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229595
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<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/82139036?noj=FRM82139036-22DC" width="1" height="1"></div>

feudalism-433817f.swf

This is the info page for
Flash #216645

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


Text
miss

100%

2222/2222

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

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

Small potion
Heals 50 HP

Medium potion
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

999

999

999

999

999

999

3000

OK

Cancel

miss

RIP

Scotland

England

v1.03

TUTORIAL

NEW GAME

RESUME GAME

OPTIONS

CONTROLS

MORE GAMES

PUT THIS GAME ON YOUR SITE

E-MAIL ME

Strength

Dexterity

Constitution

Intelligence

Sword

Axe

Mace

Staff

Far East Weapons

Dagger

Spear

Dual Weapons

Bow

Crossbow

Throwing

Art of War

Patriotism

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

Free points

999

Choose your hero

START JOURNEY

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.

Wanderburg

Endem

Hoffen

Braunburg

Gerlitz

Sturmburg

Jana

Konstanz

Trapezus

Lutetia

Arretium

Alexandria

Lacrimosa

Ravenna

Carthage

Caesarea

Grouzeno

Medvedevo

Dobrov

Dubkee

Ra-Gorod

Losevo

Dalnevodye

Echigo

Nagoya

Fukushima

Omi

Kozuke

Suo

Matsuyama

Izumo

Zlatograd

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

The trade camp of Trapezus

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

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.

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

Barn
Buy and sell horses
here.

Exit
Exit to the world
map.

Inventory

999

3000 gold

Money:

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

Scroll of Bloody Rage

Makes your units attack much faster. Units with low attack speed gain a huge bunus, perhaps fast attacking units get a very small bonus.

3000 gold

Money:

999

999

999

999

999

999

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

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

Strength

Dexterity

Constitution

Intelligence

Sword

Axe

Mace

Staff

Far East Weapons

Dagger

Spear

Dual Weapons

Bow

Crossbow

Throwing

Art of War

Patriotism

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

999

Free points

999

999

Michael Klobov
Level 49

Full Plate Of Holy Light

Piercing

Increases hit chance by
10%

Bloody

Increases critical strike
chance by 10%

Bleeding

Increases critical strike
chance by 20%

of Massacre

Increases critical strike
chance by 10% and
damage by 0-20

Increases critical strike
chance by 30%, but
reduces dodge chance
by 20% of its value

Creeping

Increases damage by
20 points and HP by
20%

Strong

Increases critical strike
chance by 30%, but
decreases damage by 5
points and HP by 50%

Cursed

Increases damage by
20-70, but decreases
HP by 30% and defence
by 50%

Undead

Increases damage by
100-300 and defence
by 150%, but decreases
HP by 90% and dodge
chance by 99%

~~Unholy~~

Increases damage by
20-50, HP by 20%,
defence by 10% and
dodge chance by 2%

Great

Increases damage by
50-350, but decreases
HP and defence by
50%, and dodge chance
by 20%

Glorious

of Sacrifice

Increases HP by 100%
and defence by 20%,
and dodge chance by
4%, but decreases hit
chance by 15%

of Compassion

of Valor

Increases damage by
50-100, defence by
50%, but decreases
dodge chance by 70%

Immortal

Increases HP by 200%
and defence by 100%,
but decreases damage
by 5-15, hit chance by
20% critical strike
chance by 10%

~~Mysterious

Increases hit chance by
100%, critical strike
chance by 90% and
damage by 0-1000, but
sets defence and dodge
chance to 0 and
decreases HP by 80%

of Death~~

Marksman's

Increases hit chance by
5%

Lucky

Increases hit chance by
20%, crical strike
chance by 20% and
damage by 0-20

Sleeping

Increases damage by 0-
50, defence and HP by
30%, but decreases hit
chance by 5%, crical
strike chance by 5%
and dodge chance by
10%

Suffering

Increases damage by
50, hit and crical strike
chance by 30%, dodge
chance by 2%, but
decreases  defence and
HP by 30%

Blind

Increases damage by
30-80, crical strike
chance by 20% and
defence by 50%, but
decreases  hit chance
by 10%

Increases damage by
60-160, crical strike
chance by 40% and
defence by 80%, but
decreases  hit chance
by 30% and dodge
chance by 60%

of Rage

Breaking

Increases crical strike
chance by 70% and hit
chance by 10%

Crushing

Increases damage by
100-300, but decreases
crical strike chance by
90%

~~Saint

Increases defence and
HP by 200%, but
decreases hit chance by
40% and dodge chance
by 90%

of Divine Light~~

View your hero's stats

Try to capture this town

Ask for a quest

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

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

Sire! This town is already ours!
We can't kill our own people for nothing!

... hmm Okay

Are you sure want to fight us?!

The trade camp of Lutetia

The trade camp of Arretium

The trade camp of Ravenna

The trade camp of Lacrimosa

The city of Caesaria

The Great city of Carthage

The Glorious city of Alexandria

Capital of the Great Trade Republic

The village of Jana

The small town of Konstanz

The small town of Gerlitz

The town of Sturmburg

Order's south keep

The village of Hoffen

The village of Endem

The Great city of Braunburg

Order's major city

The Glorious city of Wanderburg

The Capital of Order of Holy Cross

The small village of Dubkee

The village of Dalnevodye

The village of Losevo

The town of Dobrov

The city of Zlatograd

Forest Lands' Trade Center

The village of Medvedevo

The small village of Grouzeno

All Heroes' Motherland

The Gloriuos city of Ra-Gorod

The Capital of Forest Lands

The small village of Omi

The small village of Kozuke

The small town of Matsuyama

The village of Fukushima

The city of Izumo

Far East Empire's Trade Center

The village of Suo

The Glorious city of Nagoya

The Capital of Far East Empire

The small village of Echigo

Black Samurai Academy

Click anywhere at the map
to move your hero.

Show help tips.

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.

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

This is your hero. Control him 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 right, at these
positions.

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

If there're some bowmen in your reserve
you can oder them to attack an area by
klicking this button. Attack will be the most
powerful when there're 7 or more bowmen
in reserve.

<p align="left"><font face="_sans" size="19" color="#000000" letterSpacing="0.000000" kerning="0"><b>If there&apos;re some </b><b><i>cross</i></b><b>bowmen in your <sbr />reserve you can oder them to fire a line of <sbr />arrows by klicking this button. Attack will <sbr />be the most powerful when there&apos;re 5 or <sbr />more </b><b><i>cross</i></b><b>bowmen in reserve.</b></font></p>

That's all you need to know. Good luck.
Gain some levels by killing rogues and then
recruit a huge army and try to capture a
small village to gain acces to better troops.

ActionScript [AS1/AS2]

