.getActiveSkillFrame(curr_value, _local2)); _local2++; } } function goRight() { var _local2 = (Skill.getActiveSkillFrame(curr_value, 3) / 3) - 1; _local2++; if (_local2 >= arr.length) { _local2 = 0; } curr_value = arr[_local2]; if (same()) { goRight(); } else { showChosen(); } } function goLeft() { var _local2 = (Skill.getActiveSkillFrame(curr_value, 3) / 3) - 1; _local2--; if (_local2 < 0) { _local2 = arr.length - 1; } curr_value = arr[_local2]; if (same()) { goLeft(); } else { showChosen(); } } function same() { var _local2 = 0; while (_local2 < 3) { if ((_local2 != ID) && (_parent["active_" + _local2].curr_value == curr_value)) { return(true); } _local2++; } return(false); } static var arr = ["shield", "2H_sword", "2H_axe", "dual", "spear", "dagger", "katana", "staff", "katar", "bow", "crossbow", "throwing"]; }
Symbol 3180 MovieClip [__Packages.AuraSkillChooser] Frame 0
class AuraSkillChooser extends SkillChooser { var ico, curr_value, ID, _parent; function AuraSkillChooser () { super(); ico.shade.gotoAndStop(3); ico.amount_txt.text = ""; showChosen(); } function showChosen() { ico.gotoAndStop(Aura.getFrame(curr_value)); } function goRight() { var _local2 = Aura.getFrame(curr_value) - 60; _local2++; if (_local2 >= arr.length) { _local2 = 0; } curr_value = arr[_local2]; if (same()) { goRight(); } else { showChosen(); } } function goLeft() { var _local2 = Aura.getFrame(curr_value) - 60; _local2--; if (_local2 < 0) { _local2 = arr.length - 1; } curr_value = arr[_local2]; if (same()) { goLeft(); } else { showChosen(); } } function same() { var _local2 = 0; while (_local2 < 3) { if ((_local2 != ID) && (_parent["aura_" + _local2].curr_value == curr_value)) { return(true); } _local2++; } return(false); } static var arr = ["Devotion", "DivineHelp", "Barrier", "Sacrifice", "ForceBalance", "VenomCloud", "HolyTribunal", "UnholyBreath", "LifeLeech", "SoulDrain", "Healing", "BansheeCry", "NationViz", "NationGer", "NationRus", "NationJap", "NationMon", "NationAra"]; }
Symbol 3181 MovieClip [__Packages.PassiveSkillChooser] Frame 0
class PassiveSkillChooser extends SkillChooser { var ico, curr_value, ID, _parent; function PassiveSkillChooser () { super(); ico.shade.gotoAndStop(3); ico.amount_txt.text = ""; showChosen(); } function showChosen() { ico.gotoAndStop(Skill.getPassiveSkillFrame(curr_value)); } function goRight() { var _local2 = Skill.getPassiveSkillFrame(curr_value) - 37; _local2++; if (_local2 >= arr.length) { _local2 = 0; } curr_value = arr[_local2]; if (same()) { goRight(); } else { showChosen(); } } function goLeft() { var _local2 = Skill.getPassiveSkillFrame(curr_value) - 37; _local2--; if (_local2 < 0) { _local2 = arr.length - 1; } curr_value = arr[_local2]; if (same()) { goLeft(); } else { showChosen(); } } function same() { var _local2 = 0; while (_local2 < 6) { if ((_local2 != ID) && (_parent["passive_" + _local2].curr_value == curr_value)) { return(true); } _local2++; } return(false); } static var arr = ["Bowmen_1", "Bowmen_2", "Bowmen_3", "Infantry_1", "Infantry_2", "Infantry_3", "Horsemen_1", "Horsemen_2", "Horsemen_3", "Swordsmen_1", "Swordsmen_2", "Swordsmen_3", "Meditate", "FarEastWarTraining", "AssassinTraining", "BerserkerTraining", "KungFuSecrets", "FindWeakPoint"]; }
Symbol 3182 MovieClip [__Packages.BarracksIcon] Frame 0
class BarracksIcon extends MovieClip { var is_user, _name, enabled, stop, anim, attachMovie, _parent, pos; function BarracksIcon () { super(); is_user = _name.substr(0, 4) != "unit"; enabled = false; (stop());// not popped } function setUnit(unit_ref) { unit = unit_ref; setUnitView(unit_ref.getUnit(), false); enabled = true; } function setUnitClass(unit_ref) { unit = unit_ref.getUnitInfo(); setUnitView(unit_ref, false); enabled = true; } function setUnitView(unit_ref, look_right) { anim.removeMovieClip(); if ((unit_ref == undefined) && (unit_ref == null)) { enabled = false; return(undefined); } var _local3 = (look_right ? -1 : 1); attachMovie(((unit_ref.HORSE == null) ? "Human" : "Horseman"), "anim", 1, {_x:0, _y:0}); anim._xscale = 45 * _local3; anim._yscale = 45; anim.light_circle._visible = false; anim._x = 0; anim._y = 0; anim.onEnterFrame = null; anim.initUnit(unit_ref); } function setHero(hero_ref) { anim.removeMovieClip(); enabled = false; if ((hero_ref == undefined) && (hero_ref == null)) { return(undefined); } unit = null; attachMovie(((hero_ref.HORSE == null) ? "Human" : "Horseman"), "anim", 1, {_x:0, _y:0}); anim._xscale = 45; anim._yscale = 45; anim.light_circle._visible = false; anim._x = 0; anim._y = 0; anim.onEnterFrame = null; anim.initUnit(hero_ref); } function onRollOver() { if (unit) { _parent._parent.showUnitDescription(anim); } } function onPress() { _parent._parent.removeDescription(); if (unit == null) { return(undefined); } if (!is_user) { if (anim.unit_ref.price > _global.GOLD) { _parent.unit_name_txt.text = "Not enough gold!"; } else if (_root.getSoldiersAmount() >= MAX_ARMY) { _parent.unit_name_txt.text = "Your army is too big!"; } else { _parent._parent.dragUnitOn(this); } } else { _parent._parent.dragUnitOn(this); } } function onRelease() { _parent._parent.dragUnitOff(); } function onReleaseOutside() { if (!unit) { return(undefined); } var _local5 = "NONE"; var _local4 = 0; while (_local4 < 8) { if (_parent["unit_" + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local5 = "unit_" + _local4; break; } _local4++; } if (_local5 == "NONE") { _local4 = 0; while (_local4 < 10) { if (_parent["army_" + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local5 = "army_" + _local4; break; } _local4++; } if (_local5 == "NONE") { _local4 = 0; while (_local4 < 8) { if (_parent["reserve_" + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local5 = "reserve_" + _local4; break; } _local4++; } } } if (_local5 != "NONE") { if (is_user) { if (!_parent[_local5].is_user) { _global.GOLD = _global.GOLD + Math.floor(anim.unit_ref.price / 4); _global.FRIENDS.splice(pos, 1); } else { var _local6 = _global.FRIENDS[pos]; _global.FRIENDS[pos] = _global.FRIENDS[_parent[_local5].pos]; _global.FRIENDS[_parent[_local5].pos] = _local6; } } else { if (_global.EASY_MODE) { MAX_ARMY = 1000; } if ((_parent[_local5].is_user && (anim.unit_ref.price <= _global.GOLD)) && (_root.getSoldiersAmount() < MAX_ARMY)) { _global.GOLD = _global.GOLD - anim.unit_ref.price; if (_global.FRIENDS[_parent[_local5].pos]) { _global.FRIENDS.splice(_parent[_local5].pos, 0, unit.getUnit()); } else { _global.FRIENDS[_parent[_local5].pos] = unit.getUnit(); } } } } _parent.money_txt.text = _global.GOLD + " gold"; _parent._parent.barracksShowUser(); _parent._parent.dragUnitOff(); } function onRollOut() { } var unit = null; static var MAX_ARMY = 30; }
Symbol 3183 MovieClip [__Packages.StoreIcon] Frame 0
class StoreIcon extends MovieClip { var _name, TYPE, stop, item, _visible, amount_txt, ench_back, gotoAndStop, _parent, pos; function StoreIcon () { super(); switch (_name.charAt(0)) { case "u" : TYPE = "user"; break; case "t" : TYPE = "trader"; break; case "r" : TYPE = "refine"; break; default : TYPE = "inventory"; } (stop());// not popped } function setItem(item_ref) { item = item_ref; if (item_ref) { _visible = true; var _local2 = item.getItem(); amount_txt.text = ((TYPE == "user") ? (String(item.COUNT)) : ""); ench_back._visible = item.ENCH_ID != null; gotoAndStop(_local2.getIconFrame()); } else { _visible = false; } } function onRollOver() { _parent.msg_txt.text = ""; if (item) { _parent._parent.showItemDescription(item); } } function onPress() { _parent._parent.removeDescription(); var _local3 = item.getItem(); if ((TYPE == "trader") && (_local3.price > _global.GOLD)) { _parent.msg_txt.text = "Not enough gold!"; } else { _parent._parent.dragItemOn(item); } } function onRelease() { _parent._parent.dragItemOff(); } function onReleaseOutside() { if (!item) { return(undefined); } switch (TYPE) { case "user" : if (_parent.refine_anvil.hitTest(_parent._xmouse, _parent._ymouse, false)) { if ((item.CATEGORY == "WeaponClass") && (item.TYPE != "Shield")) { if (_parent.refine_anvil.item != null) { _root.addItemInfoTo(_global.INVENTORY, _parent.refine_anvil.item); } _parent.refine_anvil.setItem(item.getSingleCopy()); if (item.COUNT > 1) { item.COUNT--; } else { _global.INVENTORY.splice(pos, 1); } _parent.refine_lvl_txt.text = item.REFINE + 1; _parent._parent.forgeUpdateData(); } } else if (_parent.refine_scroll.hitTest(_parent._xmouse, _parent._ymouse, false)) { if (item.CATEGORY == "Rune") { if (_parent.refine_scroll.item != null) { _root.addItemInfoTo(_global.INVENTORY, _parent.refine_scroll.item); } _parent.refine_scroll.setItem(item.getSingleCopy()); if (item.COUNT > 1) { item.COUNT--; } else { _global.INVENTORY.splice(pos, 1); } } } else { var _local5 = false; var _local4 = 0; while (_local4 < 7) { if (_parent["trader_" + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local5 = true; break; } _local4++; } if (_local5) { var _local6 = item.getItem(); if ((item.COUNT > 1) && (!_global.STORE_DONT_ASK_AMOUNT)) { _parent.attachMovie("Amount window", "am_wnd", 150, {_x:200, _y:150}); _parent.am_wnd.pos = pos; _parent.am_wnd.price = _local6.price; _parent.am_wnd.max_amount = item.COUNT; _parent.am_wnd.amount = _parent.am_wnd.max_amount; _parent.am_wnd.amount_txt.text = _parent.am_wnd.amount; _parent.am_wnd.item_ico.gotoAndStop(_local6.getIconFrame()); } else { _global.GOLD = _global.GOLD + (Math.floor(_local6.price / 2) * item.COUNT); _global.INVENTORY.splice(pos, 1); } _parent.money_txt.text = ("Money: " + _global.GOLD) + " gold"; } } break; case "trader" : var _local5 = false; var _local4 = 0; while (_local4 < 7) { if (_parent["user_" + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local5 = true; break; } _local4++; } if (_local5) { var _local6 = item.getItem(); if (_global.GOLD >= _local6.price) { _global.GOLD = _global.GOLD - _local6.price; _root.addItemInfoTo(_global.INVENTORY, item.getCopy()); } _parent.money_txt.text = ("Money: " + _global.GOLD) + " gold"; } break; case "refine" : _local5 = false; _local4 = 0; while (_local4 < 7) { if (_parent["user_" + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local5 = true; break; } _local4++; } _root.addItemInfoTo(_global.INVENTORY, item); setItem(null); } _parent._parent.storeShowUser(); _parent._parent.dragItemOff(); } function onRollOut() { _parent._parent.removeDescription(); } }
Symbol 3184 MovieClip [__Packages.EquipmentIcon] Frame 0
class EquipmentIcon extends StoreIcon { var StoreIcon, hitArea, rect_hit_area, _visible, item, ench_back, TYPE, amount_txt, gotoAndStop, _parent, pos; function EquipmentIcon () { super(); StoreIcon(); hitArea = rect_hit_area; } function setItem(item_ref) { if (!item_ref) { _visible = false; return(undefined); } _visible = true; item = item_ref; ench_back._visible = item.ENCH_ID != null; var _local2 = item.getItem(); amount_txt.text = ((TYPE == "user") ? (String(item.COUNT)) : ""); gotoAndStop(_local2.getIconFrame()); } function onPress() { _parent._parent.dragItemOn(item); } function onReleaseOutside() { if (TYPE == "user") { var _local5 = "none"; switch (true) { case _parent.ARMOR_hit.hitTest(_parent._xmouse, _parent._ymouse, false) : _local5 = "ARMOR"; break; case _parent.HELMET_hit.hitTest(_parent._xmouse, _parent._ymouse, false) : _local5 = "HELMET"; break; case _parent.WEAPON_PRI_hit.hitTest(_parent._xmouse, _parent._ymouse, false) : _local5 = "WEAPON_PRI"; break; case _parent.WEAPON_SEC_hit.hitTest(_parent._xmouse, _parent._ymouse, false) : _local5 = "WEAPON_SEC"; } if (_local5 != "none") { var _local8 = _global.MAIN_HERO[_local5].getItemInfo(); var _local7 = _global.MAIN_HERO.equipItemInfo(_local5, item); if (_local7 == "OK") { if (_global.INVENTORY[pos].COUNT == 1) { _global.INVENTORY.splice(pos, 1); } else { _global.INVENTORY[pos].COUNT--; } _root.addItemInfoTo(_global.INVENTORY, _local8); _parent.error_txt.text = ""; } else { _parent.item_name_txt.text = ""; _parent.item_stats_txt.text = ""; _parent.error_txt.text = _local7; } } } else { var _local6 = -1; var _local4 = 0; while (_local4 < 6) { if (_parent["user_" + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local6 = _local4; break; } _local4++; } if (_local6 >= 0) { _root.addItemInfoTo(_global.INVENTORY, item); _global.MAIN_HERO[slot] = null; if ((slot == "WEAPON_PRI") && (_global.MAIN_HERO.WEAPON_SEC.rng == 0)) { if (_global.MAIN_HERO.WEAPON_SEC.TYPE != "Shield") { _global.MAIN_HERO.WEAPON_PRI = _global.MAIN_HERO.WEAPON_SEC; } else { _root.addItemTo(_global.INVENTORY, _global.MAIN_HERO.WEAPON_SEC); } _global.MAIN_HERO.WEAPON_SEC = null; } } } _parent._parent.inventoryShowUser(); _parent._parent.dragItemOff(); } var slot = "NONE"; }
Symbol 3185 MovieClip [__Packages.Cities] Frame 0
class Cities extends MovieClip { var barracks_btn, hall_btn, temple_btn, barn_btn, harbor_btn, forge_btn, market_btn, city, gotoAndStop, name_txt, nation_mc, wnd, active_skills_arr, _ymouse, _xmouse, hint; function Cities () { super(); init(); barracks_btn.onRollOver = function () { this._parent.hint.gotoAndStop("barracks"); }; hall_btn.onRollOver = function () { this._parent.hint.gotoAndStop("hall"); }; temple_btn.onRollOver = function () { this._parent.hint.gotoAndStop("temple"); }; barn_btn.onRollOver = function () { this._parent.hint.gotoAndStop("barn"); }; harbor_btn.onRollOver = function () { this._parent.hint.gotoAndStop("harbor"); }; forge_btn.onRollOver = function () { this._parent.hint.gotoAndStop("forge"); }; market_btn.onRollOver = function () { this._parent.hint.gotoAndStop("market"); }; forge_btn.onRollOut = (market_btn.onRollOut = (barracks_btn.onRollOut = (hall_btn.onRollOut = (temple_btn.onRollOut = (barn_btn.onRollOut = (harbor_btn.onRollOut = function () { this._parent.hint.gotoAndStop("empty"); })))))); } function init() { city = new Town(_global.CURR_TOWN); if (_global.SAILING_SHIP) { _global.SHIP_LOCATION = _global.CURR_TOWN; _global.SAILING_SHIP = false; } gotoAndStop(getFrame(_global.CURR_TOWN)); name_txt.text = Town.getFullName(_global.CURR_TOWN); nation_mc.gotoAndStop(Town.getNation(_global.CURR_TOWN)); var _local5 = Town.getLevel(_global.CURR_TOWN); var _local4 = 1; while (_local4 <= 8) { this["star_" + _local4]._visible = true; this["star_" + _local4].gotoAndStop(((_local4 <= _local5) ? "on" : "off")); _local4++; } if ((!_global.IS_CAPTURED[city.ID]) && (_global.IS_HOSTILE[city.NATION])) { wnd.gotoAndStop("enemy_at_gates"); disableAll(); } else { _root.saveGame("auto"); wnd.gotoAndStop(1); enableAll(); } } function getFrame(townID) { return(((4 * (_root.getNationNumber(Town.getNation(townID)) - 1)) + (2 * (Town.hasHarbor(townID) ? 1 : 0))) + ((Town.getLevel(townID) < 6) ? 1 : 2)); } function leaveTown() { _root.gotoAndStop("WORLD_MAP"); } function storeShowTrader() { var _local2 = 0; while (_local2 < 7) { if ((scrollTrader + _local2) < city.forge.length) { wnd["trader_" + _local2].setItem(city.forge[scrollTrader + _local2]); wnd["trader_" + _local2]._visible = scrollTrader + _local2; wnd["trader_" + _local2]._visible = true; } else { wnd["trader_" + _local2]._visible = false; } _local2++; } } function storeShowUser() { wnd.refine_anvil.setItem(wnd.refine_anvil.item); wnd.refine_scroll.setItem(wnd.refine_scroll.item); var _local3 = 0; while (_local3 < 7) { if ((scrollUser + _local3) < _global.INVENTORY.length) { wnd["user_" + _local3].setItem(_global.INVENTORY[scrollUser + _local3]); wnd["user_" + _local3].pos = scrollUser + _local3; wnd["user_" + _local3]._visible = true; } else { wnd["user_" + _local3]._visible = false; } _local3++; } } function barracksShowUser() { var _local3 = 0; while (_local3 < 10) { wnd["army_" + _local3].setUnitClass(_global.FRIENDS[_local3]); wnd["army_" + _local3].pos = _local3; _local3++; } _local3 = 0; while (_local3 < 8) { wnd["reserve_" + _local3].setUnitClass(_global.FRIENDS[(_local3 + 10) + scrollUser]); wnd["reserve_" + _local3].pos = (_local3 + 10) + scrollUser; _local3++; } } function barracksShowTrader() { var _local2 = 0; while (_local2 < 8) { wnd["unit_" + _local2].setUnit(city.barracks[scrollTrader + _local2]); wnd["unit_" + _local2].pos = scrollTrader + _local2; _local2++; } } function barnShowTrader() { wnd.hero_ico.setHero(_global.MAIN_HERO); var _local3 = 0; while (_local3 < 8) { wnd["unit_" + _local3].setHorse(city.barn[scrollTrader + _local3]); wnd["unit_" + _local3].pos = scrollTrader + _local3; _local3++; } wnd.money_txt.text = _global.GOLD + " gp."; } function inventoryShowUser() { wnd.ARMOR_ico.setItem(_global.MAIN_HERO.ARMOR.getItemInfo()); wnd.HELMET_ico.setItem(_global.MAIN_HERO.HELMET.getItemInfo()); wnd.WEAPON_PRI_ico.setItem(_global.MAIN_HERO.WEAPON_PRI.getItemInfo()); wnd.WEAPON_SEC_ico.setItem(_global.MAIN_HERO.WEAPON_SEC.getItemInfo()); wnd.ARMOR_ico.slot = "ARMOR"; wnd.HELMET_ico.slot = "HELMET"; wnd.WEAPON_PRI_ico.slot = "WEAPON_PRI"; wnd.WEAPON_SEC_ico.slot = "WEAPON_SEC"; wnd.hero_ico.setHero(_global.MAIN_HERO); showUnitDescription(wnd.hero_ico.anim); var _local3 = 0; while (_local3 < 6) { if ((scrollUser + _local3) < _global.INVENTORY.length) { wnd["user_" + _local3].setItem(_global.INVENTORY[scrollUser + _local3]); wnd["user_" + _local3].pos = scrollUser + _local3; wnd["user_" + _local3]._visible = true; } else { wnd["user_" + _local3]._visible = false; } _local3++; } } function showStats() { wnd.STR_txt.text = _global.MAIN_HERO.STR; wnd.DEX_txt.text = _global.MAIN_HERO.DEX; wnd.CON_txt.text = _global.MAIN_HERO.CON; wnd.SPR_txt.text = _global.MAIN_HERO.SPR; var _local12 = _global.MAIN_HERO.stat_points >= 2; var _local4 = 0; while (_local4 < 4) { wnd["stat_btn_" + _local4]._visible = _local12; _local4++; } var _local14 = (_global.EASY_MODE ? 200 : 100); if ((_global.MAIN_HERO.STR >= _local14) || ((!_global.EASY_MODE) && (_global.MAIN_HERO.STR >= (30 + (_global.MAIN_HERO.LEVEL * 1.8))))) { wnd.stat_btn_0._visible = false; } if ((_global.MAIN_HERO.DEX >= _local14) || ((!_global.EASY_MODE) && (_global.MAIN_HERO.DEX >= (30 + (_global.MAIN_HERO.LEVEL * 1.8))))) { wnd.stat_btn_1._visible = false; } if ((_global.MAIN_HERO.CON >= _local14) || ((!_global.EASY_MODE) && (_global.MAIN_HERO.CON >= (30 + (_global.MAIN_HERO.LEVEL * 1.8))))) { wnd.stat_btn_2._visible = false; } if ((_global.MAIN_HERO.SPR >= _local14) || ((!_global.EASY_MODE) && (_global.MAIN_HERO.SPR >= (30 + (_global.MAIN_HERO.LEVEL * 1.8))))) { wnd.stat_btn_3._visible = false; } wnd.stat_points_txt.text = _global.MAIN_HERO.stat_points; wnd.skill_points_txt.text = _global.MAIN_HERO.skill_points; _local12 = _global.MAIN_HERO.stat_points >= 1; for (_local4 in _global.MAIN_HERO.SKILL) { wnd[_local4 + "_txt"].text = _global.MAIN_HERO.SKILL[_local4]; wnd["skill_btn_" + _local4]._visible = (_global.MAIN_HERO.SKILL[_local4] < 100) && (_local12); } _local4 = 1; delete active_skills_arr; active_skills_arr = new Array(); for (var _local13 in _global.MAIN_HERO.ACTIVE_SKILLS) { active_skills_arr.push(_local13); wnd[("active_" + _local4) + "_txt"].text = Skill.getSkilltypeDescr(_local13); var _local3 = 0; while (_local3 < 3) { var _local6 = wnd[(("active_" + _local4) + "_ico_") + (_local3 + 1)]; _local6.useHandCursor = false; var _local8 = _global.MAIN_HERO.ACTIVE_SKILLS[_local13][_local3]; var _local5 = Skill.getSkillRequire(_local13, _local3 + 1); if (_local3 == 0) { var _local7 = 0; } else { var _local7 = _global.MAIN_HERO.ACTIVE_SKILLS[_local13][_local3 - 1]; wnd[((("active_" + _local4) + "_pre_") + (_local3 + 1)) + "_txt"].text = "Lv. " + _local5; } _local6.gotoAndStop(Skill.getActiveSkillFrame(_local13, _local3 + 1)); _local6.shade.gotoAndStop(((_local5 > _local7) ? 1 : 3)); _local6.amount_txt.text = ((_local8 <= 0) ? "" : (_local8)); _local3++; } _local4++; } _local4 = 0; while (_local4 < 6) { var _local11 = _global.MAIN_HERO.PASSIVE_SKILLS[_local4][0]; var _local8 = _global.MAIN_HERO.PASSIVE_SKILLS[_local4][1]; var _local10 = Math.floor(_local4 / 3) + 1; var _local9 = (_local4 % 3) + 1; var _local6 = wnd[(("passive_" + _local10) + "_ico_") + _local9]; _local6.useHandCursor = false; _local6.gotoAndStop(Skill.getPassiveSkillFrame(_local11)); _local6.amount_txt.text = ((_local8 <= 0) ? "" : (_local8)); _local6.shade.gotoAndStop((((_local9 == 1) || (_global.MAIN_HERO.PASSIVE_SKILLS[_local4 - 1][1] > 0)) ? 3 : 1)); _local4++; } _local4 = 0; while (_local4 < 3) { var _local11 = _global.MAIN_HERO.AURA_SKILLS[_local4][0]; var _local8 = _global.MAIN_HERO.AURA_SKILLS[_local4][1]; var _local6 = wnd["aura_ico_" + (_local4 + 1)]; _local6.useHandCursor = false; _local6.gotoAndStop(Aura.getFrame(_local11)); _local6.amount_txt.text = ((_local8 <= 0) ? "" : (_local8)); _local6.shade.gotoAndStop((((_local4 == 0) || (_global.MAIN_HERO.AURA_SKILLS[_local4 - 1][1] >= 5)) ? 3 : 1)); _local4++; } } function harborShow() { if (_global.SHIP_LOCATION == "none") { wnd.quest_txt.text = ("You have no ship at this time. Would you like to by it? \n\nShips's price is " + _global.SHIP_PRICE) + " gp."; } else { wnd.quest_txt.text = "Hi, captain! Would you like to board your ship?"; } } function dragItemOn(item_info) { wnd.attachMovie("ICON Mouse", "drag_item", 100, {_x:_xmouse, _y:_ymouse}); wnd.drag_item.startDrag(wnd.drag_item); wnd.drag_item.gotoAndStop(item_info.getItem().getIconFrame()); } function dragItemOff() { wnd.drag_item.stopDrag(); wnd.drag_item.removeMovieClip(); } function dragUnitOn(unit_mc) { wnd.attachMovie((unit_mc.anim.unit_ref.HORSE ? "Horseman" : "Human"), "drag_item", 100, {_x:_xmouse, _y:_ymouse}); wnd.drag_item.initUnit(unit_mc.anim.unit_ref); wnd.drag_item.light_circle._visible = false; wnd.drag_item.startDrag(wnd.drag_item); } function dragUnitOff() { wnd.drag_item.stopDrag(); wnd.drag_item.removeMovieClip(); } function startBattleForCity() { _global.BATTLE_TYPE = "SIEGE"; if (_global.SHIP_LOCATION != _global.CURR_TOWN) { city.setBattleMap(); } else { _global.BATTLE_MAP = 100 + _root.d(4); } city.getDefenders(); _global.IS_CAPTURED[_global.CURR_TOWN] = true; if (city.NATION != _global.MAIN_HERO.NATION) { _global.IS_HOSTILE[city.NATION] = true; } _root.gotoAndStop("SPLASH_SCREEN"); } function startChallengeForCity(with_army) { _global.BATTLE_TYPE = (with_army ? "ARMY_CHALLENGE" : "CHALLENGE"); city.setBattleMap(); _global.EVIL_HERO = Hero.getChampion(city.NATION, Town.getLevel(city.ID)); if (with_army) { delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local4 = 0; while (_local4 < 5) { _global.ENEMIES.push(Unit.getMeleeMilitia(city.NATION, Town.getLevel(city.ID) - 1)); _local4++; } _local4 = 0; while (_local4 < 5) { _global.ENEMIES.push(Unit.getRangedMilitia(city.NATION, Town.getLevel(city.ID) - 1)); _local4++; } } _root.gotoAndStop("SPLASH_SCREEN"); } function enableAll() { barracks_btn.enabled = true; hall_btn.enabled = true; temple_btn.enabled = true; barn_btn.enabled = true; harbor_btn.enabled = true; forge_btn.enabled = true; market_btn.enabled = true; removeDescription(); } function disableAll() { barracks_btn.enabled = false; hall_btn.enabled = false; temple_btn.enabled = false; barn_btn.enabled = false; harbor_btn.enabled = false; forge_btn.enabled = false; market_btn.enabled = false; hint.gotoAndStop("empty"); } function openForge() { disableAll(); scrollUser = 0; wnd.gotoAndStop("forge"); wnd.money_txt.text = ("Money: " + _global.GOLD) + " gold"; } function openMarketplace() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop("market"); wnd.money_txt.text = _global.GOLD + " gold"; } function openTemple() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop("temple"); wnd.money_txt.text = _global.GOLD + " gold"; } function openBarracks() { disableAll(); wnd.gotoAndStop("barracks"); scrollUser = 0; scrollTrader = 0; wnd.money_txt.text = _global.GOLD + " gold"; if (_global.IS_CAPTURED[city.ID]) { wnd.refuser._visible = false; wnd.unit_scroll_l._visible = true; wnd.unit_scroll_r._visible = true; var _local3 = 0; while (_local3 < 8) { wnd["unit_" + _local3]._visible = true; _local3++; } } else { wnd.refuser._visible = true; wnd.unit_scroll_l._visible = false; wnd.unit_scroll_r._visible = false; var _local3 = 0; while (_local3 < 8) { wnd["unit_" + _local3]._visible = false; _local3++; } } hideUnitDescription(); } function openCityHall() { disableAll(); if (!checkReward()) { wnd.gotoAndStop("city_hall"); if (_global.IS_CAPTURED[city.ID]) { wnd.capture_icon.gotoAndStop(2); } else { wnd.capture_icon.gotoAndStop(1); } } } function openBarn() { scrollUser = 0; scrollTrader = 0; disableAll(); wnd.gotoAndStop("barn"); } function openHeroStats() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop("inventory"); } function openGetQuest() { disableAll(); wnd.gotoAndStop("get_quest"); if (_root.dice(2) == 1) { _global.QUEST.initQuestBattle(_global.CURR_TOWN); wnd.quest_txt.text = ("Okay, wanderer. Hope you can deal with some rogues, right? \n\nWe'll pay you " + _global.QUEST.curr_gold) + " gp."; } else { _global.QUEST.initQuestFedEx(city.ID, city.NATION); wnd.quest_txt.text = ((("We need to deliver a package to the city of " + WorldMap.getTownName(_global.QUEST.deliver_to)) + ". Will you go there?\nYou'll be paid for ") + _global.QUEST.curr_gold) + " gp. once you get to the city."; } } function openCaptureTown() { disableAll(); if (_global.IS_CAPTURED[city.ID]) { wnd.gotoAndStop("city_ours"); } else { wnd.gotoAndStop("wanna_fight"); } } function checkReward() { var _local4 = 0; var _local3 = 0; while (_local3 < _global.QUEST.cities.length) { if (_global.QUEST.cities[_local3] == city.ID) { _local4 = _global.QUEST.rewards[_local3]; _global.QUEST.rewards.splice(_local3, 1); _global.QUEST.cities.splice(_local3, 1); break; } _local3++; } if (_local4 > 0) { disableAll(); wnd.gotoAndStop("town_msg"); wnd.quest_txt.text = ("Nice job, wanderer. You've done it well!\n\nHere's your reward: " + _local4) + " gp."; _global.GOLD = _global.GOLD + _local4; return(true); } return(false); } function openHarbor() { disableAll(); wnd.gotoAndStop("harbor"); harborShow(); } function openStats() { disableAll(); wnd.gotoAndStop("stats"); showStats(); } function goBack() { if (wnd.refine_anvil.item) { _root.addItemInfoTo(_global.INVENTORY, wnd.refine_anvil.item); } if (wnd.refine_scroll.item) { _root.addItemInfoTo(_global.INVENTORY, wnd.refine_scroll.item); } enableAll(); wnd.gotoAndStop(1); } function showActiveSkillDescription(raw, col) { wnd.attachMovie("MouseHint", "mouse_hint", 90, {_x:_xmouse, _y:_ymouse}); wnd.mouse_hint.showSkillInfo(active_skills_arr[raw - 1], col); } function showPassiveSkillDescription(raw, col) { wnd.attachMovie("MouseHint", "mouse_hint", 90, {_x:_xmouse, _y:_ymouse}); wnd.mouse_hint.showSkillInfo(_global.MAIN_HERO.PASSIVE_SKILLS[((raw - 1) * 3) + (col - 1)][0], 0); } function showAuraSkillDescription(col) { wnd.attachMovie("MouseHint", "mouse_hint", 90, {_x:_xmouse, _y:_ymouse}); wnd.mouse_hint.showSkillInfo(_global.MAIN_HERO.AURA_SKILLS[col - 1][0], -1); } function showItemDescription(item_info) { wnd.attachMovie("MouseHint", "mouse_hint", 90, {_x:_xmouse, _y:_ymouse}); wnd.mouse_hint.showItemInfo(item_info); } function showUnitDescription(unit_mc) { wnd.unit_hint._visible = true; wnd.unit_hint.showUnitInfo(unit_mc); } function showUnitSkillDescription(frame) { wnd.attachMovie("MouseHint", "mouse_hint", 90, {_x:_xmouse, _y:_ymouse}); var _local2 = Skill.getSkillInfoByFrame(frame); wnd.mouse_hint.showSkillInfo(_local2.nm, _local2.id); } function showSmallDescr(msg) { wnd.attachMovie("MouseHint", "mouse_hint", 90, {_x:_xmouse, _y:_ymouse}); wnd.mouse_hint.showSmallDescr(msg); } function removeDescription() { wnd.mouse_hint.removeMovieClip(); } function hideUnitDescription() { wnd.unit_hint._visible = false; } function addPointToActiveSkill(raw, col) { if (_global.MAIN_HERO.skill_points == 0) { return(undefined); } if (_global.MAIN_HERO.ACTIVE_SKILLS[active_skills_arr[raw - 1]][col - 1] == 5) { return(undefined); } _global.MAIN_HERO.ACTIVE_SKILLS[active_skills_arr[raw - 1]][col - 1]++; _global.MAIN_HERO.skill_points--; showStats(); } function addPointToPassiveSkill(raw, col) { if (_global.MAIN_HERO.skill_points == 0) { return(undefined); } if (_global.MAIN_HERO.PASSIVE_SKILLS[((raw - 1) * 3) + (col - 1)][1] == 5) { return(undefined); } _global.MAIN_HERO.PASSIVE_SKILLS[((raw - 1) * 3) + (col - 1)][1]++; _global.MAIN_HERO.skill_points--; showStats(); } function addPointToAuraSkill(col) { if (_global.MAIN_HERO.skill_points == 0) { return(undefined); } if (_global.MAIN_HERO.AURA_SKILLS[col - 1][1] == 5) { return(undefined); } _global.MAIN_HERO.AURA_SKILLS[col - 1][1]++; _global.MAIN_HERO.skill_points--; showStats(); } function forgeGetChance(curr_lv, need_lv) { var _local3 = 100; var _local4 = (_global.EASY_MODE ? 0.03 : 0.07); var _local2 = curr_lv; while (_local2 < need_lv) { _local3 = _local3 * (1 - (_local4 * _local2)); _local2++; } return(Math.ceil(_local3)); } function forgeGetPrice(curr_lv, need_lv) { return((need_lv - curr_lv) * 200); } function forgeRefine() { if (!wnd.refine_anvil.item) { return(null); } var _local5 = wnd.refine_anvil.item.REFINE; var _local4 = Number(wnd.refine_lvl_txt.text); if ((_local5 >= _local4) || (_local5 >= 10)) { wnd.msg_txt.text = "Can't refine to that high level!"; return(undefined); } var _local7 = forgeGetChance(_local5, _local4); var _local6 = forgeGetPrice(_local5, _local4); if (_local6 > _global.GOLD) { wnd.msg_txt.text = "Not enough gold!"; } else { _global.GOLD = _global.GOLD - _local6; wnd.money_txt.text = ("Money: " + _global.GOLD) + " gold"; if (_root.percent(_local7)) { wnd.refine_anvil.item.REFINE = _local4; wnd.refine_anvil.setItem(wnd.refine_anvil.item); wnd.anvil_mc.gotoAndPlay("success"); wnd.refine_lvl_txt.text = _local4 + 1; if (!_global.EASY_MODE) { _root.kongregateStats.submit("MaxRefineRate", _local4); } } else { wnd.refine_anvil.setItem(null); wnd.anvil_mc.gotoAndPlay("failure"); wnd.refine_lvl_txt.text = ""; } forgeUpdateData(); } } function forgeEnchant() { if (!wnd.refine_anvil.item) { return(undefined); } if (!wnd.refine_scroll.item) { return(undefined); } if (wnd.refine_anvil.item.ENCH_ID) { wnd.msg_txt.text = "The item is already refined!"; return(undefined); } wnd.refine_anvil.item.ENCH_ID = wnd.refine_scroll.item.ENCH_ID; wnd.refine_anvil.setItem(wnd.refine_anvil.item); wnd.refine_scroll.setItem(null); } function forgeUpdateData() { if (wnd.refine_anvil.item) { var _local2 = wnd.refine_anvil.item.REFINE; var _local3 = Number(wnd.refine_lvl_txt.text); var _local4 = forgeGetChance(_local2, _local3); var _local5 = forgeGetPrice(_local2, _local3); wnd.success_txt.text = ("Success chance: " + _local4) + "%\n"; wnd.success_txt.text = wnd.success_txt.text + (("Price: " + _local5) + " gold"); } else { wnd.success_txt.text = ""; wnd.refine_lvl_txt.text = ""; } } function sellAll() { var _local3 = 0; while (_local3 < _global.INVENTORY.length) { if ((!_global.INVENTORY[_local3].ENCH_ID) && (_global.INVENTORY[_local3].REFINE == 0)) { var _local4 = _global.INVENTORY[_local3].getItem(); _global.GOLD = _global.GOLD + (Math.floor(_local4.price / 2) * _global.INVENTORY[_local3].COUNT); _global.INVENTORY.splice(_local3, 1); _local3--; } _local3++; } scrollUser = 0; wnd.money_txt.text = ("Money: " + _global.GOLD) + " gold"; storeShowUser(); } function addStatTo(stat) { if (_global.MAIN_HERO.stat_points >= 2) { _global.MAIN_HERO[stat]++; _global.MAIN_HERO.stat_points = _global.MAIN_HERO.stat_points - 2; showStats(); } } var scrollTrader = 0; var scrollUser = 0; }
