STORY   LOOP   FURRY   PORN   GAMES
• C •   SERVICES [?] [R] RND   POPULAR
Archived flashes:
228102
/disc/ · /res/     /show/ · /fap/ · /gg/ · /swf/P0001 · P2561 · P5121

swfchan turned sixteen years old yesterday! (5may2024)

<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/90448299?noj=FRM90448299-7DC" width="1" height="1"></div>

dungeonman2.swf

This is the info page for
Flash #215951

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


Text
Videlectrix 1981 by Jonathan, Mike & Matt

clicketh anywhere to play

>

What wouldst thou deau?

**                     **
***       *******      * *
* ****  ***     ***  **  *
***  ***           ***  **
******           ******
******         ***** ***
*   *************   **  *
**   *   **      **   *  *
**   **   *      ***   *  *
*   **   ********* *   *  *
*  *   ** 0  *  0  *   *  *
*     **     *     **     *
**    **    *****    *     ***
** *****    *     *   ***  ******
*****   ***** **  *** *  ****
** **  ***  **

(<-that's
you)

THY DUNGEOMAN 2!! Thy score is blah out of blah

ActionScript [AS1/AS2]

Frame 61
stop();
Frame 62
function init() { output.text = ""; roomText.OFFICE = "There are many paintings of the Magistrate shaking hands with famous people. King Arthur, King Graham, David Bowie. On his desk lies a wooden placard with the name \"Ripberger\" carved into it. In the desk is a really conspicuous DRAWER. Ye can only go north."; roomText.HALLWAY = "You are in the hallway of the dungeon. Exits are north, south and the cell from whence ye came is roughly westish."; roomText.CELL = "Ye find yeself in yon cell. There ist a barred WINDOW, a firmly shut DOOR, some HAY and a CHAMBER POT."; roomText.ENTRANCE = "Let's recap: Yucchy place plus rat with a nametag. Exits SOUTH and NORTH."; roomText.MAZE = "Ye have entered what appears to be a maze of sewer tunnels. Tunnels lead North, East, and West. Ye spies a mop."; roomText.KITCHEN = "This looks like a kitchen. The sous-chef is tending to root vegetables. There is a door eastward that might lead to the infirmary. There is a placard on the wall."; roomText.INFIRMARY = "You are in the infirmary. There is a Saw doctor here and a Homeopathic Pathologist. Whatever, she's a Healer. And she smells like fruity dirt. Or dirty fruit. A sign readeth, \"Ask thy doctor about CRAFTSMAN TOOLS\""; roomText.KITCHEN_REDUX = "This is the chef's prepatory room. The sous-chef is tending to root vegetables. There is a placard on the wall."; gGameOver = false; gFlaskTries = 0; gStarting = true; gScore = 0; gRoom = "CELL"; gAcceptInput = false; gShowString = ""; input_mc.question.text = ""; input_mc._visible = false; gSpecial = true; gSpecialState = "name"; gNaked = false; gMazeNum = 0; gHP = 10; gHealerCounter = 0; inventory.bread = false; inventory.key = false; inventory.map = false; inventory.mop = false; inventory.picture = false; state.holdNose = false; state.drawerOpen = false; state.mapBurned = false; state.metRipberger = false; state.talkedPercy = false; state.plague = false; state.plagueCounter = 0; state.chefAttack = false; state.chefAttackCounter = 0; state.mopAvailable = false; percyFirsttime = true; state.flaskCounter = 0; scoring.breadEat = false; scoring.breadGet = false; scoring.craftsman = false; scoring.ratt = false; scoring.bowie = false; var _local1 = 0; while (_local1 <= 23) { roomArray[_local1] = new Object(); roomArray[_local1].exitN = -1; roomArray[_local1].exitS = -1; roomArray[_local1].exitW = -1; roomArray[_local1].exitE = -1; roomArray[_local1].enemyType = "none"; roomArray[_local1].stain = true; _local1++; } roomArray[0].exitN = 2; roomArray[0].exitE = 1; roomArray[0].exitW = 3; roomArray[1].exitW = 0; roomArray[1].enemyType = "L"; roomArray[2].exitS = 0; roomArray[2].enemyType = "H"; roomArray[3].exitE = 1; roomArray[3].exitW = 4; roomArray[3].enemyType = "M"; roomArray[4].exitE = 3; roomArray[4].exitN = 5; roomArray[5].exitS = 4; roomArray[5].exitW = 6; roomArray[5].enemyType = "M"; roomArray[6].exitE = 5; roomArray[6].exitS = 7; roomArray[6].exitN = 8; roomArray[7].enemyType = "L"; roomArray[7].exitN = 6; roomArray[7].enemyType = "M"; roomArray[8].exitS = 6; roomArray[8].exitN = 9; roomArray[9].exitS = 8; roomArray[9].exitN = 10; roomArray[10].exitS = 9; roomArray[10].exitN = 11; roomArray[10].exitE = 12; roomArray[10].enemyType = "H"; roomArray[11].exitS = 10; roomArray[11].enemyType = "M"; roomArray[12].exitW = 10; roomArray[12].exitE = 13; roomArray[12].enemyType = "M"; roomArray[13].exitW = 12; roomArray[13].exitS = 15; roomArray[13].exitN = 14; roomArray[13].exitE = 16; roomArray[14].exitS = 13; roomArray[14].exitE = 17; roomArray[15].exitN = 13; roomArray[15].enemyType = "H"; roomArray[16].exitW = 13; roomArray[16].exitE = 23; roomArray[17].exitW = 14; roomArray[17].exitN = 18; roomArray[17].enemyType = "M"; roomArray[18].exitS = 17; roomArray[18].exitN = 24; roomArray[19].exitE = 20; roomArray[20].exitW = 19; roomArray[20].exitS = 21; roomArray[20].enemyType = "L"; roomArray[21].exitN = 20; roomArray[21].exitS = 22; roomArray[21].exitW = 23; roomArray[22].exitN = 21; roomArray[23].exitE = 21; roomArray[23].exitW = 16; roomArray[23].enemyType = "M"; } function main() { if (gStarting) { showText("Thou awake in a dungeon. There ist a barred WINDOW and a DOOR, some HAY and a CHAMBER POT. Thou wearest only a loincloth made of cheesecloth. It is a loin-cheese cloth. Thou rememberest little other than thy own name."); showText("\n\nBy thy way, what ist thy name again?"); gStarting = false; } updateText(); if (((!gAcceptInput) && (gShowString.length <= 0)) && (!gGameOver)) { input_mc._visible = true; input_mc.input.text = ""; gAcceptInput = true; } } function inputSubmitted() { gAcceptInput = false; pS = input_mc.input.text; input_mc._visible = false; output.text = ""; if (runCounters()) { return(true); } if (gSpecial) { switch (gSpecialState) { case "name" : parseName(pS); break; case "ripberger" : talkRipberger(pS); break; case "monster" : fightMonster(pS); break; case "healer" : talkHealer(pS); break; case "doctor" : talkDoctor(pS); break; case "king" : talkKing(pS); break; case "percy" : talkPercy(pS); break; case "ending" : gotoAndStop (65); _root.gotoAndStop("win", 1); break; case "explode" : explode(); break; case "explode2" : explode2(); break; default : trace("Error - gSpecial is active but no matching state"); } return(true); } pS = pS.toLowerCase(); if ((gRoom == "CELL") && (parseCell(pS))) { return(true); } if ((gRoom == "HALLWAY") && (parseHallway(pS))) { return(true); } if ((gRoom == "OFFICE") && (parseOFFICE(pS))) { return(true); } if ((gRoom == "ENTRANCE") && (parseENTRANCE(pS))) { return(true); } if ((gRoom == "MAZE") && (parseMAZE(pS))) { return(true); } if ((gRoom == "KITCHEN") && (parseKITCHEN(pS))) { return(true); } if ((gRoom == "INFIRMARY") && (parseINFIRMARY(pS))) { return(true); } if ((gRoom == "KITCHEN_REDUX") && (parseKITCHEN_REDUX(pS))) { return(true); } parseAnyRoom(pS); } function talkKing(pS) { showText("\"Thy Dungeonman!