Frame 1
function getNationNumber(nation) { return(NATION_NUMBER[nation.toLowerCase()]); } 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(dice) { return(Math.floor(Math.random() * dice) + 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, dm, rn, cr, xscl_mod, wpn_frame, tm) { var _local7 = (wpn_frame == 134) || (wpn_frame == 135); var _local6 = (wpn_frame >= 126) && (wpn_frame <= 140); var _local2 = getDepthMan(fx, fy); _root.attachMovie((_local7 ? "Grenade" : "Arrow"), "gr_" + _local2, _local2 + 2, {_x:stgX(fx), _y:stgY(fy), X:fx, Y:fy, dstX:tx, dstY:ty, dmg:dm, rnd:rn, crit:cr}); if (_local6) { _root["gr_" + _local2].gren.gotoAndStop(wpn_frame); _root["gr_" + _local2].play(); } else { _root["gr_" + _local2].gotoAndStop(10); } _root["gr_" + _local2].team = tm; _root["gr_" + _local2]._xscale = _root["gr_" + _local2]._xscale * xscl_mod; } function addArrowShower(fx, fy, dm, cr) { 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(dm, cr); } 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 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) { if (!item) { return(undefined); } var _local4; if (item instanceof WeaponClass) { _local4 = "WeaponClass"; } else if (item instanceof Armor) { _local4 = "Armor"; } var _local1 = 0; while (_local1 < array.length) { if (((((item.ENCH_ID == array[_local1].ENCH_ID) && (array[_local1].CATEGORY == _local4)) && (array[_local1].NATION == item.NATION)) && (array[_local1].TYPE == item.TYPE)) && (array[_local1].LEVEL == item.LEVEL)) { array[_local1].COUNT++; return(undefined); } _local1++; } array.push(new ItemInfo(_local4, item.TYPE, item.NATION, item.LEVEL, item.ENCH_ID)); } 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].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].team == 0)) { if (_root["hero" + _local6].unit_ref != undefined) { _global.FRIENDS.unshift(_root["hero" + _local6].unit_ref); } } _root["hero" + _local6].removeMovieClip(); _local6--; } 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; _root.scr.removeMovieClip(); _root.attachMovie("ArrowCursor", "_cursor", 7001, {_x:_xmouse, _y:_ymouse}); _root._quality = "HIGH"; } function commandAI() { var _local2 = getTeamCount(0); if (MAX_UNIT_AMOUNT > _local2) { if (FRIENDS.length > 0) { reinforceUnit(FRIENDS.shift(), 0); _root.scr.reinitArrowStorm(); } } _local2 = getTeamCount(1); if (MAX_UNIT_AMOUNT > _local2) { if (ENEMIES.length > 0) { reinforceUnit(ENEMIES.shift(), 1); } else if (_local2 == 0) { unloadMap(); _root.gotoAndStop("VICTORY"); return(undefined); } } } 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 buyUnitXY(un, xx, yy) { if ((((((un == "ScottishLightChivalery") || (un == "ScottishHussar")) || (un == "ScottishMountedGrenader")) || (un == "EnglishHussar")) || (un == "EnglishDragoon")) || (un == "EnglishHeavyChivalery")) { addHorseman(stgX(xx), stgY(yy), un, 1); } else { addSoldier(stgX(xx), stgY(yy), un, 1); } } function saveGame(slot) { var _local3 = SharedObject.getLocal("Feudalism_Save_" + slot); _local3.data.FRIENDS = new Array(); var _local4 = 0; while (_local4 < _global.FRIENDS.length) { if (_global.FRIENDS[_local4]) { _local3.data.FRIENDS[_local4] = _global.FRIENDS[_local4].getUnitInfo(); } _local4++; } _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.INT = _global.MAIN_HERO.INT; _local3.data.MAIN_HERO.free_points = _global.MAIN_HERO.free_points; _local3.data.MAIN_HERO.SKILL = new Array(); for (_local4 in _global.MAIN_HERO.SKILL) { _local3.data.MAIN_HERO.SKILL[_local4] = _global.MAIN_HERO.SKILL[_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 = new Array(); _local4 = 0; while (_local4 < _global.INVENTORY.length) { _local3.data.INVENTORY[_local4] = _global.INVENTORY[_local4]; _local4++; } _local3.data.IS_CAPTURED = new Array(); for (var _local5 in _global.IS_CAPTURED) { _local3.data.IS_CAPTURED[_local5] = _global.IS_CAPTURED[_local5]; } _local3.data.IS_HOSTILE = new Array(); for (var _local5 in _global.IS_HOSTILE) { _local3.data.IS_HOSTILE[_local5] = _global.IS_HOSTILE[_local5]; } _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.flush(32768); _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].TYPE, _local3.data.FRIENDS[_local4].NATION, _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; _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.INT = _local3.data.MAIN_HERO.INT; _global.MAIN_HERO.free_points = _local3.data.MAIN_HERO.free_points; for (_local4 in _local3.data.MAIN_HERO.SKILL) { _global.MAIN_HERO.SKILL[_local4] = _local3.data.MAIN_HERO.SKILL[_local4]; } _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)) : 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)) : 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)) : 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)) : 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); _global.INVENTORY[_local4].COUNT = _local3.data.INVENTORY[_local4].COUNT; _local4++; } _global.IS_CAPTURED = new Array(); for (var _local5 in _local3.data.IS_CAPTURED) { _global.IS_CAPTURED[_local5] = _local3.data.IS_CAPTURED[_local5]; } _global.IS_HOSTILE = new Array(); for (var _local5 in _local3.data.IS_HOSTILE) { _global.IS_HOSTILE[_local5] = _local3.data.IS_HOSTILE[_local5]; } _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; _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 = 4000; _global.BATTLE_MAP = 45; _global.MIN_ATTACK_TIME = new Array(); _global.MIN_ATTACK_TIME.sword = 30; _global.MIN_ATTACK_TIME.twohanded_sword = 40; _global.MIN_ATTACK_TIME.twohanded_axe = 40; _global.MIN_ATTACK_TIME.double = 30; _global.MIN_ATTACK_TIME.spear = 30; _global.MIN_ATTACK_TIME.bow = 40; _global.MIN_ATTACK_TIME.crossbow = 60; _global.MIN_ATTACK_TIME.dagger = 20; _global.MIN_ATTACK_TIME.katana = 25; _global.MIN_ATTACK_TIME.staff = 35; _global.MIN_ATTACK_TIME.fists = 35; _global.MIN_ATTACK_TIME.suriken = 30; NATION_NUMBER = new Array(); NATION_NUMBER.rog = 0; NATION_NUMBER.viz = 1; NATION_NUMBER.ger = 2; NATION_NUMBER.rus = 3; NATION_NUMBER.jap = 4; _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.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; delete _global.DISABLED_UNITS; _global.DISABLED_UNITS = new Array(); }; gameLoad = function (map) { unloadMap(); _root.WhatToLoad = map; }; _root.onEnterFrame = function () { if (_global.times >= 30) { _global.times = 0; if (_root.hero0 != undefined) { commandAI(); } } else { _global.times++; } }; fscommand ("trapallkeys", true); 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; 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); } u = (((((((((((("http://" + mbc) + "/my/core.swf?mv=7&fv=") + fv) + "&v=") + escape(getVersion())) + "&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__("7cde74e8", this, 10301, true);
Frame 2
Frame 3
_global.IS_CAPTURED = new Array(); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Lutetia = false; _global.IS_CAPTURED.Arretium = false; _global.IS_CAPTURED.Ravenna = false; _global.IS_CAPTURED.Lacrimosa = false; _global.IS_CAPTURED.Caesaria = false; _global.IS_CAPTURED.Carthage = false; _global.IS_CAPTURED.Alexandria = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Konstanz = false; _global.IS_CAPTURED.Gerlitz = false; _global.IS_CAPTURED.Sturmburg = false; _global.IS_CAPTURED.Hoffen = false; _global.IS_CAPTURED.Endem = false; _global.IS_CAPTURED.Braunburg = false; _global.IS_CAPTURED.Wanderburg = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Dalnevodye = false; _global.IS_CAPTURED.Losevo = false; _global.IS_CAPTURED.Dobrov = false; _global.IS_CAPTURED.Zlatograd = false; _global.IS_CAPTURED.Medvedevo = false; _global.IS_CAPTURED.Grouzeno = false; _global.IS_CAPTURED.RaGorod = false; _global.IS_CAPTURED.Omi = false; _global.IS_CAPTURED.Kozuke = false; _global.IS_CAPTURED.Matsuyama = false; _global.IS_CAPTURED.Fukushima = false; _global.IS_CAPTURED.Izumo = false; _global.IS_CAPTURED.Suo = false; _global.IS_CAPTURED.Nagoya = false; _global.IS_CAPTURED.Echigo = 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.QUEST = new Quest(); _global.LOOT = new Array(); _global.INVENTORY = new Array(); _global.BATTLE_TUTORIAL_PLAYED = false; _global.STORE_DONT_ASK_AMOUNT = false;
Frame 4
loadDefaults(); _global.ENEMIES = new Array(); _global.FRIENDS = new Array(); stop();
Frame 5
stop(); setAll();
Instance of Symbol 1495 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 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 0; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 1; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 2; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 3; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 4; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 0; tm = 0; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 1; tm = 0; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 2; tm = 0; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 3; tm = 0; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 4; tm = 0; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 6; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 7; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 8; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 9; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "ENEMIES"; num = 10; tm = 1; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 6; tm = 0; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 7; tm = 0; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 8; tm = 0; }
Instance of Symbol 1499 MovieClip in Frame 5
//component parameters onClipEvent (construct) { tp = "Swordsman"; sq = "Player"; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 9; tm = 0; }
Instance of Symbol 1497 MovieClip in Frame 5
//component parameters onClipEvent (construct) { arr = "FRIENDS"; num = 10; tm = 0; }
Frame 88
_root.loadMap(WhatToLoad);
Frame 89
stop();
Frame 90
_root.loot_txt.text = ""; var i = 0; while (i < _global.LOOT.length) { _root.addItemInfoTo(_global.INVENTORY, _global.LOOT[i]); switch (_global.LOOT[i].CATEGORY) { case "WeaponClass" : var temp_item = new WeaponClass(_global.LOOT[i].TYPE, _global.LOOT[i].NATION, _global.LOOT[i].LEVEL); break; case "Armor" : var temp_item = new Armor(_global.LOOT[i].TYPE, _global.LOOT[i].NATION, _global.LOOT[i].LEVEL); } _root.loot_txt.text = _root.loot_txt.text + (((temp_item.NAME + " x") + _global.LOOT[i].COUNT) + newline); i++; }
Instance of Symbol 2035 MovieClip "fields" in Frame 90
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 + "/") + _global.MAIN_HERO.EXP_FOR_LEVELS[_global.MAIN_HERO.LEVEL + 1]; _global.EXP_GOT--; } }
Symbol 39 MovieClip [BarnUnit] Frame 1
#initclip 30 Object.registerClass("BarnUnit", BarnIcon); #endinitclip
Symbol 43 MovieClip [BlackSquare] Frame 1
stop();
Symbol 48 MovieClip [FlyCritDamage] Frame 25
this.removeMovieClip();
Symbol 58 MovieClip Frame 1
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 61 Button
on (release) { _parent._parent.play(); }
Symbol 78 MovieClip Frame 54
Symbol 78 MovieClip Frame 100
_parent._parent.play();
Symbol 128 MovieClip Frame 40
stop();
Symbol 129 MovieClip Frame 1
function onEnterFrame() { if (!loaded) { var _local5 = _root.getBytesLoaded() / _root.getBytesTotal(); if (_local5 >= 1) { if (firstframe) { _parent.nextFrame(); } else { this.play(); bar._x = initX; } loaded = true; } else { bar._x = initX + ((_local5 - 1) * bar._width); } } var _local6 = getTimer() - time; timeAccum = timeAccum + _local6; while (timeAccum >= FRAME_TIME) { var _local4 = 0; while (_local4 < timeClips.length) { if (timeClips[_local4]._currentframe < timeClips[_local4]._totalframes) { timeClips[_local4].nextFrame(); } else { timeClips[_local4].gotoAndStop(1); } _local4++; } if (loaded && (_currentframe < _totalframes)) { nextFrame(); } timeAccum = timeAccum - FRAME_TIME; } time = time + _local6; firstframe = false; } stop(); var initX = bar._x; var time = getTimer(); var FRAME_TIME = 33.3333333333333; var timeAccum = 0; var firstframe = true; var loaded = false; timeClips = [bargfx, tank.mc0, tank.mc1, tank.mc2, tank.mc3, tank.mc4, tank.mc4.mc0, tank.mc4.mc1, tank.mc4.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc0.mc2, tank.mc4.mc0.mc0.mc0.mc3, tank.mc4.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc2, tank.mc5.mc0]; var i = 0; while (i < timeClips.length) { timeClips[i].stop(); i++; }
Symbol 129 MovieClip Frame 41
_parent.nextFrame();
Symbol 139 MovieClip Frame 100
_parent._parent.play();
Symbol 140 MovieClip Frame 1
_root.stop(); if (_url.toLowerCase().indexOf("uploads.ungrounded.net") >= 0) { gotoAndStop ("NG"); } else { stop(); }
Symbol 2050 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) * 100) * 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 = 200 + (50 * _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(["Trapezus", "Lutetia", "Arretium", "Ravenna", "Lacrimosa", "Caesaria", "Carthage", "Alexandria"])); case "Ger" : return(anyOf(["Jana", "Konstanz", "Gerlitz", "Sturmburg", "Hoffen", "Endem", "Braunburg", "Wanderburg"])); case "Rus" : return(anyOf(["Dubkee", "Dalnevodye", "Losevo", "Dobrov", "Zlatograd", "Medvedevo", "Grouzeno", "RaGorod"])); case "Jap" : return(anyOf(["Omi", "Kozuke", "Matsuyama", "Fukushima", "Izumo", "Suo", "Nagoya", "Echigo"])); } } function getQuestAvatarID(city_id) { switch (city_id) { case "Trapezus" : case "Lutetia" : case "Arretium" : case "Ravenna" : return(anyOf([8, 9, 10])); case "Lacrimosa" : case "Caesaria" : return(11); case "Carthage" : case "Alexandria" : return(anyOf([8, 9, 10])); case "Jana" : case "Konstanz" : return(anyOf([1, 7, 8])); case "Gerlitz" : case "Sturmburg" : return(anyOf([1, 2, 3, 5])); case "Hoffen" : case "Endem" : return(0); case "Braunburg" : return(anyOf([1, 2, 3, 5])); case "Wanderburg" : return(0); case "Dubkee" : case "Dalnevodye" : case "Losevo" : case "Dobrov" : case "Zlatograd" : return(anyOf([2, 5, 6, 7])); case "Medvedevo" : case "Grouzeno" : return(4); case "RaGorod" : return(anyOf([2, 3, 5, 6, 7])); case "Omi" : case "Kozuke" : case "Matsuyama" : return(anyOf([12, 13])); case "Fukushima" : return(anyOf([5, 6])); case "Izumo" : return(anyOf([12, 13])); case "Suo" : return(11); case "Nagoya" : case "Echigo" : return(14); } } 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("Melee", "Rog", 0); _local3.NAME = "Quest Melee Rogue"; var _local4 = Math.max(Math.max(_global.MAIN_HERO.STR, _global.MAIN_HERO.DEX), Math.max(_global.MAIN_HERO.CON, _global.MAIN_HERO.INT)); 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; } 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("Ranged", "Rog", 0); _local3.NAME = "Quest Ranged Rogue"; var _local4 = Math.max(Math.max(_global.MAIN_HERO.STR, _global.MAIN_HERO.DEX), Math.max(_global.MAIN_HERO.CON, _global.MAIN_HERO.INT)); 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 / 25)); _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)); } 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 2051 MovieClip [__Packages.Hero] Frame 0
class Hero extends Object { var LEVEL, EXP, free_points, SKILL, EXP_FOR_LEVELS, HORSE, WEAPON_PRI, WEAPON_SEC; function Hero () { super(); LEVEL = 0; EXP = 0; free_points = 25; 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.Fist = 0; SKILL.Bow = 0; SKILL.Crossbow = 0; SKILL.Throwing = 0; SKILL.Patriotism = 0; SKILL.ArtOfWar = 0; EXP_FOR_LEVELS = new Array(); EXP_FOR_LEVELS[0] = -1; EXP_FOR_LEVELS[1] = 0; EXP_FOR_LEVELS[2] = 100; EXP_FOR_LEVELS[3] = 250; EXP_FOR_LEVELS[4] = 500; EXP_FOR_LEVELS[5] = 800; EXP_FOR_LEVELS[6] = 1200; EXP_FOR_LEVELS[7] = 1600; EXP_FOR_LEVELS[8] = 2000; EXP_FOR_LEVELS[9] = 2500; EXP_FOR_LEVELS[10] = 3000; EXP_FOR_LEVELS[11] = 3600; EXP_FOR_LEVELS[12] = 4200; EXP_FOR_LEVELS[13] = 4800; EXP_FOR_LEVELS[14] = 5500; EXP_FOR_LEVELS[15] = 6200; EXP_FOR_LEVELS[16] = 7000; EXP_FOR_LEVELS[17] = 7800; EXP_FOR_LEVELS[18] = 8700; EXP_FOR_LEVELS[19] = 9700; EXP_FOR_LEVELS[20] = 10800; EXP_FOR_LEVELS[21] = 12000; EXP_FOR_LEVELS[22] = 13400; EXP_FOR_LEVELS[23] = 15000; EXP_FOR_LEVELS[24] = 17000; EXP_FOR_LEVELS[25] = 19500; EXP_FOR_LEVELS[26] = 22000; EXP_FOR_LEVELS[27] = 25000; EXP_FOR_LEVELS[28] = 29000; EXP_FOR_LEVELS[29] = 34000; EXP_FOR_LEVELS[40] = 39000; EXP_FOR_LEVELS[41] = 45000; EXP_FOR_LEVELS[42] = 50000; EXP_FOR_LEVELS[43] = 55000; EXP_FOR_LEVELS[44] = 61000; EXP_FOR_LEVELS[45] = 67000 /* 0x0105B8 */; EXP_FOR_LEVELS[46] = 74000 /* 0x012110 */; EXP_FOR_LEVELS[47] = 81000 /* 0x013C68 */; EXP_FOR_LEVELS[48] = 88000 /* 0x0157C0 */; EXP_FOR_LEVELS[49] = 95000 /* 0x017318 */; EXP_FOR_LEVELS[50] = 100000 /* 0x0186A0 */; EXP_FOR_LEVELS[51] = 0; } function experience(xp) { EXP = EXP + xp; var _local2 = false; while ((LEVEL < 50) && (EXP >= EXP_FOR_LEVELS[LEVEL + 1])) { LEVEL++; free_points = free_points + 25; _local2 = true; } return(_local2); } function equipItemInfo(slot, item_info) { var _local2 = item_info.getItem(); if ((((slot == "ARMOR") && (item_info.TYPE != "Clothes")) || ((slot == "HELMET") && (item_info.TYPE != "Helmet"))) || (((slot == "WEAPON_PRI") || (slot == "WEAPON_SEC")) && ((item_info.TYPE == "Clothes") || (item_info.TYPE == "Helmet")))) { return("Cant't eqiup armor 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 "Katana" : case "NinjaTo" : case "Dagger" : case "Staff" : return("This weapon isn't designed for fighting from a horse!"); } if ((((slot == "WEAPON_SEC") && (_local2.TYPE != "Shield")) && (!_local2.twohanded)) && (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].twohanded)) { return("It's impossible to use shield with a twohanded weapon!"); } 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.twohanded || (this[_local4].twohanded))) { 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"; } } this[slot] = _local2; return("OK"); } function equipHorse(horse) { switch (WEAPON_PRI.TYPE) { case "Katana" : case "NinjaTo" : case "Dagger" : case "Staff" : return("My weapon isn't designed for fighting from a horse!"); } switch (WEAPON_SEC.TYPE) { case "Katana" : case "NinjaTo" : case "Dagger" : case "Staff" : return("My weapon isn't designed for fighting from a horse!"); } if ((WEAPON_SEC.TYPE != "Shield") && (!(WEAPON_SEC.twohanded || (WEAPON_PRI.twohanded)))) { return("I can't fight with dual weapons from a horse!"); } HORSE = horse; return("OK"); } }