Symbol 3186 MovieClip [__Packages.Town] Frame 0
class Town extends Object { var barracks, forge, barn, defenders, adv_defenders, ID, NATION, NAME; function Town (townID) { super(); barracks = new Array(); forge = new Array(); barn = new Array(); defenders = new Array(); adv_defenders = new Array(); ID = townID; NATION = getNation(townID); NAME = WorldMap.getTownName(townID); this["Town" + townID](); var _local3 = getLevel(ID); addArmorToStore(_local3); if (_local3 > 2) { addUnitToBarracks("caster", 1); } if (_local3 > 4) { addUnitToBarracks("caster", 2); } barn.push(new Horse("any", 10 * _local3, Math.floor(_local3 / 2), 2 + Math.floor(_local3 / 2), 1000 * _local3)); barn.push(new Horse("any", 20 * _local3, Math.floor(_local3 / 1.7), Math.floor(_local3 / 2), (750 * _local3) * _local3)); barn.push(new Horse("black", 75 * _local3, Math.floor(_local3 * 1.1), 1, (2000 * _local3) * _local3)); barn.push(new Horse("white", 50 * _local3, Math.floor(_local3 * 0.6), _local3, (1900 * _local3) * _local3)); } function getDefenders() { delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local4 = 0; while (_local4 < defenders.length) { var _local3 = 0; while (_local3 < defenders[_local4].COUNT) { _global.ENEMIES.push(defenders[_local4].getUnit()); _local3++; } _local4++; } } function getAdvDefenders() { delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local5 = 0; while (_local5 < adv_defenders.length) { var _local4 = 0; while (_local4 < adv_defenders[_local5].COUNT) { _global.ENEMIES.push(adv_defenders[_local5].getUnit()); _local4++; } _local5++; } var _local6 = getLevel(ID); if ((((_local6 == 6) && (_root.percent(25))) || ((_local6 == 7) && (_root.percent(50)))) || (_local6 == 8)) { _global.EVIL_HERO = new Hero(); _global.EVIL_HERO[("enemy" + NATION) + "King"](); } } function setBattleMap() { switch (ID) { case "Caesarea" : case "Veii" : case "Palmyra" : _global.BATTLE_MAP = 16; break; case "Tyrus" : case "Artaxata" : case "Seleucia" : case "Treveri" : case "Curia" : _global.BATTLE_MAP = 20; break; case "Grobben" : case "Torburg" : case "Dortmund" : _global.BATTLE_MAP = 0; break; case "Odense" : case "Holmgard" : case "Skara" : case "Lunde" : case "Risby" : _global.BATTLE_MAP = 4; break; case "RaGorod" : case "Zlatograd" : case "Dobrov" : _global.BATTLE_MAP = 8; break; case "Grouzeno" : case "Krasnodolye" : case "Svetlolesye" : case "Staroe" : case "Elki" : _global.BATTLE_MAP = 12; break; case "Nagoya" : case "Izumo" : case "Matsuyama" : _global.BATTLE_MAP = 24; break; case "Omi" : case "Echigo" : case "Sapporo" : case "Suo" : case "Nara" : _global.BATTLE_MAP = 28; break; case "Cardiff" : case "Armagh" : case "Kells" : _global.BATTLE_MAP = 32; break; case "Iona" : case "Tara" : case "Swansea" : case "Llanelli" : case "Neath" : _global.BATTLE_MAP = 36; break; case "Tiflis" : case "Medina" : case "Mosul" : _global.BATTLE_MAP = 40; break; case "Samarra" : case "Mahdia" : case "Shiraz" : case "Rabat" : case "Aden" : _global.BATTLE_MAP = 44; } _global.BATTLE_MAP = _global.BATTLE_MAP + _root.d(4); } static function getNation(townID) { switch (townID) { case "Caesarea" : case "Veii" : case "Palmyra" : case "Tyrus" : case "Artaxata" : case "Seleucia" : case "Treveri" : case "Curia" : return("Viz"); case "Grobben" : case "Torburg" : case "Dortmund" : case "Odense" : case "Holmgard" : case "Skara" : case "Lunde" : case "Risby" : return("Ger"); case "RaGorod" : case "Zlatograd" : case "Dobrov" : case "Grouzeno" : case "Krasnodolye" : case "Svetlolesye" : case "Staroe" : case "Elki" : return("Rus"); case "Nagoya" : case "Izumo" : case "Matsuyama" : case "Omi" : case "Echigo" : case "Sapporo" : case "Suo" : case "Nara" : return("Jap"); case "Cardiff" : case "Armagh" : case "Kells" : case "Iona" : case "Tara" : case "Swansea" : case "Llanelli" : case "Neath" : return("Mon"); case "Tiflis" : case "Medina" : case "Mosul" : case "Samarra" : case "Mahdia" : case "Shiraz" : case "Rabat" : case "Aden" : return("Ara"); } } static function getFullName(townID) { switch (townID) { case "Caesarea" : return("Glorious city of Caesarea, capital of Great Trade Republic"); case "Veii" : return("Amazing city of Veii, Republic's culture center"); case "Palmyra" : return("Great town of Palmyra, the Republic's east port"); case "Tyrus" : return("Town of Tyrus, Republic's north outpost"); case "Artaxata" : return("Big trade camp of Artaxata"); case "Seleucia" : return("Trade camp of Seleucia"); case "Treveri" : return("Small harbor of Treveri"); case "Curia" : return("Tiny camp of Curia"); case "Grobben" : return("Glorious city of Grobben, capital of the Order"); case "Torburg" : return("Great city of Torburg, Order's trade center"); case "Dortmund" : return("Nothen town of Dortmund, Order's keep"); case "Odense" : return("Trade town of Odense"); case "Holmgard" : return("Town of Holmgard, mountain guard post"); case "Skara" : return("Village of Skara, east guard post"); case "Lunde" : return("Small village of Lunde, south guard post"); case "Risby" : return("Tiny village of Risby"); case "RaGorod" : return("Glorious city of RaGorod, capital of Forest Lands"); case "Zlatograd" : return("Great city of Zlatograd, Lands' trade center"); case "Dobrov" : return("Town of Dobrov, Lands' west keep"); case "Grouzeno" : return("Huge Village of Grouzeno, Lands' east keep"); case "Krasnodolye" : return("Big village of Krasnodolye"); case "Svetlolesye" : return("Village of Svetlolesye, Lands' east harbor"); case "Staroe" : return("Small village of Staroe"); case "Elki" : return("Tiny fisher village of Elki"); case "Nagoya" : return("Glorious city of Nagoya, capital of East Empire"); case "Izumo" : return("Great City of Izumo, Empire trade center"); case "Matsuyama" : return("City of Matsuyama, ninja training center"); case "Omi" : return("Small town of Omi, Empire's martial arts center"); case "Echigo" : return("Big Village of Echigo, Empire's soth harbor"); case "Sapporo" : return("Village of Sapporo, Empire's north harbor"); case "Suo" : return("Small village of Suo"); case "Nara" : return("Tiny fisher village of Nara"); case "Cardiff" : return("Glorious camp of Cardiff, capital of Black Horde"); case "Armagh" : return("Large camp of Armagh, Horde's main harbor"); case "Kells" : return("Large trading camp of Kells"); case "Iona" : return("Camp of Iona, Horde's east keep"); case "Tara" : return("Camp of Tara, Horde's training center"); case "Swansea" : return("Camp of Swansea, Horde's harbor"); case "Llanelli" : return("Small fisher village of Llanelli"); case "Neath" : return("Tiny camp of Neath, Horde's north outpost"); case "Tiflis" : return("Glorious city of Tiflis, capital of South Desert"); case "Medina" : return("Amazing city of Medina, South Desert's culture center"); case "Mosul" : return("Great town of Mosul, assassin's academy"); case "Samarra" : return("Harbor town of Samarra"); case "Mahdia" : return("Oasis of Mahdia, South Desert's trading outpost"); case "Shiraz" : return("Village of Shiraz, small oasis lost in sands"); case "Rabat" : return("Small harbor of Rabat"); case "Aden" : return("Tiny desert village of Aden"); } } static function hasHarbor(townID) { switch (townID) { case "Veii" : case "Palmyra" : case "Artaxata" : case "Treveri" : case "Zlatograd" : case "Krasnodolye" : case "Svetlolesye" : case "Staroe" : case "Elki" : case "Nagoya" : case "Izumo" : case "Matsuyama" : case "Omi" : case "Echigo" : case "Sapporo" : case "Suo" : case "Nara" : case "Armagh" : case "Tara" : case "Swansea" : case "Llanelli" : case "Neath" : case "Medina" : case "Mosul" : case "Samarra" : case "Rabat" : return(true); } return(false); } static function getLevel(townID) { switch (townID) { case "Caesarea" : case "Grobben" : case "RaGorod" : case "Nagoya" : case "Cardiff" : case "Tiflis" : return(8); case "Veii" : case "Torburg" : case "Zlatograd" : case "Izumo" : case "Armagh" : case "Medina" : return(7); case "Palmyra" : case "Dortmund" : case "Dobrov" : case "Matsuyama" : case "Kells" : case "Mosul" : return(6); case "Tyrus" : case "Odense" : case "Grouzeno" : case "Omi" : case "Iona" : case "Samarra" : return(5); case "Artaxata" : case "Holmgard" : case "Krasnodolye" : case "Echigo" : case "Tara" : case "Mahdia" : return(4); case "Seleucia" : case "Skara" : case "Svetlolesye" : case "Sapporo" : case "Swansea" : case "Shiraz" : return(3); case "Treveri" : case "Lunde" : case "Staroe" : case "Suo" : case "Llanelli" : case "Rabat" : return(2); case "Curia" : case "Risby" : case "Elki" : case "Nara" : case "Neath" : case "Aden" : return(1); } } function addUnitToBarracks(tp, id) { barracks.push(new UnitInfo(getNation(ID), tp, id)); } function addWeaponsToStore(arr, lv) { var _local2 = 0; while (_local2 < arr.length) { forge.push(new ItemInfo("WeaponClass", arr[_local2], getNation(ID), lv)); _local2++; } } function addArmorToStore(lv) { forge.push(new ItemInfo("Armor", "Clothes", getNation(ID), lv)); forge.push(new ItemInfo("Armor", "Helmet", getNation(ID), lv)); } function addDefenders(tp, id, am) { defenders.push(new UnitInfo(getNation(ID), tp, id, am)); } function addAdvDefenders(tp, id, am) { adv_defenders.push(new UnitInfo(getNation(ID), tp, id, am)); } function TownCaesarea() { addUnitToBarracks("2H_sword", 7); addUnitToBarracks("shield", 7); addUnitToBarracks("throwing", 2); addUnitToBarracks("bow", 6); addUnitToBarracks("crossbow", 6); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 7); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 6); addWeaponsToStore(["Spear"], 5); addWeaponsToStore(["Throwing"], 2); addWeaponsToStore(["Bow", "Crossbow", "Shield"], 4); addDefenders("shield", 7, 5); addDefenders("bow", 6, 5); addDefenders("2H_sword", 7, 5); addDefenders("crossbow", 6, 5); addDefenders("shield", 7, 5); addDefenders("dagger", 6, 5); addDefenders("bow", 6, 5); addDefenders("2H_sword", 7, 5); addAdvDefenders("2H_sword", 7, 5); addAdvDefenders("crossbow", 6, 4); } function TownVeii() { addUnitToBarracks("2H_sword", 6); addUnitToBarracks("dagger", 6); addUnitToBarracks("throwing", 2); addUnitToBarracks("bow", 6); addUnitToBarracks("crossbow", 6); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "OnehandedAxe", "TwohandedAxe", "OnehandedMace", "TwohandedMace", "Dagger"], 6); addWeaponsToStore(["Spear"], 5); addWeaponsToStore(["Bow", "Crossbow", "Shield"], 4); addDefenders("2H_sword", 6, 5); addDefenders("bow", 6, 5); addDefenders("dual", 5, 10); addDefenders("crossbow", 6, 5); addDefenders("dagger", 6, 5); addDefenders("bow", 6, 5); addAdvDefenders("2H_sword", 7, 5); addAdvDefenders("bow", 6, 5); } function TownPalmyra() { addUnitToBarracks("2H_sword", 5); addUnitToBarracks("dual", 5); addUnitToBarracks("spear", 5); addUnitToBarracks("throwing", 0); addUnitToBarracks("bow", 4); addUnitToBarracks("crossbow", 4); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "OnehandedAxe", "TwohandedAxe", "OnehandedMace", "TwohandedMace", "Dagger"], 5); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 4); addDefenders("spear", 5, 5); addDefenders("bow", 4, 5); addDefenders("2H_sword", 5, 5); addDefenders("crossbow", 4, 5); addDefenders("dual", 5, 5); addDefenders("bow", 4, 5); addAdvDefenders("2H_sword", 6, 5); addAdvDefenders("bow", 4, 5); } function TownTyrus() { addUnitToBarracks("shield", 4); addUnitToBarracks("spear", 4); addUnitToBarracks("bow", 4); addUnitToBarracks("crossbow", 4); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "OnehandedAxe", "TwohandedAxe", "OnehandedMace", "TwohandedMace", "Dagger"], 4); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 3); addDefenders("shield", 4, 5); addDefenders("bow", 4, 5); addDefenders("spear", 4, 5); addDefenders("crossbow", 4, 5); addDefenders("dagger", 3, 5); addDefenders("crossbow", 4, 5); } function TownArtaxata() { addUnitToBarracks("shield", 3); addUnitToBarracks("spear", 3); addUnitToBarracks("dagger", 3); addUnitToBarracks("bow", 2); addUnitToBarracks("crossbow", 2); addWeaponsToStore(["Spear"], 2); addWeaponsToStore(["OnehandedSword", "OnehandedAxe", "OnehandedMace", "TwohandedSword", "TwohandedAxe", "TwohandedMace", "Dagger", "Bow", "Crossbow", "Shield"], 3); addDefenders("shield", 3, 5); addDefenders("bow", 2, 5); addDefenders("spear", 3, 5); addDefenders("crossbow", 2, 5); addDefenders("dagger", 3, 5); addDefenders("crossbow", 2, 5); } function TownSeleucia() { addUnitToBarracks("dagger", 3); addUnitToBarracks("2H_axe", 2); addUnitToBarracks("dual", 2); addUnitToBarracks("spear", 1); addUnitToBarracks("bow", 2); addUnitToBarracks("crossbow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 3); addWeaponsToStore(["OnehandedAxe", "TwohandedAxe", "TwohandedMace", "OnehandedMace", "Spear", "Dagger", "Bow", "Crossbow", "Shield"], 2); addDefenders("2H_axe", 2, 5); addDefenders("bow", 2, 5); addDefenders("dual", 2, 5); addDefenders("crossbow", 2, 5); addDefenders("dagger", 3, 2); } function TownTreveri() { addUnitToBarracks("2H_axe", 2); addUnitToBarracks("dagger", 3); addUnitToBarracks("shield", 0); addUnitToBarracks("spear", 1); addUnitToBarracks("bow", 0); addUnitToBarracks("crossbow", 0); addWeaponsToStore(["Spear"], 1); addWeaponsToStore(["OnehandedSword", "OnehandedAxe", "OnehandedMace", "TwohandedSword", "TwohandedAxe", "TwohandedMace", "Dagger", "Bow", "Crossbow", "Shield"], 2); addDefenders("shield", 0, 5); addDefenders("bow", 0, 5); addDefenders("spear", 1, 4); addDefenders("crossbow", 0, 4); addDefenders("2H_axe", 2, 2); } function TownCuria() { addUnitToBarracks("shield", 0); addUnitToBarracks("bow", 0); addUnitToBarracks("crossbow", 0); addWeaponsToStore(["OnehandedSword", "OnehandedAxe", "OnehandedMace", "TwohandedSword", "TwohandedAxe", "TwohandedMace", "Dagger", "Bow", "Crossbow", "Shield"], 1); addDefenders("shield", 0, 5); addDefenders("bow", 0, 5); addDefenders("spear", 1, 5); addDefenders("bow", 0, 5); } function TownGrobben() { addUnitToBarracks("2H_sword", 7); addUnitToBarracks("spear", 7); addUnitToBarracks("shield", 6); addUnitToBarracks("2H_axe", 6); addUnitToBarracks("throwing", 5); addUnitToBarracks("crossbow", 6); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 7); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace", "Throwing"], 6); addWeaponsToStore(["Bow", "Crossbow", "Shield"], 4); addWeaponsToStore(["Spear"], 5); addDefenders("2H_axe", 6, 5); addDefenders("spear", 7, 5); addDefenders("crossbow", 6, 5); addDefenders("2H_sword", 7, 10); addDefenders("crossbow", 6, 5); addAdvDefenders("2H_sword", 7, 5); addAdvDefenders("spear", 7, 5); } function TownTorburg() { addUnitToBarracks("shield", 6); addUnitToBarracks("2H_axe", 6); addUnitToBarracks("spear", 4); addUnitToBarracks("throwing", 5); addUnitToBarracks("crossbow", 6); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 6); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 6); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 4); addDefenders("shield", 6, 5); addDefenders("crossbow", 6, 5); addDefenders("shield", 5, 5); addDefenders("crossbow", 6, 5); addDefenders("2H_axe", 6, 5); addDefenders("crossbow", 6, 5); addAdvDefenders("2H_sword", 7, 5); addDefenders("crossbow", 6, 5); } function TownDortmund() { addUnitToBarracks("shield", 5); addUnitToBarracks("2H_sword", 4); addUnitToBarracks("spear", 4); addUnitToBarracks("dual", 4); addUnitToBarracks("throwing", 5); addUnitToBarracks("bow", 3); addUnitToBarracks("crossbow", 4); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 5); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 5); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 3); addDefenders("shield", 5, 5); addDefenders("spear", 4, 5); addDefenders("crossbow", 4, 5); addDefenders("2H_sword", 4, 5); addDefenders("throwing", 5, 5); addDefenders("dual", 4, 5); addAdvDefenders("shield", 6, 5); addAdvDefenders("throwing", 5, 5); } function TownOdense() { addUnitToBarracks("2H_sword", 4); addUnitToBarracks("spear", 4); addUnitToBarracks("dual", 4); addUnitToBarracks("throwing", 3); addUnitToBarracks("bow", 3); addUnitToBarracks("crossbow", 4); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 4); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 4); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 3); addDefenders("spear", 4, 5); addDefenders("crossbow", 4, 5); addDefenders("2H_sword", 4, 5); addDefenders("crossbow", 4, 5); addDefenders("dual", 4, 5); } function TownHolmgard() { addUnitToBarracks("shield", 3); addUnitToBarracks("spear", 3); addUnitToBarracks("throwing", 3); addUnitToBarracks("bow", 3); addUnitToBarracks("crossbow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 3); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 4); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 2); addDefenders("spear", 3, 5); addDefenders("bow", 3, 5); addDefenders("shield", 3, 5); addDefenders("throwing", 3, 5); addDefenders("spear", 2, 5); } function TownSkara() { addUnitToBarracks("shield", 2); addUnitToBarracks("2H_axe", 2); addUnitToBarracks("spear", 2); addUnitToBarracks("throwing", 1); addUnitToBarracks("bow", 1); addUnitToBarracks("crossbow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 2); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 3); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 2); addDefenders("spear", 2, 5); addDefenders("crossbow", 2, 5); addDefenders("shield", 2, 5); addDefenders("crossbow", 2, 5); addDefenders("2H_axe", 2, 5); } function TownLunde() { addUnitToBarracks("shield", 1); addUnitToBarracks("2H_axe", 1); addUnitToBarracks("throwing", 1); addUnitToBarracks("bow", 1); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 2); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 2); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 1); addDefenders("2H_sword", 0, 5); addDefenders("bow", 1, 5); addDefenders("shield", 1, 5); addDefenders("throwing", 1, 5); addDefenders("2H_axe", 1, 5); } function TownRisby() { addUnitToBarracks("2H_sword", 0); addUnitToBarracks("bow", 1); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 1); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 1); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 1); addDefenders("2H_sword", 0, 5); addDefenders("bow", 1, 5); addDefenders("shield", 1, 5); addDefenders("throwing", 1, 5); addDefenders("2H_axe", 1, 5); } function TownRaGorod() { addUnitToBarracks("2H_sword", 7); addUnitToBarracks("2H_axe", 7); addUnitToBarracks("spear", 5); addUnitToBarracks("dual", 5); addUnitToBarracks("bow", 6); addUnitToBarracks("throwing", 5); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 7); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace", "Throwing"], 6); addWeaponsToStore(["Bow", "Crossbow", "Shield"], 4); addWeaponsToStore(["Spear"], 5); addDefenders("2H_axe", 7, 5); addDefenders("2H_sword", 7, 5); addDefenders("bow", 6, 5); addDefenders("2H_sword", 7, 5); addDefenders("bow", 6, 5); addDefenders("2H_axe", 7, 5); addDefenders("bow", 6, 5); addAdvDefenders("2H_axe", 7, 10); addAdvDefenders("2H_sword", 7, 5); } function TownZlatograd() { addUnitToBarracks("2H_axe", 6); addUnitToBarracks("spear", 5); addUnitToBarracks("dual", 5); addUnitToBarracks("bow", 6); addUnitToBarracks("throwing", 5); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 6); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 6); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 4); addDefenders("2H_axe", 6, 5); addDefenders("bow", 6, 5); addDefenders("2H_axe", 6, 5); addDefenders("bow", 6, 5); addDefenders("dual", 5, 5); addDefenders("bow", 6, 5); addAdvDefenders("2H_sword", 7, 5); addAdvDefenders("bow", 4, 5); } function TownDobrov() { addUnitToBarracks("shield", 4); addUnitToBarracks("spear", 5); addUnitToBarracks("dual", 5); addUnitToBarracks("bow", 4); addUnitToBarracks("throwing", 5); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 5); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 5); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 3); addDefenders("spear", 5, 5); addDefenders("throwing", 5, 5); addDefenders("dual", 5, 5); addDefenders("throwing", 5, 5); addDefenders("dual", 5, 5); addDefenders("throwing", 5, 5); addAdvDefenders("2H_axe", 6, 5); addAdvDefenders("bow", 6, 5); } function TownGrouzeno() { addUnitToBarracks("shield", 4); addUnitToBarracks("spear", 4); addUnitToBarracks("bow", 4); addUnitToBarracks("throwing", 3); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 4); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 4); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 3); addDefenders("spear", 4, 5); addDefenders("shield", 4, 5); addDefenders("bow", 4, 5); addDefenders("spear", 4, 5); addDefenders("bow", 4, 5); addDefenders("shield", 4, 5); } function TownKrasnodolye() { addUnitToBarracks("shield", 3); addUnitToBarracks("dual", 3); addUnitToBarracks("crossbow", 1); addUnitToBarracks("bow", 2); addUnitToBarracks("throwing", 3); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 3); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 4); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 2); addDefenders("shield", 3, 5); addDefenders("throwing", 3, 5); addDefenders("dual", 3, 5); addDefenders("throwing", 3, 5); addDefenders("dual", 3, 5); } function TownSvetlolesye() { addUnitToBarracks("shield", 2); addUnitToBarracks("2H_axe", 1); addUnitToBarracks("crossbow", 1); addUnitToBarracks("bow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 2); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 3); addWeaponsToStore(["Spear", "Bow", "Crossbow", "Shield"], 2); addDefenders("shield", 2, 5); addDefenders("bow", 2, 5); addDefenders("shield", 2, 5); addDefenders("bow", 2, 5); addDefenders("shield", 2, 5); addDefenders("bow", 2, 5); } function TownStaroe() { addUnitToBarracks("2H_sword", 0); addUnitToBarracks("2H_axe", 0); addUnitToBarracks("2H_axe", 1); addUnitToBarracks("crossbow", 1); addUnitToBarracks("bow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 2); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 2); addWeaponsToStore(["Bow", "Crossbow", "Shield"], 1); addDefenders("2H_sword", 0, 10); addDefenders("crossbow", 1, 5); addDefenders("2H_axe", 0, 5); addDefenders("crossbow", 1, 5); addDefenders("2H_axe", 1, 5); } function TownElki() { addUnitToBarracks("2H_sword", 0); addUnitToBarracks("2H_axe", 0); addUnitToBarracks("bow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Throwing"], 1); addWeaponsToStore(["OnehandedAxe", "OnehandedMace", "TwohandedAxe", "TwohandedMace"], 1); addWeaponsToStore(["Bow", "Crossbow", "Shield"], 1); addDefenders("2H_sword", 0, 10); addDefenders("crossbow", 1, 5); addDefenders("2H_axe", 0, 5); addDefenders("crossbow", 1, 5); addDefenders("2H_axe", 1, 5); } function TownNagoya() { addUnitToBarracks("katana", 7); addUnitToBarracks("katana", 8); addUnitToBarracks("dual", 5); addUnitToBarracks("staff", 6); addUnitToBarracks("bow", 5); addUnitToBarracks("throwing", 7); addWeaponsToStore(["Katana", "NinjaTo", "Staff"], 8); addWeaponsToStore(["Throwing"], 7); addWeaponsToStore(["Bow"], 4); addDefenders("katana", 7, 5); addDefenders("throwing", 7, 5); addDefenders("staff", 6, 5); addDefenders("throwing", 7, 5); addDefenders("staff", 6, 15); addDefenders("katana", 7, 5); addAdvDefenders("katana", 8, 9); } function TownIzumo() { addUnitToBarracks("katana", 6); addUnitToBarracks("dual", 5); addUnitToBarracks("staff", 6); addUnitToBarracks("bow", 5); addUnitToBarracks("throwing", 6); addWeaponsToStore(["Katana", "NinjaTo", "Staff"], 7); addWeaponsToStore(["Throwing"], 6); addWeaponsToStore(["Bow"], 4); addDefenders("katana", 6, 5); addDefenders("throwing", 6, 5); addDefenders("staff", 6, 5); addDefenders("throwing", 6, 5); addDefenders("katana", 6, 5); addDefenders("staff", 6, 5); addAdvDefenders("katana", 7, 5); addAdvDefenders("throwing", 6, 5); } function TownMatsuyama() { addUnitToBarracks("katana", 5); addUnitToBarracks("dual", 5); addUnitToBarracks("staff", 5); addUnitToBarracks("bow", 5); addUnitToBarracks("throwing", 4); addWeaponsToStore(["Katana", "NinjaTo", "Staff"], 6); addWeaponsToStore(["Throwing"], 5); addWeaponsToStore(["Bow"], 3); addDefenders("katana", 5, 5); addDefenders("bow", 5, 5); addDefenders("dual", 5, 5); addDefenders("bow", 5, 5); addDefenders("staff", 5, 5); addAdvDefenders("katana", 6, 5); } function TownOmi() { addUnitToBarracks("katana", 4); addUnitToBarracks("dual", 4); addUnitToBarracks("staff", 4); addUnitToBarracks("bow", 3); addUnitToBarracks("throwing", 4); addWeaponsToStore(["Katana", "NinjaTo", "Staff"], 5); addWeaponsToStore(["Throwing"], 5); addWeaponsToStore(["Bow"], 3); addDefenders("katana", 4, 5); addDefenders("throwing", 4, 5); addDefenders("dual", 4, 5); addDefenders("throwing", 4, 5); addDefenders("staff", 4, 5); } function TownEchigo() { addUnitToBarracks("katana", 3); addUnitToBarracks("dual", 3); addUnitToBarracks("staff", 3); addUnitToBarracks("bow", 3); addUnitToBarracks("throwing", 3); addWeaponsToStore(["Katana", "NinjaTo", "Staff"], 4); addWeaponsToStore(["Throwing"], 4); addWeaponsToStore(["Bow"], 2); addDefenders("katana", 3, 3); addDefenders("bow", 3, 3); addDefenders("dual", 3, 4); addDefenders("throwing", 3, 5); addDefenders("staff", 3, 5); } function TownSapporo() { addUnitToBarracks("katana", 2); addUnitToBarracks("staff", 2); addUnitToBarracks("bow", 2); addUnitToBarracks("throwing", 1); addWeaponsToStore(["Katana", "NinjaTo", "Staff"], 3); addWeaponsToStore(["Throwing"], 3); addWeaponsToStore(["Bow"], 2); addDefenders("katana", 2, 5); addDefenders("throwing", 1, 5); addDefenders("staff", 2, 5); addDefenders("bow", 2, 5); } function TownSuo() { addUnitToBarracks("fists", 1); addUnitToBarracks("staff", 1); addUnitToBarracks("bow", 1); addUnitToBarracks("throwing", 1); addWeaponsToStore(["Katana", "NinjaTo", "Staff"], 2); addWeaponsToStore(["Throwing"], 2); addWeaponsToStore(["Bow"], 1); addDefenders("fists", 2, 5); addDefenders("throwing", 1, 5); addDefenders("staff", 1, 3); addDefenders("bow", 1, 2); } function TownNara() { addUnitToBarracks("fists", 1); addUnitToBarracks("staff", 1); addUnitToBarracks("throwing", 0); addWeaponsToStore(["Katana", "NinjaTo", "Staff"], 1); addWeaponsToStore(["Throwing"], 1); addDefenders("fists", 1, 5); addDefenders("throwing", 0, 5); addDefenders("staff", 1, 5); addDefenders("bow", 1, 5); } function TownCardiff() { addUnitToBarracks("shield", 7); addUnitToBarracks("2H_sword", 7); addUnitToBarracks("dual", 7); addUnitToBarracks("dagger", 6); addUnitToBarracks("bow", 6); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 7); addWeaponsToStore(["Bow", "Shield"], 4); addDefenders("shield", 7, 5); addDefenders("bow", 6, 5); addDefenders("2H_sword", 7, 5); addDefenders("bow", 6, 5); addDefenders("dual", 7, 5); addDefenders("bow", 6, 5); addDefenders("dual", 7, 5); addDefenders("2H_sword", 7, 5); addAdvDefenders("shield", 7, 5); addAdvDefenders("bow", 6, 5); addAdvDefenders("shield", 7, 5); addAdvDefenders("bow", 6, 5); } function TownArmagh() { addUnitToBarracks("shield", 6); addUnitToBarracks("2H_sword", 6); addUnitToBarracks("dual", 