\" sayeth a voice from behind. Why it's the King!\n"); showText("\"Congratualtions, Thy Dungeonman. Thy hath escaped the restrictive confines of both the royal sewers and thine own clothing I see. You clearly deserve to escort my daughter, "); showText("the fair Maiden Ogletree, to the Enchantment under the Parapets dance tonight. You truly are...\n"); showText("Press [ENTER]"); gScore = gScore + 10; score_sound.start(); input_mc.question.text = ""; gSpecial = true; gSpecialState = "ending"; } function explode() { showText("THY DOOOOOOOOSSHHJGHJHJHH!!\n"); showText("\n\nPress [ENTER]"); gSpecialState = "explode2"; } function explode2() { showText("Ye find yeself in a kitchen. A dead Dongrel lies at thy feet. Ye notice an emerald, bauble-encrusted brooch bracelet clutched in its claws."); gSpecial = true; input_mc.question.text = "What wouldst thou deau?"; gSpecialState = "percy"; } function talkPercy(pS) { var _local1 = pS; state.chefAttack = false; if (percyFirsttime == true) { gScore = gScore + 10; score_sound.start(); showText("\"Steal my joke, wouldst thou?!!\" It's Percy! And he's hoppin' mad. "); showText("\"That, 'this might kill ye a little' joke is my stale bread and curdled butter!\" he cries. "); showText("\"It's what everyone knows me for! And thou hath ruined it!!\"\n"); percyFirsttime = false; } if ((((isAction(_local1, "use") || (isAction(_local1, "throw"))) || (isAction(_local1, "take off"))) || (isAction(_local1, "give"))) && (isObj(_local1, "cloth"))) { showText("Casting thy body image issues aside, you tear off the loin-cheese cloth and throw it across yon room and into a pot of boiling root vegetables. Percy cannot resist the combined smell "); showText("of disgusting cheese and body odor and leaps into the scalding waters after it!! \"Curse thy delicious loin-cheese cloth, Thy Dungeonman!\" he cries as he fries to a golden gray."); gSpecialState = "king"; } else { showText("Percy leapeth at you and strikes.\n"); gHP--; if (gHP <= 0) { showText("Thy hitpoints are 0. We are totally sorry but thou art pretty dead. There must have been a way to best him but really what didst thou have left?"); gameOver(); } else { showText(("Thy hitpoints are " + gHP) + ".\n"); showText("Percy looks ready to strike again.\n"); } } } function fightMonster(ps) { var _local1 = ps; if (isObj(_local1, "low")) { if (roomArray[gMazeNum].enemyType == "L") { roomArray[gMazeNum].enemyType = "none"; showText("Ye swings underhand, delivering the Longrel a crushing blow! \"Mop 'til ye drop!\" ye cries as thou smotes its ruin. Somehow it doesn't ringeth triumphantly quite the way thee expected."); showText(("\nThy hitpoints are " + gHP) + "."); gSpecial = false; gScore = gScore + 1; score_sound.start(); } else { hitByMonster(); } return(true); } if (isObj(_local1, "high")) { if (roomArray[gMazeNum].enemyType == "H") { roomArray[gMazeNum].enemyType = "none"; showText("Ye swings high at the Hongrel sends it careening to its death! \"It's just a little crush!\" ye bellows. Actually, ye wish ye hadn't bellowed quite so loudly."); showText(("\nThy hitpoints are " + gHP) + "."); gSpecial = false; gScore = gScore + 2; score_sound.start(); } else { hitByMonster(); } return(true); } if (isObj(_local1, "middle") || (isObj(_local1, "middlin"))) { if (roomArray[gMazeNum].enemyType == "M") { roomArray[gMazeNum].enemyType = "none"; showText("Ye strikes the Mongrel squarely in its pulsing center! \"A little dead never hurt nobody!\" ye cries out. Ye are still working on thy one-liners."); showText(("\nThy hitpoints are " + gHP) + "."); gSpecial = false; gScore = gScore + 3; score_sound.start(); } else { hitByMonster(); } return(true); } showText("Seriously ye: strike high, strike low or strike middlin?"); return(true); } function hitByMonster() { gHP--; showText("The fierce beastie lands a stinging blow! "); if (gHP <= 0) { showText("Thy hitpoints are 0. You watch as a large \"-1\" floats up out of your head. Ye grabs for it desperately, but it flickers and fades out. Thy vision blurs and you fall into the sewer muck. The "); showText("last thing thou sees, in large, floating, pixelated letters, are the words REVO EMAG. Thou Loseth. Thank thee for playing."); gameOver(); } else { showText(("Thy hitpoints are " + gHP) + ".\n"); showText("Wouldst thou strike low, high, or middlin?\n"); } } function talkHealer(pS) { var _local1 = pS; state.plagueCounter = 0; if ((((_local1 == "yes") || (_local1 == "y")) || (_local1 == "no")) || (_local1 == "n")) { gHealerCounter++; if (gHealerCounter == healerQuestions.length) { showText("You think ye have passed out. Yep. Ye passed out. The plague set in, and now a little Thy Dungeonman angel is floating to the ceiling. Game over. Thy Loseth. Thank thee for playing."); gameOver(); return(true); } } else { showText("Yes or no!\n"); } showText(healerQuestions[gHealerCounter]); return(true); } function talkDoctor(pS) { var _local1 = pS; state.plagueCounter = 0; if ((_local1 == "no") || (_local1 == "n")) { gRoom = "KITCHEN_REDUX"; showText("\"Oh, very well,\" he sighs and sets you down on yon examination table. \"What's wrong with thee? Plague or something?\" You tell him yes and he proceeds to saw off thy plague. He "); showText("mashes a ball of leeches on the wound, gives ye a sucker, and sends ye on thy merry way.\n"); showText("Huzzah! Thou art cured of the plague. You head back into the kitchen and the infirmary is locked behind thee."); state.plague = false; gSpecial = false; gScore = gScore + 5; score_sound.start(); return(true); } if ((_local1 == "yes") || (_local1 == "y")) { showText("Ye waits and waits and waits. Last year's minstrel hits are being piped in from somewhere. Ye grow tired and slumpeth to the floor. Oh wait, that was just thy arm. Eww! Piece by piece you "); showText("fall apart from thy plague. With thy last thoughts you wonder, \"Why didn't Sir Lance and the Lots "); showText("just stay broken up the first time?\" Thy Loseth. Thank thee for playing."); gameOver(); gSpecial = false; return(true); } showText("Be thee a good patient and answer yes or no.\n"); return(true); } function talkRipberger(pS) { if (isTalk(pS, "ripberger") || (isTalk(pS, "magistrate"))) { showText("\"Gumble-duh. Dumble?\" you barely stammer.\n"); showText("...\n...\n...\n"); showText("\"Very well,\" says Ripberger. \"Carry on.