Symbol 2052 MovieClip [__Packages.Item] Frame 0
class Item extends Object { var ENCH_ID, NAME, price, NATION, TYPE, LEVEL, FRAME; function Item () { super(); } function initEnchant(ei) { if (ei) { var _local2 = new Enchant(ei); ENCH_ID = ei; NAME = NAME + _local2.suffix; NAME = _local2.prefix + NAME; price = Math.round(price * _local2.price_bonus); } else { ENCH_ID = 0; } } function getFrame() { var _local3 = _root.getNationNumber(NATION) - 1; var _local4 = NATION == "Rog"; switch (TYPE) { case "OnehandedSword" : return((_local4 ? (0 + LEVEL) : ((2 + LEVEL) + (_local3 * 5)))); case "TwohandedSword" : return((_local4 ? (17 + LEVEL) : ((19 + LEVEL) + (_local3 * 5)))); case "OnehandedAxe" : return((_local4 ? (34 + LEVEL) : ((36 + LEVEL) + (_local3 * 4)))); case "TwohandedAxe" : return((_local4 ? (48 + LEVEL) : ((50 + LEVEL) + (_local3 * 4)))); case "OnehandedMace" : return((_local4 ? (62 + LEVEL) : ((64 + LEVEL) + (_local3 * 4)))); case "TwohandedMace" : return((_local4 ? (76 + LEVEL) : ((78 + LEVEL) + (_local3 * 4)))); case "Staff" : return(90 + LEVEL); case "NinjaTo" : return((_local4 ? (96 + LEVEL) : (98 + LEVEL))); case "Katana" : return((_local4 ? (104 + LEVEL) : (106 + LEVEL))); case "Spear" : return((112 + LEVEL) + (_local3 * 3)); case "Dagger" : return(121 + LEVEL); case "Throwing" : switch (NATION) { case "Viz" : return(133 + LEVEL); case "Ger" : return(125 + LEVEL); case "Rus" : return(129 + LEVEL); case "Jap" : return(135 + LEVEL); return((140 + LEVEL) + (_local3 * 2)); return((150 + LEVEL) + (_local3 * 3)); return((159 + LEVEL) + (_local3 * 3)); return((_local3 + 1) + ((LEVEL - 1) * 4)); return((_local3 + 1) + ((LEVEL - 1) * 4)); return(LEVEL); } case "Bow" : return((140 + LEVEL) + (_local3 * 2)); case "Shield" : return((150 + LEVEL) + (_local3 * 3)); case "Crossbow" : return((159 + LEVEL) + (_local3 * 3)); case "Clothes" : return((_local3 + 1) + ((LEVEL - 1) * 4)); case "Helmet" : return((_local3 + 1) + ((LEVEL - 1) * 4)); default : return(LEVEL); } } function getIconFrame() { var _local2 = 0; switch (TYPE) { case "Clothes" : _local2 = 168; break; case "Helmet" : _local2 = 192; } return(_local2 + FRAME); } function getItemInfo() { var _local2 = ""; switch (TYPE) { case "Clothes" : case "Helmet" : _local2 = "Armor"; break; default : _local2 = "WeaponClass"; } return(new ItemInfo(_local2, TYPE, NATION, LEVEL, ENCH_ID)); } }
Symbol 2053 MovieClip [__Packages.Enchant] Frame 0
class Enchant extends Object { var wpn_bonus, wpn_amount, hero_bonus, hero_amount, ID, prefix, suffix, price_bonus; function Enchant (en_id) { super(); wpn_bonus = new Array(); wpn_amount = new Array(); hero_bonus = new Array(); hero_amount = new Array(); ID = en_id; this["init" + en_id](); } function init1() { prefix = "Piercing "; suffix = ""; wpn_bonus.push("HIT"); wpn_amount.push(10); price_bonus = 1.2; } function init2() { prefix = "Bloody "; suffix = ""; wpn_bonus.push("CRIT"); wpn_amount.push(10); price_bonus = 1.2; } function init3() { prefix = "Bleeding "; suffix = ""; wpn_bonus.push("CRIT"); wpn_amount.push(20); price_bonus = 1.5; } function init4() { prefix = ""; suffix = " of Massacre"; wpn_bonus.push("CRIT"); wpn_amount.push(10); wpn_bonus.push("rnd"); wpn_amount.push(20); price_bonus = 2; } function init5() { prefix = "Creeping "; suffix = ""; wpn_bonus.push("CRIT"); wpn_amount.push(30); hero_bonus.push("FLEE"); hero_amount.push(0.8); price_bonus = 3; } function init6() { prefix = "Strong "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(20); hero_bonus.push("MAX_HP"); hero_amount.push(1.2); price_bonus = 2; } function init7() { prefix = "Cursed "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(-5); wpn_bonus.push("CRIT"); wpn_amount.push(30); hero_bonus.push("MAX_HP"); hero_amount.push(0.5); price_bonus = 0.5; } function init8() { prefix = "Undead "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(20); wpn_bonus.push("rnd"); wpn_amount.push(50); hero_bonus.push("MAX_HP"); hero_amount.push(0.7); hero_bonus.push("DEF"); hero_amount.push(0.5); price_bonus = 2.2; } function init9() { prefix = "Unholy "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(100); wpn_bonus.push("rnd"); wpn_amount.push(200); hero_bonus.push("MAX_HP"); hero_amount.push(0.1); hero_bonus.push("DEF"); hero_amount.push(2.5); hero_bonus.push("FLEE"); hero_amount.push(0.01); price_bonus = 10; } function init10() { prefix = "Great "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(20); wpn_bonus.push("rnd"); wpn_amount.push(30); hero_bonus.push("MAX_HP"); hero_amount.push(1.2); hero_bonus.push("DEF"); hero_amount.push(1.1); hero_bonus.push("FLEE"); hero_amount.push(1.02); price_bonus = 2.5; } function init11() { prefix = "Glorious "; suffix = " of Sacrifice"; wpn_bonus.push("dmg"); wpn_amount.push(50); wpn_bonus.push("rnd"); wpn_amount.push(300); hero_bonus.push("MAX_HP"); hero_amount.push(0.5); hero_bonus.push("DEF"); hero_amount.push(0.5); hero_bonus.push("FLEE"); hero_amount.push(0.8); price_bonus = 5.5; } function init12() { prefix = "Glorious "; suffix = " of Comassion"; wpn_bonus.push("HIT"); wpn_amount.push(-15); hero_bonus.push("MAX_HP"); hero_amount.push(2); hero_bonus.push("DEF"); hero_amount.push(1.2); hero_bonus.push("FLEE"); hero_amount.push(1.04); price_bonus = 5.1; } function init13() { prefix = "Glorious "; suffix = " of Valor"; wpn_bonus.push("dmg"); wpn_amount.push(50); wpn_bonus.push("rnd"); wpn_amount.push(50); hero_bonus.push("DEF"); hero_amount.push(1.5); hero_bonus.push("FLEE"); hero_amount.push(0.3); price_bonus = 4.3; } function init14() { prefix = "Immortal "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(-5); wpn_bonus.push("rnd"); wpn_amount.push(-10); wpn_bonus.push("HIT"); wpn_amount.push(-20); wpn_bonus.push("CRIT"); wpn_amount.push(-10); hero_bonus.push("MAX_HP"); hero_amount.push(3); hero_bonus.push("DEF"); hero_amount.push(2); price_bonus = 10; } function init15() { prefix = "Mysterious "; suffix = " of Death"; wpn_bonus.push("rnd"); wpn_amount.push(1000); wpn_bonus.push("CRIT"); wpn_amount.push(90); wpn_bonus.push("HIT"); wpn_amount.push(100); hero_bonus.push("DEF"); hero_amount.push(0); hero_bonus.push("FLEE"); hero_amount.push(0); hero_bonus.push("MAX_HP"); hero_amount.push(0.2); price_bonus = 12; } function init16() { prefix = "Marksman's "; suffix = ""; wpn_bonus.push("HIT"); wpn_amount.push(5); price_bonus = 1.05; } function init17() { prefix = "Lucky "; suffix = ""; wpn_bonus.push("rnd"); wpn_amount.push(20); wpn_bonus.push("CRIT"); wpn_amount.push(20); wpn_bonus.push("HIT"); wpn_amount.push(20); price_bonus = 1.8; } function init18() { prefix = "Sleeping "; suffix = ""; wpn_bonus.push("rnd"); wpn_amount.push(50); wpn_bonus.push("CRIT"); wpn_amount.push(-5); wpn_bonus.push("HIT"); wpn_amount.push(-5); hero_bonus.push("DEF"); hero_amount.push(1.3); hero_bonus.push("FLEE"); hero_amount.push(0.9); hero_bonus.push("MAX_HP"); hero_amount.push(1.3); price_bonus = 2; } function init19() { prefix = "Suffering "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(50); wpn_bonus.push("CRIT"); wpn_amount.push(30); wpn_bonus.push("HIT"); wpn_amount.push(30); hero_bonus.push("DEF"); hero_amount.push(0.7); hero_bonus.push("FLEE"); hero_amount.push(1.02); hero_bonus.push("MAX_HP"); hero_amount.push(0.7); price_bonus = 2; } function init20() { prefix = "Blind "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(30); wpn_bonus.push("rnd"); wpn_amount.push(50); wpn_bonus.push("CRIT"); wpn_amount.push(20); wpn_bonus.push("HIT"); wpn_amount.push(-10); hero_bonus.push("DEF"); hero_amount.push(1.5); hero_bonus.push("FLEE"); hero_amount.push(0.7); price_bonus = 2.4; } function init21() { prefix = "Blind "; suffix = " of Rage"; wpn_bonus.push("dmg"); wpn_amount.push(60); wpn_bonus.push("rnd"); wpn_amount.push(100); wpn_bonus.push("CRIT"); wpn_amount.push(40); wpn_bonus.push("HIT"); wpn_amount.push(-30); hero_bonus.push("DEF"); hero_amount.push(1.8); hero_bonus.push("FLEE"); hero_amount.push(0.4); price_bonus = 4.4; } function init22() { prefix = "Breaking "; suffix = ""; wpn_bonus.push("CRIT"); wpn_amount.push(70); wpn_bonus.push("HIT"); wpn_amount.push(10); price_bonus = 3.5; } function init23() { prefix = "Crushing "; suffix = ""; wpn_bonus.push("dmg"); wpn_amount.push(100); wpn_bonus.push("rnd"); wpn_amount.push(200); wpn_bonus.push("CRIT"); wpn_amount.push(-90); price_bonus = 3.5; } function init24() { prefix = "Saint "; suffix = " of Divine Light"; wpn_bonus.push("HIT"); wpn_amount.push(-40); hero_bonus.push("DEF"); hero_amount.push(3); hero_bonus.push("FLEE"); hero_amount.push(0.1); hero_bonus.push("MAX_HP"); hero_amount.push(3); price_bonus = 12; } }
Symbol 2054 MovieClip [__Packages.ItemInfo] Frame 0
class ItemInfo extends Object { var CATEGORY, TYPE, NATION, LEVEL, COUNT, ENCH_ID; function ItemInfo (ct, tp, nt, lv, ei) { super(); CATEGORY = ct; TYPE = tp; NATION = nt; LEVEL = lv; COUNT = 1; ENCH_ID = (ei ? (ei) : 0); } function getItem() { switch (CATEGORY) { case "WeaponClass" : return(new WeaponClass(TYPE, NATION, LEVEL, ENCH_ID)); case "Armor" : return(new Armor(TYPE, NATION, LEVEL, ENCH_ID)); } } }
Symbol 2055 MovieClip [__Packages.Armor] Frame 0
class Armor extends Item { var TYPE, NATION, LEVEL, FRAME, getFrame, initEnchant, NAME, value, require_param, require_value, price; function Armor (tp, nt, lv, ei) { super(); TYPE = tp; NATION = nt; LEVEL = lv; FRAME = getFrame(); this[(("Armor" + tp) + nt) + lv](); initEnchant(ei); } function ArmorClothesViz1() { NAME = "Leather Armor"; value = 5; require_param = "CON"; require_value = 25; price = 100; } function ArmorClothesGer1() { NAME = "Tunic"; value = 2; require_param = "CON"; require_value = 15; price = 20; } function ArmorClothesRus1() { NAME = "Dark Leather Armor"; value = 4; require_param = "STR"; require_value = 25; price = 50; } function ArmorClothesJap1() { NAME = "Kimono"; value = 1; require_param = "DEX"; require_value = 15; price = 5; } function ArmorClothesViz2() { NAME = "Bronze Leather Armor"; value = 9; require_param = "CON"; require_value = 35; price = 200; } function ArmorClothesGer2() { NAME = "Footman Armor"; value = 12; require_param = "CON"; require_value = 40; price = 250; } function ArmorClothesRus2() { NAME = "Hard Leather Armor"; value = 7; require_param = "STR"; require_value = 35; price = 150; } function ArmorClothesJap2() { NAME = "Hard Kimono"; value = 5; require_param = "DEX"; require_value = 25; price = 50; } function ArmorClothesViz3() { NAME = "Phalax Armor"; value = 16; require_param = "CON"; require_value = 45; price = 300; } function ArmorClothesGer3() { NAME = "Long Chainmail"; value = 19; require_param = "CON"; require_value = 50; price = 380; } function ArmorClothesRus3() { NAME = "Short Chainmail"; value = 14; require_param = "STR"; require_value = 45; price = 250; } function ArmorClothesJap3() { NAME = "Ninja Armor"; value = 11; require_param = "DEX"; require_value = 40; price = 200; } function ArmorClothesViz4() { NAME = "Centurion Armor"; value = 24; require_param = "CON"; require_value = 60; price = 450; } function ArmorClothesGer4() { NAME = "Crusader Chainmail"; value = 29; require_param = "CON"; require_value = 65; price = 590; } function ArmorClothesRus4() { NAME = "Warrior Chainmail"; value = 21; require_param = "STR"; require_value = 60; price = 400; } function ArmorClothesJap4() { NAME = "Gold Ninja Armor"; value = 23; require_param = "DEX"; require_value = 60; price = 500; } function ArmorClothesViz5() { NAME = "Curasis"; value = 35; require_param = "CON"; require_value = 75; price = 700; } function ArmorClothesGer5() { NAME = "Full Plate of Holy Light"; value = 38; require_param = "CON"; require_value = 80; price = 900; } function ArmorClothesRus5() { NAME = "Guardian Full Plate"; value = 32; require_param = "STR"; require_value = 85; price = 620; } function ArmorClothesJap5() { NAME = "Gold Samurai Armor"; value = 33; require_param = "DEX"; require_value = 78; price = 850; } function ArmorClothesViz6() { NAME = "Shining Armor"; value = 45; require_param = "CON"; require_value = 85; price = 1100; } function ArmorClothesGer6() { NAME = "Redeemer Full Plate"; value = 55; require_param = "CON"; require_value = 90; price = 1500; } function ArmorClothesRus6() { NAME = "Hero Full Plate"; value = 40; require_param = "STR"; require_value = 100; price = 1000; } function ArmorClothesJap6() { NAME = "Black Samurai Armor"; value = 50; require_param = "DEX"; require_value = 85; price = 2500; } function ArmorHelmetViz1() { NAME = "Light Helmet"; value = 3; require_param = "CON"; require_value = 32; price = 70; } function ArmorHelmetGer1() { NAME = "Footman Helmet"; value = 5; require_param = "CON"; require_value = 37; price = 90; } function ArmorHelmetRus1() { NAME = "Leather Helmet"; value = 2; require_param = "STR"; require_value = 32; price = 50; } function ArmorHelmetJap1() { NAME = "Bandana"; value = 1; require_param = "DEX"; require_value = 22; price = 4; } function ArmorHelmetViz2() { NAME = "Chivalery Helmet"; value = 8; require_param = "CON"; require_value = 50; price = 250; } function ArmorHelmetGer2() { NAME = "Knight Helmet"; value = 10; require_param = "CON"; require_value = 55; price = 320; } function ArmorHelmetRus2() { NAME = "Guardian Helmet"; value = 7; require_param = "STR"; require_value = 50; price = 210; } function ArmorHelmetJap2() { NAME = "Hood"; value = 4; require_param = "DEX"; require_value = 40; price = 40; } function ArmorHelmetViz3() { NAME = "Leader Helmet"; value = 14; require_param = "CON"; require_value = 75; price = 600; } function ArmorHelmetGer3() { NAME = "Crusader Helmet"; value = 17; require_param = "CON"; require_value = 80; price = 900; } function ArmorHelmetRus3() { NAME = "Hero Helmet"; value = 12; require_param = "STR"; require_value = 85; price = 500; } function ArmorHelmetJap3() { NAME = "Samurai Mask"; value = 15; require_param = "DEX"; require_value = 75; price = 1800; } }
Symbol 2056 MovieClip [__Packages.WeaponClass] Frame 0