6); addUnitToBarracks("dagger", 6); addUnitToBarracks("bow", 6); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 6); addWeaponsToStore(["Bow", "Shield"], 4); addDefenders("shield", 6, 5); addDefenders("bow", 6, 5); addDefenders("2H_sword", 6, 5); addDefenders("dagger", 6, 5); addDefenders("bow", 6, 5); addDefenders("dual", 6, 5); addAdvDefenders("shield", 7, 5); addAdvDefenders("bow", 6, 5); } function TownKells() { addUnitToBarracks("shield", 5); addUnitToBarracks("2H_sword", 5); addUnitToBarracks("dual", 5); addUnitToBarracks("dagger", 5); addUnitToBarracks("bow", 4); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 5); addWeaponsToStore(["Bow", "Shield"], 3); addDefenders("shield", 5, 5); addDefenders("bow", 4, 5); addDefenders("2H_sword", 5, 5); addDefenders("dagger", 5, 5); addDefenders("bow", 4, 5); addDefenders("dual", 5, 5); addAdvDefenders("shield", 6, 5); addAdvDefenders("bow", 4, 5); } function TownIona() { addUnitToBarracks("shield", 4); addUnitToBarracks("2H_sword", 4); addUnitToBarracks("dual", 4); addUnitToBarracks("dagger", 4); addUnitToBarracks("bow", 4); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 4); addWeaponsToStore(["Bow", "Shield"], 3); addDefenders("shield", 4, 5); addDefenders("bow", 4, 5); addDefenders("2H_sword", 4, 5); addDefenders("dagger", 4, 5); addDefenders("bow", 4, 5); addDefenders("dual", 4, 5); } function TownTara() { addUnitToBarracks("shield", 3); addUnitToBarracks("2H_sword", 3); addUnitToBarracks("dual", 3); addUnitToBarracks("dagger", 3); addUnitToBarracks("bow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 4); addWeaponsToStore(["Bow", "Shield"], 2); addDefenders("shield", 3, 5); addDefenders("bow", 2, 5); addDefenders("2H_sword", 3, 5); addDefenders("dagger", 3, 5); addDefenders("bow", 2, 5); addDefenders("dual", 3, 5); } function TownSwansea() { addUnitToBarracks("shield", 2); addUnitToBarracks("2H_sword", 2); addUnitToBarracks("dual", 2); addUnitToBarracks("dagger", 2); addUnitToBarracks("bow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 3); addWeaponsToStore(["Bow", "Shield"], 2); addDefenders("shield", 2, 5); addDefenders("bow", 2, 5); addDefenders("2H_sword", 2, 5); addDefenders("dagger", 2, 5); addDefenders("bow", 2, 5); addDefenders("dual", 2, 5); } function TownLlanelli() { addUnitToBarracks("shield", 1); addUnitToBarracks("dual", 1); addUnitToBarracks("2H_sword", 0); addUnitToBarracks("dagger", 0); addUnitToBarracks("bow", 0); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 2); addWeaponsToStore(["Bow", "Shield"], 1); addDefenders("2H_sword", 0, 4); addDefenders("bow", 0, 4); addDefenders("shield", 1, 3); addDefenders("dagger", 0, 2); addDefenders("bow", 0, 3); addDefenders("dual", 1, 3); } function TownNeath() { addUnitToBarracks("2H_sword", 0); addUnitToBarracks("dagger", 0); addUnitToBarracks("bow", 0); addWeaponsToStore(["OnehandedSword", "TwohandedSword", "Dagger"], 1); addWeaponsToStore(["Bow", "Shield"], 1); addDefenders("2H_sword", 0, 4); addDefenders("bow", 0, 4); addDefenders("shield", 1, 3); addDefenders("dagger", 0, 2); addDefenders("bow", 0, 3); addDefenders("dual", 1, 5); } function TownTiflis() { addUnitToBarracks("2H_sword", 7); addUnitToBarracks("dual", 7); addUnitToBarracks("katar", 7); addUnitToBarracks("crossbow", 6); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 7); addWeaponsToStore(["Katar"], 6); addDefenders("dual", 7, 5); addDefenders("katar", 7, 5); addDefenders("crossbow", 6, 5); addDefenders("2H_sword", 7, 10); addDefenders("crossbow", 6, 5); addDefenders("katar", 7, 5); addAdvDefenders("katar", 7, 10); addAdvDefenders("dual", 7, 5); addAdvDefenders("2H_sword", 7, 5); } function TownMedina() { addUnitToBarracks("2H_sword", 6); addUnitToBarracks("dual", 6); addUnitToBarracks("katar", 6); addUnitToBarracks("crossbow", 6); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 6); addWeaponsToStore(["Katar"], 5); addDefenders("dual", 6, 5); addDefenders("crossbow", 6, 5); addDefenders("2H_sword", 6, 5); addDefenders("crossbow", 6, 5); addDefenders("katar", 6, 10); addAdvDefenders("katar", 7, 10); } function TownMosul() { addUnitToBarracks("2H_sword", 5); addUnitToBarracks("dual", 5); addUnitToBarracks("katar", 5); addUnitToBarracks("crossbow", 4); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 5); addWeaponsToStore(["Katar"], 5); addDefenders("dual", 5, 5); addDefenders("crossbow", 4, 5); addDefenders("2H_sword", 5, 5); addDefenders("crossbow", 4, 10); addDefenders("katar", 5, 5); addAdvDefenders("dual", 6, 5); addAdvDefenders("crossbow", 6, 5); } function TownSamarra() { addUnitToBarracks("2H_sword", 4); addUnitToBarracks("dual", 4); addUnitToBarracks("katar", 4); addUnitToBarracks("crossbow", 4); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 4); addWeaponsToStore(["Katar"], 4); addDefenders("dual", 4, 10); addDefenders("crossbow", 4, 5); addDefenders("2H_sword", 4, 5); addDefenders("crossbow", 4, 5); addDefenders("katar", 4, 5); } function TownMahdia() { addUnitToBarracks("2H_sword", 3); addUnitToBarracks("dual", 3); addUnitToBarracks("katar", 3); addUnitToBarracks("crossbow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 3); addWeaponsToStore(["Katar"], 3); addDefenders("dual", 3, 5); addDefenders("crossbow", 2, 5); addDefenders("2H_sword", 3, 5); addDefenders("crossbow", 2, 10); addDefenders("katar", 3, 5); } function TownShiraz() { addUnitToBarracks("2H_sword", 2); addUnitToBarracks("dual", 2); addUnitToBarracks("katar", 1); addUnitToBarracks("crossbow", 2); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 2); addWeaponsToStore(["Katar"], 3); addDefenders("dual", 2, 5); addDefenders("crossbow", 2, 5); addDefenders("2H_sword", 2, 5); addDefenders("crossbow", 2, 5); addDefenders("katar", 1, 5); } function TownRabat() { addUnitToBarracks("2H_sword", 1); addUnitToBarracks("dual", 0); addUnitToBarracks("katar", 1); addUnitToBarracks("crossbow", 0); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 2); addWeaponsToStore(["Katar"], 2); addDefenders("dual", 0, 3); addDefenders("2H_sword", 1, 2); addDefenders("crossbow", 0, 5); addDefenders("katar", 1, 4); } function TownAden() { addUnitToBarracks("dual", 0); addUnitToBarracks("crossbow", 0); addWeaponsToStore(["OnehandedSword", "TwohandedSword"], 1); addWeaponsToStore(["Katar"], 1); addDefenders("dual", 0, 5); addDefenders("2H_sword", 1, 5); addDefenders("crossbow", 0, 5); addDefenders("katar", 1, 5); } }
Symbol 3187 MovieClip [__Packages.WorldMap] Frame 0
class WorldMap extends MovieClip { var speed, TOWNS, LANDS, attachMovie, temp_hero, gox, goy, avatar, gui, _x, _y, _xmouse, _ymouse, seashore, landAra, landMon, ground, sea; function WorldMap () { super(); speed = 2; hideIcons(); TOWNS = new Array(); TOWNS.push("Caesarea"); TOWNS.push("Veii"); TOWNS.push("Palmyra"); TOWNS.push("Tyrus"); TOWNS.push("Artaxata"); TOWNS.push("Seleucia"); TOWNS.push("Treveri"); TOWNS.push("Curia"); TOWNS.push("Grobben"); TOWNS.push("Torburg"); TOWNS.push("Dortmund"); TOWNS.push("Odense"); TOWNS.push("Holmgard"); TOWNS.push("Skara"); TOWNS.push("Lunde"); TOWNS.push("Risby"); TOWNS.push("RaGorod"); TOWNS.push("Zlatograd"); TOWNS.push("Dobrov"); TOWNS.push("Grouzeno"); TOWNS.push("Krasnodolye"); TOWNS.push("Svetlolesye"); TOWNS.push("Staroe"); TOWNS.push("Elki"); TOWNS.push("Nagoya"); TOWNS.push("Izumo"); TOWNS.push("Matsuyama"); TOWNS.push("Omi"); TOWNS.push("Echigo"); TOWNS.push("Sapporo"); TOWNS.push("Suo"); TOWNS.push("Nara"); TOWNS.push("Cardiff"); TOWNS.push("Armagh"); TOWNS.push("Kells"); TOWNS.push("Iona"); TOWNS.push("Tara"); TOWNS.push("Swansea"); TOWNS.push("Llanelli"); TOWNS.push("Neath"); TOWNS.push("Tiflis"); TOWNS.push("Medina"); TOWNS.push("Mosul"); TOWNS.push("Samarra"); TOWNS.push("Mahdia"); TOWNS.push("Shiraz"); TOWNS.push("Rabat"); TOWNS.push("Aden"); LANDS = new Array(); LANDS.push("Viz"); LANDS.push("Ger"); LANDS.push("Rus"); LANDS.push("Jap"); LANDS.push("Mon"); LANDS.push("Ara"); var _local3 = 0; while (_local3 < LANDS.length) { this["land" + LANDS[_local3]].stop(); _local3++; } sendData(); } function sendData() { attachMovie(((_global.MAIN_HERO.HORSE != null) ? "Horseman_Player" : "Human_Player"), "temp_hero", 1, {_x:-1000, _y:-1000, _visible:false}); temp_hero.initUnit(_global.MAIN_HERO); var _local5 = 0; var _local4 = 0; while (_local4 < TOWNS.length) { if (_global.IS_CAPTURED[TOWNS[_local4]]) { _local5++; } _local4++; } if (((!isNaN(_global.MAIN_HERO.LEVEL)) && (!isNaN(_global.GOLD))) && (!isNaN(temp_hero.MAX_HP))) { if (!_global.EASY_MODE) { _root.kongregateStats.submit("MaxLevel", _global.MAIN_HERO.LEVEL); _root.kongregateStats.submit("MaxGold", _global.GOLD); _root.kongregateStats.submit("MaxHP", temp_hero.MAX_HP); _root.kongregateStats.submit("TownsControlled", _local5); } } } static function getTownName(townID) { if (!(townID === "RaGorod")) { } else { return("Ra Gorod"); } return(townID); } static function getTownNation(townID) { return(Town.getNation(townID)); } function init() { gox = null; goy = null; if (_global.CURR_TOWN != null) { avatar._x = this[_global.CURR_TOWN]._x; avatar._y = this[_global.CURR_TOWN]._y; } else { avatar._x = _global.WORLD_MAP_X; avatar._y = _global.WORLD_MAP_Y; } var _local3 = 0; while (_local3 < 34) { this["quest_avatar_" + _local3]._visible = _local3 == _global.QUEST.avatar_id; _local3++; } _local3 = 0; while (_local3 < TOWNS.length) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { if (_global.IS_HOSTILE[getTownNation(TOWNS[_local3])]) { this[TOWNS[_local3]].name_txt.textColor = 16711680 /* 0xFF0000 */; } else { this[TOWNS[_local3]].name_txt.textColor = 16777215 /* 0xFFFFFF */; } } else { this[TOWNS[_local3]].name_txt.textColor = 65280; } _local3++; } if (_global.IS_HOSTILE.Viz) { var _local4 = true; _local3 = 0; while (_local3 < 8) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.IS_HOSTILE.Viz = false; } } if (_global.IS_HOSTILE.Ger) { var _local4 = true; _local3 = 8; while (_local3 < 16) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.IS_HOSTILE.Ger = false; } } if (_global.IS_HOSTILE.Rus) { var _local4 = true; _local3 = 16; while (_local3 < 24) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.IS_HOSTILE.Rus = false; } } if (_global.IS_HOSTILE.Jap) { var _local4 = true; _local3 = 24; while (_local3 < 32) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.IS_HOSTILE.Jap = false; } } if (!_global.GAME_ENDED) { var _local4 = true; _local3 = 0; while (_local3 < TOWNS.length) { if (!_global.IS_CAPTURED[TOWNS[_local3]]) { _local4 = false; break; } _local3++; } if (_local4) { _global.GAME_ENDED = true; gui.congrats.gotoAndPlay(2); } } avatar.gotoAndStop((_global.SAILING_SHIP ? 1 : 2)); _x = 400 - avatar._x; _y = 300 - avatar._y; if (_x < -400) { _x = -400; } if (_x > 0) { _x = 0; } if (_y < -300) { _y = -300; } if (_y > 0) { _y = 0; } gui._x = -_x; gui._y = -_y; } function onMousePress() { gox = _xmouse; goy = _ymouse; } function stopMoving() { gox = null; goy = null; if (this["quest_avatar_" + _global.QUEST.avatar_id].hitTest(avatar._x + _x, avatar._y + _y, false)) { _global.QUEST.prepareBattle(); _global.BATTLE_TYPE = "QUEST"; startBattle(48 + _root.d(8)); } var _local4 = 0; while (_local4 < TOWNS.length) { if (this[TOWNS[_local4]].hitTest(avatar._x + _x, avatar._y + _y, false)) { _root.openCity(TOWNS[_local4]); return(undefined); } _local4++; } } function randomEncounter() { var _local9 = (_global.EASY_MODE ? 300 : 200); if (_root.dice(_local9) == 0) { var _local7 = 1 + _root.d(_global.MAIN_HERO.LEVEL / 4); var _local8 = Math.ceil(_global.MAIN_HERO.LEVEL * 0.8); if (_local7 > 20) { _local7 = 20; } delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local5 = 0; while (_local5 < _local7) { _global.ENEMIES.push(((_root.dice(2) == 0) ? (Unit.getRangedRogue(_local8)) : (Unit.getMeleeRogue(_local8)))); _local5++; } startEncounter(); return(undefined); } if (!_global.SAILING_SHIP) { var _local6 = ""; var _local4 = 0; while (_local4 < LANDS.length) { if (this["land" + LANDS[_local4]].hitTest(avatar._x + _x, avatar._y + _y, true)) { _local6 = LANDS[_local4]; break; } _local4++; } if (_global.IS_HOSTILE[_local6] && (_root.dice(_local9) == 0)) { var _local7 = Math.round(5 + (_root.d(_global.MAIN_HERO.LEVEL) / 2)); if (_local7 > 25) { _local7 = 25; } delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local5 = 0; while (_local5 < Math.min(_local7, 6)) { _global.ENEMIES.push(Unit.getMeleeMilitia(_local6, Math.floor(_global.MAIN_HERO.LEVEL / 8))); _local5++; } _local5 = 0; while (_local5 < (_local7 - 6)) { _global.ENEMIES.push(Unit.getRangedMilitia(_local6, Math.floor(_global.MAIN_HERO.LEVEL / 8))); _local5++; } startEncounter(); } } } function startEncounter() { _global.BATTLE_TYPE = "ENCOUNTER"; var _local4; if (!_global.SAILING_SHIP) { switch (true) { case seashore.hitTest(avatar._x + _x, avatar._y + _y, true) : _local4 = 80; break; case landAra.hitTest(avatar._x + _x, avatar._y + _y, true) : _local4 = 68; break; case landMon.hitTest(avatar._x + _x, avatar._y + _y, true) : _local4 = 72; break; default : var _local5 = [54, 60, 64, 88, 92, 96]; _local4 = _local5[_root.dice(6)]; } } else { _local4 = 76; } _local4 = _local4 + _root.d(4); startBattle(_local4); } function startBattle(battle_map) { _global.BATTLE_MAP = battle_map; _global.CURR_TOWN = null; _global.WORLD_MAP_X = avatar._x; _global.WORLD_MAP_Y = avatar._y; _root.gotoAndStop("SPLASH_SCREEN"); } function checkPosition() { var _local3 = 40; var _local4 = 15; if (_root._xmouse > (800 - _local3)) { _x = _x - _local4; if (_x < -400) { _x = -400; } } if (_root._xmouse < _local3) { _x = _x + _local4; if (_x > 0) { _x = 0; } } if (_root._ymouse > (600 - _local3)) { _y = _y - _local4; if (_y < -300) { _y = -300; } } if (_root._ymouse < _local3) { _y = _y + _local4; if (_y > 0) { _y = 0; } } gui._x = -_x; gui._y = -_y; } function showIcon(icon_name) { gui.sign.gotoAndStop(icon_name); } function hideIcons() { gui.sign.gotoAndStop("none"); } function onEnterFrame() { checkPosition(); if ((gox != null) && (goy != null)) { var _local5 = Math.atan2(goy - avatar._y, gox - avatar._x); var _local4 = avatar._x + (speed * Math.cos(_local5)); var _local3 = avatar._y + (speed * Math.sin(_local5)); if ((Math.abs(avatar._x - gox) < speed) && (Math.abs(avatar._y - goy) < speed)) { stopMoving(); } if ((_global.SAILING_SHIP ? (sea.hitTest(_local4 + _x, _local3 + _y, true)) : (ground.hitTest(_local4 + _x, _local3 + _y, true)))) { randomEncounter(); avatar._x = _local4; avatar._y = _local3; } else { gox = null; goy = null; } } } }
Symbol 3188 MovieClip [__Packages.Tutorial] Frame 0
class Tutorial extends MovieClip { var added_things, swapDepths, curr_lesson, old_friends, _ymouse, _xmouse, wnd, removeMovieClip, gotoAndStop; function Tutorial () { super(); added_things = new Array(); swapDepths(7010); curr_lesson = 1; old_friends = _global.FRIENDS; _global.FRIENDS = new Array(); var _local7 = new Unit("Mon", "bow", 0); var _local6 = 0; while (_local6 < 15) { _global.FRIENDS.push(_local7); _local6++; } _global.HERO = 1; delete _global.LOOT; _global.LOOT = new Array(); _global.AURAS = new Array(); _global.EXP_GOT = 0; _global.GOLD_GOT = 0; _root.attachMovie("BattleCursor", "_cursor", 7001, {_x:_xmouse, _y:_ymouse}); _root.attachMovie("Screen", "scr", 6002, {_x:0, _y:0}); _local6 = 0; while (_local6 < _global.F_WIDTH) { var _local5 = 0; while (_local5 < _global.F_HEIGHT) { _global.field[_local6][_local5].empty = true; _global.field[_local6][_local5].free = true; _global.field[_local6][_local5].who = null; _local5++; } _local6++; } _root._quality = _global.SAVED_QUALITY; _root.onEnterFrame = _root.tutorialEnterFrame; var _local8 = new Hero(); _local8.playerTutorialDummy(); _root.addHero(22, 415, _local8, 0); lessonStart1(); } function showMsg(msg) { wnd.msg_txt.text = msg; } function endTutorial() { _root.unloadMap(); var _local4 = 0; while (_local4 < added_things.length) { added_things[_local4].removeMovieClip(); _local4++; } _global.FRIENDS = old_friends; _root.gotoAndStop("TOWN_SCREEN"); removeMovieClip(); } function addPositionMark(xx, yy) { var _local3 = _root.getDepthDown(xx, yy); added_things.push(_root.attachMovie("Position mark", "dw_" + _local3, _local3, {_x:_root.stgX(xx), _y:_root.stgY(yy)})); } function addDummy(xx, yy, tm) { if ((_root.hero0.X == xx) && (_root.hero0.Y == yy)) { return(false); } var _local2 = new Hero(); _local2.enemyTutorialDummy(); _root.addUnit(_root.stgX(xx), _root.stgY(yy), _local2, tm); return(true); } function delPositionMark(xx, yy) { var _local2 = _root.getDepthDown(xx, yy); _root["dw_" + _local2].removeMovieClip(); } function lessonStart1() { addPositionMark(3, 3); showMsg("Move your hero with WASD or arrow keys. Come to this spot."); } function lessonStart2() { delPositionMark(3, 3); addDummy(19, 4, 1); _root.hero1.holdPosition = true; showMsg("Attack with space. Come closer to enemy and shoot him with your bow."); } function lessonStart3() { _root.hero1.die(); showMsg("Switch weapons with Shift. Press Shift to switch to take sword."); } function lessonStart4() { showMsg("You also can use skills instead of normal attack if you've mastered them. To switch to skill, click on its icon at the bottom of screen. Or press hotkey - 1."); } function lessonStart5() { var _local3 = new Hero(); _local3.enemyTutorialDummy(); if (!addDummy(19, 3, 1)) { addDummy(19, 5, 1); } _root.hero2.holdPosition = true; showMsg("To use chosen skill press space. Now come close to enemy and hit him with the skill attack. You'll see that the damage is increased greately."); } function lessonStart6() { showMsg("If you have some men with bows or crossbows in your reserve, it's possblie to order them to shoot at enemy position. Now Click on Arrow Shower icon and then click on ground."); } function lessonStart7() { if (_root.hero2.HP > 0) { _root.hero2.die(); } var _local3 = 0; while (_local3 < 5) { addDummy(19, _local3, 1); addDummy(0, _local3, 0); addDummy(4, _local3, 0); _local3++; } showMsg("You will not fight alone - your army is a great help in battle. But you'd better help them a little too."); } function lessonStart8() { showMsg("Great, you've finished with tutorial. Good luck on your journey!"); gotoAndStop(2); } function lessonCheck1() { return((_root.hero0.X == 3) && (_root.hero0.Y == 3)); } function lessonCheck2() { return(_root.hero1.HP < _root.hero1.MAX_HP); } function lessonCheck3() { return(_root.hero0.atkAnim == "2H_sword"); } function lessonCheck4() { return(_root.hero0.curr_skill != 0); } function lessonCheck5() { return(_root.hero0.SP < _root.hero0.MAX_SP); } function lessonCheck6() { return(!_root.scr.control_shower.is_ready); } function lessonCheck7() { return(_root.getTeamCount(1) == 0); } function onEnterFrame() { if (this["lessonCheck" + curr_lesson]()) { curr_lesson++; this["lessonStart" + curr_lesson](); } } }
Symbol 49 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 = "2.0.2.126"; 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 50 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 = "2.0.2.126"; 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 51 MovieClip [__Packages.mx.controls.NumericStepper] Frame 0
class mx.controls.NumericStepper extends mx.core.UIComponent { var boundingBox_mc, _visible, tabEnabled, tabChildren, nextButton_mc, __width, prevButton_mc, __height, inputField, StepTrack_mc, focusTextField, createObject, enabled, __set__visible, setSize, createClassObject, __maxChars, dispatchEvent; function NumericStepper () { super(); } function init() { super.init(); boundingBox_mc._visible = false; boundingBox_mc._width = (boundingBox_mc._height = 0); _visible = false; tabEnabled = false; tabChildren = true; } function setVisible(x, noEvent) { super.setVisible(x, noEvent); if (initializing) { __visible = x; } } function layoutControl() { nextButton_mc._x = __width - nextButton_mc.__width; nextButton_mc._y = 0; prevButton_mc._x = __width - prevButton_mc.__width; prevButton_mc._y = __height - prevButton_mc.__height; inputField.setSize(__width - nextButton_mc.__width, __height); StepTrack_mc._width = Math.max(nextButton_mc.__width, prevButton_mc.__width); StepTrack_mc._x = __width - StepTrack_mc._width; StepTrack_mc._height = __height - (nextButton_mc._height + prevButton_mc._height); StepTrack_mc._y = nextButton_mc.__height; } function createChildren() { super.createChildren(); addAsset("nextButton_mc", skinIDUpArrow); addAsset("prevButton_mc", skinIDDownArrow); addAsset("inputField", skinIDInput); focusTextField = inputField.label; createObject("StepTrack", "StepTrack_mc", 2); size(); } function draw() { prevButton_mc.enabled = enabled; nextButton_mc.enabled = enabled; inputField.enabled = enabled; size(); initializing = false; __set__visible(__visible); } function size() { var _local2 = calcMinHeight(); var _local3 = calcMinWidth(); if (__height < _local2) { setSize(__width, _local2); } if (__width < _local3) { setSize(_local3, __height); } layoutControl(); } function calcMinHeight() { return(22); } function calcMinWidth() { return(40); } function addAsset(id, skinID) { var _local2 = new Object(); _local2.styleName = this; if (skinID == 10) { _local2.falseUpSkin = upArrowUp; _local2.falseOverSkin = upArrowOver; _local2.falseDownSkin = upArrowDown; _local2.falseDisabledSkin = upArrowDisabled; createClassObject(mx.controls.SimpleButton, id, skinID, _local2); var _local5 = nextButton_mc; _local5.tabEnabled = false; _local5.styleName = this; _local5._x = __width - _local5.__width; _local5._y = 0; _local5.owner = this; _local5.autoRepeat = true; _local5.clickHandler = function () { Selection.setSelection(0, 0); }; _local5.buttonDownHandler = function () { this.owner.buttonPress(this); }; } else if (skinID == 11) { _local2.falseUpSkin = downArrowUp; _local2.falseOverSkin = downArrowOver; _local2.falseDownSkin = downArrowDown; _local2.falseDisabledSkin = downArrowDisabled; createClassObject(mx.controls.SimpleButton, id, skinID, _local2); var _local3 = prevButton_mc; _local3.tabEnabled = false; _local3.styleName = this; _local3._x = __width - _local3.__width; _local3._y = __height - _local3.__height; _local3.owner = this; _local3.autoRepeat = true; _local3.clickHandler = function () { Selection.setSelection(0, 0); }; _local3.buttonDownHandler = function () { this.owner.buttonPress(this); }; } else if (skinID == 9) { createClassObject(mx.controls.TextInput, id, skinID); var _local4 = inputField; _local4.styleName = this; _local4.setSize(__width - nextButton_mc.__width, __height); _local4.restrict = "0-9\\-\\.\\,"; _local4.maxChars = __maxChars; _local4.text = value; _local4.onSetFocus = function () { this._parent.onSetFocus(); }; _local4.onKillFocus = function () { this._parent.onKillFocus(); }; _local4.drawFocus = function (b) { this._parent.drawFocus(b); }; _local4.onKeyDown = function () { this._parent.onFieldKeyDown(); }; } } function setFocus() { Selection.setFocus(inputField); } function onKillFocus() { mx.managers.SystemManager.form.focusManager.defaultPushButtonEnabled = true; super.onKillFocus(); Key.removeListener(inputField); if (Number(inputField.text) != value) { var _local3 = checkValidValue(Number(inputField.text)); inputField.text = _local3; value = (_local3); dispatchEvent({type:"change"}); } } function onSetFocus() { super.onSetFocus(); Key.addListener(inputField); mx.managers.SystemManager.form.focusManager.defaultPushButtonEnabled = false; } function onFieldKeyDown() { var _local2 = value; switch (Key.getCode()) { case 40 : var _local3 = value - stepSize; value = (_local3); if (_local2 != value) { dispatchEvent({type:"change"}); } break; case 38 : _local3 = stepSize + value; value = (_local3); if (_local2 != value) { dispatchEvent({type:"change"}); } break; case 36 : inputField.text = minimum; value = (minimum); if (_local2 != value) { dispatchEvent({type:"change"}); } break; case 35 : inputField.text = maximum; value = (maximum); if (_local2 != value) { dispatchEvent({type:"change"}); } break; case 13 : value = (Number(inputField.text)); if (_local2 == value) { break; } dispatchEvent({type:"change"}); } } function get nextValue() { if (checkRange(value + stepSize)) { __nextValue = value + stepSize; return(__nextValue); } } function get previousValue() { if (checkRange(__value - stepSize)) { __previousValue = value - stepSize; return(__previousValue); } } function set maxChars(num) { __maxChars = num; inputField.maxChars = __maxChars; //return(maxChars); } function get maxChars() { return(__maxChars); } function get value() { return(__value); } function set value(v) { var _local2 = checkValidValue(v); if (_local2 == __value) { return; } inputField.text = (__value = _local2); //return(value); } function get minimum() { return(__minimum); } function set minimum(v) { __minimum = v; //return(minimum); } function get maximum() { return(__maximum); } function set maximum(v) { __maximum = v; //return(maximum); } function get stepSize() { return(__stepSize); } function set stepSize(v) { __stepSize = v; //return(stepSize); } function onFocus() { } function buttonPress(button) { var _local2 = value; if (button._name == "nextButton_mc") { value = value + stepSize; } else { value = value - stepSize; } if (_local2 != value) { dispatchEvent({type:"change"}); Selection.setSelection(0, 0); } } function checkRange(v) { return((v >= minimum) and (v <= maximum)); } function checkValidValue(val) { var _local7 = val / stepSize; var _local9 = Math.floor(_local7); var _local2 = stepSize; var _local6 = minimum; var _local5 = maximum; if ((val > _local6) and (val < _local5)) { if ((_local7 - _local9) == 0) { return(val); } var _local8 = Math.floor(val / _local2); var _local4 = _local8 * _local2; if (((((val - _local4) >= (_local2 / 2)) && (_local5 >= (_local4 + _local2))) && (_local6 <= (_local4 - _local2))) || (((val + _local2) == _local5) && (((_local5 - _local4) - _local2) > 1E-14))) { _local4 = _local4 + _local2; } return(_local4); } if (val >= _local5) { return(_local5); } return(_local6); } function onLabelChanged(o) { var _local2 = checkValidValue(Number(o.__get__text())); o.__set__text(_local2); value = (_local2); } function get tabIndex() { return(inputField.tabIndex); } function set tabIndex(w) { inputField.tabIndex = w; //return(tabIndex); } static var symbolName = "NumericStepper"; static var symbolOwner = mx.controls.NumericStepper; static var version = "2.0.2.126"; var className = "NumericStepper"; var upArrowUp = "StepUpArrowUp"; var upArrowDown = "StepUpArrowDown"; var upArrowOver = "StepUpArrowOver"; var upArrowDisabled = "StepUpArrowDisabled"; var downArrowUp = "StepDownArrowUp"; var downArrowDown = "StepDownArrowDown"; var downArrowOver = "StepDownArrowOver"; var downArrowDisabled = "StepDownArrowDisabled"; var skinIDUpArrow = 10; var skinIDDownArrow = 11; var skinIDInput = 9; var initializing = true; var __visible = true; var __minimum = 0; var __maximum = 10; var __stepSize = 1; var __value = 0; var __nextValue = 0; var __previousValue = 0; var clipParameters = {minimum:1, maximum:1, stepSize:1, value:1, maxChars:1}; static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.NumericStepper.prototype.clipParameters, mx.core.UIComponent.prototype.clipParameters); }
Symbol 101 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 102 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 103 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 104 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 105 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 = "2.0.2.126"; 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 106 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 107 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 = "2.0.2.126"; var className = "RectBorder"; var borderStyleName = "borderStyle"; var borderColorName = "borderColor"; var shadowColorName = "shadowColor"; var highlightColorName = "highlightColor"; var buttonColorName = "buttonColor"; var backgroundColorName = "backgroundColor"; }
Symbol 108 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 = "2.0.2.126"; 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 109 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 110 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 111 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 112 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 113 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 114 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 115 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 116 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 = "2.0.2.126"; 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 117 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 118 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 119 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 120 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 121 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 = "2.0.2.126"; 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 122 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 123 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 = "2.0.2.126"; 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 124 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 = "2.0.2.126"; 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 205 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 = "2.0.2.126"; static var mixins = undefined; }