\" With that he walks into his office and locks the door behind him. PHEW! Twas a close one."); gSpecial = false; gScore = gScore + 5; score_sound.start(); state.metRipberger = true; } else { showText("Not now! This ist serious!!"); } return(true); } function parseName(pS) { gName = pS; gSpecial = false; gStarting = false; showText(("Ah yes. " + gName) + ". A "); nameArray = new Array(); nameArray = ["terrible", "ridiculous", "pleasant", "scrumtrilescent", "mundane", "flaccid", "swell", "picayune", "predictable", "noble", "filthy", "disappointing", "feeble"]; showText(nameArray[Math.floor(Math.random() * nameArray.length)]); showText(" name. Anyhoo. Like I mentionedeth: a Cell."); input_mc.question.text = "What wouldst thou deau?"; } function isTake(pS, obj) { var _local1 = pS; return((((_local1.slice(0, 3) == "get") || (_local1.slice(0, 4) == "take")) || (_local1.slice(0, 4) == "pick up")) && (isObj(_local1, obj))); } function isAction(pS, verb) { return(pS.slice(0, verb.length) == verb); } function isObj(pS, obj) { return(pS.slice(-obj.length) == obj); } function isGo(pS, dir) { var _local1 = pS; var _local2 = dir; return(((_local1 == _local2) || (_local1 == _local2.charAt(0))) || (isAction(_local1, "go") && (isObj(_local1, _local2)))); } function isTalk(pS, person) { var _local1 = pS; return((((isAction(_local1, "talk") || (isAction(_local1, "speak"))) || (isAction(_local1, "converse"))) || (isAction(_local1, "ask"))) && (isObj(_local1, person))); } function parseMAZE(pS) { var _local1 = pS; if ((gMazeNum == 0) && (isTake(_local1, "mop"))) { if (!inventory.mop) { showText("Ye ol' toole of the trade. Got it. But don't even think of stowing this one in thy cloth."); inventory.mop = true; gScore = gScore + 1; score_sound.start(); } else { showText("One mop is enough, you English pigdog."); } return(true); } if ((_local1 == "mop") || (_local1 == "mop stain")) { if (inventory.mop) { if (roomArray[gMazeNum].stain) { roomArray[gMazeNum].stain = false; showText("Dutifully! Ye moppeth it up. Ye gets 2 experience points. (Exp. points cash value less than 1/100 of one gilderupee)."); } else { roomArray[gMazeNum].stain = true; showText("Alas and also perhaps alack. There is no stain here, but thy increasingly soiled mop has managed to leave one behind."); } } else { showText("Points for work ethic, but thou don't have a mop ... yet."); } return(true); } if (isTake(_local1, "bread") || ((isAction(_local1, "eat") || (isAction(_local1, "use"))) && (isObj(_local1, "bread")))) { showText("You carve off a scrappadat bread. It doth tasteth like the royal stable floor and causes some "); showText("Phlegming in the throat, but you feel perky for the moment. Me thinks that nasty plague has been staved off of ye for the moment. High fiveth!"); state.plagueCounter = 0; if (!scoring.breadEat) { gScore = gScore + 5; score_sound.start(); scoring.breadEat = true; } return(true); } if (isGo(_local1, "north")) { if (gMazeNum == 18) { gRoom = "KITCHEN"; showText("Sweet King Arthur! Thee hath made it out. And none too soon. Thy plague is really setting in.\n"); showText(roomText[gRoom]); gScore = gScore + 5; score_sound.start(); return(true); } if (roomArray[gMazeNum].exitN == -1) { showText("Thou cannost go that way, ye foole. Court jester auditions were last week."); } else { gMazeNum = roomArray[gMazeNum].exitN; testMonster(); } return(true); } if (isGo(_local1, "south")) { if (roomArray[gMazeNum].exitS == -1) { showText("We've been over this before. Thou cannot go that way any more than thou can sail around the world."); } else { gMazeNum = roomArray[gMazeNum].exitS; testMonster(); } return(true); } if (isGo(_local1, "east")) { if (roomArray[gMazeNum].exitE == -1) { showText("There is no exit that way. Perhaps thee would rather be in a room where thee COULD go east?"); } else { gMazeNum = roomArray[gMazeNum].exitE; testMonster(); } return(true); } if (isGo(_local1, "west")) { if (roomArray[gMazeNum].exitW == -1) { showText("Thee must be thinking of another dungeon maze. There is noe exite thise waye."); } else { gMazeNum = roomArray[gMazeNum].exitW; testMonster(); } return(true); } if ((_local1 == "look") || (_local1 == "look dungeon")) { lookMaze(); return(true); } return(undefined); } function parseINFIRMARY(pS) { var _local1 = pS; if (isAction(_local1, "look") && (isObj("doctor"))) { showText("He's been finger painting! Oh wait. That's blood."); return(true); } if (isAction(_local1, "look") && (isObj("healer"))) { showText("She's filthy and carefree, her hair in natty clumps. You decide you'll call her \"Patchouli Julie\" and chuckle to thyself. "); return(true); } if ((isAction(_local1, "look") || (isAction(_local1, "read"))) && (isObj(_local1, "sign"))) { showText("\"Ask thy doctor about CRAFTSMAN TOOLS\"\nQuite frankly thou aren't sure WHY ye should ask. Is no scrap of this kingdom safe from the Advertisigarchy?"); return(true); } if (isTalk(_local1, "healer") || (isTalk(_local1, "Pathologist"))) { showText("She rubs oils and powders on a statue and eats some flowers. A satyr comes in playing the sitar. She then inquires about your home life. \"Is love in thy heart?\" "); gSpecial = true; gSpecialState = "healer"; return(true); } if (((_local1 == "ask doctor about craftsman tools") || (_local1 == "ask about craftsman")) || (_local1 == "ask about craftsman tools")) { showText("\"Nothin takes a rotten leg off like Craftsman!\" he says and a little jingle plays."); if (!scoring.craftsman) { gScore = gScore + 1; score_sound.start(); scoring.craftsman = true; } return(true); } if (isTalk(_local1, "doctor")) { showText("The doctor turns to you and says: \"I'm very busy, can you wait?\""); gSpecial = true; gSpecialState = "doctor"; return(true); } return(undefined); } function parseKITCHEN_REDUX(pS) { var _local1 = pS; if (isGo(_local1, "east") || (isGo(_local1, "eastward"))) { showText("The infirmary locked behind thee. Look, it's a plot device. Be thankful ye do not have to wander about."); return(true); } if (isAction(_local1, "look") && ((isObj(_local1, "lollipop") || (isObj(_local1, "sucker"))) || (isObj(_local1, "pop")))) { showText("The wrapper sayeth, \"Super Mutton Pop. Now with 30% less tendon!\""); return(true); } if (state.chefAttack) { if ((isAction(_local1, "use") || (isAction(_local1, "give"))) && ((isObj(_local1, "lollipop") || (isObj(_local1, "sucker"))) || (isObj(_local1, "pop")))) { showText("You unwrap the lollipop and shove it into the oncoming Dongrel's mouth. It sucketh for one moment. "); showText("Two moments. Ye look down at the wrapper and readeth yon fine print, \"Not for Dongrels and children under 2. Severe explosion of head may occur.\""); showText("\"This might kill ye a little!\" ye cries and diveth for cover.