class WeaponClass extends Item { var TYPE, NATION, LEVEL, twohanded, canBeMounted, FRAME, getFrame, initEnchant, NAME, dmg, rnd, rng, skill, t_bef, t_aft, require_param, require_value, crit, price; function WeaponClass (tp, nt, lv, ei) { super(); TYPE = tp; NATION = nt; LEVEL = lv; switch (tp) { case "TwohandedSword" : case "TwohandedAxe" : case "TwohandedMace" : case "Staff" : case "Katana" : case "Spear" : case "Throwing" : case "Bow" : case "Dagger" : case "Fists" : case "Crossbow" : twohanded = true; break; default : twohanded = false; } switch (tp) { case "Dagger" : case "Staff" : case "Katana" : case "NinjaTo" : canBeMounted = false; break; default : canBeMounted = true; } FRAME = getFrame(); this[(("Weapon" + tp) + nt) + lv](); initEnchant(ei); } function WeaponOnehandedSwordRog1() { NAME = "Cheap Sword"; dmg = 3; rnd = 2; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 55; require_param = "STR"; require_value = 5; crit = 1; price = 12; } function WeaponOnehandedSwordRog2() { NAME = "Rusty Sabre"; dmg = 2; rnd = 1; rng = 0; skill = "Sword"; t_bef = 5; t_aft = 50; require_param = null; require_value = 0; crit = 1; price = 10; } function WeaponOnehandedSwordViz1() { NAME = "Gladius"; dmg = 6; rnd = 5; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 25; crit = 5; price = 30; } function WeaponOnehandedSwordViz2() { NAME = "Spatha"; dmg = 13; rnd = 14; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 40; crit = 5; price = 120; } function WeaponOnehandedSwordViz3() { NAME = "Chivallery Spatha"; dmg = 25; rnd = 22; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 55; crit = 5; price = 400; } function WeaponOnehandedSwordViz4() { NAME = "Leader Sword"; dmg = 35; rnd = 30; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 35; require_param = "STR"; require_value = 75; crit = 5; price = 650; } function WeaponOnehandedSwordViz5() { NAME = "Starshine"; dmg = 50; rnd = 45; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 30; require_param = "STR"; require_value = 95; crit = 5; price = 1000; } function WeaponOnehandedSwordGer1() { NAME = "Short Sword"; dmg = 5; rnd = 4; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 18; crit = 5; price = 20; } function WeaponOnehandedSwordGer2() { NAME = "Footman Sword"; dmg = 11; rnd = 12; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 36; crit = 5; price = 80; } function WeaponOnehandedSwordGer3() { NAME = "Long Sword"; dmg = 22; rnd = 18; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 50; crit = 5; price = 300; } function WeaponOnehandedSwordGer4() { NAME = "Bastard Sword"; dmg = 39; rnd = 19; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 68; crit = 5; price = 500; } function WeaponOnehandedSwordGer5() { NAME = "Starbringer"; dmg = 60; rnd = 50; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 85; crit = 5; price = 750; } function WeaponOnehandedSwordRus1() { NAME = "Cutter"; dmg = 3; rnd = 4; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 15; crit = 5; price = 15; } function WeaponOnehandedSwordRus2() { NAME = "Long Dagger"; dmg = 9; rnd = 10; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 30; crit = 5; price = 60; } function WeaponOnehandedSwordRus3() { NAME = "Cleaver"; dmg = 18; rnd = 17; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 45; crit = 5; price = 250; } function WeaponOnehandedSwordRus4() { NAME = "Guardian Sword"; dmg = 30; rnd = 38; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 35; require_param = "STR"; require_value = 60; crit = 5; price = 400; } function WeaponOnehandedSwordRus5() { NAME = "Black Curse"; dmg = 40; rnd = 50; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 30; require_param = "STR"; require_value = 75; crit = 5; price = 690; } function WeaponOnehandedAxeRog1() { NAME = "Cheap Axe"; dmg = 4; rnd = 4; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 75; require_param = "STR"; require_value = 5; crit = 0; price = 12; } function WeaponOnehandedAxeRog2() { NAME = "Bronze Axe"; dmg = 3; rnd = 3; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 65; require_param = null; require_value = 0; crit = 0; price = 10; } function WeaponOnehandedAxeViz1() { NAME = "Ritual Axe"; dmg = 6; rnd = 5; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 23; crit = 3; price = 45; } function WeaponOnehandedAxeViz2() { NAME = "Priest Axe"; dmg = 21; rnd = 16; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 40; crit = 3; price = 170; } function WeaponOnehandedAxeViz3() { NAME = "Rounded Axe"; dmg = 28; rnd = 39; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 50; crit = 3; price = 320; } function WeaponOnehandedAxeViz4() { NAME = "Breaking Axe"; dmg = 45; rnd = 40; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 70; crit = 3; price = 660; } function WeaponOnehandedAxeGer1() { NAME = "Small Axe"; dmg = 8; rnd = 7; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 26; crit = 3; price = 70; } function WeaponOnehandedAxeGer2() { NAME = "Infantry Axe"; dmg = 27; rnd = 21; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 50; crit = 3; price = 220; } function WeaponOnehandedAxeGer3() { NAME = "Broad Axe"; dmg = 35; rnd = 48; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 65; crit = 3; price = 430; } function WeaponOnehandedAxeGer4() { NAME = "Heavy Axe"; dmg = 60; rnd = 45; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 85; crit = 3; price = 750; } function WeaponOnehandedAxeRus1() { NAME = "Militia Axe"; dmg = 9; rnd = 8; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 30; crit = 3; price = 80; } function WeaponOnehandedAxeRus2() { NAME = "Long Axe"; dmg = 30; rnd = 25; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 55; crit = 3; price = 250; } function WeaponOnehandedAxeRus3() { NAME = "Guard Axe"; dmg = 40; rnd = 55; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 70; crit = 3; price = 500; } function WeaponOnehandedAxeRus4() { NAME = "Holy Axe"; dmg = 70; rnd = 60; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 95; crit = 3; price = 880; } function WeaponOnehandedMaceRog1() { NAME = "Wooden Club"; dmg = 2; rnd = 2; rng = 0; skill = "Mace"; t_bef = 10; t_aft = 70; require_param = "CON"; require_value = 10; crit = 15; price = 12; } function WeaponOnehandedMaceRog2() { NAME = "Cheap Club"; dmg = 1; rnd = 2; rng = 0; skill = "Mace"; t_bef = 5; t_aft = 65; require_param = "CON"; require_value = 5; crit = 15; price = 10; } function WeaponOnehandedMaceViz1() { NAME = "Bronze Club"; dmg = 2; rnd = 3; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 22; crit = 30; price = 40; } function WeaponOnehandedMaceViz2() { NAME = "Ritual Bludgeon"; dmg = 8; rnd = 9; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 60; require_param = "CON"; require_value = 35; crit = 30; price = 200; } function WeaponOnehandedMaceViz3() { NAME = "Rough Bludgeon"; dmg = 12; rnd = 19; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 50; require_param = "CON"; require_value = 47; crit = 40; price = 310; } function WeaponOnehandedMaceViz4() { NAME = "Shining Bludgeon"; dmg = 25; rnd = 40; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 40; require_param = "CON"; require_value = 68; crit = 50; price = 630; } function WeaponOnehandedMaceGer1() { NAME = "Morningstar"; dmg = 4; rnd = 4; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 30; crit = 50; price = 75; } function WeaponOnehandedMaceGer2() { NAME = "Light Bludgeon"; dmg = 15; rnd = 12; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 60; require_param = "CON"; require_value = 55; crit = 55; price = 240; } function WeaponOnehandedMaceGer3() { NAME = "Deadly Spikes"; dmg = 22; rnd = 27; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 50; require_param = "CON"; require_value = 70; crit = 60; price = 470; } function WeaponOnehandedMaceGer4() { NAME = "Peacekeeper"; dmg = 45; rnd = 30; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 40; require_param = "CON"; require_value = 95; crit = 70; price = 850; } function WeaponOnehandedMaceRus1() { NAME = "Spiked Wooden Club"; dmg = 3; rnd = 4; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 25; crit = 50; price = 60; } function WeaponOnehandedMaceRus2() { NAME = "Armor Breaker"; dmg = 12; rnd = 10; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 60; require_param = "CON"; require_value = 45; crit = 55; price = 220; } function WeaponOnehandedMaceRus3() { NAME = "Heavy Club"; dmg = 18; rnd = 21; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 50; require_param = "CON"; require_value = 60; crit = 60; price = 350; } function WeaponOnehandedMaceRus4() { NAME = "Golden Hedgehog"; dmg = 30; rnd = 50; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 40; require_param = "CON"; require_value = 80; crit = 65; price = 700; } function WeaponTwohandedSwordRog1() { NAME = "Cheap Twohanded Sword"; dmg = 5; rnd = 3; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 65; require_param = "STR"; require_value = 7; crit = 1; price = 18; } function WeaponTwohandedSwordRog2() { NAME = "Rusty Twohanded Sword"; dmg = 3; rnd = 2; rng = 0; skill = "Sword"; t_bef = 5; t_aft = 60; require_param = "STR"; require_value = 4; crit = 1; price = 12; } function WeaponTwohandedSwordViz1() { NAME = "Iron Twohanded Sword"; dmg = 9; rnd = 8; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 29; crit = 5; price = 45; } function WeaponTwohandedSwordViz2() { NAME = "Steel Twohanded Sword"; dmg = 20; rnd = 21; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 48; crit = 5; price = 180; } function WeaponTwohandedSwordViz3() { NAME = "Falcion"; dmg = 38; rnd = 33; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 65; crit = 5; price = 600; } function WeaponTwohandedSwordViz4() { NAME = "Moonlight"; dmg = 65; rnd = 50; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 88; crit = 5; price = 1100; } function WeaponTwohandedSwordViz5() { NAME = "Soul Braker"; dmg = 75; rnd = 70; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 100; crit = 5; price = 1300; } function WeaponTwohandedSwordGer1() { NAME = "Light Twohanded Sword"; dmg = 8; rnd = 6; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 23; crit = 5; price = 30; } function WeaponTwohandedSwordGer2() { NAME = "Crusader Twohanded Sword"; dmg = 17; rnd = 18; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 44; crit = 5; price = 120; } function WeaponTwohandedSwordGer3() { NAME = "Knight Twohanded Sword"; dmg = 33; rnd = 27; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 60; crit = 5; price = 450; } function WeaponTwohandedSwordGer4() { NAME = "Claymore"; dmg = 59; rnd = 29; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 75; crit = 5; price = 750; } function WeaponTwohandedSwordGer5() { NAME = "Heart of Bat"; dmg = 85; rnd = 90; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 95; crit = 5; price = 1080; } function WeaponTwohandedSwordRus1() { NAME = "Forged Twohanded Sword"; dmg = 5; rnd = 6; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 20; crit = 5; price = 20; } function WeaponTwohandedSwordRus2() { NAME = "Long Twohanded Sword"; dmg = 14; rnd = 15; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 38; crit = 5; price = 90; } function WeaponTwohandedSwordRus3() { NAME = "Large Twohanded Sword"; dmg = 27; rnd = 25; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 52; crit = 5; price = 370; } function WeaponTwohandedSwordRus4() { NAME = "Guardian Twohanded Sword"; dmg = 50; rnd = 60; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 65; crit = 5; price = 900; } function WeaponTwohandedSwordRus5() { NAME = "Holy Twohanded Sword"; dmg = 60; rnd = 75; rng = 0; skill = "Sword"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 85; crit = 5; price = 1000; } function WeaponTwohandedAxeRog1() { NAME = "Splitter"; dmg = 6; rnd = 6; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 85; require_param = "STR"; require_value = 10; crit = 0; price = 16; } function WeaponTwohandedAxeRog2() { NAME = "Rusty Twohanded Axe"; dmg = 4; rnd = 4; rng = 0; skill = "Sword"; t_bef = 10; t_aft = 70; require_param = null; require_value = 0; crit = 0; price = 12; } function WeaponTwohandedAxeViz1() { NAME = "Light Twohanded Axe"; dmg = 9; rnd = 7; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 70; require_param = "STR"; require_value = 27; crit = 3; price = 65; } function WeaponTwohandedAxeViz2() { NAME = "Rounded Twohanded Axe"; dmg = 31; rnd = 24; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 48; crit = 3; price = 250; } function WeaponTwohandedAxeViz3() { NAME = "Sea Wave"; dmg = 42; rnd = 59; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 59; crit = 3; price = 480; } function WeaponTwohandedAxeViz4() { NAME = "Golden Twohanded Axe"; dmg = 75; rnd = 60; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 43; require_param = "STR"; require_value = 80; crit = 3; price = 990; } function WeaponTwohandedAxeGer1() { NAME = "Steel Twohanded Axe"; dmg = 12; rnd = 11; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 70; require_param = "STR"; require_value = 32; crit = 3; price = 105; } function WeaponTwohandedAxeGer2() { NAME = "Butcher"; dmg = 41; rnd = 31; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 60; crit = 3; price = 330; } function WeaponTwohandedAxeGer3() { NAME = "Heavy Twohanded Axe"; dmg = 53; rnd = 62; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 75; crit = 3; price = 680; } function WeaponTwohandedAxeGer4() { NAME = "God's Claw"; dmg = 90; rnd = 68; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 95; crit = 3; price = 1050; } function WeaponTwohandedAxeRus1() { NAME = "Peasant Twohanded Axe"; dmg = 14; rnd = 12; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 70; require_param = "STR"; require_value = 37; crit = 3; price = 120; } function WeaponTwohandedAxeRus2() { NAME = "Executioner"; dmg = 45; rnd = 38; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 65; crit = 3; price = 350; } function WeaponTwohandedAxeRus3() { NAME = "Guard Twohanded Axe"; dmg = 60; rnd = 82; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 85; crit = 3; price = 750; } function WeaponTwohandedAxeRus4() { NAME = "Elite Twohanded Axe"; dmg = 110; rnd = 90; rng = 0; skill = "Axe"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 120; crit = 3; price = 1400; } function WeaponTwohandedMaceRog1() { NAME = "Rusty Twohanded Bludgeon"; dmg = 3; rnd = 3; rng = 0; skill = "Mace"; t_bef = 10; t_aft = 80; require_param = "CON"; require_value = 13; crit = 20; price = 14; } function WeaponTwohandedMaceRog2() { NAME = "Wooden Twohanded Club"; dmg = 1; rnd = 3; rng = 0; skill = "Mace"; t_bef = 5; t_aft = 75; require_param = "CON"; require_value = 7; crit = 20; price = 11; } function WeaponTwohandedMaceViz1() { NAME = "Bronze Twohanded Bludgeon"; dmg = 3; rnd = 4; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 75; require_param = "CON"; require_value = 25; crit = 40; price = 60; } function WeaponTwohandedMaceViz2() { NAME = "Ritual Twohanded Bludgeon"; dmg = 12; rnd = 13; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 39; crit = 40; price = 300; } function WeaponTwohandedMaceViz3() { NAME = "Ritual Hammer"; dmg = 18; rnd = 29; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 55; require_param = "CON"; require_value = 65; crit = 45; price = 470; } function WeaponTwohandedMaceViz4() { NAME = "Golden Hammer"; dmg = 25; rnd = 40; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 40; require_param = "CON"; require_value = 82; crit = 50; price = 630; } function WeaponTwohandedMaceGer1() { NAME = "Battle Hammer"; dmg = 6; rnd = 6; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 70; require_param = "CON"; require_value = 42; crit = 50; price = 110; } function WeaponTwohandedMaceGer2() { NAME = "Steel Twohanded Bludgeon"; dmg = 24; rnd = 18; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 60; crit = 60; price = 370; } function WeaponTwohandedMaceGer3() { NAME = "Spiked Twohanded Bludgeon"; dmg = 33; rnd = 41; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 55; require_param = "CON"; require_value = 78; crit = 65; price = 720; } function WeaponTwohandedMaceGer4() { NAME = "Holy Star"; dmg = 68; rnd = 45; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 45; require_param = "CON"; require_value = 110; crit = 75; price = 1200; } function WeaponTwohandedMaceRus1() { NAME = "Rude Twohanded Bludgeon"; dmg = 4; rnd = 6; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 70; require_param = "CON"; require_value = 37; crit = 50; price = 90; } function WeaponTwohandedMaceRus2() { NAME = "Bronze Hammer"; dmg = 18; rnd = 15; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 65; require_param = "CON"; require_value = 55; crit = 55; price = 330; } function WeaponTwohandedMaceRus3() { NAME = "Heavy Twohanded Bludgeon"; dmg = 28; rnd = 31; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 55; require_param = "CON"; require_value = 72; crit = 60; price = 550; } function WeaponTwohandedMaceRus4() { NAME = "Hero's Twohanded Bludgeon"; dmg = 45; rnd = 75; rng = 0; skill = "Mace"; t_bef = 1; t_aft = 75; require_param = "CON"; require_value = 90; crit = 65; price = 1050; } function WeaponStaffJap1() { NAME = "Apprentice Staff"; dmg = 4; rnd = 3; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 55; require_param = "DEX"; require_value = 20; crit = 50; price = 10; } function WeaponStaffJap2() { NAME = "Master Staff"; dmg = 8; rnd = 6; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 50; require_param = "DEX"; require_value = 30; crit = 55; price = 70; } function WeaponStaffJap3() { NAME = "Spiked Staff"; dmg = 16; rnd = 14; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 45; require_param = "DEX"; require_value = 45; crit = 65; price = 180; } function WeaponStaffJap4() { NAME = "Naginata"; dmg = 20; rnd = 52; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 60; crit = 10; price = 350; } function WeaponStaffJap5() { NAME = "Golden Staff"; dmg = 32; rnd = 40; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 75; crit = 80; price = 500; } function WeaponStaffJap6() { NAME = "Golden Naginata"; dmg = 40; rnd = 90; rng = 0; skill = "Staff"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 90; crit = 15; price = 850; } function WeaponNinjaToRog1() { NAME = "Rusty Ninja-To"; dmg = 3; rnd = 2; rng = 0; skill = "FarEast"; t_bef = 5; t_aft = 50; require_param = "DEX"; require_value = 10; crit = 5; price = 15; } function WeaponNinjaToRog2() { NAME = "Cheap Ninja-To"; dmg = 1; rnd = 3; rng = 0; skill = "FarEast"; t_bef = 5; t_aft = 45; require_param = "DEX"; require_value = 15; crit = 5; price = 15; } function WeaponNinjaToJap1() { NAME = "Short Ninja-To"; dmg = 2; rnd = 7; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 45; require_param = "DEX"; require_value = 25; crit = 10; price = 25; } function WeaponNinjaToJap2() { NAME = "Apprentiece Ninja-To"; dmg = 6; rnd = 16; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 40; crit = 10; price = 110; } function WeaponNinjaToJap3() { NAME = "Soldier Ninja-To"; dmg = 12; rnd = 28; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 55; crit = 10; price = 380; } function WeaponNinjaToJap4() { NAME = "Rhonin Ninja-To"; dmg = 15; rnd = 42; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 75; crit = 10; price = 600; } function WeaponNinjaToJap5() { NAME = "Holy Ninja-To"; dmg = 20; rnd = 50; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 95; crit = 15; price = 900; } function WeaponNinjaToJap6() { NAME = "Black Hero"; dmg = 25; rnd = 75; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 110; crit = 20; price = 1400; } function WeaponKatanaRog1() { NAME = "Rusty Katana"; dmg = 3; rnd = 4; rng = 0; skill = "FarEast"; t_bef = 5; t_aft = 50; require_param = "DEX"; require_value = 12; crit = 7; price = 17; } function WeaponKatanaRog2() { NAME = "Cheap Katana"; dmg = 1; rnd = 6; rng = 0; skill = "FarEast"; t_bef = 5; t_aft = 45; require_param = "DEX"; require_value = 18; crit = 7; price = 20; } function WeaponKatanaJap1() { NAME = "Short Katana"; dmg = 2; rnd = 14; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 45; require_param = "DEX"; require_value = 30; crit = 15; price = 50; } function WeaponKatanaJap2() { NAME = "Apprentiece Katana"; dmg = 6; rnd = 32; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 50; crit = 15; price = 170; } function WeaponKatanaJap3() { NAME = "Soldier Katana"; dmg = 12; rnd = 60; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 70; crit = 15; price = 430; } function WeaponKatanaJap4() { NAME = "Rhonin Katana"; dmg = 15; rnd = 85; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 85; crit = 15; price = 900; } function WeaponKatanaJap5() { NAME = "Holy Katana"; dmg = 20; rnd = 110; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 100; crit = 20; price = 1300; } function WeaponKatanaJap6() { NAME = "Darkness"; dmg = 20; rnd = 180; rng = 0; skill = "FarEast"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 120; crit = 25; price = 2000; } function WeaponSpearViz1() { NAME = "Infantry Spear"; dmg = 15; rnd = 5; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 15; crit = 80; price = 10; } function WeaponSpearViz2() { NAME = "Improved Spear"; dmg = 45; rnd = 15; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 35; crit = 85; price = 100; } function WeaponSpearViz3() { NAME = "Chivalery Spear"; dmg = 75; rnd = 25; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 45; require_param = "STR"; require_value = 65; crit = 90; price = 500; } function WeaponSpearGer1() { NAME = "Militia Spear"; dmg = 20; rnd = 5; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 75; require_param = "STR"; require_value = 20; crit = 85; price = 10; } function WeaponSpearGer2() { NAME = "Footman Spear"; dmg = 60; rnd = 15; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 40; crit = 90; price = 100; } function WeaponSpearGer3() { NAME = "Knight Spear"; dmg = 95; rnd = 25; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 70; crit = 95; price = 500; } function WeaponSpearRus1() { NAME = "Bronze Spear"; dmg = 5; rnd = 15; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 10; crit = 85; price = 50; } function WeaponSpearRus2() { NAME = "Siege Spear"; dmg = 15; rnd = 45; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 30; crit = 90; price = 450; } function WeaponSpearRus3() { NAME = "Holy Spear"; dmg = 25; rnd = 75; rng = 0; skill = "Spear"; t_bef = 1; t_aft = 40; require_param = "STR"; require_value = 60; crit = 95; price = 1200; } function WeaponDaggerViz1() { NAME = "Knife"; dmg = 1; rnd = 3; rng = 0; skill = "Dagger"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 15; crit = 60; price = 6; } function WeaponDaggerViz2() { NAME = "Dagger"; dmg = 4; rnd = 12; rng = 0; skill = "Dagger"; t_bef = 1; t_aft = 25; require_param = "DEX"; require_value = 35; crit = 75; price = 120; } function WeaponDaggerViz3() { NAME = "Stiletto"; dmg = 6; rnd = 34; rng = 0; skill = "Dagger"; t_bef = 1; t_aft = 20; require_param = "DEX"; require_value = 60; crit = 95; price = 360; } function WeaponDaggerViz4() { NAME = "Damascus"; dmg = 15; rnd = 40; rng = 0; skill = "Dagger"; t_bef = 1; t_aft = 20; require_param = "DEX"; require_value = 85; crit = 85; price = 700; } function WeaponThrowingViz1() { NAME = "Oil"; dmg = 30; rnd = 80; rng = 12; skill = "Throwing"; t_bef = 1; t_aft = 80; require_param = "STR"; require_value = 50; crit = 100; price = 700; } function WeaponThrowingViz2() { NAME = "Greek Fire"; dmg = 50; rnd = 150; rng = 10; skill = "Throwing"; t_bef = 1; t_aft = 50; require_param = "STR"; require_value = 70; crit = 100; price = 1600; } function WeaponThrowingGer1() { NAME = "Steel Throwing Knife"; dmg = 10; rnd = 30; rng = 8; skill = "Throwing"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 20; crit = 20; price = 20; } function WeaponThrowingGer2() { NAME = "Silver Throwing Knife"; dmg = 20; rnd = 45; rng = 8; skill = "Throwing"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 30; crit = 25; price = 200; } function WeaponThrowingGer3() { NAME = "Sinners"; dmg = 30; rnd = 70; rng = 10; skill = "Throwing"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 40; crit = 30; price = 500; } function WeaponThrowingGer4() { NAME = "Holy Touches"; dmg = 40; rnd = 100; rng = 10; skill = "Throwing"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 50; crit = 33; price = 1500; } function WeaponThrowingRus1() { NAME = "Small Throwing Axe"; dmg = 45; rnd = 15; rng = 6; skill = "Throwing"; t_bef = 1; t_aft = 65; require_param = "STR"; require_value = 20; crit = 5; price = 8; } function WeaponThrowingRus2() { NAME = "Rounded Throwing Axe"; dmg = 55; rnd = 30; rng = 6; skill = "Throwing"; t_bef = 1; t_aft = 60; require_param = "STR"; require_value = 35; crit = 5; price = 80; } function WeaponThrowingRus3() { NAME = "Tomahawks"; dmg = 70; rnd = 35; rng = 6; skill = "Throwing"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 55; crit = 5; price = 450; } function WeaponThrowingRus4() { NAME = "Golden Punches"; dmg = 80; rnd = 60; rng = 5; skill = "Throwing"; t_bef = 1; t_aft = 55; require_param = "STR"; require_value = 75; crit = 5; price = 950; } function WeaponThrowingJap1() { NAME = "Shuriken"; dmg = 10; rnd = 20; rng = 7; skill = "FarEast"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 20; crit = 15; price = 10; } function WeaponThrowingJap2() { NAME = "Silver Shuriken"; dmg = 10; rnd = 40; rng = 8; skill = "FarEast"; t_bef = 1; t_aft = 35; require_param = "DEX"; require_value = 30; crit = 15; price = 90; } function WeaponThrowingJap3() { NAME = "Rhonin Shuriken"; dmg = 25; rnd = 60; rng = 9; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 45; crit = 15; price = 200; } function WeaponThrowingJap4() { NAME = "Shining Shuriken"; dmg = 40; rnd = 110; rng = 10; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 60; crit = 17; price = 500; } function WeaponThrowingJap5() { NAME = "Black Spirits"; dmg = 70; rnd = 160; rng = 11; skill = "FarEast"; t_bef = 1; t_aft = 30; require_param = "DEX"; require_value = 80; crit = 20; price = 900; } function WeaponBowViz1() { NAME = "Long Bow"; dmg = 12; rnd = 20; rng = 12; skill = "Bow"; t_bef = 10; t_aft = 40; require_param = "DEX"; require_value = 20; crit = 5; price = 40; } function WeaponBowViz2() { NAME = "Fine Bow"; dmg = 30; rnd = 50; rng = 14; skill = "Bow"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 70; crit = 5; price = 1010; } function WeaponBowGer1() { NAME = "Infantry Bow"; dmg = 10; rnd = 18; rng = 12; skill = "Bow"; t_bef = 10; t_aft = 40; require_param = "DEX"; require_value = 15; crit = 5; price = 30; } function WeaponBowGer2() { NAME = "Forged Bow"; dmg = 25; rnd = 45; rng = 14; skill = "Bow"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 50; crit = 5; price = 850; } function WeaponBowRus1() { NAME = "Guard Bow"; dmg = 15; rnd = 25; rng = 13; skill = "Bow"; t_bef = 10; t_aft = 40; require_param = "DEX"; require_value = 30; crit = 5; price = 50; } function WeaponBowRus2() { NAME = "Holy Bow"; dmg = 35; rnd = 55; rng = 15; skill = "Bow"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 95; crit = 5; price = 1150; } function WeaponBowJap1() { NAME = "Hunter Bow"; dmg = 5; rnd = 10; rng = 12; skill = "Bow"; t_bef = 20; t_aft = 40; require_param = "DEX"; require_value = 10; crit = 5; price = 5; } function WeaponBowJap2() { NAME = "Soldier Bow"; dmg = 15; rnd = 20; rng = 13; skill = "Bow"; t_bef = 10; t_aft = 40; require_param = "DEX"; require_value = 25; crit = 5; price = 50; } function WeaponBowJap3() { NAME = "Ninja Bow"; dmg = 20; rnd = 40; rng = 14; skill = "Bow"; t_bef = 5; t_aft = 40; require_param = "DEX"; require_value = 45; crit = 10; price = 450; } function WeaponBowJap4() { NAME = "Samurai Bow"; dmg = 30; rnd = 50; rng = 15; skill = "Bow"; t_bef = 1; t_aft = 40; require_param = "DEX"; require_value = 85; crit = 10; price = 1100; } function WeaponCrossbowViz1() { NAME = "Light Crossbow"; dmg = 30; rnd = 40; rng = 18; skill = "Crossbow"; t_bef = 15; t_aft = 60; require_param = "DEX"; require_value = 30; crit = 50; price = 80; } function WeaponCrossbowViz2() { NAME = "Medium Crossbow"; dmg = 40; rnd = 60; rng = 18; skill = "Crossbow"; t_bef = 10; t_aft = 60; require_param = "DEX"; require_value = 60; crit = 55; price = 650; } function WeaponCrossbowViz3() { NAME = "Elite Crossbow"; dmg = 60; rnd = 100; rng = 19; skill = "Crossbow"; t_bef = 5; t_aft = 60; require_param = "DEX"; require_value = 90; crit = 60; price = 1300; } function WeaponCrossbowGer1() { NAME = "Long Crossbow"; dmg = 24; rnd = 30; rng = 17; skill = "Crossbow"; t_bef = 15; t_aft = 60; require_param = "DEX"; require_value = 25; crit = 45; price = 60; } function WeaponCrossbowGer2() { NAME = "Steel Crossbow"; dmg = 35; rnd = 55; rng = 17; skill = "Crossbow"; t_bef = 10; t_aft = 60; require_param = "DEX"; require_value = 50; crit = 50; price = 520; } function WeaponCrossbowGer3() { NAME = "Forged Crossbow"; dmg = 50; rnd = 90; rng = 18; skill = "Crossbow"; t_bef = 5; t_aft = 60; require_param = "DEX"; require_value = 75; crit = 55; price = 1200; } function WeaponCrossbowRus1() { NAME = "Hunter Crossbow"; dmg = 20; rnd = 20; rng = 17; skill = "Crossbow"; t_bef = 10; t_aft = 60; require_param = "DEX"; require_value = 20; crit = 25; price = 40; } function WeaponCrossbowRus2() { NAME = "Soldier Crossbow"; dmg = 30; rnd = 45; rng = 18; skill = "Crossbow"; t_bef = 5; t_aft = 60; require_param = "DEX"; require_value = 40; crit = 30; price = 450; } function WeaponCrossbowRus3() { NAME = "Guard Crossbow"; dmg = 40; rnd = 70; rng = 18; skill = "Crossbow"; t_bef = 0; t_aft = 60; require_param = "DEX"; require_value = 60; crit = 35; price = 900; } function WeaponShieldViz1() { NAME = "Guard"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 15; crit = 10; price = 100; } function WeaponShieldViz2() { NAME = "Infantry Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 35; crit = 20; price = 250; } function WeaponShieldViz3() { NAME = "Chivalery Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 55; crit = 30; price = 750; } function WeaponShieldGer1() { NAME = "Small Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 25; crit = 15; price = 180; } function WeaponShieldGer2() { NAME = "Footman Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 45; crit = 25; price = 360; } function WeaponShieldGer3() { NAME = "Knight Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 85; crit = 35; price = 1200; } function WeaponShieldRus1() { NAME = "Wooden Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 10; crit = 7; price = 20; } function WeaponShieldRus2() { NAME = "Iron Buckler"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 28; crit = 18; price = 170; } function WeaponShieldRus3() { NAME = "Hero Shield"; dmg = 0; rnd = 0; rng = 0; skill = "none"; t_bef = 1; t_aft = 0; require_param = "CON"; require_value = 70; crit = 33; price = 1100; } function WeaponFistsAll0() { NAME = "Unarmed"; dmg = 1; rnd = 2; rng = 0; skill = "Fist"; t_bef = 1; t_aft = 35; require_param = null; require_value = 0; crit = 0; FRAME = 169; price = 0; } }
Symbol 2057 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; } }
Symbol 2058 MovieClip [__Packages.Unit] Frame 0
class Unit extends Hero { var ID, INT, NATION, GENDER, WEAPON_PRI, NAME, STR, DEX, CON, WEAPON_SEC, ARMOR, HELMET, HORSE, primary_skill, secondary_skill, SKILL, price; function Unit (tp, nt, lv) { super(); ID = lv; INT = 10; if (nt != "Rog") { NATION = nt; GENDER = (_root.percent(70) ? "m" : "f"); } else { var _local4 = ["Viz", "Ger", "Rus", "Jap"]; NATION = _local4[_root.dice(4)]; GENDER = "m"; } this[(("Unit" + tp) + nt) + lv](); } function getUnitInfo() { return(new UnitInfo(((WEAPON_PRI.rng > 0) ? "Ranged" : "Melee"), NATION, ID)); } function UnitMeleeViz1() { NAME = "Caravan Guard"; STR = 23; DEX = 5; CON = 15; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 1); WEAPON_SEC = new WeaponClass("Shield", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Sword"; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 50; } function UnitMeleeViz2() { NAME = "Town Guard"; STR = 48; DEX = 20; CON = 25; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Viz", 2); WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Axe"; secondary_skill = "Bow"; SKILL[primary_skill] = 50; SKILL[secondary_skill] = 40; price = 180; } function UnitMeleeViz3() { NAME = "Line Infantry"; STR = 35; DEX = 30; CON = 30; WEAPON_PRI = new WeaponClass("Spear", "Viz", 2); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Spear"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 20; price = 220; } function UnitMeleeViz4() { NAME = "Legionary"; STR = 45; DEX = 10; CON = 45; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 2); WEAPON_SEC = new WeaponClass("Shield", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 2); HORSE = null; primary_skill = "Sword"; secondary_skill = "none"; SKILL[primary_skill] = 60; SKILL[secondary_skill] = 0; price = 350; } function UnitMeleeViz5() { NAME = "Moon Warrior"; STR = 90; DEX = 60; CON = 20; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 4); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 4); HELMET = null; HORSE = null; primary_skill = "Sword"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 75; SKILL[secondary_skill] = 50; price = 500; } function UnitMeleeViz6() { NAME = "Light Chivalery"; STR = 55; DEX = 10; CON = 45; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 3); WEAPON_SEC = new WeaponClass("Shield", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = new Horse("any", 15, 1, 5, 0); primary_skill = "Sword"; secondary_skill = "none"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 0; price = 450; } function UnitMeleeViz7() { NAME = "Blademaster"; STR = 80; DEX = 50; CON = 60; WEAPON_PRI = new WeaponClass("OnehandedSword", "Viz", 4); WEAPON_SEC = new WeaponClass("OnehandedSword", "Viz", 4); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 2); HORSE = null; primary_skill = "Sword"; secondary_skill = "Dual"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 60; price = 600; } function UnitMeleeViz8() { NAME = "Golden Rider"; STR = 100; DEX = 45; CON = 75; WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 5); WEAPON_SEC = new WeaponClass("Bow", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 6); HELMET = new Armor("Helmet", "Viz", 3); HORSE = new Horse("white", 200, 10, 2, 0); primary_skill = "Sword"; secondary_skill = "Bow"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 55; price = 1500; } function UnitMeleeViz9() { NAME = "Asassin"; STR = 70; DEX = 70; CON = 40; WEAPON_PRI = new WeaponClass("Dagger", "Viz", 4); WEAPON_SEC = new WeaponClass("Crossbow", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Dagger"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 95; SKILL[secondary_skill] = 70; price = 750; } function UnitRangedViz9() { NAME = "Silent Killer"; STR = 60; DEX = 95; CON = 20; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 3); WEAPON_SEC = new WeaponClass("Dagger", "Viz", 3); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Dagger"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 90; price = 850; } function