Symbol 206 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 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 = "2.0.2.126"; var className = "View"; static var childNameBase = "_child"; var hasBeenLayedOut = false; var _loadExternalClass = "UIComponent"; }
Symbol 207 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 208 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 = "2.0.2.126"; 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 209 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 210 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 211 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 = "2.0.2.126"; 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 212 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 213 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 214 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 = "2.0.2.126"; var clipParameters = {rowHeight:1, enabled:1, visible:1, labels:1}; var scrollDepth = 1; var __vScrollPolicy = "on"; var autoHScrollAble = false; }
Symbol 215 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 216 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 217 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 = "2.0.2.126"; var className = "HScrollBar"; var minusMode = "Left"; var plusMode = "Right"; var minMode = "AtLeft"; var maxMode = "AtRight"; }
Symbol 218 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 = "2.0.2.126"; 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 219 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 220 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 = "2.0.2.126"; var className = "VScrollBar"; var minusMode = "Up"; var plusMode = "Down"; var minMode = "AtTop"; var maxMode = "AtBottom"; }
Symbol 352 MovieClip [MouseHint] Frame 1
#initclip 156 Object.registerClass("MouseHint", MouseHint); #endinitclip
Instance of Symbol 348 MovieClip "skill_1" in Symbol 352 MovieClip [MouseHint] Frame 3
on (rollOver) { _parent._parent._parent.showUnitSkillDescription(this._currentframe); } on (rollOut) { _parent._parent._parent.removeDescription(); }
Instance of Symbol 348 MovieClip "skill_2" in Symbol 352 MovieClip [MouseHint] Frame 3
on (rollOver) { _parent._parent._parent.showUnitSkillDescription(this._currentframe); } on (rollOut) { _parent._parent._parent.removeDescription(); }
Instance of Symbol 348 MovieClip "skill_3" in Symbol 352 MovieClip [MouseHint] Frame 3
on (rollOver) { _parent._parent._parent.showUnitSkillDescription(this._currentframe); } on (rollOut) { _parent._parent._parent.removeDescription(); }
Instance of Symbol 348 MovieClip "aura_mc" in Symbol 352 MovieClip [MouseHint] Frame 3
on (rollOver) { _parent._parent._parent.showUnitSkillDescription(this._currentframe); } on (rollOut) { _parent._parent._parent.removeDescription(); }
Symbol 375 MovieClip Frame 1
text_txt.text = ""; stop();
Symbol 458 MovieClip Frame 1
var nat = _root.getNationNumber(_global.MAIN_HERO.NATION); var gen = ((_global.MAIN_HERO.GENDER == "m") ? 0 : 1); gotoAndStop((nat * 2) + gen);
Symbol 470 Button
on (press, keyPress "<Home>") { makeThemHoldPosition(); } on (rollOver) { hint.gotoAndStop("HoldPosition"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 471 Button
on (press, keyPress "<End>") { makeThemSwapWeapons(); } on (rollOver) { hint.gotoAndStop("SwapWeapons"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 483 MovieClip Frame 1
is_ready = false;
Symbol 483 MovieClip Frame 45
is_ready = true; stop();
Symbol 483 MovieClip Frame 46
is_ready = false;
Symbol 485 MovieClip Frame 1
is_ready = false;
Symbol 485 MovieClip Frame 65
is_ready = true; stop();
Symbol 485 MovieClip Frame 66
is_ready = false;
Symbol 488 Button
on (release) { if (_global.POTION_HealSmall > 0) { _global.POTION_HealSmall--; potion_1_txt.text = _global.POTION_HealSmall; makeThemHealHero(40); } } on (rollOver) { hint.gotoAndStop("potion_1"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 489 Button
on (release) { if (_global.POTION_HealMedium > 0) { _global.POTION_HealMedium--; potion_2_txt.text = _global.POTION_HealMedium; makeThemHealHero(300); } } on (rollOver) { hint.gotoAndStop("potion_2"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 509 MovieClip [Screen] Frame 1
#initclip 118 Object.registerClass("Screen", Screen); #endinitclip stop();
Instance of Symbol 483 MovieClip "control_shower" in Symbol 509 MovieClip [Screen] Frame 1
on (release) { if (_root.cursor._currentframe == 2) { _root.cursor.gotoAndStop(1); } else if (is_ready) { _root.cursor.gotoAndStop(2); } } on (rollOver) { _parent.hint.gotoAndStop("arrow_shower"); } on (rollOut) { _parent.hint.gotoAndStop("Nothing"); }
Instance of Symbol 485 MovieClip "control_wall" in Symbol 509 MovieClip [Screen] Frame 1
on (release) { if (_root.cursor._currentframe == 3) { _root.cursor.gotoAndStop(1); } else if (is_ready) { _root.cursor.gotoAndStop(3); } } on (rollOver) { _parent.hint.gotoAndStop("arrow_wall"); } on (rollOut) { _parent.hint.gotoAndStop("Nothing"); }
Instance of Symbol 348 MovieClip "active_1" in Symbol 509 MovieClip [Screen] Frame 1
on (release, keyPress "1") { _root.hero0.setCurrentSkill(1); }
Instance of Symbol 348 MovieClip "active_2" in Symbol 509 MovieClip [Screen] Frame 1
on (release, keyPress "2") { _root.hero0.setCurrentSkill(2); }
Instance of Symbol 348 MovieClip "active_3" in Symbol 509 MovieClip [Screen] Frame 1
on (release, keyPress "3") { _root.hero0.setCurrentSkill(3); }
Instance of Symbol 348 MovieClip "aura_1" in Symbol 509 MovieClip [Screen] Frame 1
on (release, keyPress "4") { _root.hero0.clickAura(1); }
Instance of Symbol 348 MovieClip "aura_2" in Symbol 509 MovieClip [Screen] Frame 1
on (release, keyPress "5") { _root.hero0.clickAura(2); }
Instance of Symbol 348 MovieClip "aura_3" in Symbol 509 MovieClip [Screen] Frame 1
on (release, keyPress "6") { _root.hero0.clickAura(3); }
Symbol 561 MovieClip Frame 1
stop();
Symbol 902 MovieClip Frame 1
stop();
Symbol 1018 MovieClip Frame 17
stop();
Symbol 1035 MovieClip Frame 1
this._xscale = this._xscale * _root.znak(_parent._xscale);
Symbol 1045 MovieClip Frame 18
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 30
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 55
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 70
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 78
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 90
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 100
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 110
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 112
_parent.SHIELD_DODGE = _parent.SHIELD_DODGE + 300;
Symbol 1045 MovieClip Frame 135
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 149
_parent.SHIELD_DODGE = _parent.SHIELD_DODGE - 300;
Symbol 1045 MovieClip Frame 150
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 178
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 190
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 220
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 240
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 265
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 290
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 327
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 340
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 365
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 380
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 410
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 430
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 460
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 480
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 512
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 530
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 538
this._parent.meleeHit(0, false);
Symbol 1045 MovieClip Frame 552
this._parent.meleeHit(0, true);
Symbol 1045 MovieClip Frame 561
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 570
this._parent.meleeHit(1, true);
Symbol 1045 MovieClip Frame 575
this._parent.meleeHit(1, false);
Symbol 1045 MovieClip Frame 580
this._parent.meleeHit(1, true);
Symbol 1045 MovieClip Frame 585
this._parent.meleeHit(1, false);
Symbol 1045 MovieClip Frame 590
this._parent.meleeHit(1, true);
Symbol 1045 MovieClip Frame 595
this._parent.meleeHit(1, false);
Symbol 1045 MovieClip Frame 600
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 605
_parent.DODGE = _parent.DODGE + 40;
Symbol 1045 MovieClip Frame 630
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 639
_parent.DODGE = _parent.DODGE - 40;
Symbol 1045 MovieClip Frame 640
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 649
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 673
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 680
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 685
this._parent.meleeHit(0, false, 1);
Symbol 1045 MovieClip Frame 700
this._parent.meleeHit(0, false, 0.5);
Symbol 1045 MovieClip Frame 710
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 725
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 750
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 755
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 765
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 770
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 775
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 790
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 819
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 830
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 846
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 860
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 885
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 900
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 915
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 925
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 935
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 940
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 967
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 980
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1000
this._parent.rangedHit();
Symbol 1045 MovieClip Frame 1020
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1045
this._parent.rangedHit(1);
Symbol 1045 MovieClip Frame 1070
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1090
this._parent.rangedHit(2);
Symbol 1045 MovieClip Frame 1100
this._parent.rangedHit(2);
Symbol 1045 MovieClip Frame 1110
this._parent.rangedHit(2);
Symbol 1045 MovieClip Frame 1120
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1156
this._parent.rangedHit(3);
Symbol 1045 MovieClip Frame 1170
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1186
this._parent.rangedHit();
Symbol 1045 MovieClip Frame 1230
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1250
this._parent.rangedHit(1);
Symbol 1045 MovieClip Frame 1300
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1324
this._parent.rangedHit(2);
Symbol 1045 MovieClip Frame 1370
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1390
this._parent.rangedHit(3);
Symbol 1045 MovieClip Frame 1440
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1447
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 1460
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1480
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 1490
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1495
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 1510
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 1520
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1525
this._parent.meleeHit(3, false, 1, 1);
Symbol 1045 MovieClip Frame 1527
this._parent.meleeHit(3, false, 1, 1);
Symbol 1045 MovieClip Frame 1529
this._parent.meleeHit(3, false, 1, 1);
Symbol 1045 MovieClip Frame 1539
this._parent.meleeHit(3, false, 1, 2);
Symbol 1045 MovieClip Frame 1550
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1569
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 1575
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1595
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 1610
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1625
this._parent.meleeHit(2, false, 1, 1);
Symbol 1045 MovieClip Frame 1630
this._parent.meleeHit(2, false, 1, 2);
Symbol 1045 MovieClip Frame 1645
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1670
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1680
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1690
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 1704
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 1715
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1730
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 1740
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 1750
this._parent.meleeHit(1);
Symbol 1045 MovieClip Frame 1760
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1791
this._parent.meleeHit(2);
Symbol 1045 MovieClip Frame 1805
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1815
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1818
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1821
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1824
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1827
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1830
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1833
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1836
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1839
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1842
this._parent.meleeHit(3);
Symbol 1045 MovieClip Frame 1850
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1868
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 1878
this._parent.meleeHit();
Symbol 1045 MovieClip Frame 1885
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1903
this._parent.rangedHit();
Symbol 1045 MovieClip Frame 1915
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1935
this._parent.rangedHit(1);
Symbol 1045 MovieClip Frame 1955
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 1970
this._parent.rangedHit(2);
Symbol 1045 MovieClip Frame 1980
this._parent.rangedHit(2);
Symbol 1045 MovieClip Frame 1990
this._parent.rangedHit(2);
Symbol 1045 MovieClip Frame 1995
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 2020
this._parent.rangedHit(3);
Symbol 1045 MovieClip Frame 2035
_parent.onEndAttack();
Symbol 1045 MovieClip Frame 2055
this._parent.onSwitchWeapons();
Symbol 1045 MovieClip Frame 2075
this._parent.onSwitchWeapons();
Symbol 1045 MovieClip Frame 2095
this._parent.onSwitchWeapons();
Symbol 1045 MovieClip Frame 2115
this._parent.onSwitchWeapons();
Symbol 1045 MovieClip Frame 2145
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2175
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2205
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2235
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2265
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2295
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2325
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2355
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2385
this._parent.onRunAnimComplete();
Symbol 1045 MovieClip Frame 2425
this._parent.restInPeace(); stop();
Symbol 1045 MovieClip Frame 2475
this._parent.restInPeace(); stop();
Symbol 1045 MovieClip Frame 2505
this._parent.restInPeace(); stop();
Symbol 1049 MovieClip [Human] Frame 1
#initclip 119 Object.registerClass("Human", Soldier); #endinitclip
Symbol 1053 MovieClip [Human_Player] Frame 1
#initclip 120 Object.registerClass("Human_Player", Player); #endinitclip
Symbol 1057 MovieClip [Blood_1] Frame 20
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 1061 MovieClip [Blood_2] Frame 20
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 1064 MovieClip Frame 15
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 1066 MovieClip [SelectBorder] Frame 1
#initclip 121 Object.registerClass("SelectBorder", SelectBorder); #endinitclip stop();
Symbol 1066 MovieClip [SelectBorder] Frame 4
this.removeMovieClip();
Symbol 1068 MovieClip Frame 18
this._parent.meleeHit();
Symbol 1068 MovieClip Frame 30
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 43
this._parent.meleeHit();
Symbol 1068 MovieClip Frame 55
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 80
this._parent.meleeHit();
Symbol 1068 MovieClip Frame 95
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 120
this._parent.meleeHit();
Symbol 1068 MovieClip Frame 135
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 152
this._parent.meleeHit();
Symbol 1068 MovieClip Frame 165
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 187
this._parent.rangedHit();
Symbol 1068 MovieClip Frame 205
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 230
this._parent.rangedHit(1);
Symbol 1068 MovieClip Frame 255
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 275
this._parent.rangedHit(2);
Symbol 1068 MovieClip Frame 285
this._parent.rangedHit(2);
Symbol 1068 MovieClip Frame 295
this._parent.rangedHit(2);
Symbol 1068 MovieClip Frame 305
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 341
this._parent.rangedHit(3);
Symbol 1068 MovieClip Frame 355
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 371
this._parent.rangedHit();
Symbol 1068 MovieClip Frame 415
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 435
this._parent.rangedHit(1);
Symbol 1068 MovieClip Frame 485
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 509
this._parent.rangedHit(2);
Symbol 1068 MovieClip Frame 555
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 575
this._parent.rangedHit(3);
Symbol 1068 MovieClip Frame 625
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 643
this._parent.rangedHit();
Symbol 1068 MovieClip Frame 655
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 675
this._parent.rangedHit(1);
Symbol 1068 MovieClip Frame 695
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 710
this._parent.rangedHit(2);
Symbol 1068 MovieClip Frame 720
this._parent.rangedHit(2);
Symbol 1068 MovieClip Frame 730
this._parent.rangedHit(2);
Symbol 1068 MovieClip Frame 735
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 760
this._parent.rangedHit(3);
Symbol 1068 MovieClip Frame 775
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 795
this._parent.meleeHit();
Symbol 1068 MovieClip Frame 810
_parent.onEndAttack();
Symbol 1068 MovieClip Frame 830
this._parent.onSwitchWeapons();
Symbol 1068 MovieClip Frame 850
this._parent.onSwitchWeapons();
Symbol 1068 MovieClip Frame 870
this._parent.onSwitchWeapons();
Symbol 1068 MovieClip Frame 890
this._parent.onSwitchWeapons();
Symbol 1068 MovieClip Frame 920
gotoAndPlay ("run_shield");
Symbol 1068 MovieClip Frame 950
gotoAndPlay ("run_2H_sword");
Symbol 1068 MovieClip Frame 980
gotoAndPlay ("run_2H_axe");
Symbol 1068 MovieClip Frame 1010
gotoAndPlay ("run_bow");
Symbol 1068 MovieClip Frame 1040
gotoAndPlay ("run_crossbow");
Symbol 1068 MovieClip Frame 1070
gotoAndPlay ("run_throwing");
Symbol 1068 MovieClip Frame 1110
this._parent.restInPeace(); stop();
Symbol 1069 MovieClip [Horseman] Frame 1
#initclip 122 Object.registerClass("Horseman", Soldier); #endinitclip this.isHorseman = true;
Symbol 1070 MovieClip [Horseman_Player] Frame 1
#initclip 123 Object.registerClass("Horseman_Player", Player); #endinitclip this.isHorseman = true;
Symbol 1072 MovieClip [Grenade] Frame 1
#initclip 124 Object.registerClass("Grenade", Grenade); #endinitclip stop();
Symbol 1072 MovieClip [Grenade] Frame 2
this.explode();
Symbol 1072 MovieClip [Grenade] Frame 25
this.removeMovieClip();
Symbol 1075 MovieClip [HealAnim] Frame 15
this.removeMovieClip();
Symbol 1083 MovieClip [RiseAnim] Frame 40
this._parent.turnToZombie(); this.removeMovieClip();
Symbol 1472 Button
on (press) { if (this.amount > 1) { this.amount--; this.amount_txt.text = this.amount; } }
Symbol 1473 Button
on (press) { if (this.amount < this.max_amount) { this.amount++; this.amount_txt.text = this.amount; } }
Symbol 1477 Button
on (release, keyPress "<Enter>") { _global.GOLD = _global.GOLD + (Math.floor(this.price / 2) * this.amount); if (this.amount == this.max_amount) { _global.INVENTORY.splice(this.pos, 1); } else { _global.INVENTORY[this.pos].COUNT = _global.INVENTORY[this.pos].COUNT - this.amount; } _parent._parent.storeShowUser(); _parent.money_txt.text = _global.GOLD + " gold"; this.removeMovieClip(); }
Symbol 1479 Button
on (release, keyPress "<Escape>") { this.removeMovieClip(); }
Symbol 1483 MovieClip [FlyDamage] Frame 25
this.removeMovieClip();
Symbol 1628 MovieClip [ArrowShower] Frame 1
#initclip 125 Object.registerClass("ArrowShower", ArrowStorm); #endinitclip
Symbol 1628 MovieClip [ArrowShower] Frame 10
if ((_global.field[X][Y].who != null) && (_global.field[X][Y].free)) { var hit_chance = (100 - ((_global.field[X][Y].who.FLEE + _global.field[X][Y].who.SHIELD_FLEE) * 0.8)); if (_root.percent(hit_chance)) { _global.field[X][Y].who.takeDamage(dmg[play_count], null, crit[play_count]); } } if (play_count > 0) { play_count--; gotoAndPlay (1); } else { this.removeMovieClip(); }
Symbol 1629 MovieClip [ArrowWall] Frame 1
#initclip 126 Object.registerClass("ArrowWall", ArrowStorm); #endinitclip
Symbol 1629 MovieClip [ArrowWall] Frame 15
_root.addProjectile(X, Y, _global.F_WIDTH - 1, Y, dmg[play_count], 0, crit[play_count], 1, 141, -1); if (play_count > 0) { play_count--; gotoAndPlay (1); } else { this.removeMovieClip(); }
Symbol 1631 MovieClip [Blow 3x3] Frame 10
this.removeMovieClip();
Symbol 1633 MovieClip [Blow 5x5] Frame 10
this.removeMovieClip();
Symbol 1634 MovieClip [LightningAnim] Frame 10
this.removeMovieClip();
Symbol 1637 MovieClip [FlyHeal] Frame 25
this.removeMovieClip();
Symbol 1640 MovieClip [FlyMiss] Frame 25
this.removeMovieClip();
Symbol 1645 MovieClip [BansheeCryAnim] Frame 25
this.removeMovieClip();
Symbol 1647 MovieClip [StarsAnim] Frame 25
this.removeMovieClip();
Symbol 1653 MovieClip [BarrierAnim] Frame 24
this.removeMovieClip();
Symbol 1657 MovieClip [BalanceAnim] Frame 20
this.removeMovieClip();
Symbol 1675 MovieClip [UnholyBreathAnim] Frame 25
this.removeMovieClip();
Symbol 1678 MovieClip [LifeLeechAnim] Frame 20
this.removeMovieClip();
Symbol 1681 MovieClip [SoulDrainAnim] Frame 20
this.removeMovieClip();
Symbol 1683 MovieClip [VenomCluodAnim] Frame 15
this.removeMovieClip();
Symbol 1684 MovieClip [DummyHorseman] Frame 1
#initclip 127 Object.registerClass("DummyHorseman", MovieDummy); #endinitclip
Symbol 1685 MovieClip [DummyHuman] Frame 1
#initclip 128 Object.registerClass("DummyHuman", MovieDummy); #endinitclip
Symbol 1693 MovieClip [Tree_1] Frame 1
#initclip 129 Object.registerClass("Tree_1", Tree); #endinitclip this.init();
Symbol 1695 MovieClip [Tree_2] Frame 1
#initclip 130 Object.registerClass("Tree_2", Tree); #endinitclip this.init();
Symbol 1697 MovieClip [Tree_3] Frame 1
#initclip 131 Object.registerClass("Tree_3", Tree); #endinitclip this.init();
Symbol 1699 MovieClip [Tree_4] Frame 1
#initclip 132 Object.registerClass("Tree_4", Tree); #endinitclip this.init();
Symbol 1701 MovieClip [Bush_1] Frame 1
#initclip 133 Object.registerClass("Bush_1", Tree); #endinitclip this.init();
Symbol 1703 MovieClip [Bush_2] Frame 1
#initclip 134 Object.registerClass("Bush_2", Tree); #endinitclip this.init();
Symbol 1705 MovieClip [Bush_3] Frame 1
#initclip 135 Object.registerClass("Bush_3", Tree); #endinitclip this.init();
Symbol 1707 MovieClip [Bush_4] Frame 1
#initclip 136 Object.registerClass("Bush_4", Tree); #endinitclip this.init();
Symbol 1709 MovieClip [Crate_1] Frame 1
#initclip 137 Object.registerClass("Crate_1", Tree); #endinitclip this.init();
Symbol 1711 MovieClip [Lantern] Frame 1
#initclip 138 Object.registerClass("Lantern", Tree); #endinitclip this.init();
Symbol 1715 MovieClip [RIP_1] Frame 1
#initclip 139 Object.registerClass("RIP_1", Tree); #endinitclip this.init();
Symbol 1717 MovieClip [RIP_2] Frame 1
#initclip 140 Object.registerClass("RIP_2", Tree); #endinitclip this.init();
Symbol 1719 MovieClip [Barrel] Frame 1
#initclip 141 Object.registerClass("Barrel", Tree); #endinitclip this.init();
Symbol 1721 MovieClip [Ammun] Frame 1
#initclip 142 Object.registerClass("Ammun", Tree); #endinitclip this.init();
Symbol 1723 MovieClip [SkullTower] Frame 1
#initclip 143 Object.registerClass("SkullTower", Tree); #endinitclip this.init();
Symbol 1726 MovieClip [Sign_1] Frame 1
#initclip 144 Object.registerClass("Sign_1", Tree); #endinitclip this.init();
Symbol 1728 MovieClip [Tree_5] Frame 1
#initclip 145 Object.registerClass("Tree_5", Tree); #endinitclip this.init();
Symbol 1730 MovieClip [Tree_6] Frame 1
#initclip 146 Object.registerClass("Tree_6", Tree); #endinitclip this.init();
Symbol 1733 MovieClip [Sign_2] Frame 1
#initclip 147 Object.registerClass("Sign_2", Tree); #endinitclip this.init();
Symbol 1735 MovieClip [Tree_12] Frame 1
#initclip 148 Object.registerClass("Tree_12", Tree); #endinitclip this.init();
Symbol 1737 MovieClip [Tree_11] Frame 1
#initclip 149 Object.registerClass("Tree_11", Tree); #endinitclip this.init();
Symbol 1739 MovieClip [Tree_10] Frame 1
#initclip 150 Object.registerClass("Tree_10", Tree); #endinitclip this.init();
Symbol 1741 MovieClip [Tree_9] Frame 1
#initclip 151 Object.registerClass("Tree_9", Tree); #endinitclip this.init();
Symbol 1743 MovieClip [Tree_8] Frame 1
#initclip 152 Object.registerClass("Tree_8", Tree); #endinitclip this.init();
Symbol 1745 MovieClip [Tree_7] Frame 1
#initclip 153 Object.registerClass("Tree_7", Tree); #endinitclip this.init();
Symbol 1747 MovieClip [Well_1] Frame 1
#initclip 154 Object.registerClass("Well_1", Tree); #endinitclip this.init();
Symbol 1751 MovieClip [Arrow] Frame 1
#initclip 155 Object.registerClass("Arrow", Arrow); #endinitclip
Symbol 1751 MovieClip [Arrow] Frame 9
gotoAndPlay (1);
Symbol 1773 MovieClip Frame 54
Symbol 1773 MovieClip Frame 100
_parent.nextFrame();
Symbol 1774 Button
on (release) { getURL ("http://www.arcadetown.com?gameid=feudalism2", "_blank"); }
Symbol 1785 MovieClip Frame 1
_parent.stop();
Symbol 1785 MovieClip Frame 25
_parent.nextFrame();
Symbol 1787 Button
on (release) { _parent.play(); }
Symbol 1805 MovieClip Frame 1
_parent.attachMovie("DummyHuman", "man_" + id, id); _parent["man_" + id]._x = this._x; _parent["man_" + id]._y = this._y; _parent["man_" + id]._xscale = this._xscale; _parent["man_" + id]._yscale = this._yscale; if (!look_left) { _parent["man_" + id]._xscale = _parent["man_" + id]._xscale * -1; } _parent["man_" + id].dress(nat, tp, lv); this.unloadMovie(); this.removeMovieClip();
Symbol 1847 MovieClip Frame 1
_parent.stop();
Instance of Symbol 1805 MovieClip in Symbol 1847 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 2; nat = "Rus"; tp = "2H_axe"; lv = 1; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1847 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 1; nat = "Ger"; tp = "spear"; lv = 4; look_left = false; }
Symbol 1847 MovieClip Frame 3
man_1.playAnim("spear_2");
Symbol 1847 MovieClip Frame 20
man_2.playAnim("2H_axe_2");
Symbol 1847 MovieClip Frame 51
man_1.playDieAnim();
Symbol 1847 MovieClip Frame 90
_parent.play();
Symbol 1851 MovieClip Frame 1
_parent.stop();
Symbol 1851 MovieClip Frame 25
_parent.nextFrame();
Symbol 1858 MovieClip Frame 1
_parent.stop();
Instance of Symbol 1805 MovieClip in Symbol 1858 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 2; nat = "Rus"; tp = "2H_axe"; lv = 0; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1858 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 1; nat = "Ger"; tp = "shield"; lv = 3; look_left = false; }
Instance of Symbol 1805 MovieClip in Symbol 1858 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 4; nat = "Rus"; tp = "shield"; lv = 2; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1858 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 3; nat = "Mon"; tp = "dual"; lv = 3; look_left = false; }
Symbol 1858 MovieClip Frame 2
man_4.playAnim("shield_2"); man_3.playAnim("dual");
Symbol 1858 MovieClip Frame 5
man_2.playAnim("2H_axe_2");
Symbol 1858 MovieClip Frame 35
man_1.playAnim("shield_1");
Symbol 1858 MovieClip Frame 45
man_3.playAnim("dual_3");
Symbol 1858 MovieClip Frame 60
man_2.playDieAnim();
Symbol 1858 MovieClip Frame 75
man_4.playDieAnim();
Symbol 1858 MovieClip Frame 119
_parent.play();
Symbol 1860 MovieClip Frame 1
_parent.stop();
Symbol 1860 MovieClip Frame 25
_parent.nextFrame();
Symbol 1863 MovieClip Frame 1
_parent.stop();
Instance of Symbol 1805 MovieClip in Symbol 1863 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 2; nat = "Jap"; tp = "katana"; lv = 8; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1863 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 1; nat = "Ger"; tp = "2H_axe"; lv = 6; look_left = false; }
Symbol 1863 MovieClip Frame 6
man_1.playAnim("2H_axe_2");
Symbol 1863 MovieClip Frame 26
man_2.playAnim("katana_3");
Symbol 1863 MovieClip Frame 51