\n\n"); showText("Press [ENTER]"); gSpecial = true; gSpecialState = "explode"; state.chefAttackCounter = -10; input_mc.question.text = ""; return(true); } } if (((isAction(_local1, "eat") || (isAction(_local1, "lick"))) || (isAction(_local1, "unwrap"))) && (isObj(_local1, "lollipop") || (isObj(_local1, "sucker")))) { showText("Naw, man."); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "placard"))) { if (!inventory.picture) { showText("It's Percy. Or should thou say Percival? He was employee of the month this Auguft."); } else { showText("A securly placed placard with a pilfered portrait of Percy."); } return(true); } if (isAction(_local1, "look") && (isObj(_local1, "picture"))) { if (!inventory.picture) { showText("Percy. He's so dreamy. If only thou could have the picture for thyself."); } else { showText("Not a bad looking rat. I mean, if thou likes rats."); } return(true); } if (isTake(_local1, "placard")) { if (!inventory.picture) { showText("It is firmly bolted to the wall. If though hast learned anything, it is not to mess with that which is firmly bolted. However, the picture of Percy could be removed if no one was looking."); } else { showText("We've chatted re: this placard and w/r/t it's takability maybe thou weren't cc:'d that this sucker isn't going anywhere."); } return(true); } if (isTake(_local1, "vegetables") || (isAction(_local1, "eat") && (isObj(_local1, "vegetables")))) { showText("No way. They got long grody hairs in em."); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "vegetables"))) { showText("They got long grody hairs in em."); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "chef"))) { if (state.chefAttack) { showText("Man, that Dongrel is one bad moth ... shut yo mouth!"); } else { showText("The chef sloppily mashes up root vegetables. He repeatedly spits on the food and scratches his dandruff into it. Note to thyself: Never order the root vegetables."); } return(true); } if (isTake(_local1, "picture") || (isTake(_local1, "picture of percy"))) { if (!inventory.picture) { showText("No one was looking. It is a fine charcoal sketch, the kind you'd get at a faire by one of those surly jester types. Sweet."); inventory.picture = true; gScore = gScore + 3; score_sound.start(); } else { showText("Thou needn't be seventh son of Merlin to notice that thou already hast it."); } return(true); } if (isTalk(_local1, "chef")) { if (state.chefAttack) { showText("Why, sous-chef, why?????"); } else { showText("The sous-chef spins around to reveal that he is not a sous-chef after all but a snarling, scangering DONGREL!! Worst of them all! "); showText("You brandish thy mop but the Dongrel snaps it in two like a pretzel stick, one dipped in Nutella. Mmm. He rears back to attack."); roomText.KITCHEN_REDUX = "This is the chef's prepatory room. The sous-chef, who is not a sous-chef but a DONGREL, is tending to you! Better work fast."; state.chefAttack = true; state.chefAttackCounter = 0; inventory.mop = false; } return(true); } if (isAction(_local1, "use picture") || (isAction(_local1, "show picture"))) { if (inventory.picture) { if (state.chefAttack) { showText("You hold up the sketch of Percy. The Dongrel rears back and pimpers for a moment, then sneezes! "); showText("This creature is allergic to charcoal dust! It sneezes again and drops the sharp end of your mop to the ground."); state.mopAvailable = true; } else { showText("Good idea. Save it for later."); } } else { showText("Thou dons't have one to show."); } return(true); } if ((isTake(_local1, "mop") || (isTake(_local1, "mop end"))) || (isTake(_local1, "sharp end"))) { if (inventory.mop) { showText("Thou've got the mop and art feeling pretty good about the matter."); return(true); } if (state.mopAvailable) { showText("Ye grabs the piece of your mop and brandish it like only Saint Brandish himself could. The Dongrel continues sneezing and groping around for Benadryl."); inventory.mop = true; state.mopAvailable = false; } else { showText("The Dongrel guardeth the shards too closely! Everyone knows a Dongrel loves shards."); } return(true); } if ((isAction(_local1, "kill") || (isAction(_local1, "use mop"))) || (isAction(_local1, "strike"))) { if (inventory.mop) { showText("\"This might kill ye a little!\" ye cries and driveth the mop handle deep into the Dongrel's craw. It champles and bowdens in pain, crungling all over the place. At last, it expires. "); showText("Ye find yeself in a kitchen. A dead Dongrel lies at thy feet. Ye notice an emerald, bauble-encrusted "); showText("brooch bracelet clutched in its claws."); gSpecial = true; gSpecialState = "percy"; state.chefAttackCounter = -10; } else { showText("Ye dons't have the mop!"); } return(true); } return(undefined); } function parseKITCHEN(pS) { var _local1 = pS; if (isGo(_local1, "east")) { showText("Look, I said EASTWARD!!"); return(true); } if (isAction(_local1, "look")) { showText("Thou sees little at this point but the infirmary door EASTWARD."); return(true); } if (isGo(_local1, "eastward")) { gRoom = "INFIRMARY"; showText("Thanketh the heavens. Relief is moments away. "); showText(roomText[gRoom]); return(true); } if (state.plague) { showText("You should probably have thy plague looked at firstly."); return(true); } return(undefined); } function testMonster() { if (roomArray[gMazeNum].enemyType != "none") { showText(("Out of the darkness comes a terror-fying " + roomArray[gMazeNum].enemyType) + "ongrel! It snarls and gammers, hisses and grobs!\n"); if (inventory.mop) { showText("You brandish thy mop. Wouldst thou strike low, high, or middlin?"); gSpecial = true; gSpecialState = "monster"; } else { showText("Thou art defenceless! Ye flee but are soon trampled and consumed by the terrifying foe. \n"); showText("The loss of dignity scampering off like a weasel is second only to the loss of life in general. Game WAY over.\n"); gameOver(); } return(true); } lookMaze(); return(false); } function lookMaze() { showText("You are in the dungeon maze, but it looks like you're almost out! "); showText("Exits are: \n"); if (roomArray[gMazeNum].exitN > -1) { showText("NORTH\n"); } if (roomArray[gMazeNum].exitS > -1) { showText("SOUTH\n"); } if (roomArray[gMazeNum].exitE > -1) { showText("EAST\n"); } if (roomArray[gMazeNum].exitW > -1) { showText("WEST\n"); } if (roomArray[gMazeNum].stain) { showText("There is a stain on the wall. "); } if ((gMazeNum == 0) && (!inventory.mop)) { showText("Why there's a mop here just ripe for the pluckin'."); } } function parseENTRANCE(pS) { var _local1 = pS; if (isGo(_local1, "south")) { showText("Back ye go.