UnitRangedViz1() { NAME = "Bowman"; STR = 10; DEX = 20; CON = 5; WEAPON_PRI = new WeaponClass("Bow", "Viz", 1); WEAPON_SEC = new WeaponClass("Dagger", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Bow"; secondary_skill = "Dagger"; SKILL[primary_skill] = 55; SKILL[secondary_skill] = 40; price = 40; } function UnitRangedViz2() { NAME = "Crossbowman"; STR = 10; DEX = 35; CON = 5; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 1); WEAPON_SEC = new WeaponClass("Dagger", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 1); HELMET = null; HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Dagger"; SKILL[primary_skill] = 65; SKILL[secondary_skill] = 55; price = 100; } function UnitRangedViz3() { NAME = "Elite Archer"; STR = 30; DEX = 70; CON = 10; WEAPON_PRI = new WeaponClass("Bow", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 2); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 60; price = 300; } function UnitRangedViz4() { NAME = "Sniper"; STR = 30; DEX = 65; CON = 10; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 1); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Sword"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 50; price = 400; } function UnitRangedViz5() { NAME = "Elite Sniper"; STR = 50; DEX = 90; CON = 30; WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 3); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 2); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Sword"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 70; price = 750; } function UnitRangedViz6() { NAME = "Chivalery Archer"; STR = 65; DEX = 65; CON = 20; WEAPON_PRI = new WeaponClass("Bow", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Viz", 3); ARMOR = new Armor("Clothes", "Viz", 3); HELMET = new Armor("Helmet", "Viz", 1); HORSE = new Horse("any", 35, 2, 5, 0); primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 70; price = 500; } function UnitRangedViz7() { NAME = "Fire Thrower"; STR = 50; DEX = 10; CON = 10; WEAPON_PRI = new WeaponClass("Throwing", "Viz", 1); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Viz", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Throwing"; secondary_skill = "Axe"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 70; price = 1000; } function UnitRangedViz8() { NAME = "Demolisher"; STR = 70; DEX = 30; CON = 60; WEAPON_PRI = new WeaponClass("Throwing", "Viz", 2); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Viz", 3); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Throwing"; secondary_skill = "Axe"; SKILL[primary_skill] = 60; SKILL[secondary_skill] = 90; price = 1500; } function UnitMeleeGer1() { NAME = "Acolyte"; STR = 25; DEX = 25; CON = 15; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ger", 1); WEAPON_SEC = new WeaponClass("Crossbow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; primary_skill = "Sword"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 50; SKILL[secondary_skill] = 20; price = 70; } function UnitMeleeGer2() { NAME = "Priest"; STR = 5; DEX = 5; CON = 45; WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 1); WEAPON_SEC = null; ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; primary_skill = "Mace"; secondary_skill = "none"; SKILL[primary_skill] = 65; SKILL[secondary_skill] = 0; price = 120; } function UnitMeleeGer3() { NAME = "Maceman"; STR = 15; DEX = 5; CON = 35; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 1); WEAPON_SEC = new WeaponClass("Shield", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Mace"; secondary_skill = "none"; SKILL[primary_skill] = 50; SKILL[secondary_skill] = 0; price = 180; } function UnitMeleeGer4() { NAME = "Town Guard"; STR = 60; DEX = 15; CON = 50; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Ger", 2); WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Axe"; secondary_skill = "Bow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 20; price = 250; } function UnitMeleeGer5() { NAME = "Footman"; STR = 20; DEX = 15; CON = 30; WEAPON_PRI = new WeaponClass("Spear", "Ger", 1); WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 40; price = 230; } function UnitMeleeGer6() { NAME = "Grey Infantry"; STR = 40; DEX = 15; CON = 50; WEAPON_PRI = new WeaponClass("Spear", "Ger", 2); WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 75; SKILL[secondary_skill] = 40; price = 420; } function UnitMeleeGer7() { NAME = "Elite Infantry"; STR = 75; DEX = 15; CON = 65; WEAPON_PRI = new WeaponClass("Spear", "Ger", 3); WEAPON_SEC = new WeaponClass("Bow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 40; price = 630; } function UnitMeleeGer8() { NAME = "Paladin"; STR = 80; DEX = 25; CON = 80; WEAPON_PRI = new WeaponClass("TwohandedSword", "Ger", 4); WEAPON_SEC = new WeaponClass("Crossbow", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 5); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; primary_skill = "Sword"; secondary_skill = "Crossbow"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 20; price = 550; } function UnitMeleeGer9() { NAME = "Heavy Maceman"; STR = 20; DEX = 5; CON = 100; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 4); WEAPON_SEC = new WeaponClass("Shield", "Ger", 2); ARMOR = new Armor("Clothes", "Ger", 5); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; primary_skill = "Mace"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 0; price = 630; } function UnitMeleeGer10() { NAME = "Knight"; STR = 50; DEX = 5; CON = 100; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 4); WEAPON_SEC = new WeaponClass("Shield", "Ger", 2); ARMOR = new Armor("Clothes", "Ger", 5); HELMET = new Armor("Helmet", "Ger", 2); HORSE = new Horse("white", 250, 12, 1, 0); primary_skill = "Mace"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 0; price = 1200; } function UnitMeleeGer11() { NAME = "Crusader"; STR = 90; DEX = 20; CON = 100; WEAPON_PRI = new WeaponClass("OnehandedSword", "Ger", 5); WEAPON_SEC = new WeaponClass("Shield", "Ger", 3); ARMOR = new Armor("Clothes", "Ger", 6); HELMET = new Armor("Helmet", "Ger", 3); HORSE = new Horse("black", 250, 8, 2, 0); primary_skill = "Sword"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 0; price = 1700; } function UnitMeleeGer12() { NAME = "Macemaster"; STR = 40; DEX = 40; CON = 90; WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 4); WEAPON_SEC = new WeaponClass("OnehandedMace", "Ger", 4); ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 2); HORSE = null; primary_skill = "Mace"; secondary_skill = "Dual"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 60; price = 600; } function UnitRangedGer1() { NAME = "Hunter"; STR = 25; DEX = 15; CON = 10; WEAPON_PRI = new WeaponClass("Bow", "Ger", 1); WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Bow"; secondary_skill = "Mace"; SKILL[primary_skill] = 55; SKILL[secondary_skill] = 40; price = 60; } function UnitRangedGer2() { NAME = "Castle Defender"; STR = 32; DEX = 30; CON = 15; WEAPON_PRI = new WeaponClass("Crossbow", "Ger", 1); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Ger", 1); ARMOR = new Armor("Clothes", "Ger", 1); HELMET = null; HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Axe"; SKILL[primary_skill] = 60; SKILL[secondary_skill] = 30; price = 70; } function UnitRangedGer3() { NAME = "St. Bowmen"; STR = 60; DEX = 50; CON = 12; WEAPON_PRI = new WeaponClass("Bow", "Ger", 2); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Ger", 2); ARMOR = new Armor("Clothes", "Ger", 2); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Bow"; secondary_skill = "Mace"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 50; price = 300; } function UnitRangedGer4() { NAME = "Castle Keeper"; STR = 75; DEX = 75; CON = 40; WEAPON_PRI = new WeaponClass("Crossbow", "Ger", 3); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Ger", 3); ARMOR = new Armor("Clothes", "Ger", 3); HELMET = new Armor("Helmet", "Ger", 1); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Axe"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 50; price = 560; } function UnitRangedGer5() { NAME = "Recon"; STR = 23; DEX = 30; CON = 10; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Throwing"; secondary_skill = "Sword"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 45; price = 250; } function UnitRangedGer6() { NAME = "Master Recon"; STR = 23; DEX = 40; CON = 15; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 3); WEAPON_SEC = new WeaponClass("TwohandedSword", "Ger", 1); ARMOR = null; HELMET = null; HORSE = new Horse("any", 10, 0, 4, 0); primary_skill = "Throwing"; secondary_skill = "Sword"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 55; price = 300; } function UnitRangedGer7() { NAME = "Inquisitor"; STR = 30; DEX = 50; CON = 80; WEAPON_PRI = new WeaponClass("Throwing", "Ger", 4); WEAPON_SEC = new WeaponClass("TwohandedMace", "Ger", 3); ARMOR = new Armor("Clothes", "Ger", 4); HELMET = new Armor("Helmet", "Ger", 2); HORSE = new Horse("black", 100, 5, 1, 0); primary_skill = "Throwing"; secondary_skill = "Mace"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 80; price = 700; } function UnitMeleeRus1() { NAME = "Militia"; STR = 30; DEX = 5; CON = 10; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); WEAPON_SEC = null; ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 40; } function UnitMeleeRus2() { NAME = "Militia Commander"; STR = 32; DEX = 5; CON = 10; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); WEAPON_SEC = null; ARMOR = null; HELMET = new Armor("Helmet", "Rus", 1); HORSE = new Horse("white", 25, 1, 1, 0); primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 60; } function UnitMeleeRus3() { NAME = "Warrior"; STR = 40; DEX = 5; CON = 20; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 1); WEAPON_SEC = new WeaponClass("Shield", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 1); HELMET = new Armor("Helmet", "Rus", 1); HORSE = null; primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 50; SKILL[secondary_skill] = 0; price = 100; } function UnitMeleeRus4() { NAME = "Veteran Warrior"; STR = 55; DEX = 5; CON = 30; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 2); WEAPON_SEC = new WeaponClass("Shield", "Rus", 2); ARMOR = new Armor("Clothes", "Rus", 3); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 65; SKILL[secondary_skill] = 0; price = 150; } function UnitMeleeRus5() { NAME = "Elite Warrior"; STR = 70; DEX = 5; CON = 40; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 3); WEAPON_SEC = new WeaponClass("Shield", "Rus", 2); ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; primary_skill = "Axe"; secondary_skill = "none"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 0; price = 300; } function UnitMeleeRus6() { NAME = "Axemaster"; STR = 60; DEX = 5; CON = 60; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 2); WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", 2); ARMOR = new Armor("Clothes", "Rus", 3); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; primary_skill = "Axe"; secondary_skill = "Dual"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 70; price = 500; } function UnitMeleeRus7() { NAME = "Berserker"; STR = 95; DEX = 5; CON = 90; WEAPON_PRI = new WeaponClass("OnehandedAxe", "Rus", 4); WEAPON_SEC = new WeaponClass("OnehandedAxe", "Rus", 4); ARMOR = new Armor("Clothes", "Rus", 5); HELMET = new Armor("Helmet", "Rus", 3); HORSE = null; primary_skill = "Axe"; secondary_skill = "Dual"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 90; price = 650; } function UnitMeleeRus8() { NAME = "Light Rider"; STR = 50; DEX = 30; CON = 20; WEAPON_PRI = new WeaponClass("Spear", "Rus", 2); WEAPON_SEC = new WeaponClass("Bow", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 2); HORSE = new Horse("any", 75, 3, 4, 0); primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 40; price = 250; } function UnitMeleeRus9() { NAME = "Elite Guard"; STR = 100; DEX = 30; CON = 100; WEAPON_PRI = new WeaponClass("Spear", "Rus", 3); WEAPON_SEC = new WeaponClass("Bow", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 5); HELMET = new Armor("Helmet", "Rus", 3); HORSE = new Horse("white", 100, 10, 3, 0); primary_skill = "Spear"; secondary_skill = "Bow"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 60; price = 1200; } function UnitMeleeRus10() { NAME = "Great Hero"; STR = 160; DEX = 40; CON = 160; WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 4); WEAPON_SEC = new WeaponClass("Bow", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 6); HELMET = new Armor("Helmet", "Rus", 3); HORSE = new Horse("white", 200, 10, 4, 0); primary_skill = "Axe"; secondary_skill = "Bow"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 100; price = 1500; } function UnitRangedRus1() { NAME = "Forest Guard"; STR = 20; DEX = 30; CON = 5; WEAPON_PRI = new WeaponClass("Bow", "Rus", 1); WEAPON_SEC = new WeaponClass("TwohandedSword", "Rus", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 35; price = 70; } function UnitRangedRus2() { NAME = "Forest Keeper"; STR = 70; DEX = 95; CON = 40; WEAPON_PRI = new WeaponClass("Bow", "Rus", 2); WEAPON_SEC = new WeaponClass("TwohandedSword", "Rus", 4); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 60; price = 500; } function UnitRangedRus3() { NAME = "Crossbow Master"; STR = 65; DEX = 40; CON = 10; WEAPON_PRI = new WeaponClass("Crossbow", "Rus", 2); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", 2); ARMOR = new Armor("Clothes", "Rus", 2); HELMET = new Armor("Helmet", "Rus", 1); HORSE = null; primary_skill = "Crossbow"; secondary_skill = "Axe"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 55; price = 250; } function UnitRangedRus4() { NAME = "Axe Thrower"; STR = 35; DEX = 5; CON = 20; WEAPON_PRI = new WeaponClass("Throwing", "Rus", 2); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", 1); ARMOR = new Armor("Clothes", "Rus", 2); HELMET = new Armor("Helmet", "Rus", 1); HORSE = null; primary_skill = "Throwing"; secondary_skill = "Axe"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 55; price = 150; } function UnitRangedRus5() { NAME = "Elite Axe Thrower"; STR = 75; DEX = 40; CON = 70; WEAPON_PRI = new WeaponClass("Throwing", "Rus", 4); WEAPON_SEC = new WeaponClass("TwohandedAxe", "Rus", 3); ARMOR = new Armor("Clothes", "Rus", 4); HELMET = new Armor("Helmet", "Rus", 2); HORSE = null; primary_skill = "Throwing"; secondary_skill = "Axe"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 60; price = 500; } function UnitRangedRus6() { NAME = "Elder"; STR = 25; DEX = 95; CON = 90; WEAPON_PRI = new WeaponClass("Bow", "Rus", 2); WEAPON_SEC = new WeaponClass("TwohandedMace", "Rus", 4); ARMOR = new Armor("Clothes", "Rus", 1); HELMET = null; HORSE = new Horse("white", 150, 12, 2, 0); primary_skill = "Bow"; secondary_skill = "Sword"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 60; price = 1100; } function UnitMeleeJap1() { NAME = "Taekwon"; STR = 25; DEX = 30; CON = 5; WEAPON_PRI = null; WEAPON_SEC = null; ARMOR = new Armor("Clothes", "Jap", 1); HELMET = null; HORSE = null; primary_skill = "Fist"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 0; price = 50; } function UnitMeleeJap2() { NAME = "Apprentice"; STR = 30; DEX = 35; CON = 5; WEAPON_PRI = new WeaponClass("Staff", "Jap", 1); WEAPON_SEC = new WeaponClass("Bow", "Jap", 1); ARMOR = new Armor("Clothes", "Jap", 1); HELMET = null; HORSE = null; primary_skill = "Staff"; secondary_skill = "Bow"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 30; price = 90; } function UnitMeleeJap3() { NAME = "High Apprentice"; STR = 40; DEX = 45; CON = 10; WEAPON_PRI = new WeaponClass("Staff", "Jap", 3); WEAPON_SEC = new WeaponClass("Bow", "Jap", 2); ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; primary_skill = "Staff"; secondary_skill = "Bow"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 30; price = 120; } function UnitMeleeJap4() { NAME = "Shogun Guard"; STR = 60; DEX = 60; CON = 20; WEAPON_PRI = new WeaponClass("Staff", "Jap", 4); WEAPON_SEC = new WeaponClass("Bow", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; primary_skill = "Staff"; secondary_skill = "Bow"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 30; price = 450; } function UnitMeleeJap5() { NAME = "Elite Shogun Guard"; STR = 90; DEX = 90; CON = 20; WEAPON_PRI = new WeaponClass("Staff", "Jap", 6); WEAPON_SEC = new WeaponClass("Bow", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Staff"; secondary_skill = "Bow"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 40; price = 750; } function UnitMeleeJap6() { NAME = "Ninja"; STR = 50; DEX = 50; CON = 15; WEAPON_PRI = new WeaponClass("Katana", "Jap", 2); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 1); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; primary_skill = "FarEast"; secondary_skill = "none"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 0; price = 250; } function UnitMeleeJap7() { NAME = "Elite Ninja"; STR = 75; DEX = 75; CON = 15; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 3); WEAPON_SEC = new WeaponClass("NinjaTo", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "Dual"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 80; price = 500; } function UnitMeleeJap8() { NAME = "Master Ninja"; STR = 95; DEX = 95; CON = 25; WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 5); WEAPON_SEC = new WeaponClass("NinjaTo", "Jap", 5); ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "Dual"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 100; price = 950; } function UnitMeleeJap9() { NAME = "Rhonin"; STR = 70; DEX = 85; CON = 20; WEAPON_PRI = new WeaponClass("Katana", "Jap", 4); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "none"; SKILL[primary_skill] = 90; SKILL[secondary_skill] = 50; price = 900; } function UnitMeleeJap10() { NAME = "Samurai"; STR = 100; DEX = 100; CON = 25; WEAPON_PRI = new WeaponClass("Katana", "Jap", 5); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 4); ARMOR = new Armor("Clothes", "Jap", 5); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 80; price = 1300; } function UnitMeleeJap11() { NAME = "Black Samurai"; STR = 120; DEX = 120; CON = 40; WEAPON_PRI = new WeaponClass("Katana", "Jap", 6); WEAPON_SEC = new WeaponClass("Throwing", "Jap", 5); ARMOR = new Armor("Clothes", "Jap", 6); HELMET = new Armor("Helmet", "Jap", 3); HORSE = null; primary_skill = "FarEast"; secondary_skill = "none"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 100; price = 5000; } function UnitRangedJap1() { NAME = "Shuriken Thrower"; STR = 10; DEX = 20; CON = 5; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 1); WEAPON_SEC = new WeaponClass("Staff", "Jap", 1); ARMOR = null; HELMET = null; HORSE = null; primary_skill = "FarEast"; secondary_skill = "Staff"; SKILL[primary_skill] = 60; SKILL[secondary_skill] = 35; price = 60; } function UnitRangedJap2() { NAME = "Shuriken Master"; STR = 15; DEX = 30; CON = 10; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 2); WEAPON_SEC = new WeaponClass("Staff", "Jap", 2); ARMOR = new Armor("Clothes", "Jap", 1); HELMET = null; HORSE = null; primary_skill = "FarEast"; secondary_skill = "Staff"; SKILL[primary_skill] = 70; SKILL[secondary_skill] = 40; price = 120; } function UnitRangedJap3() { NAME = "Elite Shuriken Thrower"; STR = 20; DEX = 60; CON = 12; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 4); WEAPON_SEC = new WeaponClass("Staff", "Jap", 3); ARMOR = new Armor("Clothes", "Jap", 2); HELMET = new Armor("Helmet", "Jap", 1); HORSE = null; primary_skill = "FarEast"; secondary_skill = "Staff"; SKILL[primary_skill] = 85; SKILL[secondary_skill] = 50; price = 500; } function UnitRangedJap4() { NAME = "Black Shuriken Thrower"; STR = 40; DEX = 80; CON = 25; WEAPON_PRI = new WeaponClass("Throwing", "Jap", 5); WEAPON_SEC = new WeaponClass("Staff", "Jap", 5); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "FarEast"; secondary_skill = "Staff"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 75; price = 710; } function UnitRangedJap5() { NAME = "Shadow Bowman"; STR = 20; DEX = 60; CON = 12; WEAPON_PRI = new WeaponClass("Bow", "Jap", 2); WEAPON_SEC = new WeaponClass("Katana", "Jap", 1); ARMOR = new Armor("Clothes", "Jap", 3); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Bow"; secondary_skill = "FarEast"; SKILL[primary_skill] = 80; SKILL[secondary_skill] = 55; price = 250; } function UnitRangedJap6() { NAME = "Ghost Bowman"; STR = 55; DEX = 85; CON = 15; WEAPON_PRI = new WeaponClass("Bow", "Jap", 4); WEAPON_SEC = new WeaponClass("Katana", "Jap", 4); ARMOR = new Armor("Clothes", "Jap", 4); HELMET = new Armor("Helmet", "Jap", 2); HORSE = null; primary_skill = "Bow"; secondary_skill = "FarEast"; SKILL[primary_skill] = 100; SKILL[secondary_skill] = 80; price = 550; } function UnitMeleeRog1() { NAME = "Shield Rogue"; STR = 20; DEX = 1; CON = 15; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; var _local4 = ["OnehandedSword", "OnehandedAxe", "OnehandedMace"]; WEAPON_PRI = new WeaponClass(_local4[_root.dice(3)], "Rog", _root.d(2)); WEAPON_SEC = new WeaponClass("Shield", _local3[_root.dice(3)], 1); ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = ((_root.dice(4) == 0) ? (new Armor("Helmet", _local3[_root.dice(4)], 1)) : null); HORSE = ((_root.dice(7) == 0) ? (new Horse("any", 10, 0, 1, 0)) : null); primary_skill = WEAPON_PRI.skill; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 15; } function UnitMeleeRog2() { NAME = "Twohanded Rogue"; STR = 22; DEX = 1; CON = 12; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; var _local4 = ["TwohandedSword", "TwohandedAxe", "TwohandedMace"]; WEAPON_PRI = ((_root.dice(4) == 0) ? (new WeaponClass("Spear", _local3[_root.dice(3)], 1)) : (new WeaponClass(_local4[_root.dice(3)], "Rog", _root.d(2)))); WEAPON_SEC = null; ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = ((_root.dice(4) == 0) ? (new Armor("Helmet", _local3[_root.dice(4)], 1)) : null); HORSE = ((_root.dice(7) == 0) ? (new Horse("any", 10, 0, 1, 0)) : null); primary_skill = WEAPON_PRI.skill; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 10; } function UnitMeleeRog3() { NAME = "DEX Rogue"; STR = 5; DEX = 40; CON = 3; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; var _local4 = ["Staff", "Katana"]; WEAPON_PRI = ((_root.dice(2) == 0) ? (new WeaponClass("Katana", "Rog", _root.d(2))) : (new WeaponClass("Staff", "Jap", 1))); WEAPON_SEC = null; ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = ((_root.dice(4) == 0) ? (new Armor("Helmet", _local3[_root.dice(4)], 1)) : null); HORSE = null; primary_skill = WEAPON_PRI.skill; secondary_skill = "none"; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 0; price = 12; } function UnitRangedRog1() { NAME = "Bow Rogue"; STR = 1; DEX = 20; CON = 4; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; WEAPON_PRI = new WeaponClass("Bow", _local3[_root.dice(4)], 1); WEAPON_SEC = ((_root.dice(2) == 0) ? (new WeaponClass("Dagger", "Viz", 1)) : null); ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = null; HORSE = null; primary_skill = WEAPON_PRI.skill; secondary_skill = WEAPON_SEC.skill; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 30; price = 8; } function UnitRangedRog2() { NAME = "Crossbow Rogue"; STR = 1; DEX = 20; CON = 4; var _local3 = ["Viz", "Ger", "Rus", "Jap"]; WEAPON_PRI = new WeaponClass("Crossbow", _local3[_root.dice(3)], 1); WEAPON_SEC = ((_root.dice(2) == 0) ? (new WeaponClass("Dagger", "Viz", 1)) : null); ARMOR = ((_root.dice(2) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = null; HORSE = null; primary_skill = WEAPON_PRI.skill; secondary_skill = WEAPON_SEC.skill; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 25; price = 10; } function UnitRangedRog3() { NAME = "Throwing Rogue"; STR = 20; DEX = 20; CON = 1; var _local3 = ["Ger", "Rus", "Jap", "Viz"]; WEAPON_PRI = new WeaponClass("Throwing", _local3[_root.dice(3)], 1); WEAPON_SEC = ((_root.dice(2) == 0) ? (new WeaponClass("Staff", "Jap", 1)) : null); ARMOR = ((_root.dice(3) == 0) ? (new Armor("Clothes", _local3[_root.dice(4)], 1)) : null); HELMET = null; HORSE = null; primary_skill = WEAPON_PRI.skill; secondary_skill = WEAPON_SEC.skill; SKILL[primary_skill] = 40; SKILL[secondary_skill] = 40; price = 12; } }
Symbol 2059 MovieClip [__Packages.UnitInfo] Frame 0
class UnitInfo extends Object { var TYPE, NATION, ID, COUNT; function UnitInfo (tp, nt, id, cn) { super(); TYPE = tp; NATION = nt; ID = id; COUNT = ((cn == undefined) ? 1 : (cn)); } function getUnit(gender) { return(new Unit(TYPE, NATION, ID)); } }
Symbol 2060 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 2061 MovieClip [__Packages.Creature] Frame 0
class Creature extends MovieClip { var isHorseman, speed, _xscale, _yscale, X, _x, Y, _y, moveX, moveY, isBusy, isDead, team, body, t_bef, t_aft, bar_clr, borders, attacking, gox, goy, disapear_time, inner_depth, nextX, nextY, swapDepths, MOVE_FRAMES, HP, runAnim, atkAnim, wpn, secAtkAnim, wpnSec, secRunAnim, ANTI_FLEE, DEF, MAX_HP, light_circle, onEnterFrame, unit_ref, _name, attachMovie, FLEE, SHIELD_FLEE, preferRanged; function Creature () { super(); isHorseman = false; 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; isBusy = false; isDead = false; if (team == 0) { body._xscale = -100; } t_bef = 0; t_aft = 0; bar_clr = new Color(borders.hp_bar); attacking = null; gox = null; goy = null; initPosition(); disapear_time = 0; inner_depth = 1; } 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 (!isBusy) { 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() { isBusy = true; if (wpn.TYPE == "Melee") { if (secAtkAnim == "bow") { body.gotoAndPlay("bow_on"); } else { body.gotoAndPlay("crossbow_on"); } } else if (atkAnim == "bow") { body.gotoAndPlay("bow_off"); } else { body.gotoAndPlay("crossbow_off"); } } function onAnimComplete() { isBusy = false; if (!isDead) { body.gotoAndStop(atkAnim); } } function onSwitchWeapons() { var _local2 = wpn; wpn = wpnSec; wpnSec = _local2; _local2 = runAnim; runAnim = secRunAnim; secRunAnim = _local2; _local2 = atkAnim; atkAnim = secAtkAnim; secAtkAnim = _local2; initGuns(); onAnimComplete(); } function onEndAttack() { onAnimComplete(); } function strike(who, useSecondWeapon) { if (team != who.team) { var _local5 = _root.percent((useSecondWeapon ? (wpnSec.CRIT) : (wpn.CRIT))); var _local6 = (useSecondWeapon ? (wpnSec.dmg) : (wpn.dmg)); var _local4 = (useSecondWeapon ? (wpnSec.rnd) : (wpn.rnd)); if ((useSecondWeapon ? (wpnSec.TYPE) : (wpn.TYPE == "Melee"))) { var _local11 = (((body._xscale > 0) != (who.body._xscale > 0)) ? (who.SHIELD_FLEE) : 0); var _local10 = ((useSecondWeapon ? (wpnSec.HIT) : (wpn.HIT)) * (100 - ((who.FLEE * ANTI_FLEE) + _local11))) / 100; if (_root.percent(_local10)) { who.takeDamage(_local6 + _root.dice(_local4), this, _local5); } else { addMessage("miss", false); } } else { var _local8 = (useSecondWeapon ? (body.weapR._currentframe) : (body.weapL._currentframe)); var _local9 = ((body._xscale > 0) ? 1 : -1); var _local10 = (useSecondWeapon ? (wpnSec.HIT) : (wpn.HIT)); if (_root.percent(_local10)) { _root.addProjectile(X, Y, who.X, who.Y, _local6, _local4, _local5, _local9, _local8, team); } else if (_root.percent(_local10 * 1.5)) { _root.addProjectile(X, Y, who.X + _root.dd(1), who.Y + _root.dd(1), _local6, _local4, _local5, _local9, _local8, team); } else if (_root.percent(_local10 * 2)) { _root.addProjectile(X, Y, who.X + _root.dd(2), who.Y + _root.dd(2), _local6, _local4, _local5, _local9, _local8, team); } else if (_root.percent(_local10 * 3)) { _root.addProjectile(X, Y, who.X + _root.dd(3), who.Y + _root.dd(3), _local6, _local4, _local5, _local9, _local8, team); } else { _root.addProjectile(X, Y, who.X + _root.dd(4), who.Y + _root.dd(4), _local6, _local4, _local5, _local9, _local8, team); } } } else { attacking = null; } } function takeDamage(dmg, who, is_crit) { if (isDead) { return(undefined); } if (who == undefined) { who = null; } if (((attacking != null) && (who != null)) && (who.team != team)) { gox = null; goy = null; attacking = who; } if (!is_crit) { dmg = dmg - DEF; if (dmg < 0) { dmg = 0; } } addMessage(dmg, is_crit); HP = HP - dmg; if (HP <= 0) { HP = 0; die(); return(undefined); } 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); } 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 die() { if (!isDead) { if (isHorseman) { body.gotoAndPlay("die_horse"); } else { switch (atkAnim) { case "sword" : case "double" : body.gotoAndPlay("die_onehanded"); break; case "suriken" : case "bow" : case "crossbow" : body.gotoAndPlay("die_ranged"); break; default : body.gotoAndPlay("die_twohanded"); } } 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; if (team != 0) { if (_root.percent(10)) { switch (_root.dice(4)) { case 0 : unit_ref.WEAPON_PRI.ENCH_ID = _root.d(24); break; case 1 : unit_ref.WEAPON_SEC.ENCH_ID = _root.d(24); break; case 2 : unit_ref.ARMOR.ENCH_ID = _root.d(24); break; case 3 : unit_ref.HELMET.ENCH_ID = _root.d(24); } } _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); } if (_name == "hero0") { _root.unloadMap(); _root.gotoAndStop("GAME_OVER"); } } } 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 initGuns() { var _local2 = body.weapR._currentframe; body.weapR.gotoAndStop(body.weapL._currentframe); body.weapL.gotoAndStop(_local2); } function addMessage(some_text, is_crit) { attachMovie((is_crit ? "FlyCritDamage" : "FlyDamage"), "flying_damage_" + inner_depth, inner_depth, {_x:0, _y:100}); this["flying_damage_" + inner_depth].inner.value_txt.text = some_text; inner_depth = inner_depth + ((inner_depth < 15) ? 1 : -14); } function initUnit(hero) { unit_ref = hero; var _local10 = hero.NATION.toLowerCase(); DEF = 0; if (hero.DEX <= 100) { FLEE = Math.floor(hero.DEX * 0.8); } else { FLEE = 80 + Math.floor((hero.DEX - 100) * 0.15); } ANTI_FLEE = (100 - Math.round(hero.DEX / 3)) / 100; SHIELD_FLEE = ((hero.WEAPON_SEC.TYPE == "Shield") ? (hero.WEAPON_SEC.crit) : 0); MAX_HP = (hero.CON * 5) + (hero.LEVEL * 20); body.arm_l.gotoAndStop((hero.GENDER + "_") + _local10); body.arm_r.gotoAndStop((hero.GENDER + "_") + _local10); body.hand_l.gotoAndStop((hero.GENDER + "_") + _local10); body.hand_r.gotoAndStop((hero.GENDER + "_") + _local10); body.footL.gotoAndStop((hero.GENDER + "_") + _local10); body.footR.gotoAndStop((hero.GENDER + "_") + _local10); body.legL.gotoAndStop((hero.GENDER + "_") + _local10); body.legR.gotoAndStop((hero.GENDER + "_") + _local10); body.body.gotoAndStop((hero.GENDER + "_") + _local10); body.head.gotoAndStop((hero.GENDER + "_") + _local10); 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; HP = HP + hero.HORSE.bonus_HP; MAX_HP = MAX_HP + hero.HORSE.bonus_HP; FLEE = FLEE / 2; } else { 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; } 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; } else { body.head.armor._visible = false; } var _local6 = hero.WEAPON_PRI; var _local8 = hero.WEAPON_SEC; if (_local6 == null) { _local6 = new WeaponClass("Fists", "All", 0); } if ((_local8 == null) && (_local6.rng > 0)) { _local8 = new WeaponClass("Fists", "All", 0); } body.weapL.gotoAndStop(_local6.FRAME); body.weapR.gotoAndStop(((_local8 != null) ? (_local8.FRAME) : 169)); if ((!_local6.twohanded) && (!_local8.twohanded)) { if ((_local8.TYPE == "Shield") || (_local8 == null)) { wpn = new Weapon(((_local6.rng == 0) ? "Melee" : "Ranged"), _local6.dmg, _local6.rnd, _local6.rng, hero.SKILL[_local6.skill], _local6.crit + Math.floor(hero.SKILL[_local6.skill] / 10), _local6.t_bef, _local6.t_aft); runAnim = "run_sword"; atkAnim = "sword"; secRunAnim = "none"; secAtkAnim = "none"; wpnSec = null; } else { wpn = new Weapon(((_local6.rng == 0) ? "Melee" : "Ranged"), _local6.dmg, _local6.rnd, _local6.rng, hero.SKILL[_local6.skill], _local6.crit + Math.floor(hero.SKILL[_local6.skill] / 10), Math.max(_local6.t_bef, _local8.t_bef), Math.max(_local6.t_aft, _local8.t_aft)); wpnSec = new Weapon(((_local8.rng == 0) ? "Melee" : "Ranged"), _local8.dmg, _local8.rnd, _local8.rng, (hero.SKILL[_local8.skill] * hero.SKILL.Dual) / 100, _local8.crit + Math.floor(hero.SKILL[_local8.skill] / 10), Math.max(_local6.t_bef, _local8.t_bef), Math.max(_local6.t_aft, _local8.t_aft)); runAnim = "run_double"; atkAnim = "double"; secRunAnim = "none"; secAtkAnim = "none"; } preferRanged = false; } else { wpn = new Weapon(((_local6.rng == 0) ? "Melee" : "Ranged"), _local6.dmg, _local6.rnd, _local6.rng, hero.SKILL[_local6.skill], _local6.crit + Math.floor(hero.SKILL[_local6.skill] / 10), _local6.t_bef, _local6.t_aft); wpnSec = new Weapon(((_local8.rng == 0) ? "Melee" : "Ranged"), _local8.dmg, _local8.rnd, _local8.rng, hero.SKILL[_local8.skill], _local8.crit + Math.floor(hero.SKILL[_local8.skill] / 10), _local8.t_bef, _local8.t_aft); if ((preferRanged = _local6.rng > 0)) { switch (_local8.TYPE) { case "OnehandedSword" : case "OnehandedAxe" : case "OnehandedMace" : case "TwohandedSword" : secRunAnim = "run_twohandedsword"; secAtkAnim = "twohanded_sword"; break; case "TwohandedAxe" : case "TwohandedMace" : secRunAnim = "run_axe"; secAtkAnim = "twohanded_axe"; break; case "NinjaTo" : case "Katana" : secRunAnim = "run_katana"; secAtkAnim = "katana"; break; case "Staff" : secRunAnim = "run_axe"; secAtkAnim = "staff"; break; case "Spear" : secRunAnim = "run_axe"; secAtkAnim = "spear"; break; case "Dagger" : secRunAnim = "run_twohandedsword"; secAtkAnim = "dagger"; break; case "Fists" : secRunAnim = "run_double"; secAtkAnim = "fists"; } switch (_local6.TYPE) { case "Bow" : runAnim = "run_bow"; atkAnim = "bow"; break; case "Crossbow" : runAnim = "run_crossbow"; atkAnim = "crossbow"; break; case "Throwing" : runAnim = "run_suriken"; atkAnim = "suriken"; } } else { switch (_local6.TYPE) { case "OnehandedSword" : case "OnehandedAxe" : case "OnehandedMace" : case "TwohandedSword" : runAnim = "run_twohandedsword"; atkAnim = "twohanded_sword"; break; case "TwohandedAxe" : case "TwohandedMace" : runAnim = "run_axe"; atkAnim = "twohanded_axe"; break; case "NinjaTo" : case "Katana" : runAnim = "run_katana"; atkAnim = "katana"; break; case "Staff" : runAnim = "run_axe"; atkAnim = "staff"; break; case "Spear" : runAnim = "run_axe"; atkAnim = "spear"; break; case "Dagger" : runAnim = "run_twohandedsword"; atkAnim = "dagger"; break; case "Fists" : runAnim = "run_double"; atkAnim = "fists"; } switch (_local8.TYPE) { case "Bow" : secRunAnim = "run_bow"; secAtkAnim = "bow"; break; case "Crossbow" : secRunAnim = "run_crossbow"; secAtkAnim = "crossbow"; break; case "Throwing" : secRunAnim = "run_suriken"; secAtkAnim = "suriken"; } } } if ((atkAnim == "double") && (wpn.t_aft < 40)) { wpn.t_aft = 40; } var _local13 = Math.floor(hero.STR / 2); if (wpn.TYPE == "Melee") { wpn.dmg = wpn.dmg + _local13; } if (wpnSec.TYPE == "Melee") { wpnSec.dmg = wpnSec.dmg + _local13; } var _local9 = ["WEAPON_PRI", "WEAPON_SEC", "ARMOR", "HELMET"]; var _local7 = 0; while (_local7 < _local9.length) { if (hero[_local9[_local7]].ENCH_ID != 0) { var _local3 = new Enchant(hero[_local9[_local7]].ENCH_ID); var _local4 = 0; while (_local4 < _local3.hero_bonus.length) { this[_local3.hero_bonus[_local4]] = Math.round(this[_local3.hero_bonus[_local4]] * _local3.hero_amount[_local4]); _local4++; } _local4 = 0; while (_local4 < _local3.wpn_bonus.length) { wpn[_local3.wpn_bonus[_local4]] = wpn[_local3.wpn_bonus[_local4]] + _local3.wpn_amount[_local4]; wpnSec[_local3.wpn_bonus[_local4]] = wpnSec[_local3.wpn_bonus[_local4]] + _local3.wpn_amount[_local4]; _local4++; } } _local7++; } HP = MAX_HP; body.gotoAndStop(atkAnim); if ((team == 0) && (hero.LEVEL == 0)) { var _local12 = Math.floor(_global.MAIN_HERO.INT / 2); _local12 = _local12 + Math.floor(_global.MAIN_HERO.SKILL.ArtOfWar / 2); if (hero.NATION == _global.MAIN_HERO.NATION) { _local12 = _local12 + _global.MAIN_HERO.SKILL.Patriotism; } var _local11 = 1 + (_local12 / 100); MAX_HP = Math.round(MAX_HP * _local11); HP = Math.round(HP * _local11); wpn.dmg = Math.round(wpn.dmg * _local11); wpn.rnd = Math.round(wpn.rnd * _local11); wpnSec.dmg = Math.round(wpnSec.dmg * _local11); wpnSec.rnd = Math.round(wpnSec.rnd * _local11); } } }