man_1.playDieAnim();
Symbol 1863 MovieClip Frame 91
_parent.play();
Symbol 1867 MovieClip Frame 1
_parent.stop();
Symbol 1867 MovieClip Frame 25
_parent.nextFrame();
Symbol 1871 MovieClip Frame 1
_parent.stop();
Instance of Symbol 1805 MovieClip in Symbol 1871 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 2; nat = "Ger"; tp = "2H_sword"; lv = 4; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1871 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 1; nat = "Viz"; tp = "dual"; lv = 5; look_left = false; }
Instance of Symbol 1805 MovieClip in Symbol 1871 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 4; nat = "Ger"; tp = "2H_axe"; lv = 6; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1871 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 3; nat = "Viz"; tp = "2H_sword"; lv = 5; look_left = false; }
Symbol 1871 MovieClip Frame 6
man_2.playAnim("2H_sword_2"); man_4.playAnim("2H_axe");
Symbol 1871 MovieClip Frame 11
man_3.playAnim("2H_sword_3");
Symbol 1871 MovieClip Frame 31
man_1.playAnim("dual_1");
Symbol 1871 MovieClip Frame 51
man_4.playAnim("2H_axe_3");
Symbol 1871 MovieClip Frame 66
man_2.playDieAnim();
Symbol 1871 MovieClip Frame 81
man_3.playDieAnim();
Symbol 1871 MovieClip Frame 120
_parent.play();
Symbol 1873 MovieClip Frame 1
_parent.stop();
Symbol 1873 MovieClip Frame 25
_parent.nextFrame();
Symbol 1875 MovieClip Frame 1
_parent.attachMovie("DummyHorseman", "man_" + id, id); _parent["man_" + id]._x = this._x; _parent["man_" + id]._y = this._y; _parent["man_" + id]._xscale = this._xscale; _parent["man_" + id]._yscale = this._yscale; _parent["man_" + id].dress(nat, tp, lv); if (!look_left) { _parent["man_" + id]._xscale = _parent["man_" + id]._xscale * -1; } this.unloadMovie(); this.removeMovieClip();
Symbol 1876 MovieClip Frame 1
_parent.stop();
Instance of Symbol 1875 MovieClip in Symbol 1876 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 1; nat = "Mon"; tp = "bow"; lv = 4; }
Instance of Symbol 1875 MovieClip in Symbol 1876 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 2; nat = "Mon"; tp = "bow"; lv = 4; }
Instance of Symbol 1875 MovieClip in Symbol 1876 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 3; nat = "Mon"; tp = "bow"; lv = 4; }
Instance of Symbol 1875 MovieClip in Symbol 1876 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 4; nat = "Mon"; tp = "bow"; lv = 4; }
Symbol 1876 MovieClip Frame 6
man_1.playAnim("bow_3");
Symbol 1876 MovieClip Frame 11
man_3.playAnim("bow_3");
Symbol 1876 MovieClip Frame 16
man_2.playAnim("bow_3");
Symbol 1876 MovieClip Frame 21
man_4.playAnim("bow_3");
Symbol 1876 MovieClip Frame 90
_parent.play();
Symbol 1878 MovieClip Frame 1
_parent.stop();
Symbol 1878 MovieClip Frame 25
_parent.nextFrame();
Symbol 1881 MovieClip Frame 1
_parent.stop();
Instance of Symbol 1805 MovieClip in Symbol 1881 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 1; nat = "Ara"; tp = "dual"; lv = 0; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1881 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 2; nat = "Ara"; tp = "2H_sword"; lv = 4; look_left = false; }
Instance of Symbol 1805 MovieClip in Symbol 1881 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 3; nat = "Ara"; tp = "dual"; lv = 2; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1881 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 4; nat = "Ara"; tp = "katar"; lv = 4; look_left = false; }
Symbol 1881 MovieClip Frame 2
man_2.playAnim("2H_sword");
Symbol 1881 MovieClip Frame 5
man_1.playAnim("dual_1");
Symbol 1881 MovieClip Frame 10
man_4.playAnim("katar_2");
Symbol 1881 MovieClip Frame 30
man_3.playAnim("dual_2");
Symbol 1881 MovieClip Frame 40
man_2.playAnim("2H_sword_2");
Symbol 1881 MovieClip Frame 60
man_4.playDieAnim();
Symbol 1881 MovieClip Frame 65
man_1.playDieAnim();
Symbol 1881 MovieClip Frame 100
_parent.play();
Symbol 1883 MovieClip Frame 1
_parent.stop();
Symbol 1883 MovieClip Frame 25
_parent.nextFrame();
Symbol 1886 MovieClip Frame 1
_parent.stop(); man_1.dress("Jap", "staff", 1); man_2.dress("Viz", "shield", 3); man_3.dress("Viz", "dagger", 3); man_4.dress("Ara", "crossbow", 4);
Instance of Symbol 1805 MovieClip in Symbol 1886 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 1; nat = "Jap"; tp = "staff"; lv = 1; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1886 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 2; nat = "Viz"; tp = "shield"; lv = 3; look_left = false; }
Instance of Symbol 1805 MovieClip in Symbol 1886 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 3; nat = "Viz"; tp = "dagger"; lv = 3; look_left = true; }
Instance of Symbol 1805 MovieClip in Symbol 1886 MovieClip Frame 1
//component parameters onClipEvent (construct) { id = 4; nat = "Ara"; tp = "crossbow"; lv = 4; look_left = false; }
Symbol 1886 MovieClip Frame 2
man_2.playAnim("shield_2");
Symbol 1886 MovieClip Frame 5
man_1.playAnim("staff_3");
Symbol 1886 MovieClip Frame 40
man_3.playAnim("dagger_1");
Symbol 1886 MovieClip Frame 45
man_2.playDieAnim();
Symbol 1886 MovieClip Frame 65
man_1.playDieAnim();
Symbol 1886 MovieClip Frame 70
man_4.playAnim("crossbow_1");
Symbol 1886 MovieClip Frame 90
man_3.playDieAnim();
Symbol 1886 MovieClip Frame 130
_parent.play();
Symbol 1937 MovieClip Frame 130
stop();
Symbol 1944 MovieClip Frame 1
_parent.stop(); stop();
Symbol 1944 MovieClip Frame 179
_parent.play();
Symbol 1963 Button
on (release) { gotoAndStop ("NewGame"); }
Symbol 1964 Button
on (release) { gotoAndStop ("Resume"); }
Symbol 1965 Button
on (release) { gotoAndStop ("Options"); }
Symbol 1966 Button
on (release) { gotoAndStop ("Controls"); }
Symbol 1967 Button
on (release) { getURL ("http://www.arcadetown.com?gameid=feudalism2", "_blank"); }
Symbol 1968 Button
on (release) { getURL ("http://www.arcadetown.com/free_content/index.asp?gameid=feudalism2", "_blank"); }
Symbol 1969 Button
on (release) { getURL ("mailto:zaborov@mail.ru", "_blank"); }
Symbol 1970 Button
on (release) { getURL ("http://www.arcadetown.com/feudalism/game.asp", "_blank"); }
Symbol 1999 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroGerMale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = true; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Risby"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Ger", "2H_sword", 0)); i++; } choose_mark._visible = true; choose_mark._x = GerM_btn._x; } on (rollOver) { item_name_txt.text = "Karl, Bishop of The Order of Holy Cross"; item_stats_txt.text = "Great squad commander and supporter; Can learn special moves with One handed Weapons, Heavy Two handed Weapons and Throwing Knives. Specializes on strengthen infantry and squad support."; item_stats_txt.text = item_stats_txt.text + "\nOrder's warriors depend on their armor and constitution, so some of them are just walking castles, but they also shouldn't forget about strength and spirit powers.\nNote: Order produces the best maces and armor in the world."; }
Symbol 2001 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroRusFemale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = true; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Elki"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Rus", "2H_axe", 0)); i++; } choose_mark._visible = true; choose_mark._x = RusF_btn._x; } on (rollOver) { item_name_txt.text = "Olga, the major Druid of Forest Lands"; item_stats_txt.text = "Very good ranged fighter and suppressor; Can learn special moves with Bow, Two handed Sword and Spear. Specializes on strengthen ranged units and enemy suppression."; item_stats_txt.text = item_stats_txt.text + "\nForest Lands' warrioirs depend only on their strength. DEX and CON are important for them too, but only strength allow them to use better axes deal more damage, and even wear better armor made in forest lands.\nNote:Forest Lands produce the best axes in the world. Their bows are one of the best too."; }
Symbol 2003 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroRusMale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = true; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Elki"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Rus", "2H_axe", 0)); i++; } choose_mark._visible = true; choose_mark._x = RusM_btn._x; } on (rollOver) { item_name_txt.text = "Vseslav, Chieftain of The Forest Lands"; item_stats_txt.text = "Very strong melee fighter and squad supporter; Can learn special moves with Heavy Twohanded Weapons, One handed Weapons and Throwing Axes. Specializes on infantry power-ups, squad support and enemy suppression."; item_stats_txt.text = item_stats_txt.text + "\nForest Lands' warrioirs depend only on their strength. DEX and CON are important for them too, but only strength allow them to use better axes deal more damage, and even wear better armor made in forest lands.\nNote:Forest Lands produce the best axes in the world. Their bows are one of the best too."; }
Symbol 2005 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroVizMale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = true; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Curia"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Viz", "shield", 0)); i++; } choose_mark._visible = true; choose_mark._x = VizM_btn._x; } on (rollOver) { item_name_txt.text = "Edgar, Lord of the Great Trade Republic"; item_stats_txt.text = "Proficient melee fighter and squad leader; Can learn special moves with Two handed Sword, Spear and Crossbow. Specializes on strengthen and supporting any types of units."; item_stats_txt.text = item_stats_txt.text + "\nRepublic warriors depend on both strength and constitution, sometimes they try to evade enemy attacks.\nNote: Republic produces the best swords and crossbows on the continent. They also make good armor and bows."; }
Symbol 2007 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroGerFemale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = true; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Risby"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Ger", "2H_axe", 1)); i++; } choose_mark._visible = true; choose_mark._x = GerF_btn._x; } on (rollOver) { item_name_txt.text = "Elizabeth, Priest of Order of Holy Cross"; item_stats_txt.text = "Talented commander and universal fighter; Can learn special moves with Spear, Crossbow and One handed Weapons. Specializes on strengthen all types of units and enemy suppression."; item_stats_txt.text = item_stats_txt.text + "\nOrder's warriors depend on their armor and constitution, so some of them are just walking castles, but they also shouldn't forget about strength and spirit powers.\nNote: Order produces the best maces and armor in the world."; }
Symbol 2009 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroVizFemale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 1)); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = true; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Curia"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Viz", "crossbow", 0)); i++; } choose_mark._visible = true; choose_mark._x = VizF_btn._x; } on (rollOver) { item_name_txt.text = "Selena, Princess of the Great Trade Republic"; item_stats_txt.text = "Proficient sharpshooter and medic; Can learn special moves with Crossbow,Dagger and Two handed Sword. Specializes on squad support and infantry power-ups."; item_stats_txt.text = item_stats_txt.text + "\nRepublic warriors depend on both strength and constitution, sometimes they try to evade enemy attacks.\nNote: Republic produces the best swords and crossbows on the continent. They also make good armor and bows."; }
Symbol 2011 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroJapMale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = true; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Nara"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Jap", "fists", 1)); i++; } choose_mark._visible = true; choose_mark._x = JapM_btn._x; } on (rollOver) { item_name_txt.text = "Sieg, Shogun of the Far East Empire"; item_stats_txt.text = "Master of melee fights and good commander; Can learn special moves with Dual Weapons, Katana and Bow. Specializes on strengthen infantry and enemy suppression."; item_stats_txt.text = item_stats_txt.text + "\nEmpire's warriors depend on their dexterity, trying to evade enemy attacks. Strength is important for them too for dealing damage.\nNote: Empire produces only its national weapons. You will not find any swords, axes, maces or spears in their cities."; }
Symbol 2013 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroMonFemale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "TwohandedSword", "Mon", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = true; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Neath"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Mon", "bow", 0)); i++; } choose_mark._visible = true; choose_mark._x = MonF_btn._x; } on (rollOver) { item_name_txt.text = "Inga, Major Shaman of the Black Horde"; item_stats_txt.text = "Great bow master and effective lone warrior; Can learn special moves with Bow, Dagger and One handed Weapons. Specializes on strengthen bowmen and chivalry. Also can suppress enemy and heal herself."; item_stats_txt.text = item_stats_txt.text + "\nHorde's warriors depend on their dexterity, strength and spirit powers. They prefer to shoot enemies from long range and then kill survivors in melee combat.\nNote: Horde produces swords, daggers and bows. Their bows are one of the best in the world."; }
Symbol 2015 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroMonMale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Bow", "Mon", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = true; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Neath"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Mon", "2H_sword", 0)); i++; } choose_mark._visible = true; choose_mark._x = MonM_btn._x; } on (rollOver) { item_name_txt.text = "Chingis, Khan of the Black Horde"; item_stats_txt.text = "Effectively combines melee and ranged weapons; Can learn special moves with One handed Weapons, Bows and Two handed Swords. Specializes on strengthen bowmen, swordsmen and chivalry. Also can suppress enemy and support his troops."; item_stats_txt.text = item_stats_txt.text + "\nHorde's warriors depend on their dexterity, strength and spirit powers. They prefer to shoot enemies from long range and then kill survivors in melee combat.\nNote: Horde produces swords, daggers and bows. Their bows are one of the best in the world."; }
Symbol 2017 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroAraMale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ara", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = true; _global.CURR_TOWN = "Aden"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Ara", "dual", 0)); i++; } choose_mark._visible = true; choose_mark._x = AraM_btn._x; } on (rollOver) { item_name_txt.text = "Ismael, Ruler of the South Desert "; item_stats_txt.text = "Powerful melee fighter and good commander; Can learn special moves with Dual Weapons, Two handed Sword and Crossbow. Specializes on strengthen melee infantry and enemy suppression."; item_stats_txt.text = item_stats_txt.text + "\nDesert warriors depend on their strength, dexterity and constitution. They prefer face-to-face fight much more than ranged combat.\nNote: Horde produces only swords and their secret national weapon - Katar. Their swords a have good damage and a faster attack speed."; }
Symbol 2019 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroAraFemale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ara", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = true; _global.CURR_TOWN = "Aden"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Ara", "dual", 0)); i++; } choose_mark._visible = true; choose_mark._x = AraF_btn._x; } on (rollOver) { item_name_txt.text = "Diana, Secret Assassin of the South Desert"; item_stats_txt.text = "Talented assassin and good lone warrior; Can learn special moves with Katar, Crossbow and Dagger. Specializes on assassin and chivalry training. Also has good enemy suppression skills."; item_stats_txt.text = item_stats_txt.text + "\nDesert warriors depend on their strength, dexterity and constitution. They prefer face-to-face fight much more than ranged combat.\nNote: Horde produces only swords and their secret national weapon - Katar. Their swords a have good damage and a faster attack speed."; }
Symbol 2021 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.heroJapFemale(); delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Katana", "Jap", 1)); delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = true; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Nara"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Jap", "fists", 1)); i++; } choose_mark._visible = true; choose_mark._x = JapF_btn._x; } on (rollOver) { item_name_txt.text = "Niora, Mistress of The East Empire"; item_stats_txt.text = "Master of national fighting styles and good commander; Can learn special moves with Staff, Katana and Surikens. Specializes on strengthen ranged units, war arts and enemy suppression."; item_stats_txt.text = item_stats_txt.text + "\nEmpire's warriors depend on their dexterity, trying to evade enemy attacks. Strength is important for them too for dealing damage.\nNote: Empire produces only its national weapons. You will not find any swords, axes, maces or spears in their cities."; }
Symbol 2022 Button
on (release) { if (_global.MAIN_HERO) { gotoAndStop ("diff"); } else { item_stats_txt.text = "Choose a hero first!"; } }
Symbol 2023 Button
on (release) { gotoAndStop (1); }
Symbol 2024 Button
on (release) { _parent.gotoAndStop("customize"); }
Symbol 2030 Button
on (release) { getURL ("http://www.arcadetown.com/feudalism2/game.asp", "_blank"); }
Symbol 2031 MovieClip Frame 1
if (_root.isExclusive()) { stop(); } else { gotoAndStop (2); }
Symbol 2041 Button
on (release) { opt_quality.gotoAndStop("LOW"); }
Symbol 2042 Button
on (release) { opt_quality.gotoAndStop("MEDIUM"); }
Symbol 2043 Button
on (release) { opt_quality.gotoAndStop("HIGH"); }
Symbol 2045 Button
on (release) { _root.saveDefaults(); gotoAndStop (1); }
Symbol 2048 MovieClip Frame 1
this.onRelease = function () { _global[val] = !_global[val]; if (_global[val]) { gotoAndStop (3); } else { gotoAndStop (2); } }; if (_global[val]) { gotoAndStop (3); } else { gotoAndStop (2); }
Symbol 2048 MovieClip Frame 2
_global[val] = false;
Symbol 2048 MovieClip Frame 3
_global[val] = true;
Symbol 2055 MovieClip Frame 1
gotoAndStop(_global.SAVED_QUALITY);
Symbol 2055 MovieClip Frame 2
_global.SAVED_QUALITY = "MEDIUM";
Symbol 2055 MovieClip Frame 3
_global.SAVED_QUALITY = "HIGH";
Symbol 2055 MovieClip Frame 4
_global.SAVED_QUALITY = "LOW";
Symbol 2063 Button
on (release) { if (!_root.loadGame(1)) { err_notice.gotoAndPlay(2); } }
Symbol 2065 Button
on (release) { if (!_root.loadGame(2)) { err_notice.gotoAndPlay(2); } }
Symbol 2067 Button
on (release) { if (!_root.loadGame(3)) { err_notice.gotoAndPlay(2); } }
Symbol 2069 Button
on (release) { if (!_root.loadGame("auto")) { err_notice.gotoAndPlay(2); } }
Symbol 2071 MovieClip Frame 1
stop();
Symbol 2071 MovieClip Frame 55
gotoAndStop (1);
Symbol 2079 Button
on (release) { gotoAndStop ("buildings"); }
Symbol 2084 MovieClip Frame 1
stop();
Symbol 2084 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2087 MovieClip Frame 1
stop();
Symbol 2087 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2090 MovieClip Frame 1
stop();
Symbol 2090 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2093 MovieClip Frame 1
stop();
Symbol 2093 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2098 MovieClip Frame 1
stop();
Symbol 2098 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2101 MovieClip Frame 1
stop();
Symbol 2101 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2104 MovieClip Frame 1
stop();
Symbol 2104 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2107 MovieClip Frame 1
stop();
Symbol 2107 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2110 MovieClip Frame 1
stop();
Symbol 2110 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2113 MovieClip Frame 1
stop();
Symbol 2113 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2116 MovieClip Frame 1
stop();
Symbol 2116 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2119 MovieClip Frame 1
stop();
Symbol 2119 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2122 MovieClip Frame 1
stop();
Symbol 2122 MovieClip Frame 33
gotoAndStop (1);
Symbol 2125 MovieClip Frame 1
stop();
Symbol 2125 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2129 MovieClip Frame 1
stop();
Symbol 2129 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2132 MovieClip Frame 1
stop();
Symbol 2132 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2135 MovieClip Frame 1
stop();
Symbol 2135 MovieClip Frame 33
gotoAndPlay (2);
Symbol 2136 MovieClip Frame 1
gotoAndStop(_global.MAIN_HERO.NATION);
Symbol 2138 Button
on (release) { gotoAndStop ("city_hall"); }
Symbol 2140 Button
on (release) { gotoAndStop ("forge"); }
Symbol 2142 Button
on (release) { gotoAndStop ("barracks"); }
Symbol 2144 Button
on (release) { gotoAndStop ("temple"); }
Symbol 2146 Button
on (release) { gotoAndStop ("also"); }
Symbol 2148 Button
on (release) { gotoAndPlay ("world"); }
Symbol 2153 MovieClip Frame 1
stop();
Symbol 2153 MovieClip Frame 106
stop();
Symbol 2155 Button
on (release) { gotoAndStop ("battle"); }
Symbol 2269 MovieClip [BarracksUnit - tutorial] Frame 1
#initclip 162 Object.registerClass("BarracksUnit - tutorial", BarracksIcon); #endinitclip
Symbol 2284 MovieClip Frame 1
var i = 0; while (i < 5) { if (_global.FRIENDS[i]) { this["fr_" + i].setHero(_global.FRIENDS[i]); this["fr_" + i].anim._xscale = 65; this["fr_" + i].anim._yscale = 65; this["fr_" + i].anim._xscale = this["fr_" + i].anim._xscale * -1; this["fr_" + i]._visible = true; } else { this["fr_" + i]._visible = false; } i++; } var i = 0; while (i < 5) { if (_global.ENEMIES[i]) { this["en_" + i].setHero(_global.ENEMIES[i]); this["en_" + i].anim._xscale = 65; this["en_" + i].anim._yscale = 65; this["en_" + i].anim._xscale = this["en_" + i].anim._xscale * -1; this["en_" + i]._visible = true; } else { this["en_" + i]._visible = false; } i++; } this.hr_0.setHero(_global.MAIN_HERO); this.hr_0.anim._xscale = 65; this.hr_0.anim._yscale = 65; this.hr_0.anim._xscale = this.hr_0.anim._xscale * -1; this.hp_txt.text = (this.hr_0.anim.HP + "/") + this.hr_0.anim.MAX_HP; this.backgr.gotoAndStop(_global.BATTLE_MAP); stop();
Symbol 2284 MovieClip Frame 41
gotoAndPlay ("blink_potions");
Symbol 2284 MovieClip Frame 81
gotoAndPlay ("blink_control");
Symbol 2284 MovieClip Frame 121
gotoAndPlay ("blink_hero");
Symbol 2284 MovieClip Frame 161
gotoAndPlay ("blink_friends");
Symbol 2284 MovieClip Frame 201
gotoAndPlay ("blink_enemies");
Symbol 2284 MovieClip Frame 241
gotoAndPlay ("blink_shower");
Symbol 2284 MovieClip Frame 281
gotoAndPlay ("blink_wall");
Symbol 2287 Button
on (release) { gotoAndStop ("your_hero"); }
Symbol 2289 Button
on (release) { gotoAndStop ("troops"); }
Symbol 2291 Button
on (release) { gotoAndStop ("swap"); }
Symbol 2294 Button
on (release) { gotoAndStop ("enemies"); }
Symbol 2296 Button
on (release) { gotoAndStop ("potions"); }
Symbol 2299 Button
on (release) { gotoAndStop ("end"); }
Symbol 2301 Button
on (release) { _parent.gotoAndStop(1); }
Symbol 2302 MovieClip Frame 1
stop();
Symbol 2302 MovieClip Frame 3
backgr.hall_btn.play();
Symbol 2302 MovieClip Frame 4
backgr.forge_btn.play(); backgr.hall_btn.gotoAndStop(1);
Symbol 2302 MovieClip Frame 5
backgr.barracks_btn.play(); backgr.forge_btn.gotoAndStop(1);
Symbol 2302 MovieClip Frame 6
backgr.temple_btn.play(); backgr.barracks_btn.gotoAndStop(1);
Symbol 2302 MovieClip Frame 7
backgr.temple_btn.gotoAndStop(1);
Symbol 2302 MovieClip Frame 67
backgr_world.play();
Symbol 2302 MovieClip Frame 178
stop();
Symbol 2302 MovieClip Frame 179
backgr_battle.gotoAndPlay("blink_hero");
Symbol 2302 MovieClip Frame 180
backgr_battle.gotoAndPlay("blink_friends");
Symbol 2302 MovieClip Frame 181
backgr_battle.gotoAndPlay("blink_control");
Symbol 2302 MovieClip Frame 182
backgr_battle.gotoAndPlay("blink_enemies");
Symbol 2302 MovieClip Frame 183
backgr_battle.gotoAndPlay("blink_potions");
Symbol 2307 MovieClip Frame 1
this.VARIABLE = the_var; this.is_waiting = false; this.getBtnName = function (code) { if (code == 8) { return("BcSpc"); } if (code == 20) { return("Caps"); } if (code == 17) { return("Ctrl"); } if (code == 46) { return("Del"); } if (code == 40) { return("Down"); } if (code == 35) { return("End"); } if (code == 13) { return("Enter"); } if (code == 27) { return("Esc"); } if (code == 36) { return("Home"); } if (code == 45) { return("Ins"); } if (code == 37) { return("Left"); } if (code == 34) { return("PgDn"); } if (code == 33) { return("PgUp"); } if (code == 39) { return("Right"); } if (code == 16) { return("Shift"); } if (code == 32) { return("Space"); } if (code == 9) { return("Tab"); } if (code == 38) { return("Up"); } return(String.fromCharCode(code).toUpperCase()); }; this.onRelease = function () { this.is_waiting = true; this.btn_name.text = "???"; this.gotoAndStop(3); }; this.btn_name.text = this.getBtnName(_global["CO_" + this.VARIABLE]); this.gotoAndStop(2);
Symbol 2308 Button
on (release) { _root.saveDefaults(); gotoAndStop (1); }
Symbol 2316 Button
on (release) { _global.MAIN_HERO.NAME = name_txt.text; _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.STR = 1; _global.MAIN_HERO.DEX = 1; _global.MAIN_HERO.CON = 1; _global.MAIN_HERO.SPR = 1; _global.MAIN_HERO.stat_points = 350; _global.MAIN_HERO.skill_points = 1; var i = 0; while (i < 3) { _global.MAIN_HERO.ACTIVE_SKILLS[this["active_" + i].curr_value] = [0, 0, 0]; _global.MAIN_HERO.AURA_SKILLS.push([this["aura_" + i].curr_value, 0]); i++; } trace(_global.MAIN_HERO.ACTIVE_SKILLS); var i = 0; while (i < 6) { _global.MAIN_HERO.PASSIVE_SKILLS.push([this["passive_" + i].curr_value, 0]); i++; } switch (_global.MAIN_HERO.NATION) { case "Viz" : delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = true; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Curia"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Viz", "shield", 0)); i++; } break; case "Ger" : delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = true; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Risby"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Ger", "2H_sword", 0)); i++; } break; case "Rus" : delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = true; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Elki"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Rus", "2H_axe", 0)); i++; } break; case "Jap" : delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = true; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Nara"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Jap", "fists", 1)); i++; } break; case "Mon" : delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = true; _global.IS_CAPTURED.Aden = false; _global.CURR_TOWN = "Neath"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; while (i < 5) { _global.FRIENDS.push(new Unit("Mon", "2H_sword", 0)); i++; } break; case "Ara" : delete _global.IS_CAPTURED; _global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Curia = false; _global.IS_CAPTURED.Risby = false; _global.IS_CAPTURED.Elki = false; _global.IS_CAPTURED.Nara = false; _global.IS_CAPTURED.Neath = false; _global.IS_CAPTURED.Aden = true; _global.CURR_TOWN = "Aden"; delete _global.FRIENDS; _global.FRIENDS = new Array(); var i = 0; for(;;){ if (i >= 5) { break; } _global.FRIENDS.push(new Unit("Ara", "dual", 0)); i++; }; } gotoAndStop ("diff"); }
Symbol 2317 Button
on (release) { gotoAndStop ("NewGame"); }
Symbol 2320 Button
on (press) { goLeft(); }
Symbol 2321 Button
on (press) { goRight(); }
Symbol 2322 MovieClip [Choose Nation] Frame 1
#initclip 157 Object.registerClass("Choose Nation", NationChooser); #endinitclip
Symbol 2324 Button
on (release) { _global.MAIN_HERO.GENDER = ((_currentframe == 1) ? "f" : "m"); _parent.hero_ico.setUnitView(_global.MAIN_HERO, false); gotoAndStop(3 - _currentframe); }
Symbol 2326 MovieClip Frame 1
stop();
Symbol 2328 MovieClip [Choose Active Skill] Frame 1
#initclip 158 Object.registerClass("Choose Active Skill", ActiveSkillChooser); #endinitclip
Instance of Symbol 348 MovieClip "ico_1" in Symbol 2328 MovieClip [Choose Active Skill] Frame 1
on (rollOver) { _parent.showSkillInfo(1); } on (rollOut) { _parent.removeSkillInfo(); }
Instance of Symbol 348 MovieClip "ico_2" in Symbol 2328 MovieClip [Choose Active Skill] Frame 1
on (rollOver) { _parent.showSkillInfo(2); } on (rollOut) { _parent.removeSkillInfo(); }
Instance of Symbol 348 MovieClip "ico_3" in Symbol 2328 MovieClip [Choose Active Skill] Frame 1
on (rollOver) { _parent.showSkillInfo(3); } on (rollOut) { _parent.removeSkillInfo(); }
Symbol 2329 MovieClip [Choose Aura Skill] Frame 1
#initclip 159 Object.registerClass("Choose Aura Skill", AuraSkillChooser); #endinitclip
Instance of Symbol 348 MovieClip "ico" in Symbol 2329 MovieClip [Choose Aura Skill] Frame 1