\n"); gRoom = "HALLWAY"; showText(roomText[gRoom]); return(true); } if (isTalk(_local1, "rat")) { showText("It looketh back at you blankly. (the nametag ye fool! the nametag!)"); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "rat"))) { showText("The rat is just smaller than a chamberpot and is wearing a nametag. It looketh back at you blankly."); return(true); } if ((isAction(_local1, "look") || (isAction(_local1, "read"))) && (isObj(_local1, "tag"))) { showText("The nametag readeth: Hello, my name is Percy. I'm here to help."); return(true); } if (((((isTalk(_local1, "percy") || (isTalk(_local1, "percy the rat"))) || (_local1 == "ask Percy for help")) || (_local1 == "ask him for help")) || (_local1 == "ask rat for help")) || (_local1 == "get help")) { if (state.holdNose) { showText("Since thy nose is still held fast, thy voice sounds like a prancey squire. Percy laughs and points at you and later tells his friends about how foolish thou sounded. Within their circle of "); showText("friends, it becometh an inside joke that to \"pull a Thy dungeonman\" is to do something stupid or like how a prancey squire would do it."); } else { showText("Percy tells you that he is a bubonic plague rat in the service of the crown. And by order of the King he must give said plague to all ye who pass. Ye included. \"Nice loin-cheese cloth,\" he adds...rather creepily."); state.talkedPercy = true; } return(true); } if ((isGo(_local1, "north") || (_local1 == "pass rat")) || (_local1 == "pass Percy")) { if (!state.talkedPercy) { showText("The rat is blocking the way. Seriously. Darn if ye had not slept through the conversation part of charm school."); } else { showText("Passing through the slimy doorway Percy says, \"This might kill ye a little,\" and sharply bites "); showText("your ankle. You howl in pain like a prancey squire. Percy slams the door shut behind you and locks it tight.\n"); gRoom = "MAZE"; state.plague = true; gScore = gScore + 5; score_sound.start(); showText(roomText[gRoom]); } return(true); } if ((_local1 == "listen to ratt") || (_local1 == "ratt")) { showText("Ye hums some late-era Ratt to thyself. 'Waycool Jr.' is not as good a tune as thou remeberest."); return(true); } if (isTake(_local1, "plague")) { if (state.talkedPercy) { showText("Percy reiterates that he must give the plague to all ye who pass. You, on the other hand, are just standing there. You'll have to pass him in order to get ye plague."); } else { showText("Yes, yes, brilliant. But howe?"); } return(true); } return(undefined); } function parseHallway(pS) { var _local1 = pS; if (isGo(_local1, "west")) { showText("Well, it's not exactly west. More roughly westish."); return(true); } if (isGo(_local1, "south")) { if (state.metRipberger) { showText("Ripberger. He's in there. Thou'd sooner cope with cholera again than go back."); } else { showText("The hallway south leads into the Custodial Magistrate's office. He is not in.\n"); gRoom = "OFFICE"; showText(roomText[gRoom]); gOfficeCounter = 0; return(true); } } if (isGo(_local1, "north")) { showText("The hallway north leads deeper underground. The walls are narrower, standing water is at thy "); showText("feet, and other such unpleasant cliches abound. There is a slimy doorway that heads north. "); showText("There is a sizeable rat by the doorway, and it seems to be wearing a nametag."); gRoom = "ENTRANCE"; return(true); } if (((isAction(_local1, "go") && (isObj(_local1, "westish"))) || (_local1 == "westish")) || (_local1 == "roughly westish")) { showText("That's the ticket. Except thou art again in a cell. The door slammeth behind thee."); gRoom = "CELL"; return(true); } return(undefined); } function parseOFFICE(ps) { var _local1 = ps; if (isGo(_local1, "north")) { if (inventory.map) { gSpecial = true; gSpecialState = "ripberger"; showText("You slip back into the hallway and run right into Magistrate Ripberger! \"What art thou doing, "); showText(gName + "?\" he asks suspiciously."); } else { showText("Interesting choice.\n"); showText(roomText[gRoom]); } gRoom = "HALLWAY"; return(true); } if (isTalk(_local1, "ripberger") || (isTalk(_local1, "magistrate"))) { showText("Thy should be deferential even at the utterence of his name. Thankfully Mgst. Ripberger is not here to witness thy disrespect."); return(true); } if (isAction(_local1, "look") && ((isObj(_local1, "painting") || (isObj(_local1, "paintings"))) || (isObj(_local1, "portraits")))) { showText("Man, that guy Ripberger really has it madeth."); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "bowie"))) { showText("There's something about that man... The picture was taken during the Tin Machine era. Thou art more of a Ziggy Stardust fan."); if (!scoring.bowie) { gScore = gScore + 2; score_sound.start(); scoring.bowie = true; } return(true); } if (isTake(_local1, "placard")) { showText("Dude! Ripberger would KILL you!"); return(true); } if (isTake(_local1, "drawer")) { showText("Don't be silly. It's part of the desk. What if I typed TAKE FOOT on thou. How would you like that?"); return(true); } if (isTake(_local1, "foot")) { showText("Thy literalist humor does not warrant a response."); return(true); } if (isTalk(_local1) && (isObj(_local1, "placard"))) { showText("Dude! Ripberger would KILL you!"); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "drawer"))) { if (state.drawerOpen) { showText("Open, empty. What more can be said?"); } else { showText("It looketh like it wants to be opened."); } return(true); } if (isAction(_local1, "open") && (isObj(_local1, "drawer"))) { if (state.drawerOpen) { showText("How open dost thou want the darn thing!?"); } else { showText("Locked! Isn't that always the way? Thou hateth adventure games."); } return(true); } if (isAction(_local1, "close") && (isObj(_local1, "drawer"))) { if (state.drawerOpen) { showText(("Good thinking, " + gName) + ". Ripberger will be none the wiser."); state.drawerOpen = false; } else { showText("Didn't I mention it was already closed? My b."); } return(true); } if ((isAction(_local1, "unlock") && (isObj(_local1, "drawer"))) || (isAction(_local1, "use") && (isObj(_local1, "key")))) { if (inventory.key) { if (inventory.map) { showText("The situation strikes thee as strangely familiar. And lo, the drawer ist empty as thy promises last night at the dungeonman cotillion."); } else { showText("With the filthy key ye unlock the drawer and open it. There's totally a MAP in there."); } state.drawerOpen = true; } else { showText("Come again? Jeez, if only thee hadn't amputated that key-shaped sixth finger thou were born with. "); } return(true); } if (isTake(_local1, "map")) { if (inventory.map) { showText("Oh, thou hast already got it. Don't thee worry."); } else if (state.drawerOpen) { showText("Gingerly you snatch the parchment, roll it up, and stuff it in your apparently very roomy loin-cheese cloth."); inventory.map = true; gScore = gScore + 5; score_sound.start(); } else { showText("Thy stubs thy tender fingers on the closed drawer. Hey, waiteth a minute. Hast thou played this before?"); } return(true); } return(undefined); } function parseCell(pS) { var _local1 = pS; trace("parseCell called"); if ((((isAction(_local1, "spill") || (isAction(_local1, "kick"))) || (isAction(_local1, "throw"))) || (isAction(_local1, "break"))) && (isObj(_local1, "pot"))) { showText(("It's not a pinata, " + gName) + ". Tis full of human waste, not sweet delights."); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "pot"))) { showText("Looks like an old mustard pot. Or MAYBE mustard pots look like old chamber pots! Zounds! You stoppeth this line of thought as thou art a big mustard eater."); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "hay"))) { showText("Boooring!"); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "door"))) { showText("Barred shut. Looks like thou will have to open it to get out, at the very least."); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "window"))) { showText("You make up what's out there. We already told thou it's barred. Giveth us a break, huh?"); return(true); } if (((isAction(_local1, "open") || (isAction(_local1, "unlock"))) || (isAction(_local1, "use key"))) && (isObj(_local1, "door"))) { showText("Turns out it isn't locked. It's all coming back to thee - thou art a custodial knight!