on (rollOver) { _parent.showSkillInfo(-1); } on (rollOut) { _parent.removeSkillInfo(); }
Symbol 2330 MovieClip [Choose Skill] Frame 1
#initclip 160 Object.registerClass("Choose Skill", PassiveSkillChooser); #endinitclip
Instance of Symbol 348 MovieClip "ico" in Symbol 2330 MovieClip [Choose Skill] Frame 1
on (rollOver) { _parent.showSkillInfo(0); } on (rollOut) { _parent.removeSkillInfo(); }
Symbol 2339 MovieClip [BarracksUnit] Frame 1
#initclip 161 Object.registerClass("BarracksUnit", BarracksIcon); #endinitclip
Symbol 2340 Button
on (release) { _global.EASY_MODE = true; if (!_global.SHOW_HELP) { _root.gotoAndStop("TOWN_SCREEN"); } else { _root.gotoAndStop("TUTORIAL"); } }
Symbol 2341 Button
on (release) { _global.EASY_MODE = false; if (!_global.SHOW_HELP) { _root.gotoAndStop("TOWN_SCREEN"); } else { _root.gotoAndStop("TUTORIAL"); } }
Symbol 2349 MovieClip Frame 1
stop();
Instance of Symbol 226 MovieClip in Symbol 2349 MovieClip Frame 1
on (release) { getURL ("http://www.arcadetown.com?gameid=feudalism2", "_blank"); }
Symbol 2349 MovieClip Frame 2
delete _global.MAIN_HERO; _global.GOLD = 20000; _global.SHIP_LOCATION = "none"; _global.GAME_ENDED = false; _global.IS_HOSTILE = new Array(); _global.IS_HOSTILE.Viz = false; _global.IS_HOSTILE.Ger = false; _global.IS_HOSTILE.Rus = false; _global.IS_HOSTILE.Jap = false; _global.IS_HOSTILE.Mon = false; _global.IS_HOSTILE.Ara = false; _global.POTION_HealSmall = 10; _global.POTION_HealMedium = 3; _global.BATTLE_TUTORIAL_PLAYED = false; choose_mark._visible = false;
Instance of Symbol 1996 MovieClip in Symbol 2349 MovieClip Frame 2
onClipEvent (load) { gotoAndStop ("Viz"); }
Instance of Symbol 1996 MovieClip in Symbol 2349 MovieClip Frame 2
onClipEvent (load) { gotoAndStop ("Ger"); }
Instance of Symbol 1996 MovieClip in Symbol 2349 MovieClip Frame 2
onClipEvent (load) { gotoAndStop ("Rus"); }
Instance of Symbol 1996 MovieClip in Symbol 2349 MovieClip Frame 2
onClipEvent (load) { gotoAndStop ("Jap"); }
Instance of Symbol 1996 MovieClip in Symbol 2349 MovieClip Frame 2
onClipEvent (load) { gotoAndStop ("Mon"); }
Instance of Symbol 1996 MovieClip in Symbol 2349 MovieClip Frame 2
onClipEvent (load) { gotoAndStop ("Ara"); }
Instance of Symbol 2048 MovieClip in Symbol 2349 MovieClip Frame 3
//component parameters onClipEvent (construct) { val = "HIGHLIGHT_TROOPS"; }
Instance of Symbol 2048 MovieClip in Symbol 2349 MovieClip Frame 3
//component parameters onClipEvent (construct) { val = "SHOW_HELP"; }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "SWITCH"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "UP_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "DOWN_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "LEFT_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "RIGHT_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "ATTACK_1"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "UP_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "DOWN_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "LEFT_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "RIGHT_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Instance of Symbol 2307 MovieClip in Symbol 2349 MovieClip Frame 6
//component parameters onClipEvent (construct) { the_var = "ATTACK_2"; } onClipEvent (keyDown) { if (this.is_waiting) { this.is_waiting = false; var code = Key.getCode(); _global["CO_" + this.VARIABLE] = code; this.btn_name.text = this.getBtnName(code); this.gotoAndStop(2); } }
Symbol 2349 MovieClip Frame 7
hero_ico.setUnitView(_global.MAIN_HERO, false); hero_ico.enabled = false;
Instance of Symbol 2328 MovieClip [Choose Active Skill] "active_0" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "shield"; ID = 0; }
Instance of Symbol 2328 MovieClip [Choose Active Skill] "active_1" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "2H_sword"; ID = 1; }
Instance of Symbol 2328 MovieClip [Choose Active Skill] "active_2" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "2H_axe"; ID = 2; }
Instance of Symbol 2329 MovieClip [Choose Aura Skill] "aura_0" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "DivineHelp"; ID = 0; }
Instance of Symbol 2329 MovieClip [Choose Aura Skill] "aura_1" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "Healing"; ID = 1; }
Instance of Symbol 2329 MovieClip [Choose Aura Skill] "aura_2" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "Barrier"; ID = 2; }
Instance of Symbol 2330 MovieClip [Choose Skill] "passive_3" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "Horsemen_1"; ID = 3; }
Instance of Symbol 2330 MovieClip [Choose Skill] "passive_4" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "Horsemen_2"; ID = 4; }
Instance of Symbol 2330 MovieClip [Choose Skill] "passive_5" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "Horsemen_3"; ID = 5; }
Instance of Symbol 2330 MovieClip [Choose Skill] "passive_0" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "Infantry_1"; ID = 0; }
Instance of Symbol 2330 MovieClip [Choose Skill] "passive_1" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "Infantry_2"; ID = 1; }
Instance of Symbol 2330 MovieClip [Choose Skill] "passive_2" in Symbol 2349 MovieClip Frame 7
//component parameters onClipEvent (construct) { curr_value = "Infantry_3"; ID = 2; }
Symbol 2353 MovieClip Frame 1
if (_global.BATTLE_TYPE != "CHALLENGE") { _root.addUnit(this._x, this._y, _global[arr].shift(), tm); } this.unloadMovie(); this.removeMovieClip();
Symbol 2355 MovieClip Frame 1
if (sq == "Player") { _root.addHero(this._x, this._y, _global.MAIN_HERO, 0); } else { _root.addUnit(this._x, this._y, _global.EVIL_HERO, 1); } this.unloadMovie(); this.removeMovieClip();
Symbol 2357 MovieClip [TreeBroken_1] Frame 1
#initclip 163 Object.registerClass("TreeBroken_1", Tree); #endinitclip this.init();
Symbol 2359 MovieClip [Crate_2] Frame 1
#initclip 164 Object.registerClass("Crate_2", Tree); #endinitclip this.init();
Symbol 2365 MovieClip [Willow_2] Frame 1
#initclip 165 Object.registerClass("Willow_2", Tree); #endinitclip this.init();
Symbol 2367 MovieClip [Willow_1] Frame 1
#initclip 167 Object.registerClass("Willow_1", Tree); #endinitclip this.init();
Symbol 2371 MovieClip [Head_on_spear] Frame 1
#initclip 166 Object.registerClass("Head_on_spear", Tree); #endinitclip this.init();
Symbol 2379 MovieClip [BigStone_1] Frame 1
#initclip 168 Object.registerClass("BigStone_1", Tree); #endinitclip this.init();
Symbol 2384 MovieClip [Sign_3] Frame 1
#initclip 169 Object.registerClass("Sign_3", Tree); #endinitclip this.init();
Symbol 2386 MovieClip [Sword_in_ground_1] Frame 1
#initclip 170 Object.registerClass("Sword_in_ground_1", Tree); #endinitclip this.init();
Symbol 2388 MovieClip [Sword_in_ground_2] Frame 1
#initclip 171 Object.registerClass("Sword_in_ground_2", Tree); #endinitclip this.init();
Symbol 2393 MovieClip [BigStone_2] Frame 1
#initclip 172 Object.registerClass("BigStone_2", Tree); #endinitclip this.init();
Symbol 2396 Button
on (release) { openBarracks(); }
Symbol 2398 Button
on (release) { openCityHall(); }
Symbol 2399 Button
on (release) { openForge(); }
Symbol 2400 Button
on (release) { openTemple(); }
Symbol 2401 Button
on (release) { openBarn(); }
Symbol 2403 Button
on (release) { openMarketplace(); }
Symbol 2423 MovieClip Frame 1
stop();
Symbol 2428 Button
on (release) { _parent.leaveTown(); } on (rollOver) { _parent.hint.gotoAndStop("exit"); } on (rollOut) { _parent.hint.gotoAndStop("empty"); }
Symbol 2429 Button
on (release) { _parent.openHeroStats(); }
Symbol 2432 Button
on (release) { _parent.openStats(); }
Symbol 2571 MovieClip [ICON Inventory] Frame 1
#initclip 175 Object.registerClass("ICON Inventory", StoreIcon); #endinitclip
Symbol 2572 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.storeShowTrader(); } }
Symbol 2573 Button
on (press) { if (_parent.city.forge.length > (_parent.scrollTrader + 7)) { _parent.scrollTrader++; _parent.storeShowTrader(); } }
Symbol 2574 Button
on (press) { if (_parent.scrollUser > 0) { _parent.scrollUser--; _parent.storeShowUser(); } }
Symbol 2575 Button
on (press) { if (_global.INVENTORY.length > (_parent.scrollUser + 7)) { _parent.scrollUser++; _parent.storeShowUser(); } }
Symbol 2582 Button
on (release) { _parent.sellAll(); }
Symbol 2584 Button
on (release) { _parent.goBack(); }
Symbol 2588 Button
on (press) { if (refine_anvil.item) { var curr_lv = refine_anvil.item.REFINE; var written_lv = Number(refine_lvl_txt.text); if (written_lv > (curr_lv + 1)) { refine_lvl_txt.text = written_lv - 1; } _parent.forgeUpdateData(); } }
Symbol 2590 Button
on (press) { if (refine_anvil.item) { var curr_lv = refine_anvil.item.REFINE; var written_lv = Number(refine_lvl_txt.text); if (written_lv < 10) { refine_lvl_txt.text = written_lv + 1; } _parent.forgeUpdateData(); } }
Symbol 2604 MovieClip Frame 1
stop();
Symbol 2604 MovieClip Frame 50
gotoAndStop ("none");
Symbol 2604 MovieClip Frame 98
gotoAndStop ("none");
Symbol 2607 Button
on (release) { _parent.forgeRefine(); }
Symbol 2608 Button
on (release) { _parent.forgeEnchant(); }
Symbol 2611 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (100 * mult)) { _global.GOLD = _global.GOLD - (100 * mult); _global.POTION_HealSmall = _global.POTION_HealSmall + mult; money_txt.text = _global.GOLD + " gold"; potion_1_txt.text = _global.POTION_HealSmall; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Small heal potion"; item_stats_txt.text = "Heals 40 HP\n\nCost 100 gp."; }
Symbol 2612 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (1000 * mult)) { _global.GOLD = _global.GOLD - (1000 * mult); _global.POTION_HealMedium = _global.POTION_HealMedium + mult; money_txt.text = _global.GOLD + " gold"; potion_2_txt.text = _global.POTION_HealMedium; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Medium heal potion"; item_stats_txt.text = "Heals 300 HP\n\nCost 1000 gp."; }
Symbol 2621 MovieClip Frame 1
man_movie.gotoAndStop(_parent._parent.city.NATION);
Symbol 2630 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.barracksShowTrader(); } }
Symbol 2631 Button
on (press) { if (_parent.city.barracks.length > (_parent.scrollTrader + 8)) { _parent.scrollTrader++; _parent.barracksShowTrader(); } }
Symbol 2632 Button
on (press) { if (_parent.scrollUser > 0) { _parent.scrollUser--; _parent.barracksShowUser(); } }
Symbol 2633 Button
on (press) { if ((_global.FRIENDS.length - 9) > (_parent.scrollUser + 8)) { _parent.scrollUser++; _parent.barracksShowUser(); } }
Symbol 2639 Button
on (press) { if (_global.INVENTORY.length > (_parent.scrollUser + 6)) { _parent.scrollUser++; _parent.storeShowUser(); } }
Symbol 2772 MovieClip [ICON Equipment] Frame 1
#initclip 173 Object.registerClass("ICON Equipment", EquipmentIcon); #endinitclip
Symbol 2773 Button
on (rollOver) { item_name_txt.text = (_global.MAIN_HERO.NAME + " Level ") + _global.MAIN_HERO.LEVEL; item_stats_txt.text = ("Hit Pionts: " + hero_ico.anim.MAX_HP) + newline; item_stats_txt.text = item_stats_txt.text + (("Defence: " + hero_ico.anim.DEF) + " "); item_stats_txt.text = item_stats_txt.text + (((("Dodge: " + hero_ico.anim.FLEE) + "%") + ((hero_ico.anim.SHIELD_FLEE > 0) ? (("+" + hero_ico.anim.SHIELD_FLEE) + "% (Shield)") : "")) + newline); item_stats_txt.text = item_stats_txt.text + (((("Damage: " + hero_ico.anim.wpn.dmg) + "-") + (hero_ico.anim.wpn.dmg + hero_ico.anim.wpn.rnd)) + newline); item_stats_txt.text = item_stats_txt.text + (("Attack Speed: " + (Math.round((100 / (hero_ico.anim.wpn.t_bef + hero_ico.anim.wpn.t_aft)) * 100) / 100)) + newline); if (this.anim.wpn.rng > 0) { item_stats_txt.text = item_stats_txt.text + (("Range: " + hero_ico.anim.wpn.rng) + newline); } item_stats_txt.text = item_stats_txt.text + (("Hit rate: " + hero_ico.anim.wpn.HIT) + "%\n"); item_stats_txt.text = item_stats_txt.text + (("Crit Rate: " + hero_ico.anim.wpn.CRIT) + "%\n"); } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 2784 Button
on (release) { _parent.openHeroStats(); }
Symbol 2785 Button
on (release) { _parent.openCaptureTown(); }
Symbol 2786 Button
on (release) { _parent.openGetQuest(); }
Symbol 2790 Button
on (release) { _root.saveGame(1); }
Symbol 2791 Button
on (release) { _root.loadGame(1); }
Symbol 2793 Button
on (release) { _root.saveGame(2); }
Symbol 2794 Button
on (release) { _root.loadGame(2); }
Symbol 2796 Button
on (release) { _root.saveGame(3); }
Symbol 2797 Button
on (release) { _root.loadGame(3); }
Symbol 2799 Button
on (release) { _root.saveGame("auto"); }
Symbol 2800 Button
on (release) { _root.loadGame("auto"); }
Symbol 2810 Button
on (release) { _parent.openGetQuest(); }
Symbol 2812 Button
on (release) { if (_global.QUEST.avatar_id < 0) { _global.QUEST.aproveDeliver(); } _parent.goBack(); }
Symbol 2814 Button
on (release) { if (_global.MAIN_HERO.HORSE != null) { _global.GOLD = _global.GOLD + Math.round(_global.MAIN_HERO.HORSE.price / 3); _global.MAIN_HERO.HORSE = null; _parent.barnShowTrader(); } }
Symbol 2818 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.barnShowTrader(); } }
Symbol 2819 Button
on (press) { if (_parent.city.barracks.length > (_parent.scrollTrader + 8)) { _parent.scrollTrader++; _parent.barnShowTrader(); } }
Symbol 2826 Button
on (rollOver) { if (_global.MAIN_HERO.HORSE != null) { unit_stats_txt.text = ("Hit Pionts bonus: " + _global.MAIN_HERO.HORSE.bonus_HP) + newline; unit_stats_txt.text = unit_stats_txt.text + (("Defence bonus: " + _global.MAIN_HERO.HORSE.bonus_DEF) + newline); unit_stats_txt.text = unit_stats_txt.text + (("Speed bonus: " + _global.MAIN_HERO.HORSE.bonus_speed) + "\n\n"); unit_stats_txt.text = unit_stats_txt.text + (("Cost " + _global.MAIN_HERO.HORSE.price) + " gp."); } }
Symbol 2830 Button
on (release) { if (_global.SHIP_LOCATION == "none") { if (_global.GOLD >= _global.SHIP_PRICE) { _global.GOLD = _global.GOLD - _global.SHIP_PRICE; _global.SHIP_LOCATION = _global.CURR_TOWN; } else { quest_txt.text = ("Not enough money!\n\nShips's price is " + _global.SHIP_PRICE) + " gp."; } } else { _global.SAILING_SHIP = true; _parent.leaveTown(); } _parent.harborShow(); }
Symbol 2832 Button
on (release) { _parent.enableAll(); gotoAndStop (1); }
Symbol 2835 Button
on (release) { _parent.startBattleForCity(); }
Symbol 2839 Button
on (release) { _parent.startChallengeForCity(false); }
Symbol 2841 Button
on (release) { _parent.startChallengeForCity(true); }
Symbol 2843 Button
on (release) { _parent.enableAll(); gotoAndStop (1); }
Symbol 2847 Button
on (release) { _parent.startBattleForCity(); }
Symbol 2852 Button
on (release) { _parent.addStatTo("STR"); }
Symbol 2883 Button
on (release) { _parent.addStatTo("DEX"); }
Symbol 2884 Button
on (release) { _parent.addStatTo("CON"); }
Symbol 2885 Button
on (release) { _parent.addStatTo("SPR"); }
Symbol 2886 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Dual++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2887 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Sword++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2888 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Axe++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2889 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Mace++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2890 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Spear++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2891 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Dagger++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2892 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Staff++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2893 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.FarEast++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2894 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Bow++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2895 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Crossbow++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2896 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Throwing++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2923 Button
on (release) { if (_global.MAIN_HERO.stat_points >= 1) { _global.MAIN_HERO.SKILL.Katar++; _global.MAIN_HERO.stat_points--; _parent.showStats(); } }
Symbol 2929 Button
on (release) { getURL ("http://www.arcadetown.com/downloads/Feudalism2SkillList.asp", "_blank"); }
Symbol 2930 Button
on (rollOver) { _parent.showSmallDescr("Strength affects damage with melee weapons. It is required for using almost all swords, axes, spears and some throwing weapons and armor"); } on (rollOut) { _parent.removeDescription(); }
Symbol 2931 Button
on (rollOver) { _parent.showSmallDescr("Dexterity affects damage with ranged weapons, dodge chance and attack speed. It is required for using lots weapons and even armor"); } on (rollOut) { _parent.removeDescription(); }
Symbol 2932 Button
on (rollOver) { _parent.showSmallDescr("Constitution affects character's hit points (HP). It is required for using maces and the best types of armor"); } on (rollOut) { _parent.removeDescription(); }
Symbol 2933 Button
on (rollOver) { _parent.showSmallDescr("Spirit affects character's spirit points (e.g SP or Mana). It isn't required for using any equipment, but high Spirit allows to use skills more often."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2934 Button
on (rollOver) { _parent.showSmallDescr("Grants higher chance to hit an enemy with second weapon when fighting with weapons in both hands."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2935 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with one- and two handed swords."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2936 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with one- and two handed axes."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2937 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with one- and two handed maces."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2938 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with spears."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2939 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with daggers."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2940 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with katars."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2941 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with staffs."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2942 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with katanas and ninja-to."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2943 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with bows."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2944 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with crossbows."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2945 Button
on (rollOver) { _parent.showSmallDescr("Affects hit chance when fighting with throwing weapons."); } on (rollOut) { _parent.removeDescription(); }
Symbol 2946 MovieClip Frame 1
stop();
Symbol 2946 MovieClip Frame 2
_parent.storeShowTrader(); _parent.storeShowUser();
Instance of Symbol 2048 MovieClip in Symbol 2946 MovieClip Frame 2
//component parameters onClipEvent (construct) { val = "STORE_DONT_ASK_AMOUNT"; }
Symbol 2946 MovieClip Frame 3
_parent.storeShowUser();
Symbol 2946 MovieClip Frame 4
potion_1_txt.text = _global.POTION_HealSmall; potion_2_txt.text = _global.POTION_HealMedium; potion_3_txt.text = _global.POTION_HealBig; scroll_1_txt.text = _global.SCROLL_AllHealSmall; scroll_2_txt.text = _global.SCROLL_AllHealBig; scroll_3_txt.text = _global.SCROLL_Rage;
Symbol 2946 MovieClip Frame 5
_parent.barracksShowTrader(); _parent.barracksShowUser();
Symbol 2946 MovieClip Frame 6
_parent.inventoryShowUser(); _parent.inventoryShowStats(); hero_stats_txt.text = ((_global.MAIN_HERO.NAME + "\nLevel ") + _global.MAIN_HERO.LEVEL) + "\nexp: "; hero_stats_txt.text = hero_stats_txt.text + ((_global.MAIN_HERO.EXP + "/") + Hero.getExpForLevel(_global.MAIN_HERO.LEVEL + 1)); hero_ico.enabled = false;
Symbol 2946 MovieClip Frame 8
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 2946 MovieClip Frame 9
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 2946 MovieClip Frame 10
_parent.barnShowTrader(); hero_stats_txt.text = (_global.MAIN_HERO.NAME + " lv. ") + _global.MAIN_HERO.LEVEL;
Symbol 2946 MovieClip Frame 12
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 2946 MovieClip Frame 13
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 2946 MovieClip Frame 14
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 2946 MovieClip Frame 16
man_movie.gotoAndStop(_parent.city.NATION);
Instance of Symbol 348 MovieClip "active_1_ico_1" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(1, 1); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(1, 1); } }
Instance of Symbol 348 MovieClip "active_1_ico_2" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(1, 2); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(1, 2); } }
Instance of Symbol 348 MovieClip "active_1_ico_3" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(1, 3); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(1, 3); } }
Instance of Symbol 348 MovieClip "active_2_ico_1" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(2, 1); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(2, 1); } }
Instance of Symbol 348 MovieClip "active_2_ico_2" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(2, 2); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(2, 2); } }
Instance of Symbol 348 MovieClip "active_2_ico_3" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(2, 3); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(2, 3); } }
Instance of Symbol 348 MovieClip "active_3_ico_1" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(3, 1); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(3, 1); } }
Instance of Symbol 348 MovieClip "active_3_ico_2" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(3, 2); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(3, 2); } }
Instance of Symbol 348 MovieClip "active_3_ico_3" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showActiveSkillDescription(3, 3); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToActiveSkill(3, 3); } }
Instance of Symbol 348 MovieClip "passive_1_ico_1" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showPassiveSkillDescription(1, 1); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToPassiveSkill(1, 1); } }
Instance of Symbol 348 MovieClip "passive_1_ico_2" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showPassiveSkillDescription(1, 2); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToPassiveSkill(1, 2); } }
Instance of Symbol 348 MovieClip "passive_1_ico_3" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showPassiveSkillDescription(1, 3); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToPassiveSkill(1, 3); } }
Instance of Symbol 348 MovieClip "passive_2_ico_1" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showPassiveSkillDescription(2, 1); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToPassiveSkill(2, 1); } }
Instance of Symbol 348 MovieClip "passive_2_ico_2" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showPassiveSkillDescription(2, 2); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToPassiveSkill(2, 2); } }
Instance of Symbol 348 MovieClip "passive_2_ico_3" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showPassiveSkillDescription(2, 3); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToPassiveSkill(2, 3); } }
Instance of Symbol 348 MovieClip "aura_ico_1" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showAuraSkillDescription(1); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToAuraSkill(1); } }
Instance of Symbol 348 MovieClip "aura_ico_2" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showAuraSkillDescription(2); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToAuraSkill(2); } }
Instance of Symbol 348 MovieClip "aura_ico_3" in Symbol 2946 MovieClip Frame 17
on (rollOver) { _parent._parent.showAuraSkillDescription(3); } on (rollOut) { _parent._parent.removeDescription(); } on (release) { if (this.shade._currentframe != 1) { _parent._parent.addPointToAuraSkill(3); } }
Symbol 2950 Button
on (release) { openHarbor(); }
Symbol 2953 Button
on (release) { openBarracks(); }
Symbol 2954 Button
on (release) { openCityHall(); }
Symbol 2956 Button
on (release) { openForge(); }
Symbol 2957 Button
on (release) { openTemple(); }
Symbol 2959 Button
on (release) { openBarracks(); }
Symbol 2960 Button
on (release) { openCityHall(); }
Symbol 2961 Button
on (release) { openForge(); }
Symbol 2962 Button
on (release) { openTemple(); }
Symbol 2966 Button
on (release) { openBarracks(); }
Symbol 2968 Button
on (release) { openCityHall(); }
Symbol 2969 Button
on (release) { openForge(); }
Symbol 2970 Button
on (release) { openTemple(); }
Symbol 2975 Button
on (release) { openBarracks(); }
Symbol 2977 Button
on (release) { openCityHall(); }
Symbol 2979 Button
on (release) { openForge(); }
Symbol 2981 Button
on (release) { openTemple(); }
Symbol 2985 Button
on (release) { openBarracks(); }
Symbol 2987 Button
on (release) { openCityHall(); }
Symbol 2989 Button
on (release) { openForge(); }
Symbol 2991 Button
on (release) { openTemple(); }
Symbol 2993 MovieClip [Cities] Frame 1
#initclip 174 Object.registerClass("Cities", Cities); #endinitclip
Symbol 3001 Button
on (press) { onMousePress(); } on (rollOver) { hideIcons(); }
Symbol 3036 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3038 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3040 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3042 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3044 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3047 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3049 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3051 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3053 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3055 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3057 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3059 MovieClip Frame 1
name_txt.text = WorldMap.getTownName(this._name);
Symbol 3063 MovieClip Frame 1
stop(); loops = 0;
Symbol 3063 MovieClip Frame 3
if (loops < 8) { gotoAndPlay (2); loops++; } else { gotoAndStop (1); loops = 0; }
Symbol 3066 MovieClip Frame 84
stop();
Symbol 3069 Button
on (release) { gotoAndStop (1); }
Symbol 3071 Button
on (release) { _root.gotoAndStop(4); }
Symbol 3073 MovieClip Frame 1
stop();
Symbol 3073 MovieClip Frame 2
sign.gotoAndStop(_global.MAIN_HERO.NATION); play();
Symbol 3073 MovieClip Frame 85
stop();
Symbol 3075 MovieClip [WorldMap] Frame 1
#initclip 176 Object.registerClass("WorldMap", WorldMap); #endinitclip init();
Instance of Symbol 3005 MovieClip "landAra" in Symbol 3075 MovieClip [WorldMap] Frame 1
on (press) { _parent.onMousePress(); } on (rollOver) { _parent.showIcon("Ara"); }
Instance of Symbol 3009 MovieClip "landViz" in Symbol 3075 MovieClip [WorldMap] Frame 1
on (press) { _parent.onMousePress(); } on (rollOver) { _parent.showIcon("Viz"); }
Instance of Symbol 3013 MovieClip "landRus" in Symbol 3075 MovieClip [WorldMap] Frame 1
on (press) { _parent.onMousePress(); } on (rollOver) { _parent.showIcon("Rus"); }
Instance of Symbol 3019 MovieClip "landMon" in Symbol 3075 MovieClip [WorldMap] Frame 1
on (press) { _parent.onMousePress(); } on (rollOver) { _parent.showIcon("Mon"); }
Instance of Symbol 3024 MovieClip "landGer" in Symbol 3075 MovieClip [WorldMap] Frame 1
on (press) { _parent.onMousePress(); } on (rollOver) { _parent.showIcon("Ger"); }
Instance of Symbol 3029 MovieClip "landJap" in Symbol 3075 MovieClip [WorldMap] Frame 1
on (press) { _parent.onMousePress(); } on (rollOver) { _parent.showIcon("Jap"); }
Symbol 3084 MovieClip Frame 1
gotoAndStop(_root.d(12) + 1);
Symbol 3088 Button
on (release) { _root.loadMap(_global.BATTLE_MAP); }
Symbol 3094 MovieClip Frame 110
if (_global.BATTLE_TUTORIAL_PLAYED || (!_global.SHOW_HELP)) { _root.loadMap(_global.BATTLE_MAP); } else { _root.gotoAndStop("BATTLE_TUT"); }
Symbol 3103 MovieClip Frame 1
hero.attachMovie(((_global.MAIN_HERO.HORSE == null) ? "Human" : "Horseman"), "anim", 1, {_x:0, _y:0}); hero.anim._xscale = 70; hero.anim._yscale = 70; hero.anim._x = 0; hero.anim._y = 0; hero.anim.onEnterFrame = null; hero.anim.initUnit(_global.MAIN_HERO); hero.anim.die();
Symbol 3103 MovieClip Frame 50
stop();
Symbol 3107 MovieClip Frame 1
gotoAndStop(_root.d(4) + 1);
Symbol 3112 Button
on (release) { if ((_global.EXP_GOT == 0) && (_global.GOLD_GOT == 0)) { if (_global.BATTLE_TYPE != "SIEGE") { _root.gotoAndStop("WORLD_MAP"); } else { var town = new Town(_global.CURR_TOWN); if (town.adv_defenders.length > 0) { town.getAdvDefenders(); _global.BATTLE_MAP = 84 + _root.d(4); _global.BATTLE_TYPE = "THRONE_HALL"; _root.gotoAndStop("SPLASH_SCREEN"); } else { _root.gotoAndStop("WORLD_MAP"); } } } else { if (_global.MAIN_HERO.experience(_global.EXP_GOT)) { fields.level_up.gotoAndPlay(2); } _global.EXP_GOT = 0; _global.GOLD = _global.GOLD + _global.GOLD_GOT; _global.GOLD_GOT = 0; fields.exp_txt.text = (_global.MAIN_HERO.EXP + "/") + Hero.getExpForLevel(_global.MAIN_HERO.LEVEL + 1); fields.gold_txt.text = _global.GOLD + " gp."; } }
Symbol 3129 MovieClip Frame 1
stop();
Symbol 3137 Button
on (release) { getURL ("mailto:zaborov@mail.ru", "_blank"); }
Symbol 3143 Button
on (release) { endTutorial(); }
Symbol 3144 Button
on (release) { endTutorial(); }
Symbol 3146 MovieClip [TutorialBattle] Frame 1
#initclip 177 Object.registerClass("TutorialBattle", Tutorial); #endinitclip stop();

Library Items

Symbol 1 GraphicUsed by:39
Symbol 2 GraphicUsed by:7
Symbol 3 GraphicUsed by:7
Symbol 4 GraphicUsed by:7
Symbol 5 GraphicUsed by:7
Symbol 6 GraphicUsed by:7
Symbol 7 MovieClipUses:2 3 4 5 6Used by:38 1068
Symbol 8 GraphicUsed by:13
Symbol 9 GraphicUsed by:13
Symbol 10 GraphicUsed by:13
Symbol 11 GraphicUsed by:13
Symbol 12 GraphicUsed by:13
Symbol 13 MovieClipUses:8 9 10 11 12Used by:38 1068
Symbol 14 GraphicUsed by:19
Symbol 15 GraphicUsed by:19
Symbol 16 GraphicUsed by:19
Symbol 17 GraphicUsed by:19
Symbol 18 GraphicUsed by:19
Symbol 19 MovieClipUses:14 15 16 17 18Used by:38 1068
Symbol 20 GraphicUsed by:25
Symbol 21 GraphicUsed by:25
Symbol 22 GraphicUsed by:25
Symbol 23 GraphicUsed by:25
Symbol 24 GraphicUsed by:25
Symbol 25 MovieClipUses:20 21 22 23 24Used by:38 1068
Symbol 26 GraphicUsed by:31
Symbol 27 GraphicUsed by:31
Symbol 28 GraphicUsed by:31
Symbol 29 GraphicUsed by:31
Symbol 30 GraphicUsed by:31
Symbol 31 MovieClipUses:26 27 28 29 30Used by:38 1068
Symbol 32 GraphicUsed by:37
Symbol 33 GraphicUsed by:37
Symbol 34 GraphicUsed by:37
Symbol 35 GraphicUsed by:37
Symbol 36 GraphicUsed by:37
Symbol 37 MovieClipUses:32 33 34 35 36Used by:38 1068
Symbol 38 MovieClipUses:7 13 19 25 31 37Used by:39
Symbol 39 MovieClip [BarnUnit]Uses:1 38Used by:2946
Symbol 40 GraphicUsed by:43
Symbol 41 GraphicUsed by:43
Symbol 42 GraphicUsed by:43
Symbol 43 MovieClip [BlackSquare]Uses:40 41 42Used by:Timeline
Symbol 44 GraphicUsed by:47
Symbol 45 FontUsed by:46 1481 1635 1638 1725 1732
Symbol 46 EditableTextUses:45Used by:47
Symbol 47 MovieClipUses:44 46Used by:48
Symbol 48 MovieClip [FlyCritDamage]Uses:47Used by:1753
Symbol 52 GraphicUsed by:53
Symbol 53 MovieClip [BoundingBox]Uses:52Used by:72 76 100 125 128 130 187 188 189 190 191 192 204
Symbol 54 GraphicUsed by:55
Symbol 55 MovieClip [BrdrShdw]Uses:54Used by:58 63 64
Symbol 56 GraphicUsed by:57
Symbol 57 MovieClip [BrdrFace]Uses:56Used by:58 63 64
Symbol 58 MovieClip [SimpleButtonDown]Uses:55 57Used by:76
Symbol 59 GraphicUsed by:60
Symbol 60 MovieClip [BrdrBlk]Uses:59Used by:63 64
Symbol 61 GraphicUsed by:62
Symbol 62 MovieClip [BrdrHilght]Uses:61Used by:63 64
Symbol 63 MovieClip [SimpleButtonIn]Uses:60 62 55 57Used by:76
Symbol 64 MovieClip [SimpleButtonUp]Uses:60 57 55 62Used by:76
Symbol 65 MovieClip [Defaults]Used by:67
Symbol 66 MovieClip [UIObjectExtensions]Used by:67
Symbol 67 MovieClip [UIObject]Uses:65 66Used by:73 75 79
Symbol 68 GraphicUsed by:70
Symbol 69 GraphicUsed by:70
Symbol 70 ButtonUses:68 69Used by:73
Symbol 71 MovieClipUsed by:73
Symbol 72 MovieClip [FocusRect]Uses:53Used by:73
Symbol 73 MovieClip [FocusManager]Uses:70 71 72 67Used by:75
Symbol 74 MovieClip [UIComponentExtensions]Used by:75
Symbol 75 MovieClip [UIComponent]Uses:67 73 74Used by:76 81 100 125 128 189
Symbol 76 MovieClip [SimpleButton]Uses:53 58 63 64 75Used by:100 125 130 187 188
Symbol 77 FontUsed by:78
Symbol 78 EditableTextUses:77Used by:81
Symbol 79 MovieClip [Border]Uses:67Used by:80 130
Symbol 80 MovieClip [RectBorder]Uses:79Used by:81 130 189
Symbol 81 MovieClip [TextInput]Uses:78 80 75Used by:100 125
Symbol 82 GraphicUsed by:86 89 90 91 93 94 95 96
Symbol 83 GraphicUsed by:86 89 90 91
Symbol 84 GraphicUsed by:86 89 90 91 93 94 95 96 133 168 169 170 173 174 179
Symbol 85 GraphicUsed by:86 89 90 91 93 94 95 96 139 144 145 146 180 181 182 183 197 201 202
Symbol 86 MovieClip [StepDownArrowDisabled]Uses:82 83 84 85Used by:99
Symbol 87 GraphicUsed by:88
Symbol 88 MovieClip [StepThemeColor1]Uses:87Used by:89 90 94 95
Symbol 89 MovieClip [StepDownArrowDown]Uses:82 84 88 83 85Used by:99
Symbol 90 MovieClip [StepDownArrowOver]Uses:82 84 88 83 85Used by:99
Symbol 91 MovieClip [StepDownArrowUp]Uses:82 83 84 85Used by:99
Symbol 92 GraphicUsed by:93 94 95 96
Symbol 93 MovieClip [StepUpArrowDisabled]Uses:82 92 84 85Used by:99
Symbol 94 MovieClip [StepUpArrowDown]Uses:82 84 88 92 85Used by:99
Symbol 95 MovieClip [StepUpArrowOver]Uses:82 84 88 92 85Used by:99
Symbol 96 MovieClip [StepUpArrowUp]Uses:82 92 84 85Used by:99
Symbol 97 GraphicUsed by:98
Symbol 98 MovieClip [StepTrack]Uses:97Used by:99
Symbol 99 MovieClip [NumericStepperAssets]Uses:86 89 90 91 93 94 95 96 98Used by:100
Symbol 100 MovieClip [NumericStepper]Uses:53 76 75 81 99
Symbol 125 MovieClip [ComboBase]Uses:53 75 76 81Used by:204
Symbol 126 MovieClip [DataProvider]Used by:191
Symbol 127 MovieClip [DataSelector]Used by:191
Symbol 128 MovieClip [SelectableRow]Uses:75 53Used by:191
Symbol 129 MovieClip [ButtonSkin]Used by:130
Symbol 130 MovieClip [Button]Uses:53 76 79 80 129Used by:187 188
Symbol 131 MovieClip [CustomBorder]Used by:187 188
Symbol 132 GraphicUsed by:133 168 169 173 174 179
Symbol 133 MovieClip [ScrollTrack]Uses:84 132Used by:139 144 145 146 180 181 182 183 184 185
Symbol 134 GraphicUsed by:139 144 145 146 180 181 182 183
Symbol 135 GraphicUsed by:139 144 145 146 180 181 182 183
Symbol 136 GraphicUsed by:139 144 145 146 180 181 182 183
Symbol 137 GraphicUsed by:139 144 145 146 180 181 182 183
Symbol 138 GraphicUsed by:139 144 145 146
Symbol 139 MovieClip [ScrollDownArrowDisabled]Uses:133 134 135 136 137 85 138Used by:186
Symbol 140 GraphicUsed by:141
Symbol 141 MovieClip [ScrollThemeColor1]Uses:140Used by:144 145 181 182
Symbol 142 GraphicUsed by:143
Symbol 143 MovieClip [ScrollThemeColor2]Uses:142Used by:144 181
Symbol 144 MovieClip [ScrollDownArrowDown]Uses:133 134 141 135 136 137 85 143 138Used by:186
Symbol 145 MovieClip [ScrollDownArrowOver]Uses:133 134 141 135 136 137 85 138Used by:186
Symbol 146 MovieClip [ScrollDownArrowUp]Uses:133 134 135 136 137 85 138Used by:186
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Symbol 2571 MovieClip [ICON Inventory]Uses:2438 271 1085 1086 2439 1087 1088 1089 1090 1091 1092 2440 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 2441 1117 2442 1119 2443 2444 1122 1123 2445 2446 2447 2448 2449 1129 2450 1131 1132 2451 2452 2453 2454 1137 1138 2455 1140 2456 2457 1143 1144 1145 2458 2459 2460 2461 2462 2463 1152 2464 2465 2466 2467 2468 2469 1159 1160 1161 1162 1163 1164 1165 2470 2471 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 2472 1187 1188 1189 1190 1191 2473 1193 1194 1195 2474 1197 2475 1199 1200 1201 1202 1203 1204 1205 2476 1207 1208 1209 1210 1211 2477 2478 1214 1215 1216 1217 2479 2480 1220 1221 2481 2482 2483 2484 2485 1227 2486 2487 2488 2489 1232 1233 2490 2491 2492 1237 2493 1239 1240 1241 1242 1243 2494 1245 1246 2495 2496 2497 1250 2498 2499 2500 2501 2502 2503 2504 1258 1259 1260 1261 1262 1263 1264 2505 2506 1551 1268 1269 1270 2507 2508 1273 1274 1275 2509 1277 1278 1279 1280 2510 2511 1283 1284 1285 1286 1287 1288 2512 2513 1291 2514 2515 2516 2517 2518 2519 2520 1299 2521 2522 1302 1303 2523 2524 2525 2526 2527 1309 1310 1311 1312 2528 2529 1315 1316 805 806 807 808 809 810 811 2530 2531 2532 1320 2533 2534 2535 1324 2536 1326 1327 1328 2537 2538 2539 2540 1333 2541 2542 2543 1337 1338 1339 1340 1341 1342 1343 1344 840 1345 1346 2544 1348 1349 2545 1351 1352 1353 1354 2546 2547 2548 2549 1359 2550 2551 2552 1363 1364 1365 1366 2553 1368 1369 1370 1371 1372 1607 1374 2554 1376 1377 1378 1379 2555 1381 1382 1383 1384 1385 2556 2557 1388 1389 1390 1612 2558 1393 1394 1395 1396 2559 1398 1399 2560 1401 1402 2561 1404 1405 1406 1407 1408 2562 1410 1411 1412 1413 1414 384 2563 386 2564 1417 1418 1419 2565 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 412 1441 1442 1443 1444 1445 2566 2567 1448 1449 1450 423 424 1451 1452 1453 1454 1455 2568 1457 1458 1459 2569 2570 1462 1463 1464 1465 1466 1467Used by:2946
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Symbol 2581 EditableTextUses:2050Used by:2946
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Symbol 2583 TextUses:1971Used by:2946
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Symbol 2690 GraphicUsed by:2772
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Symbol 2695 GraphicUsed by:2772
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Symbol 2699 GraphicUsed by:2772
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Symbol 2705 GraphicUsed by:2772
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Symbol 2711 GraphicUsed by:2772
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Symbol 2715 GraphicUsed by:2772
Symbol 2716 GraphicUsed by:2772
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Symbol 2787 GraphicUsed by:2790 2793 2796 2799
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Symbol 2820 EditableTextUses:221Used by:2946
Symbol 2821 TextUses:1971Used by:2946
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Symbol 2831 EditableTextUses:221Used by:2832
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Symbol 2834 EditableTextUses:221Used by:2946
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Symbol 2836 EditableTextUses:221Used by:2946
Symbol 2837 TextUses:1971Used by:2946
Symbol 2838 EditableTextUses:221Used by:2946
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Symbol 2913 EditableTextUses:221Used by:2946
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Symbol 2965 GraphicUsed by:2966
Symbol 2966 ButtonUses:2965Used by:2993
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Symbol 2973 GraphicUsed by:2993 3055
Symbol 2974 GraphicUsed by:2975
Symbol 2975 ButtonUses:2974Used by:2993
Symbol 2976 GraphicUsed by:2977 3040
Symbol 2977 ButtonUses:2976Used by:2993
Symbol 2978 GraphicUsed by:2979
Symbol 2979 ButtonUses:2978Used by:2993
Symbol 2980 GraphicUsed by:2981
Symbol 2981 ButtonUses:2980Used by:2993
Symbol 2982 GraphicUsed by:2993
Symbol 2983 GraphicUsed by:2993
Symbol 2984 GraphicUsed by:2985
Symbol 2985 ButtonUses:2984Used by:2993
Symbol 2986 GraphicUsed by:2987
Symbol 2987 ButtonUses:2986Used by:2993
Symbol 2988 GraphicUsed by:2989
Symbol 2989 ButtonUses:2988Used by:2993
Symbol 2990 GraphicUsed by:2991 3059
Symbol 2991 ButtonUses:2990Used by:2993
Symbol 2992 GraphicUsed by:2993
Symbol 2993 MovieClip [Cities]Uses:2080 2081 2396 2398 2399 2400 2401 2403 2404 2423 1996 2425 267 2946 2947 2948 2950 2951 2095 2953 2954 2956 2957 2958 2094 2959 2960 2961 2962 2963 2964 2966 2126 2968 2969 2970 2971 2972 2973 2975 2977 2979 2981 2982 2983 2985 2987 2989 2991 2992Used by:Timeline
Symbol 2994 GraphicUsed by:2995
Symbol 2995 MovieClipUses:2994Used by:3075
Symbol 2996 GraphicUsed by:2997
Symbol 2997 MovieClipUses:2996Used by:3075
Symbol 2998 GraphicUsed by:2999
Symbol 2999 MovieClipUses:2998Used by:3075
Symbol 3000 GraphicUsed by:3075
Symbol 3001 ButtonUses:230Used by:3075
Symbol 3002 GraphicUsed by:3005
Symbol 3003 GraphicUsed by:3005
Symbol 3004 TextUses:2050Used by:3005
Symbol 3005 MovieClipUses:3002 3003 3004Used by:3075
Symbol 3006 GraphicUsed by:3009
Symbol 3007 GraphicUsed by:3009
Symbol 3008 TextUses:2050Used by:3009
Symbol 3009 MovieClipUses:3006 3007 3008Used by:3075
Symbol 3010 GraphicUsed by:3013
Symbol 3011 GraphicUsed by:3013
Symbol 3012 TextUses:2050Used by:3013
Symbol 3013 MovieClipUses:3010 3011 3012Used by:3075
Symbol 3014 GraphicUsed by:3019
Symbol 3015 GraphicUsed by:3019
Symbol 3016 TextUses:2050Used by:3019
Symbol 3017 TextUses:2050Used by:3019
Symbol 3018 TextUses:2050Used by:3019
Symbol 3019 MovieClipUses:3014 3015 3016 3017 3018Used by:3075
Symbol 3020 GraphicUsed by:3024
Symbol 3021 GraphicUsed by:3024
Symbol 3022 TextUses:2050Used by:3024
Symbol 3023 TextUses:2050Used by:3024
Symbol 3024 MovieClipUses:3020 3021 3022 3023Used by:3075
Symbol 3025 GraphicUsed by:3029
Symbol 3026 GraphicUsed by:3029
Symbol 3027 TextUses:2050Used by:3029
Symbol 3028 TextUses:2050Used by:3029
Symbol 3029 MovieClipUses:3025 3026 3027 3028Used by:3075
Symbol 3030 GraphicUsed by:3075
Symbol 3031 GraphicUsed by:3075
Symbol 3032 GraphicUsed by:3075
Symbol 3033 GraphicUsed by:3075
Symbol 3034 GraphicUsed by:3075
Symbol 3035 EditableTextUses:234Used by:3036
Symbol 3036 MovieClipUses:2082 3035Used by:3075
Symbol 3037 EditableTextUses:234Used by:3038
Symbol 3038 MovieClipUses:2111 3037Used by:3075
Symbol 3039 EditableTextUses:234Used by:3040
Symbol 3040 MovieClipUses:2976 3039Used by:3075
Symbol 3041 EditableTextUses:234Used by:3042
Symbol 3042 MovieClipUses:2955 3041Used by:3075
Symbol 3043 EditableTextUses:234Used by:3044
Symbol 3044 MovieClipUses:2126 3043Used by:3075
Symbol 3045 GraphicUsed by:3047
Symbol 3046 EditableTextUses:234Used by:3047
Symbol 3047 MovieClipUses:3045 3046Used by:3075
Symbol 3048 EditableTextUses:234Used by:3049
Symbol 3049 MovieClipUses:2081 3048Used by:3075
Symbol 3050 EditableTextUses:234Used by:3051
Symbol 3051 MovieClipUses:2095 3050Used by:3075
Symbol 3052 EditableTextUses:234Used by:3053
Symbol 3053 MovieClipUses:2952 3052Used by:3075
Symbol 3054 EditableTextUses:234Used by:3055
Symbol 3055 MovieClipUses:2973 3054Used by:3075
Symbol 3056 EditableTextUses:234Used by:3057
Symbol 3057 MovieClipUses:2967 3056Used by:3075
Symbol 3058 EditableTextUses:234Used by:3059
Symbol 3059 MovieClipUses:2990 3058Used by:3075
Symbol 3060 GraphicUsed by:3061
Symbol 3061 MovieClipUses:3060Used by:3075
Symbol 3062 GraphicUsed by:3063
Symbol 3063 MovieClipUses:3062Used by:3064
Symbol 3064 MovieClipUses:2152 3063 2150Used by:3075
Symbol 3065 ShapeTweeningUsed by:3073
Symbol 3066 MovieClipUses:1926 1932 1936 1934Used by:3073
Symbol 3067 ShapeTweeningUsed by:3073
Symbol 3068 GraphicUsed by:3073
Symbol 3069 ButtonUses:1960 1961 1962Used by:3073
Symbol 3070 TextUses:1971Used by:3073
Symbol 3071 ButtonUses:1960 1961 1962Used by:3073 3103
Symbol 3072 TextUses:1971Used by:3073
Symbol 3073 MovieClipUses:3065 1996 3066 3067 3068 3069 3070 3071 3072Used by:3074
Symbol 3074 MovieClipUses:1806 1996 3073Used by:3075
Symbol 3075 MovieClip [WorldMap]Uses:2995 2997 2999 3000 3001 3005 3009 3013 3019 3024 3029 3030 3031 3032 1734 1744 1801 1802 1791 1810 1792 1815 1813 1818 1811 3033 3034 3036 3038 3040 3042 3044 3047 3049 3051 3053 3055 3057 3059 3061 3064 3074Used by:Timeline
Symbol 3076 GraphicUsed by:3084  Timeline
Symbol 3077 GraphicUsed by:3084
Symbol 3078 GraphicUsed by:3084
Symbol 3079 GraphicUsed by:3084
Symbol 3080 GraphicUsed by:3084
Symbol 3081 GraphicUsed by:3084
Symbol 3082 GraphicUsed by:3084
Symbol 3083 GraphicUsed by:3084
Symbol 3084 MovieClipUses:3076 3077 1700 3078 2006 1727 1738 1742 1704 1998 2368 2369 2370 2176 1696 2356 1694 1706 1722 2020 1698 1736 1740 1746 1718 2010 2387 2173 2000 2002 1744 1734 1702 2008 2385 2172 2004 1708 3079 2012 2204 2014 1822 1823 3080 3081 2018 3082 3083 2016 1844Used by:Timeline
Symbol 3085 GraphicUsed by:3088
Symbol 3086 GraphicUsed by:3088
Symbol 3087 GraphicUsed by:3088
Symbol 3088 ButtonUses:3085 3086 3087Used by:Timeline
Symbol 3089 FontUsed by:3090 3091 3092 3109 3113 3114 3115 3116 3117 3118 3119
Symbol 3090 TextUses:3089Used by:Timeline
Symbol 3091 TextUses:3089Used by:Timeline
Symbol 3092 TextUses:3089Used by:Timeline
Symbol 3093 GraphicUsed by:3094
Symbol 3094 MovieClipUses:3093Used by:Timeline
Symbol 3095 GraphicUsed by:3103
Symbol 3096 GraphicUsed by:3097
Symbol 3097 MovieClipUses:3096Used by:3103
Symbol 3098 ShapeTweeningUsed by:3103
Symbol 3099 ShapeTweeningUsed by:3103
Symbol 3100 GraphicUsed by:3103
Symbol 3101 TextUses:1971Used by:3103
Symbol 3102 TextUses:1971Used by:3103
Symbol 3103 MovieClipUses:3095 1791 1810 2254 2253 3097 3098 3099 3100 350 2058 2063 2064 2065 2066 2067 2068 2069 3101 3071 3102 2071Used by:Timeline
Symbol 3104 GraphicUsed by:Timeline
Symbol 3105 GraphicUsed by:3107
Symbol 3106 GraphicUsed by:3107
Symbol 3107 MovieClipUses:3105 3106 1734 1744 1702 1706 1718 1700 1704 2008 2004 1729 1727 2387 2173 2006 1998 1740 1738 1736 2368 2369 2370 2176 1746 2385 2172 2000 2002 1692 1694 1696 1722 2020 2010Used by:Timeline
Symbol 3108 GraphicUsed by:3112
Symbol 3109 TextUses:3089Used by:3112
Symbol 3110 GraphicUsed by:3112
Symbol 3111 GraphicUsed by:3112
Symbol 3112 ButtonUses:3108 3109 3110 3111Used by:Timeline
Symbol 3113 TextUses:3089Used by:Timeline
Symbol 3114 TextUses:3089Used by:Timeline
Symbol 3115 TextUses:3089Used by:Timeline
Symbol 3116 EditableTextUses:3089Used by:Timeline
Symbol 3117 TextUses:3089Used by:Timeline
Symbol 3118 EditableTextUses:3089Used by:3130
Symbol 3119 EditableTextUses:3089Used by:3130
Symbol 3120 GraphicUsed by:3129
Symbol 3121 GraphicUsed by:3129
Symbol 3122 GraphicUsed by:3129
Symbol 3123 GraphicUsed by:3129
Symbol 3124 GraphicUsed by:3129
Symbol 3125 GraphicUsed by:3129
Symbol 3126 GraphicUsed by:3129
Symbol 3127 GraphicUsed by:3129
Symbol 3128 GraphicUsed by:3129
Symbol 3129 MovieClipUses:3120 3121 3122 3123 3124 3125 3126 3127 3128Used by:3130
Symbol 3130 MovieClipUses:3118 3119 3129Used by:Timeline
Symbol 3131 EditableTextUses:221Used by:Timeline
Symbol 3132 EditableTextUses:221Used by:Timeline
Symbol 3133 EditableTextUses:221Used by:Timeline
Symbol 3134 EditableTextUses:221Used by:Timeline
Symbol 3135 EditableTextUses:221Used by:Timeline
Symbol 3136 EditableTextUses:221Used by:Timeline
Symbol 3137 ButtonUses:230Used by:Timeline
Symbol 3138 EditableTextUses:221Used by:Timeline
Symbol 3139 GraphicUsed by:3141
Symbol 3140 EditableTextUses:364Used by:3141
Symbol 3141 MovieClipUses:3139 3140 2077Used by:3146
Symbol 3142 EditableTextUses:221Used by:3143
Symbol 3143 ButtonUses:1474 3142 1476Used by:3146
Symbol 3144 ButtonUses:1960 1961 1962Used by:3146
Symbol 3145 TextUses:1971Used by:3146
Symbol 3146 MovieClip [TutorialBattle]Uses:1806 3141 3143 3144 3145Used by:Timeline

Instance Names

"cursor"Frame 5Symbol 43 MovieClip [BlackSquare]
"town_screen"Frame 109Symbol 2993 MovieClip [Cities]
"world_map"Frame 110Symbol 3075 MovieClip [WorldMap]
"loot_txt"Frame 114Symbol 3116 EditableText
"fields"Frame 114Symbol 3130 MovieClip
"cursor"Frame 116Symbol 43 MovieClip [BlackSquare]
"tutorial"Frame 116Symbol 3146 MovieClip [TutorialBattle]
"ftR1"Symbol 38 MovieClip Frame 1Symbol 7 MovieClip
"lgR1"Symbol 38 MovieClip Frame 1Symbol 13 MovieClip
"ftR2"Symbol 38 MovieClip Frame 1Symbol 19 MovieClip
"lgR2"Symbol 38 MovieClip Frame 1Symbol 25 MovieClip
"horse"Symbol 38 MovieClip Frame 1Symbol 31 MovieClip
"morda"Symbol 38 MovieClip Frame 1Symbol 37 MovieClip
"ftL1"Symbol 38 MovieClip Frame 1Symbol 7 MovieClip
"lgL1"Symbol 38 MovieClip Frame 1Symbol 13 MovieClip
"ftL2"Symbol 38 MovieClip Frame 1Symbol 19 MovieClip
"lgL2"Symbol 38 MovieClip Frame 1Symbol 25 MovieClip
"anim"Symbol 39 MovieClip [BarnUnit] Frame 1Symbol 38 MovieClip
"value_txt"Symbol 47 MovieClip Frame 1Symbol 46 EditableText
"inner"Symbol 48 MovieClip [FlyCritDamage] Frame 1Symbol 47 MovieClip
"b"Symbol 58 MovieClip [SimpleButtonDown] Frame 1Symbol 55 MovieClip [BrdrShdw]
"face"Symbol 58 MovieClip [SimpleButtonDown] Frame 1Symbol 57 MovieClip [BrdrFace]
"b"Symbol 63 MovieClip [SimpleButtonIn] Frame 1Symbol 60 MovieClip [BrdrBlk]
"it"Symbol 63 MovieClip [SimpleButtonIn] Frame 1Symbol 62 MovieClip [BrdrHilght]
"g"Symbol 63 MovieClip [SimpleButtonIn] Frame 1Symbol 55 MovieClip [BrdrShdw]
"face"Symbol 63 MovieClip [SimpleButtonIn] Frame 1Symbol 57 MovieClip [BrdrFace]
"ob"Symbol 64 MovieClip [SimpleButtonUp] Frame 1Symbol 60 MovieClip [BrdrBlk]
"ol"Symbol 64 MovieClip [SimpleButtonUp] Frame 1Symbol 57 MovieClip [BrdrFace]
"ib"Symbol 64 MovieClip [SimpleButtonUp] Frame 1Symbol 55 MovieClip [BrdrShdw]
"il"Symbol 64 MovieClip [SimpleButtonUp] Frame 1Symbol 62 MovieClip [BrdrHilght]
"face"Symbol 64 MovieClip [SimpleButtonUp] Frame 1Symbol 57 MovieClip [BrdrFace]
"boundingBox_mc"Symbol 72 MovieClip [FocusRect] Frame 1Symbol 53 MovieClip [BoundingBox]
"tabCapture"Symbol 73 MovieClip [FocusManager] Frame 1Symbol 70 Button
"boundingBox_mc"Symbol 76 MovieClip [SimpleButton] Frame 1Symbol 53 MovieClip [BoundingBox]
"label"Symbol 81 MovieClip [TextInput] Frame 1Symbol 78 EditableText
"boundingBox_mc"Symbol 100 MovieClip [NumericStepper] Frame 1Symbol 53 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 125 MovieClip [ComboBase] Frame 1Symbol 53 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 130 MovieClip [Button] Frame 1Symbol 53 MovieClip [BoundingBox]
"dfs"Symbol 184 MovieClip [BtnDownArrow] Frame 1Symbol 133 MovieClip [ScrollTrack]
"dfs"Symbol 185 MovieClip [BtnUpArrow] Frame 1Symbol 133 MovieClip [ScrollTrack]
"boundingBox_mc"Symbol 187 MovieClip [HScrollBar] Frame 1Symbol 53 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 188 MovieClip [VScrollBar] Frame 1Symbol 53 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 189 MovieClip [View] Frame 1Symbol 53 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 190 MovieClip [ScrollView] Frame 1Symbol 53 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 192 MovieClip [List] Frame 1Symbol 53 MovieClip [BoundingBox]
"dfs"Symbol 198 MovieClip [ComboDownArrowDisabled] Frame 1Symbol 197 MovieClip [ComboDownArrowUp]
"boundingBox_mc"Symbol 204 MovieClip [ComboBox] Frame 1Symbol 53 MovieClip [BoundingBox]
"percent_txt"Symbol 232 MovieClip Frame 1Symbol 222 EditableText
"bar"Symbol 232 MovieClip Frame 1Symbol 228 MovieClip
"shade"Symbol 348 MovieClip Frame 1Symbol 275 MovieClip
"amount_txt"Symbol 348 MovieClip Frame 1Symbol 276 EditableText
"descr_txt"Symbol 352 MovieClip [MouseHint] Frame 1Symbol 235 EditableText
"name_txt"Symbol 352 MovieClip [MouseHint] Frame 1Symbol 236 EditableText
"type_txt"Symbol 352 MovieClip [MouseHint] Frame 1Symbol 237 EditableText
"type_mc"Symbol 352 MovieClip [MouseHint] Frame 1Symbol 252 MovieClip
"cost_txt"Symbol 352 MovieClip [MouseHint] Frame 1Symbol 253 EditableText
"nation_mc"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 261 MovieClip
"name_txt"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 262 EditableText
"type_txt"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 263 EditableText
"descr_txt"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 264 EditableText
"star_1"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 267 MovieClip
"star_3"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 267 MovieClip
"star_5"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 267 MovieClip
"star_7"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 267 MovieClip
"star_2"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 267 MovieClip
"star_4"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 267 MovieClip
"star_6"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 267 MovieClip
"star_8"Symbol 352 MovieClip [MouseHint] Frame 2Symbol 267 MovieClip
"name_txt"Symbol 352 MovieClip [MouseHint] Frame 3Symbol 268 EditableText
"stats_txt"Symbol 352 MovieClip [MouseHint] Frame 3Symbol 269 EditableText
"skill_1"Symbol 352 MovieClip [MouseHint] Frame 3Symbol 348 MovieClip
"skill_2"Symbol 352 MovieClip [MouseHint] Frame 3Symbol 348 MovieClip
"skill_3"Symbol 352 MovieClip [MouseHint] Frame 3Symbol 348 MovieClip
"aura_mc"Symbol 352 MovieClip [MouseHint] Frame 3Symbol 348 MovieClip
"descr_txt"Symbol 352 MovieClip [MouseHint] Frame 3Symbol 349 EditableText
"descr_txt"Symbol 352 MovieClip [MouseHint] Frame 4Symbol 351 EditableText
"sp_bar"Symbol 360 MovieClip Frame 1Symbol 358 MovieClip
"armor"Symbol 443 MovieClip Frame 1Symbol 429 MovieClip
"stun_anim"Symbol 443 MovieClip Frame 1Symbol 431 MovieClip
"head"Symbol 444 MovieClip Frame 1Symbol 443 MovieClip
"hp_bar"Symbol 464 MovieClip Frame 1Symbol 462 MovieClip
"sp_bottle"Symbol 509 MovieClip [Screen] Frame 1Symbol 360 MovieClip
"unit_hp_txt"Symbol 509 MovieClip [Screen] Frame 1Symbol 362 EditableText
"hint"Symbol 509 MovieClip [Screen] Frame 1Symbol 375 MovieClip
"rage_anim"Symbol 509 MovieClip [Screen] Frame 1Symbol 377 MovieClip [RageAnim]
"portrait"Symbol 509 MovieClip [Screen] Frame 1Symbol 444 MovieClip
"hp_bottle"Symbol 509 MovieClip [Screen] Frame 1Symbol 464 MovieClip
"hp_txt"Symbol 509 MovieClip [Screen] Frame 1Symbol 473 EditableText
"control_shower"Symbol 509 MovieClip [Screen] Frame 1Symbol 483 MovieClip
"control_wall"Symbol 509 MovieClip [Screen] Frame 1Symbol 485 MovieClip
"active_1"Symbol 509 MovieClip [Screen] Frame 1Symbol 348 MovieClip
"active_2"Symbol 509 MovieClip [Screen] Frame 1Symbol 348 MovieClip
"active_3"Symbol 509 MovieClip [Screen] Frame 1Symbol 348 MovieClip
"aura_1"Symbol 509 MovieClip [Screen] Frame 1Symbol 348 MovieClip
"aura_2"Symbol 509 MovieClip [Screen] Frame 1Symbol 348 MovieClip
"aura_3"Symbol 509 MovieClip [Screen] Frame 1Symbol 348 MovieClip
"sp_txt"Symbol 509 MovieClip [Screen] Frame 1Symbol 486 EditableText
"potion_1_txt"Symbol 509 MovieClip [Screen] Frame 1Symbol 490 EditableText
"potion_2_txt"Symbol 509 MovieClip [Screen] Frame 1Symbol 491 EditableText
"armor"Symbol 573 MovieClip Frame 1Symbol 561 MovieClip
"armor"Symbol 914 MovieClip Frame 1Symbol 902 MovieClip
"storage_sword"Symbol 1000 MovieClip Frame 1Symbol 860 MovieClip
"storage_axe"Symbol 1000 MovieClip Frame 1Symbol 860 MovieClip
"storage_staff"Symbol 1000 MovieClip Frame 1Symbol 860 MovieClip
"storage_spear"Symbol 1000 MovieClip Frame 1Symbol 860 MovieClip
"storage_bow"Symbol 1000 MovieClip Frame 1Symbol 860 MovieClip
"armor"Symbol 1000 MovieClip Frame 1Symbol 988 MovieClip
"storage_dagger"Symbol 1000 MovieClip Frame 1Symbol 860 MovieClip
"storage_katar"Symbol 1000 MovieClip Frame 1Symbol 860 MovieClip
"storage_throwing"Symbol 1000 MovieClip Frame 1Symbol 860 MovieClip
"letter_0"Symbol 1035 MovieClip Frame 1Symbol 1028 MovieClip
"letter_1"Symbol 1035 MovieClip Frame 3Symbol 1030 MovieClip
"letter_2"Symbol 1035 MovieClip Frame 5Symbol 1032 MovieClip
"letter_3"Symbol 1035 MovieClip Frame 7Symbol 1030 MovieClip
"letter_4"Symbol 1035 MovieClip Frame 9Symbol 1034 MovieClip
"hand_r"Symbol 1045 MovieClip Frame 1Symbol 573 MovieClip
"weapR"Symbol 1045 MovieClip Frame 1Symbol 860 MovieClip
"arm_r"Symbol 1045 MovieClip Frame 1Symbol 914 MovieClip
"legR"Symbol 1045 MovieClip Frame 1Symbol 925 MovieClip
"footR"Symbol 1045 MovieClip Frame 1Symbol 938 MovieClip
"legL"Symbol 1045 MovieClip Frame 1Symbol 925 MovieClip
"footL"Symbol 1045 MovieClip Frame 1Symbol 938 MovieClip
"body"Symbol 1045 MovieClip Frame 1Symbol 1000 MovieClip
"head"Symbol 1045 MovieClip Frame 1Symbol 443 MovieClip
"weapL"Symbol 1045 MovieClip Frame 1Symbol 860 MovieClip
"hand_l"Symbol 1045 MovieClip Frame 1Symbol 573 MovieClip
"arm_l"Symbol 1045 MovieClip Frame 1Symbol 914 MovieClip
"hp_bar"Symbol 1048 MovieClip Frame 1Symbol 1047 MovieClip
"light_circle"Symbol 1049 MovieClip [Human] Frame 1Symbol 512 MovieClip
"body"Symbol 1049 MovieClip [Human] Frame 1Symbol 1045 MovieClip
"borders"Symbol 1049 MovieClip [Human] Frame 1Symbol 1048 MovieClip
"hp_bar"Symbol 1052 MovieClip Frame 1Symbol 1047 MovieClip
"body"Symbol 1053 MovieClip [Human_Player] Frame 1Symbol 1045 MovieClip
"borders"Symbol 1053 MovieClip [Human_Player] Frame 1Symbol 1052 MovieClip
"legR"Symbol 1068 MovieClip Frame 1Symbol 925 MovieClip
"footR"Symbol 1068 MovieClip Frame 1Symbol 938 MovieClip
"weapR"Symbol 1068 MovieClip Frame 1Symbol 860 MovieClip
"ftR1"Symbol 1068 MovieClip Frame 1Symbol 7 MovieClip
"lgR1"Symbol 1068 MovieClip Frame 1Symbol 13 MovieClip
"ftR2"Symbol 1068 MovieClip Frame 1Symbol 19 MovieClip
"lgR2"Symbol 1068 MovieClip Frame 1Symbol 25 MovieClip
"horse"Symbol 1068 MovieClip Frame 1Symbol 31 MovieClip
"morda"Symbol 1068 MovieClip Frame 1Symbol 37 MovieClip
"ftL1"Symbol 1068 MovieClip Frame 1Symbol 7 MovieClip
"lgL1"Symbol 1068 MovieClip Frame 1Symbol 13 MovieClip
"ftL2"Symbol 1068 MovieClip Frame 1Symbol 19 MovieClip
"lgL2"Symbol 1068 MovieClip Frame 1Symbol 25 MovieClip
"hand_r"Symbol 1068 MovieClip Frame 1Symbol 573 MovieClip
"arm_r"Symbol 1068 MovieClip Frame 1Symbol 914 MovieClip
"legL"Symbol 1068 MovieClip Frame 1Symbol 925 MovieClip
"footL"Symbol 1068 MovieClip Frame 1Symbol 938 MovieClip
"body"Symbol 1068 MovieClip Frame 1Symbol 1000 MovieClip
"head"Symbol 1068 MovieClip Frame 1Symbol 443 MovieClip
"weapL"Symbol 1068 MovieClip Frame 1Symbol 860 MovieClip
"hand_l"Symbol 1068 MovieClip Frame 1Symbol 573 MovieClip
"arm_l"Symbol 1068 MovieClip Frame 1Symbol 914 MovieClip
"light_circle"Symbol 1069 MovieClip [Horseman] Frame 1Symbol 512 MovieClip
"body"Symbol 1069 MovieClip [Horseman] Frame 1Symbol 1068 MovieClip
"borders"Symbol 1069 MovieClip [Horseman] Frame 1Symbol 1048 MovieClip
"body"Symbol 1070 MovieClip [Horseman_Player] Frame 1Symbol 1068 MovieClip
"borders"Symbol 1070 MovieClip [Horseman_Player] Frame 1Symbol 1052 MovieClip
"gren"Symbol 1072 MovieClip [Grenade] Frame 1Symbol 860 MovieClip
"item_ico"Symbol 1480 MovieClip [Amount window] Frame 1Symbol 1468 MovieClip
"amount_txt"Symbol 1480 MovieClip [Amount window] Frame 1Symbol 1469 EditableText
"value_txt"Symbol 1482 MovieClip Frame 1Symbol 1481 EditableText
"inner"Symbol 1483 MovieClip [FlyDamage] Frame 1Symbol 1482 MovieClip
"value_txt"Symbol 1636 MovieClip Frame 1Symbol 1635 EditableText
"inner"Symbol 1637 MovieClip [FlyHeal] Frame 1Symbol 1636 MovieClip
"value_txt"Symbol 1639 MovieClip Frame 1Symbol 1638 EditableText