\n"); gRoom = "HALLWAY"; showText(roomText.HALLWAY); return(true); } if (isTake(_local1, "hay") || (isAction(_local1, "search") && (isObj(_local1, "hay")))) { if (!inventory.bread) { showText("You decideth to get some hay and grabs ye a handful. What ho! Within thine handful of hay lies a spot of MOLDY BREAD. You discard the hay and gently slide the modly bread into your loin-cheese cloth. Eww."); inventory.bread = true; gScore = gScore + 5; score_sound.start(); return(true); } showText("If thou only hadst a brain, thou would remember searching it quite thoroughly already."); return(true); } if (((isAction(_local1, "look in") || (isAction(_local1, "reach in"))) && (isObj(_local1, "pot"))) || (isTake(_local1, "tinkle") || (isTake(_local1, "metal")))) { if (!inventory.key) { if (!state.holdNose) { showText("No way. It stinketh so bad. Perhaps if you couldn't smell of it..."); } else { showText("Grody. You reacheth into someone else's filth and pilfer out a small KEY. Drat. You were hoping it was spare gilderupee."); inventory.key = true; gScore = gScore + 5; score_sound.start(); } return(true); } showText("Thou already has the contents of the pot. Let's not make matters worse."); return(true); } if (isTake(_local1, "pot")) { if (!inventory.key) { if (!state.holdNose) { showText("You pluck it up and its contents slosh around in a foul manner. You hear the TINKLE of metal inside it. The odor grosses thou out so you put the chamber pot back down."); return(true); } showText("Thy've seen nicer pots, so perhaps thee shall leave it here. It's what's inside that countes."); return(true); } showText("There is nothing left to discover here. Thou must trust us on this."); return(true); } return(undefined); } function parseAnyRoom(pS) { var _local1 = pS; if (isTake(_local1, "flask")) { if (state.flaskCounter >= 2) { showText("You pluck up the flask and examine of it. HEY WAIT! Give us that back!"); gScore = gScore + 2; score_sound.start(); state.flaskCounter++; } else { showText("Ye wish. If there was a flask in this game, we wouldst know about it."); state.flaskCounter++; } return(true); } if (isObj(_local1, "dan")) { showText("Dan's okay. He's goin back to junior college in the fall. Maybe get a job. Then who knows."); return(true); } if (_local1 == "party") { showText("If only there were even a single maiden nearby. Even an ugly one! Alas, one cannot party without ladies."); return(true); } if (isTake(_local1, "bread") || ((isAction(_local1, "eat") || (isAction(_local1, "use"))) && (isObj(_local1, "bread")))) { if (inventory.bread) { showText("Thou are already in possession of the moldy bread. And ye aren't in need of it now."); return(true); } showText("Haven't seen any of that around lately. It's thy favorite bedtime snack though."); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "key"))) { if (inventory.key) { showText("It is key-shaped. Ye supposeth something could be unlocked with it. Thou wert always the clever dungeonman."); return(true); } showText("Clever, but no. You don't have one."); return(true); } if (((((isAction(_local1, "plug") || (isAction(_local1, "hold"))) && (isObj(_local1, "nose"))) || (_local1 == "don't smell")) || (_local1 == "dont smell")) || (_local1 == "hold breath")) { if (state.holdNose) { showText("Thou art already holding thy nose. Thou art running out of hands."); } else { showText("Thou holds thy nostrils shut. Now all thou smells is the innards of thy own nose. Smells like mutton."); state.holdNose = true; gHoldNoseCounter = 0; } return(true); } if (((((((isAction(_local1, "unplug") || (isAction(_local1, "let go"))) || (isAction(_local1, "release"))) || (isAction(_local1, "stop holding"))) && (isObj(_local1, "nose"))) || (_local1 == "smell")) || (_local1 == "smell again")) || (_local1 == "breathe")) { if (state.holdNose) { showText("Phew! You let thy nostrils open forthwith and breatheth in the dungeon dankeries. Mmmm. Good dankeries!"); state.holdNose = false; } else { showText("A splendid idea, my good steward, were thou indeed holding thy nose."); } return(true); } if ((((_local1.slice(0, 6) == "remove") || (_local1.slice(0, 4) == "drop")) || (_local1.slice(0, 8) == "take off")) && (_local1.slice(-5) == "cloth")) { if (gNaked) { showText("A grand idea but for that thou hast already removed the loin-cheesecloth."); return(true); } gNaked = true; showText("Thou art as naked as the day god made thee."); return(true); } if ((((_local1.slice(0, 6) == "put on") || (_local1.slice(0, 4) == "wear")) || (_local1.slice(0, 3) == "use")) && (_local1.slice(-5) == "cloth")) { if (gNaked) { showText("A good idea for now. The draught is withering."); gNaked = false; return(true); } showText("Playing dress-up again? Thou art already wearing it."); return(true); } if ((_local1.slice(0, 4) == "look") && (_local1.slice(-5) == "cloth")) { showText("Eww. It smelleth as though it could use a good washing."); if (gNaked) { showText(" I hope it does not alarm thou to mention that thou are not actually wearing it, friend."); return(true); } showText(" It's keeping thee warm and ... well, warm at least."); return(true); } if (isTake(_local1, "map")) { if (!inventory.map) { showText("Oh, thou hast already got it. Don't thee worry."); } else { showText("Sorry, which map would that be exactly?"); } return(true); } if ((_local1 == "inv") || (_local1 == "inventory")) { if (inventory.bread) { showText("Thou has moldy BREAD\n"); } if (inventory.key) { showText("Thou has a filthy KEY\n"); } if (inventory.map) { showText("Thou has a MAP\n"); } if (inventory.mop) { showText("Thou has thy trusty MOP\n"); } if (inventory.picture) { showText("Thou has a striking PICTURE\n"); } if (gRoom == "KITCHEN_REDUX") { showText("Thou has a candy SUCKER\n"); } showText("Thou has thy loin-cheese CLOTH"); return(true); } if (isAction(_local1, "look") && (isObj(_local1, "map"))) { if (inventory.map) { if (state.mapBurned) { showText("Just ashes. Luckily thou hast parchmentic memory: West, West, North, West, North, North, East, East, North, East, .... uh ... hrm."); } else { showText("Okay so it's not like a map-map. It's just a piece of parchment that sayeth: West, West, North, West, North, North, East, East, North, East, North, North.