"inner"Symbol 1640 MovieClip [FlyMiss] Frame 1Symbol 1639 MovieClip
"body"Symbol 1684 MovieClip [DummyHorseman] Frame 1Symbol 1068 MovieClip
"body"Symbol 1685 MovieClip [DummyHuman] Frame 1Symbol 1045 MovieClip
"gren"Symbol 1751 MovieClip [Arrow] Frame 1Symbol 860 MovieClip
"armor"Symbol 1875 MovieClip Frame 1Symbol 902 MovieClip
"armor"Symbol 1875 MovieClip Frame 1Symbol 902 MovieClip
"customize_btn"Symbol 2031 MovieClip Frame 1Symbol 2024 Button
"barracks_btn"Symbol 2136 MovieClip Frame 1Symbol 2084 MovieClip
"hall_btn"Symbol 2136 MovieClip Frame 1Symbol 2087 MovieClip
"forge_btn"Symbol 2136 MovieClip Frame 1Symbol 2090 MovieClip
"temple_btn"Symbol 2136 MovieClip Frame 1Symbol 2093 MovieClip
"barracks_btn"Symbol 2136 MovieClip Frame 3Symbol 2098 MovieClip
"hall_btn"Symbol 2136 MovieClip Frame 3Symbol 2101 MovieClip
"forge_btn"Symbol 2136 MovieClip Frame 3Symbol 2104 MovieClip
"temple_btn"Symbol 2136 MovieClip Frame 3Symbol 2107 MovieClip
"barracks_btn"Symbol 2136 MovieClip Frame 4Symbol 2110 MovieClip
"hall_btn"Symbol 2136 MovieClip Frame 4Symbol 2113 MovieClip
"forge_btn"Symbol 2136 MovieClip Frame 4Symbol 2116 MovieClip
"temple_btn"Symbol 2136 MovieClip Frame 4Symbol 2119 MovieClip
"barn_btn"Symbol 2136 MovieClip Frame 4Symbol 2122 MovieClip
"barracks_btn"Symbol 2136 MovieClip Frame 5Symbol 2125 MovieClip
"hall_btn"Symbol 2136 MovieClip Frame 5Symbol 2129 MovieClip
"forge_btn"Symbol 2136 MovieClip Frame 5Symbol 2132 MovieClip
"temple_btn"Symbol 2136 MovieClip Frame 5Symbol 2135 MovieClip
"backgr"Symbol 2284 MovieClip Frame 1Symbol 2266 MovieClip
"fr_4"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"hr_0"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"en_1"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"en_2"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"en_0"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"en_3"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"en_4"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"fr_0"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"fr_1"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"fr_2"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"fr_3"Symbol 2284 MovieClip Frame 1Symbol 2269 MovieClip [BarracksUnit - tutorial]
"hint"Symbol 2284 MovieClip Frame 1Symbol 375 MovieClip
"hp_txt"Symbol 2284 MovieClip Frame 1Symbol 2276 EditableText
"hp_bottle"Symbol 2284 MovieClip Frame 1Symbol 464 MovieClip
"backgr"Symbol 2302 MovieClip Frame 2Symbol 2136 MovieClip
"backgr_world"Symbol 2302 MovieClip Frame 8Symbol 2153 MovieClip
"backgr_battle"Symbol 2302 MovieClip Frame 178Symbol 2284 MovieClip
"btn_name"Symbol 2307 MovieClip Frame 1Symbol 2303 EditableText
"sign"Symbol 2322 MovieClip [Choose Nation] Frame 1Symbol 261 MovieClip
"type_mc"Symbol 2328 MovieClip [Choose Active Skill] Frame 1Symbol 252 MovieClip
"ico_1"Symbol 2328 MovieClip [Choose Active Skill] Frame 1Symbol 348 MovieClip
"ico_2"Symbol 2328 MovieClip [Choose Active Skill] Frame 1Symbol 348 MovieClip
"ico_3"Symbol 2328 MovieClip [Choose Active Skill] Frame 1Symbol 348 MovieClip
"ico"Symbol 2329 MovieClip [Choose Aura Skill] Frame 1Symbol 348 MovieClip
"ico"Symbol 2330 MovieClip [Choose Skill] Frame 1Symbol 348 MovieClip
"GerM_btn"Symbol 2349 MovieClip Frame 2Symbol 1999 Button
"RusF_btn"Symbol 2349 MovieClip Frame 2Symbol 2001 Button
"RusM_btn"Symbol 2349 MovieClip Frame 2Symbol 2003 Button
"VizM_btn"Symbol 2349 MovieClip Frame 2Symbol 2005 Button
"GerF_btn"Symbol 2349 MovieClip Frame 2Symbol 2007 Button
"VizF_btn"Symbol 2349 MovieClip Frame 2Symbol 2009 Button
"JapM_btn"Symbol 2349 MovieClip Frame 2Symbol 2011 Button
"MonF_btn"Symbol 2349 MovieClip Frame 2Symbol 2013 Button
"MonM_btn"Symbol 2349 MovieClip Frame 2Symbol 2015 Button
"AraM_btn"Symbol 2349 MovieClip Frame 2Symbol 2017 Button
"AraF_btn"Symbol 2349 MovieClip Frame 2Symbol 2019 Button
"JapF_btn"Symbol 2349 MovieClip Frame 2Symbol 2021 Button
"item_name_txt"Symbol 2349 MovieClip Frame 2Symbol 2032 EditableText
"item_stats_txt"Symbol 2349 MovieClip Frame 2Symbol 2033 EditableText
"choose_mark"Symbol 2349 MovieClip Frame 2Symbol 2038 MovieClip
"opt_quality"Symbol 2349 MovieClip Frame 3Symbol 2055 MovieClip
"err_notice"Symbol 2349 MovieClip Frame 4Symbol 2071 MovieClip
"nation_mc"Symbol 2349 MovieClip Frame 7Symbol 2322 MovieClip [Choose Nation]
"gender_mc"Symbol 2349 MovieClip Frame 7Symbol 2326 MovieClip
"active_0"Symbol 2349 MovieClip Frame 7Symbol 2328 MovieClip [Choose Active Skill]
"active_1"Symbol 2349 MovieClip Frame 7Symbol 2328 MovieClip [Choose Active Skill]
"active_2"Symbol 2349 MovieClip Frame 7Symbol 2328 MovieClip [Choose Active Skill]
"aura_0"Symbol 2349 MovieClip Frame 7Symbol 2329 MovieClip [Choose Aura Skill]
"aura_1"Symbol 2349 MovieClip Frame 7Symbol 2329 MovieClip [Choose Aura Skill]
"aura_2"Symbol 2349 MovieClip Frame 7Symbol 2329 MovieClip [Choose Aura Skill]
"passive_3"Symbol 2349 MovieClip Frame 7Symbol 2330 MovieClip [Choose Skill]
"passive_4"Symbol 2349 MovieClip Frame 7Symbol 2330 MovieClip [Choose Skill]
"passive_5"Symbol 2349 MovieClip Frame 7Symbol 2330 MovieClip [Choose Skill]
"passive_0"Symbol 2349 MovieClip Frame 7Symbol 2330 MovieClip [Choose Skill]
"passive_1"Symbol 2349 MovieClip Frame 7Symbol 2330 MovieClip [Choose Skill]
"passive_2"Symbol 2349 MovieClip Frame 7Symbol 2330 MovieClip [Choose Skill]
"name_txt"Symbol 2349 MovieClip Frame 7Symbol 2337 EditableText
"hero_ico"Symbol 2349 MovieClip Frame 7Symbol 2339 MovieClip [BarracksUnit]
"ench_back"Symbol 2571 MovieClip [ICON Inventory] Frame 1Symbol 2438 MovieClip
"amount_txt"Symbol 2571 MovieClip [ICON Inventory] Frame 1Symbol 2439 EditableText
"ench_back"Symbol 2772 MovieClip [ICON Equipment] Frame 1Symbol 2438 MovieClip
"amount_txt"Symbol 2772 MovieClip [ICON Equipment] Frame 1Symbol 2642 EditableText
"trader_0"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"trader_1"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"trader_2"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"trader_3"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"trader_4"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"trader_5"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"trader_6"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"user_0"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"user_1"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"user_2"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"user_3"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"user_4"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"user_5"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"user_6"Symbol 2946 MovieClip Frame 2Symbol 2571 MovieClip [ICON Inventory]
"money_txt"Symbol 2946 MovieClip Frame 2Symbol 2576 EditableText
"msg_txt"Symbol 2946 MovieClip Frame 2Symbol 2581 EditableText
"refine_anvil"Symbol 2946 MovieClip Frame 3Symbol 2571 MovieClip [ICON Inventory]
"money_txt"Symbol 2946 MovieClip Frame 3Symbol 2589 EditableText
"refine_scroll"Symbol 2946 MovieClip Frame 3Symbol 2571 MovieClip [ICON Inventory]
"refine_lvl_txt"Symbol 2946 MovieClip Frame 3Symbol 2592 EditableText
"success_txt"Symbol 2946 MovieClip Frame 3Symbol 2593 EditableText
"anvil_mc"Symbol 2946 MovieClip Frame 3Symbol 2604 MovieClip
"msg_txt"Symbol 2946 MovieClip Frame 3Symbol 2605 EditableText
"refine_btn"Symbol 2946 MovieClip Frame 3Symbol 2607 Button
"enchant_btn"Symbol 2946 MovieClip Frame 3Symbol 2608 Button
"item_name_txt"Symbol 2946 MovieClip Frame 4Symbol 2613 EditableText
"item_stats_txt"Symbol 2946 MovieClip Frame 4Symbol 2614 EditableText
"money_txt"Symbol 2946 MovieClip Frame 4Symbol 2615 EditableText
"potion_1_txt"Symbol 2946 MovieClip Frame 4Symbol 2617 EditableText
"potion_2_txt"Symbol 2946 MovieClip Frame 4Symbol 2618 EditableText
"refuser"Symbol 2946 MovieClip Frame 5Symbol 2621 MovieClip
"unit_hint"Symbol 2946 MovieClip Frame 5Symbol 352 MovieClip [MouseHint]
"unit_name_txt"Symbol 2946 MovieClip Frame 5Symbol 2626 EditableText
"unit_stats_txt"Symbol 2946 MovieClip Frame 5Symbol 2627 EditableText
"money_txt"Symbol 2946 MovieClip Frame 5Symbol 2628 EditableText
"unit_scroll_l"Symbol 2946 MovieClip Frame 5Symbol 2630 Button
"unit_scroll_r"Symbol 2946 MovieClip Frame 5Symbol 2631 Button
"army_0"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_1"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_2"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_3"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_4"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"unit_0"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"unit_1"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"unit_2"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"unit_3"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"unit_4"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"unit_5"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"unit_6"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_5"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_6"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_7"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_8"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"army_9"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"reserve_0"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"reserve_1"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"reserve_2"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"reserve_3"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"reserve_4"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"reserve_5"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"reserve_6"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"reserve_7"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"unit_7"Symbol 2946 MovieClip Frame 5Symbol 2339 MovieClip [BarracksUnit]
"ARMOR_hit"Symbol 2946 MovieClip Frame 6Symbol 2637 MovieClip
"HELMET_hit"Symbol 2946 MovieClip Frame 6Symbol 2637 MovieClip
"WEAPON_PRI_hit"Symbol 2946 MovieClip Frame 6Symbol 2637 MovieClip
"WEAPON_SEC_hit"Symbol 2946 MovieClip Frame 6Symbol 2637 MovieClip
"hero_ico"Symbol 2946 MovieClip Frame 6Symbol 2339 MovieClip [BarracksUnit]
"error_txt"Symbol 2946 MovieClip Frame 6Symbol 2640 EditableText
"hero_stats_txt"Symbol 2946 MovieClip Frame 6Symbol 2641 EditableText
"user_0"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"user_1"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"user_2"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"user_3"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"ARMOR_ico"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"WEAPON_PRI_ico"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"HELMET_ico"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"WEAPON_SEC_ico"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"user_4"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"user_5"Symbol 2946 MovieClip Frame 6Symbol 2772 MovieClip [ICON Equipment]
"capture_icon"Symbol 2946 MovieClip Frame 7Symbol 2782 MovieClip
"quest_txt"Symbol 2946 MovieClip Frame 8Symbol 2802 EditableText
"man_movie"Symbol 2946 MovieClip Frame 8Symbol 2809 MovieClip
"hero_ico"Symbol 2946 MovieClip Frame 10Symbol 2339 MovieClip [BarracksUnit]
"hero_stats_txt"Symbol 2946 MovieClip Frame 10Symbol 2816 EditableText
"unit_stats_txt"Symbol 2946 MovieClip Frame 10Symbol 2817 EditableText
"unit_0"Symbol 2946 MovieClip Frame 10Symbol 39 MovieClip [BarnUnit]
"unit_1"Symbol 2946 MovieClip Frame 10Symbol 39 MovieClip [BarnUnit]
"unit_2"Symbol 2946 MovieClip Frame 10Symbol 39 MovieClip [BarnUnit]
"unit_3"Symbol 2946 MovieClip Frame 10Symbol 39 MovieClip [BarnUnit]
"unit_4"Symbol 2946 MovieClip Frame 10Symbol 39 MovieClip [BarnUnit]
"unit_5"Symbol 2946 MovieClip Frame 10Symbol 39 MovieClip [BarnUnit]
"unit_6"Symbol 2946 MovieClip Frame 10Symbol 39 MovieClip [BarnUnit]
"unit_7"Symbol 2946 MovieClip Frame 10Symbol 39 MovieClip [BarnUnit]
"error_txt"Symbol 2946 MovieClip Frame 10Symbol 2820 EditableText
"money_txt"Symbol 2946 MovieClip Frame 10Symbol 2822 EditableText
"quest_txt"Symbol 2946 MovieClip Frame 11Symbol 2828 EditableText
"yes_btn"Symbol 2946 MovieClip Frame 11Symbol 2830 Button
"no_btn"Symbol 2946 MovieClip Frame 11Symbol 2832 Button
"man_movie"Symbol 2946 MovieClip Frame 12Symbol 2809 MovieClip
"man_movie"Symbol 2946 MovieClip Frame 16Symbol 2809 MovieClip
"stat_btn_0"Symbol 2946 MovieClip Frame 17Symbol 2852 Button
"STR_txt"Symbol 2946 MovieClip Frame 17Symbol 2868 EditableText
"DEX_txt"Symbol 2946 MovieClip Frame 17Symbol 2869 EditableText
"CON_txt"Symbol 2946 MovieClip Frame 17Symbol 2870 EditableText
"SPR_txt"Symbol 2946 MovieClip Frame 17Symbol 2871 EditableText
"Sword_txt"Symbol 2946 MovieClip Frame 17Symbol 2872 EditableText
"Axe_txt"Symbol 2946 MovieClip Frame 17Symbol 2873 EditableText
"Mace_txt"Symbol 2946 MovieClip Frame 17Symbol 2874 EditableText
"Staff_txt"Symbol 2946 MovieClip Frame 17Symbol 2875 EditableText
"FarEast_txt"Symbol 2946 MovieClip Frame 17Symbol 2876 EditableText
"Dagger_txt"Symbol 2946 MovieClip Frame 17Symbol 2877 EditableText
"Spear_txt"Symbol 2946 MovieClip Frame 17Symbol 2878 EditableText
"Dual_txt"Symbol 2946 MovieClip Frame 17Symbol 2879 EditableText
"Bow_txt"Symbol 2946 MovieClip Frame 17Symbol 2880 EditableText
"Crossbow_txt"Symbol 2946 MovieClip Frame 17Symbol 2881 EditableText
"Throwing_txt"Symbol 2946 MovieClip Frame 17Symbol 2882 EditableText
"stat_btn_1"Symbol 2946 MovieClip Frame 17Symbol 2883 Button
"stat_btn_2"Symbol 2946 MovieClip Frame 17Symbol 2884 Button
"stat_btn_3"Symbol 2946 MovieClip Frame 17Symbol 2885 Button
"skill_btn_Dual"Symbol 2946 MovieClip Frame 17Symbol 2886 Button
"skill_btn_Sword"Symbol 2946 MovieClip Frame 17Symbol 2887 Button
"skill_btn_Axe"Symbol 2946 MovieClip Frame 17Symbol 2888 Button
"skill_btn_Mace"Symbol 2946 MovieClip Frame 17Symbol 2889 Button
"skill_btn_Spear"Symbol 2946 MovieClip Frame 17Symbol 2890 Button
"skill_btn_Dagger"Symbol 2946 MovieClip Frame 17Symbol 2891 Button
"skill_btn_Staff"Symbol 2946 MovieClip Frame 17Symbol 2892 Button
"skill_btn_FarEast"Symbol 2946 MovieClip Frame 17Symbol 2893 Button
"skill_btn_Bow"Symbol 2946 MovieClip Frame 17Symbol 2894 Button
"skill_btn_Crossbow"Symbol 2946 MovieClip Frame 17Symbol 2895 Button
"skill_btn_Throwing"Symbol 2946 MovieClip Frame 17Symbol 2896 Button
"stat_points_txt"Symbol 2946 MovieClip Frame 17Symbol 2898 EditableText
"active_1_ico_1"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_1_txt"Symbol 2946 MovieClip Frame 17Symbol 2900 EditableText
"active_2_txt"Symbol 2946 MovieClip Frame 17Symbol 2901 EditableText
"active_3_txt"Symbol 2946 MovieClip Frame 17Symbol 2902 EditableText
"active_1_ico_2"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_1_ico_3"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_2_ico_1"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_2_ico_2"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_2_ico_3"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_3_ico_1"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_3_ico_2"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_3_ico_3"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"passive_1_ico_1"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"passive_1_ico_2"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"passive_1_ico_3"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"passive_2_ico_1"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"passive_2_ico_2"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"passive_2_ico_3"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"aura_ico_1"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"aura_ico_2"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"aura_ico_3"Symbol 2946 MovieClip Frame 17Symbol 348 MovieClip
"active_1_pre_2_txt"Symbol 2946 MovieClip Frame 17Symbol 2905 EditableText
"active_1_pre_3_txt"Symbol 2946 MovieClip Frame 17Symbol 2907 EditableText
"active_2_pre_2_txt"Symbol 2946 MovieClip Frame 17Symbol 2908 EditableText
"active_2_pre_3_txt"Symbol 2946 MovieClip Frame 17Symbol 2909 EditableText
"active_3_pre_2_txt"Symbol 2946 MovieClip Frame 17Symbol 2910 EditableText
"active_3_pre_3_txt"Symbol 2946 MovieClip Frame 17Symbol 2911 EditableText
"skill_points_txt"Symbol 2946 MovieClip Frame 17Symbol 2916 EditableText
"Katar_txt"Symbol 2946 MovieClip Frame 17Symbol 2922 EditableText
"skill_btn_Katar"Symbol 2946 MovieClip Frame 17Symbol 2923 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2396 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2398 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2399 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2400 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2401 Button
"market_btn"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2403 Button
"hint"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2423 MovieClip
"nation_mc"Symbol 2993 MovieClip [Cities] Frame 1Symbol 1996 MovieClip
"name_txt"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2425 EditableText
"star_1"Symbol 2993 MovieClip [Cities] Frame 1Symbol 267 MovieClip
"star_3"Symbol 2993 MovieClip [Cities] Frame 1Symbol 267 MovieClip
"star_5"Symbol 2993 MovieClip [Cities] Frame 1Symbol 267 MovieClip
"star_7"Symbol 2993 MovieClip [Cities] Frame 1Symbol 267 MovieClip
"star_2"Symbol 2993 MovieClip [Cities] Frame 1Symbol 267 MovieClip
"star_4"Symbol 2993 MovieClip [Cities] Frame 1Symbol 267 MovieClip
"star_6"Symbol 2993 MovieClip [Cities] Frame 1Symbol 267 MovieClip
"star_8"Symbol 2993 MovieClip [Cities] Frame 1Symbol 267 MovieClip
"wnd"Symbol 2993 MovieClip [Cities] Frame 1Symbol 2946 MovieClip
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 2Symbol 2400 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 2Symbol 2401 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 3Symbol 2398 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 3Symbol 2950 Button
"market_btn"Symbol 2993 MovieClip [Cities] Frame 3Symbol 2403 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 4Symbol 2400 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 4Symbol 2950 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 4Symbol 2399 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 5Symbol 2953 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 5Symbol 2954 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 5Symbol 2956 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 5Symbol 2957 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 7Symbol 2954 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 7Symbol 2956 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 7Symbol 2957 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 7Symbol 2950 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 7Symbol 2401 Button
"market_btn"Symbol 2993 MovieClip [Cities] Frame 7Symbol 2403 Button
"market_btn"Symbol 2993 MovieClip [Cities] Frame 8Symbol 2403 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 8Symbol 2401 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 9Symbol 2959 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 9Symbol 2960 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 9Symbol 2961 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 9Symbol 2962 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 9Symbol 2401 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 10Symbol 2401 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 11Symbol 2962 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 11Symbol 2960 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 11Symbol 2961 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 11Symbol 2950 Button
"market_btn"Symbol 2993 MovieClip [Cities] Frame 12Symbol 2403 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 12Symbol 2959 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 12Symbol 2960 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 12Symbol 2961 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 12Symbol 2401 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 13Symbol 2966 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 13Symbol 2968 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 13Symbol 2969 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 13Symbol 2970 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 13Symbol 2401 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 15Symbol 2966 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 15Symbol 2968 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 15Symbol 2969 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 15Symbol 2950 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 15Symbol 2401 Button
"market_btn"Symbol 2993 MovieClip [Cities] Frame 15Symbol 2403 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 16Symbol 2970 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 16Symbol 2401 Button
"market_btn"Symbol 2993 MovieClip [Cities] Frame 16Symbol 2403 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 17Symbol 2975 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 17Symbol 2977 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 17Symbol 2979 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 17Symbol 2981 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 19Symbol 2975 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 19Symbol 2977 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 19Symbol 2979 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 19Symbol 2981 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 19Symbol 2950 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 20Symbol 2950 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 21Symbol 2985 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 21Symbol 2987 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 21Symbol 2989 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 21Symbol 2991 Button
"barracks_btn"Symbol 2993 MovieClip [Cities] Frame 23Symbol 2985 Button
"hall_btn"Symbol 2993 MovieClip [Cities] Frame 23Symbol 2987 Button
"forge_btn"Symbol 2993 MovieClip [Cities] Frame 23Symbol 2989 Button
"temple_btn"Symbol 2993 MovieClip [Cities] Frame 23Symbol 2991 Button
"barn_btn"Symbol 2993 MovieClip [Cities] Frame 23Symbol 2401 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 23Symbol 2950 Button
"harbor_btn"Symbol 2993 MovieClip [Cities] Frame 24Symbol 2950 Button
"name_txt"Symbol 3036 MovieClip Frame 1Symbol 3035 EditableText
"name_txt"Symbol 3038 MovieClip Frame 1Symbol 3037 EditableText
"name_txt"Symbol 3040 MovieClip Frame 1Symbol 3039 EditableText
"name_txt"Symbol 3042 MovieClip Frame 1Symbol 3041 EditableText
"name_txt"Symbol 3044 MovieClip Frame 1Symbol 3043 EditableText
"name_txt"Symbol 3047 MovieClip Frame 1Symbol 3046 EditableText
"name_txt"Symbol 3049 MovieClip Frame 1Symbol 3048 EditableText
"name_txt"Symbol 3051 MovieClip Frame 1Symbol 3050 EditableText
"name_txt"Symbol 3053 MovieClip Frame 1Symbol 3052 EditableText
"name_txt"Symbol 3055 MovieClip Frame 1Symbol 3054 EditableText
"name_txt"Symbol 3057 MovieClip Frame 1Symbol 3056 EditableText
"name_txt"Symbol 3059 MovieClip Frame 1Symbol 3058 EditableText
"blinker"Symbol 3064 MovieClip Frame 1Symbol 3063 MovieClip
"sign"Symbol 3073 MovieClip Frame 2Symbol 1996 MovieClip
"sign"Symbol 3074 MovieClip Frame 1Symbol 1996 MovieClip
"congrats"Symbol 3074 MovieClip Frame 1Symbol 3073 MovieClip
"sea"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 2995 MovieClip
"ground"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 2997 MovieClip
"seashore"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 2999 MovieClip
"invisible_button"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3001 Button
"landAra"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3005 MovieClip
"landViz"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3009 MovieClip
"landRus"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3013 MovieClip
"landMon"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3019 MovieClip
"landGer"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3024 MovieClip
"landJap"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3029 MovieClip
"Veii"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3036 MovieClip
"RaGorod"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3038 MovieClip
"Kells"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3040 MovieClip
"Holmgard"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3042 MovieClip
"Nara"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3044 MovieClip
"Rabat"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3047 MovieClip
"Treveri"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3049 MovieClip
"Grouzeno"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3051 MovieClip
"Grobben"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3053 MovieClip
"Swansea"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3055 MovieClip
"Matsuyama"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3057 MovieClip
"Medina"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3059 MovieClip
"Nagoya"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3057 MovieClip
"Izumo"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3057 MovieClip
"Sapporo"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3044 MovieClip
"Suo"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3044 MovieClip
"Omi"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3044 MovieClip
"Echigo"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3044 MovieClip
"Torburg"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3053 MovieClip
"Dortmund"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3053 MovieClip
"Skara"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3042 MovieClip
"Lunde"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3042 MovieClip
"Risby"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3042 MovieClip
"Odense"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3042 MovieClip
"Staroe"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3051 MovieClip
"Svetlolesye"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3051 MovieClip
"Elki"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3051 MovieClip
"Zlatograd"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3038 MovieClip
"Dobrov"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3038 MovieClip
"Krasnodolye"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3051 MovieClip
"Artaxata"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3049 MovieClip
"Tyrus"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3049 MovieClip
"Palmyra"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3036 MovieClip
"Caesarea"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3036 MovieClip
"Seleucia"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3049 MovieClip
"Curia"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3049 MovieClip
"Llanelli"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3055 MovieClip
"Neath"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3055 MovieClip
"Tara"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3055 MovieClip
"Iona"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3055 MovieClip
"Armagh"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3040 MovieClip
"Cardiff"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3040 MovieClip
"Mosul"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3059 MovieClip
"Tiflis"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3059 MovieClip
"Samarra"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3047 MovieClip
"Shiraz"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3047 MovieClip
"Mahdia"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3047 MovieClip
"Aden"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3047 MovieClip
"quest_avatar_0"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_1"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_2"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_3"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_4"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_5"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_6"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_7"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_8"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_9"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_10"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_11"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_13"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_12"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_14"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_15"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_16"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_17"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_18"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
"quest_avatar_19"Symbol 3075 MovieClip [WorldMap] Frame 1Symbol 3061 MovieClip
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Created: 8/10 -2018 11:45:35 Last modified: 8/10 -2018 11:45:35 Server time: 07/05 -2024 02:11:13