\n"); showText("It disintegrates in thy hand. This nonsense is getting olde."); state.mapBurned = true; } } else { showText("Sorry, which map would that be exactly?"); } return(true); } if (_local1.slice(-6) == "dennis") { showText("Thy hasn't seen Dennis in a fortmoonnast. Maybe luck is on your side."); return(true); } if ((_local1 == "sniff") || (_local1 == "smell")) { if (state.holdNose) { showText("Not with thy nose closed. Garbage in, garbage out."); } else { showText("Art thou wearing Wumpus, the new fragrance by Monarch?"); } return(true); } if ((_local1 == "get dagger") || (_local1 == "get the dagger")) { showText("Not this thyme, friend."); return(true); } if (((((_local1.slice(0, 3) == "go ") || (_local1 == "north")) || (_local1 == "south")) || (_local1 == "west")) || (_local1 == "east")) { showText("Nah. Ye've been there already. The rides are boring and the lines are long."); return(true); } if ((_local1.slice(0, 4) == "get ") || (_local1.slice(0, 5) == "take ")) { showText("That's not something we want you to get. You'll break it."); return(true); } if (_local1.slice(0, 5) == "give ") { showText("Just like ye to giveth away something thou doesn't have. And ye STILL has my Gameboy."); return(true); } if (_local1.slice(0, 5) == "talk ") { showText(("Ye wish " + _local1.slice(5)) + " was here. God, that's all ye ever talketh about anymore."); return(true); } if (_local1.slice(0, 4) == "drink") { showText("Right, right. Wait, what?"); return(true); } if ((_local1.slice(0, 5) == "where") || (_local1 == "look")) { showText(roomText[gRoom]); return(true); } if ((_local1 == "self") || (isAction(_local1, "look") && (isObj(_local1, "self")))) { showText(gName + ":\n"); if (gNaked) { showText("Thou art unduly naked.\n"); } showText(("Thy hitpoints art " + gHP) + ".\n"); if (state.holdNose) { showText("Thou art holding thy nose quite firmly.\n"); } if (state.plague) { showText("Thou hast the plague. Bogus.\n"); } showText(("Thy score is " + gScore) + " out of a possible 100."); return(true); } if (_local1.slice(0, 5) == "look ") { showText("Dunno what that is. Thou liveth in thine own fantasy world."); return(true); } if (isAction(_local1, "help")) { showText("Type LOOK to see thy surroundings. Type INVENTORY to see thy worldy possessions. Type SELF to check thy status."); return(true); } if (_local1.slice(0, 5) == "dance") { showText("Ye puts thine point on ye floor and just grooves it."); return(true); } if (_local1.slice(0, 3) == "die") { showText("That wasn't very smart."); gScore = gScore - 100; gameOver(); return(true); } if (_local1 == "pwd") { showText((("~" + gName.charAt(0)) + "dungeonman/DUNGEON/") + gRoom); return(true); } showText("That does not computeth. Type HELP is thou needs of it."); return(false); } function gameOver() { gGameOver = true; showText(("\nThy score was " + gScore) + " out of a possible 100.\n"); showText("\nPlay again? [Y/N]"); } function showText(phrase) { gShowString = gShowString + phrase; } function updateText() { if (gShowString.length > 0) { var _local1 = 0; while (_local1 < CHAR_SPEED) { output.text = output.text + gShowString.charAt(_local1); _local1++; } gShowString = gShowString.slice(CHAR_SPEED); return(true); } return(false); } function runCounters() { if (state.holdNose) { if (gHoldNoseCounter < 10) { gHoldNoseCounter++; return(false); } showText("Ye suddenly collapse deadeth onto the cold stone floor. Since ye are not much of a mouth breather and forgot to unplug thy nose, thou hath suffocated. Thou art hilariously dumb. Thou loseth. Thank thee for playing."); gameOver(); return(true); } if (gRoom == "OFFICE") { if (gOfficeCounter < 6) { if (gOfficeCounter == 4) { showText("(Thou hearest footsteps outside the hall. Bigguns.)\n"); } gOfficeCounter++; } else { showText(("Oh OH! Ripberger strides in like he owns the place. \"Snooping around in my office again, eh " + gName) + "? "); showText("THOU ART FIRED!\" he bellows. Now thou'll never be able to afford that wicked scepter thy had thine eyes on at the smithee."); showText("And the fair Maiden Ogletree will never allow a Thy Dungeonman like you to court her. Thou loseth. Thank thee for playing."); gameOver(); return(true); } } if (state.chefAttack) { if (state.chefAttackCounter > 4) { showText("Too late! The Dongrel has you in its horrible hingus! You screameth in agony as sharp teeth grundle and dob your abdomen into finest powder paste. Never look a gift Dongrel in the mouth."); showText("Thy Loseth. Thank thee for playing."); gameOver(); return(true); } state.chefAttackCounter++; } if (state.plague) { if (state.plagueCounter > 25) { showText("Wow. Plague can be a thorn in the codpiece. Thou're dead, and quite frankly thou should be a little embarassed."); gameOver(); return(true); } if (state.plagueCounter == 24) { showText("(Ye has what now could be considered an excruciating case of the plague.)\n\n"); } if (state.plagueCounter == 23) { showText("(Ye should probably do something about this plague. No jokin', squire.)\n\n"); } if (state.plagueCounter == 22) { showText("(Hey, bubon. Yeah, I'm talkin' to thee.)\n\n"); } if (state.plagueCounter == 20) { showText("(Ye totally has the plague.)\n\n"); } if (state.plagueCounter == 15) { showText("(Please note that ye doth have plague and it be raging.)\n\n"); } if (state.plagueCounter == 10) { showText("(Ye has the plague, friend.)\n\n"); } if (state.plagueCounter == 5) { showText("(Ye still has the plague.)\n\n"); } state.plagueCounter++; } } var gScore; var gRoom; var gAcceptInput; var gShowString; var CHAR_SPEED = 10; var gStarting; var gCurrentRoomText; var gGameOver; var gName; var gSpecial; var gSpecialState; var roomText = new Array(); var inventory = new Object(); var state = new Object(); var scoring = new Object(); var roomArray = new Array(); var healerQuestions = new Array(); var gMazeNum; var gHP; var gHealerCounter; var score_sound = new Sound(); score_sound.attachSound("dungeon_point.wav"); healerQuestions = ["Is love in thy heart?", "And are you finding satisfaction at work?", "Any unwanted stress in your life?", "And are you finding satisfaction at work???", "Getting enough iron?", "Do you find yourself quaffing mead alone and often?", "Aggle phibble stroo?"]; keyListener = new Object(); keyListener.onKeyDown = function () { lastKeyPressed = String.fromCharCode(Key.getAscii()); a = Key.getCode(); if ((a == 40) || ((a == 13) && (gAcceptInput))) { inputSubmitted(); } if (((a == 8) || (a == 46)) || (a == 37)) { input_mc.input.text = input_mc.input.text.slice(0, input_mc.input.text.length - 1); return(true); } b = lastKeyPressed.toLowerCase(); if ((b == "y") && (gGameOver)) { init(); } if ((b == "n") && (gGameOver)) { } if (gAcceptInput) { input_mc.input.text = input_mc.input.text + lastKeyPressed; } }; Key.addListener(keyListener); init();
Frame 63
main();
Frame 64
gotoAndPlay ("gameLoop");
Frame 65
finalmsg.text = ("THY DUNGEONMAN 2!! Thy score is " + gScore) + " out of 100."; stop();
Symbol 10 Button
on (release) { gotoAndPlay (62); }
Symbol 17 Button
on (release) { gotoAndStop (1); }

Library Items

Symbol 1 Sound [dungeon_point.wav]
Symbol 2 GraphicUsed by:Timeline
Symbol 3 GraphicUsed by:4
Symbol 4 MovieClipUses:3Used by:Timeline
Symbol 5 GraphicUsed by:Timeline
Symbol 6 FontUsed by:7 8 18 19 20
Symbol 7 TextUses:6Used by:Timeline
Symbol 8 TextUses:6Used by:Timeline
Symbol 9 GraphicUsed by:10 17
Symbol 10 ButtonUses:9Used by:Timeline
Symbol 11 FontUsed by:12 13 14 15
Symbol 12 EditableTextUses:11Used by:Timeline
Symbol 13 EditableTextUses:11Used by:16
Symbol 14 TextUses:11Used by:16
Symbol 15 EditableTextUses:11Used by:16
Symbol 16 MovieClipUses:13 14 15Used by:Timeline
Symbol 17 ButtonUses:9Used by:Timeline
Symbol 18 TextUses:6Used by:Timeline
Symbol 19 TextUses:6Used by:Timeline
Symbol 20 EditableTextUses:6Used by:Timeline
Streaming Sound 1Used by:Timeline

Instance Names

"output"Frame 62Symbol 12 EditableText
"input_mc"Frame 62Symbol 16 MovieClip
"finalmsg"Frame 65Symbol 20 EditableText
"input"Symbol 16 MovieClip Frame 1Symbol 13 EditableText
"question"Symbol 16 MovieClip Frame 1Symbol 15 EditableText

Special Tags

ExportAssets (56)Timeline Frame 1Symbol 1 as "dungeon_point.wav"

Labels

"init"Frame 62
"gameLoop"Frame 63




http://swfchan.com/44/215951/info.shtml
Created: 30/7 -2019 10:15:55 Last modified: 30/7 -2019 10:15:55 Server time: 07/05 -2024 04:06:08