Symbol 2062 MovieClip [__Packages.Weapon] Frame 0
class Weapon { var TYPE, dmg, rnd, rng, HIT, CRIT, t_bef, t_aft; function Weapon (tp, dm, rd, rn, hi, crt, tbef, taft) { TYPE = tp; dmg = dm; rnd = rd; rng = rn; HIT = hi; CRIT = crt; t_bef = tbef; t_aft = taft; } }
Symbol 2063 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 Pionts 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 2064 MovieClip [__Packages.Soldier] Frame 0
class Soldier extends Creature { var Creature, light_circle, team, holdPosition, borders, mustSwapGuns, mustMoveOut, moveX, moveY, isBusy, t_bef, t_aft, dist, attacking, preferRanged, switchWeapons, X, Y, wpn, body, gox, goy, moveOnX, moveOnY, moveNewStep, moveComplete, stopMove, continueMove, atkAnim, strike, startMove, HP; function Soldier () { super(); Creature(); light_circle.gotoAndStop(team + 1); light_circle._visible = _global.HIGHLIGHT_TROOPS; holdPosition = false; borders._visible = false; mustSwapGuns = false; mustMoveOut = false; } function readyForAction() { return(((((moveX == 0) && (moveY == 0)) && (!isBusy)) && (t_bef == 0)) && (t_aft == 0)); } function chooseEnemyRanged() { var _local8 = null; var _local6 = 10000; var _local7 = false; var _local4 = 0; while (_local4 < _global.HERO) { if ((_root["hero" + _local4].HP > 0) && (_root["hero" + _local4].team != team)) { if (_local7 == canHitRanged(_root["hero" + _local4])) { var _local5 = dist(_root["hero" + _local4]); if (_local5 < _local6) { _local8 = _root["hero" + _local4]; _local6 = _local5; } } else if (!_local7) { _local7 = true; _local8 = _root["hero" + _local4]; _local6 = dist(_root["hero" + _local4]); } } _local4++; } attacking = _local8; } 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 canHitRanged(man) { var _local8 = dist(man); if (_local8 == 1) { switchWeapons(); return(true); } if (Math.abs((X - man.X) / (Y - man.Y)) >= _global.S_ANGLE) { if (_local8 <= wpn.rng) { 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) { if ((man.Y == Y) && (Math.abs(X - man.X) == 1)) { body._xscale = (X - man.X) * 100; return(true); } if ((man.nextY == Y) && (Math.abs(X - man.nextX) == 1)) { body._xscale = (X - man.X) * 100; return(true); } var _local5 = _global.field[X - _root.znak(body._xscale)][Y].who; if (((_local5 != null) && (_local5.HP > 0)) && (_local5.team != team)) { attacking = _local5; return(true); } if (preferRanged && (dist(attacking) > 1)) { switchWeapons(); return(true); } return(false); } function comeCloserRanged() { var _local5 = Math.abs((X - attacking.X) / (Y - attacking.Y)) >= _global.S_ANGLE; var _local4 = dist(attacking) <= wpn.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; if (!_global.RAGE[team]) { t_bef = wpn.t_bef; } else { t_bef = 1; } } 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" + wpn.TYPE](attacking)) { moveX = 0; moveY = 0; } else if (!holdPosition) { this["comeCloser" + wpn.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 (!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 waitForFire() { if (t_aft > 0) { t_aft--; } else { if (t_bef == 1) { if (!_global.RAGE[team]) { t_aft = wpn.t_aft; } else { t_aft = _global.MIN_ATTACK_TIME[atkAnim]; } body.play(); } t_bef--; } } function directHit(useSecondWeapon) { if (useSecondWeapon == undefined) { useSecondWeapon = false; } strike(attacking, useSecondWeapon); } function AI() { 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 (this["canHit" + wpn.TYPE](attacking)) { attackEnemy(); } else if (!holdPosition) { this["comeCloser" + wpn.TYPE](); if (!startMove()) { findMove(); startMove(); } } } else { this["chooseEnemy" + wpn.TYPE](); } } else if (!isBusy) { if ((moveX == 0) && (moveY == 0)) { waitForFire(); } else { moveOn(); } } } function onEnterFrame() { if (HP > 0) { AI(); } } }
Symbol 2065 MovieClip [__Packages.Player] Frame 0
class Player extends Creature { var team, Creature, moveX, moveY, startMove, nextX, X, canGo, nextY, Y, _y, _x, moveOnX, moveOnY, moveNewStep, moveComplete, continueMove, stopMove, isBusy, t_bef, atkAnim, wpn, t_aft, body, secAtkAnim, switchWeapons, strike, HP; function Player () { super(); team = 0; Creature(); } 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(((!isBusy) && (t_bef == 0)) && (t_aft <= (wpn.t_aft - _global.MIN_ATTACK_TIME[atkAnim]))); } function readyForAction() { return(((((!isBusy) && (t_bef == 0)) && (t_aft == 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))) { var _local4 = -_root.znak(body._xscale); if ((((noEnemy(X + _local4, Y) && (noEnemy(X + _local4, Y - 1))) && (noEnemy(X + _local4, Y + 1))) && (noEnemy(X + (_local4 * 2), Y))) && (!(((noEnemy(X - _local4, Y) && (noEnemy(X - _local4, Y - 1))) && (noEnemy(X - _local4, Y + 1))) && (noEnemy(X - (_local4 * 2), Y))))) { body._xscale = body._xscale * -1; } t_aft = wpn.t_aft; body.play(); } else if (Key.isDown(_global.CO_SWITCH) && (secAtkAnim != "No")) { switchWeapons(); } } function directHit(useSecondWeapon) { if (useSecondWeapon == undefined) { useSecondWeapon = false; } this["hit" + wpn.TYPE](useSecondWeapon); } function hitMelee(useSecondWeapon) { if (_global.field[X - (body._xscale / 100)][Y].who != null) { strike(_global.field[X - (body._xscale / 100)][Y].who, useSecondWeapon); } else if (_global.field[X - (body._xscale / 100)][Y - 1].who != null) { strike(_global.field[X - (body._xscale / 100)][Y - 1].who, useSecondWeapon); } else if (_global.field[X - (body._xscale / 100)][Y + 1].who != null) { strike(_global.field[X - (body._xscale / 100)][Y + 1].who, useSecondWeapon); } else if (_global.field[X - (body._xscale / 50)][Y].who != null) { strike(_global.field[X - (body._xscale / 50)][Y].who, useSecondWeapon); } } function hitRanged(mod, useSecondWeapon) { var _local3 = ((body._xscale > 0) ? -1 : 1); var _local2 = (useSecondWeapon ? (body.weapR._currentframe) : (body.weapL._currentframe)); var _local4 = (((_local2 == 134) || (_local2 == 135)) ? 6 : 12); strike({X:X + (_local4 * _local3), Y:Y}, useSecondWeapon); } function onEnterFrame() { if (HP > 0) { if (t_aft > 0) { t_aft--; } if (readyForAction()) { attack(); } if (readyToGo()) { moveOn(); } } } }
Symbol 2066 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 2067 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(undefined); } X = _local5; Y = _local4; swapDepths(_root.getDepthMan(_local5, _local4) + 2); if ((_local5 == dstX) && (_local4 == dstY)) { endMove(); } } } }
Symbol 2068 MovieClip [__Packages.Grenade] Frame 0
class Grenade extends Projectile { var speed, init, dst_x, dstX, dst_y, dstY, len, _y, _x, moving, gotoAndPlay, X, Y, rnd, dmg, crit, gren, moveOn; function Grenade () { super(); speed = 10; init(); 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; gotoAndPlay(2); } function explode() { var _local5 = X - 2; while (_local5 <= (X + 2)) { var _local4 = Y - 2; while (_local4 <= (Y + 2)) { if (_global.field[_local5][_local4].who != null) { _global.field[_local5][_local4].who.takeDamage(dmg + _root.d(rnd), null, crit); } _local4++; } _local5++; } } 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 2069 MovieClip [__Packages.ArrowStorm] Frame 0
class ArrowStorm extends MovieClip { var play_count, dmg, crit; function ArrowStorm () { super(); play_count = 0; dmg = new Array(); crit = new Array(); } function addDamage(dm, cr) { dmg.push(dm); crit.push(cr); } }
Symbol 2070 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 2071 MovieClip [__Packages.Arrow] Frame 0
class Arrow extends Projectile { var speed, init, moving, removeMovieClip, Y, X, team, _xscale, rnd, dmg, crit, moveOn; function Arrow () { super(); speed = 20; init(); } function endMove() { moving = false; checkHit(); removeMovieClip(); } function checkHit() { var _local4 = _global.field[X][Y].who; if (((_local4 != null) && (_local4.HP > 0)) && (_local4.team != team)) { var _local6 = (((_xscale > 0) != (_local4.body._xscale > 0)) ? (_local4.SHIELD_FLEE) : 0); var _local5 = 100 - ((_local4.FLEE + _local6) * 0.8); if (_root.percent(_local5)) { _local4.takeDamage(dmg + _root.d(rnd), null, crit); moving = false; removeMovieClip(); } } } function onEnterFrame() { if (moving) { checkHit(); moveOn(); if (!_global.field[X][Y].free) { removeMovieClip(); } } } }
Symbol 2072 MovieClip [__Packages.Screen] Frame 0
class Screen extends MovieClip { var rage_timer, rage_anim, portrait, hint, potion_1_txt, potion_2_txt, potion_3_txt, scroll_1_txt, scroll_2_txt, scroll_3_txt, control_shower, control_wall, unit_hp_txt, hp_txt, hp_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; 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; reinitArrowStorm(); } 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; 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 _local8 = 0; var _local3 = 0; while (_local3 < _global.FRIENDS.length) { if (_global.FRIENDS[_local3].WEAPON_PRI.TYPE == "Bow") { var _local4 = _global.FRIENDS[_local3].WEAPON_PRI.dmg + _root.dice(_global.FRIENDS[_local3].WEAPON_PRI.rnd); var _local5 = _root.percent(_global.FRIENDS[_local3].WEAPON_PRI.crit); _root.addArrowShower(xx + _root.dd(2), yy + _root.dd(2), _local4, _local5); _root.addArrowShower(xx + _root.dd(2), yy + _root.dd(2), _local4, _local5); if (_local8 >= 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 = _root.percent(_global.FRIENDS[_local3].WEAPON_PRI.crit); _root.addArrowWall(xx, yy + _root.dd(2), _local4, _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); } } }
Symbol 2073 MovieClip [__Packages.BarracksIcon] Frame 0
class BarracksIcon extends MovieClip { var is_user, _name, stop, anim, enabled, attachMovie, _parent, pos; function BarracksIcon () { super(); is_user = _name.substr(0, 4) != "unit"; (stop());// not popped } function setUnit(unit_ref) { anim.removeMovieClip(); unit = unit_ref; var _local2 = unit.getUnit(); if (((unit_ref == undefined) || (unit_ref == null)) || (_local2.NAME == undefined)) { enabled = false; return(undefined); } enabled = true; attachMovie(((_local2.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(_local2); } function setUnitClass(unit_ref) { anim.removeMovieClip(); if ((unit_ref == undefined) && (unit_ref == null)) { enabled = false; return(undefined); } enabled = true; unit = unit_ref.getUnitInfo(); attachMovie(((unit_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(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() { _parent.unit_name_txt.text = anim.unit_ref.NAME; _parent.unit_stats_txt.text = ("Hit Pionts: " + anim.MAX_HP) + newline; _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Defence: " + anim.DEF) + newline); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (((("Dodge: " + anim.FLEE) + "%") + ((anim.SHIELD_FLEE > 0) ? (("+" + anim.SHIELD_FLEE) + "% (Shield)") : "")) + newline); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (((("Damage: " + anim.wpn.dmg) + "-") + (anim.wpn.dmg + anim.wpn.rnd)) + newline); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Attack Speed: " + (Math.round((100 / (anim.wpn.t_bef + anim.wpn.t_aft)) * 100) / 100)) + newline); if (anim.wpn.rng > 0) { _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Range: " + anim.wpn.rng) + newline); } _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Hit rate: " + anim.wpn.HIT) + "%\n"); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Crit Rate: " + anim.wpn.CRIT) + "%\n\n"); _parent.unit_stats_txt.text = _parent.unit_stats_txt.text + (("Cost " + anim.unit_ref.price) + " gp."); } function onPress() { if (unit == null) { return(undefined); } if ((!is_user) && (anim.unit_ref.price > _global.GOLD)) { _parent.unit_name_txt.text = "Not enough gold!"; _parent.unit_stats_txt.text = ""; } else { _parent._parent.dragUnitOn(this); } } function onRelease() { _parent._parent.dragUnitOff(); } function onReleaseOutside() { var _local4 = "NONE"; var _local3 = 0; while (_local3 < 8) { if (_parent["unit_" + _local3].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local4 = "unit_" + _local3; break; } _local3++; } if (_local4 == "NONE") { _local3 = 0; while (_local3 < 10) { if (_parent["army_" + _local3].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local4 = "army_" + _local3; break; } _local3++; } if (_local4 == "NONE") { _local3 = 0; while (_local3 < 8) { if (_parent["reserve_" + _local3].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local4 = "reserve_" + _local3; break; } _local3++; } } } if (_local4 != "NONE") { if (is_user) { if (!_parent[_local4].is_user) { _global.GOLD = _global.GOLD + Math.floor(anim.unit_ref.price / 4); _global.FRIENDS.splice(pos, 1); } else { var _local5 = _global.FRIENDS[pos]; _global.FRIENDS[pos] = _global.FRIENDS[_parent[_local4].pos]; _global.FRIENDS[_parent[_local4].pos] = _local5; } } else if (_parent[_local4].is_user && (anim.unit_ref.price <= _global.GOLD)) { _global.GOLD = _global.GOLD - anim.unit_ref.price; if (_global.FRIENDS[_parent[_local4].pos]) { _global.FRIENDS.splice(_parent[_local4].pos, 0, unit.getUnit()); } else { _global.FRIENDS[_parent[_local4].pos] = unit.getUnit(); } } } _parent.money_txt.text = _global.GOLD + " gold"; _parent._parent.barracksShowUser(); _parent._parent.dragUnitOff(); } function onRollOut() { _parent.unit_name_txt.text = ""; _parent.unit_stats_txt.text = ""; } var unit = null; }
Symbol 2074 MovieClip [__Packages.StoreIcon] Frame 0
class StoreIcon extends MovieClip { var is_user, _name, stop, item, amount_txt, ench_back, gotoAndStop, _parent, pos; function StoreIcon () { super(); is_user = _name.substr(0, 4) == "user"; (stop());// not popped } function setItem(item_ref) { item = item_ref; var _local2 = item.getItem(); amount_txt.text = (is_user ? (String(item.COUNT)) : ""); ench_back._visible = item.ENCH_ID != 0; gotoAndStop(_local2.getIconFrame()); } function onRollOver() { var _local2 = item.getItem(); _parent.item_name_txt.text = _local2.NAME; switch (item.CATEGORY) { case "WeaponClass" : if (_local2.TYPE != "Shield") { _parent.item_stats_txt.text = ((("Damage: " + _local2.dmg) + "-") + (_local2.dmg + _local2.rnd)) + newline; _parent.item_stats_txt.text = _parent.item_stats_txt.text + (("Attack Speed: " + (Math.round((100 / (_local2.t_bef + _local2.t_aft)) * 100) / 100)) + newline); if (_local2.rng > 0) { _parent.item_stats_txt.text = _parent.item_stats_txt.text + (("Range: " + _local2.rng) + newline); } _parent.item_stats_txt.text = _parent.item_stats_txt.text + (("Crit Rate: " + _local2.crit) + "%\n"); _parent.item_stats_txt.text = _parent.item_stats_txt.text + ((_local2.twohanded ? "Twohanded" : "Onehanded") + newline); } else { _parent.item_stats_txt.text = ("Dodge chance: " + _local2.crit) + "%\n"; } break; case "Armor" : _parent.item_stats_txt.text = ("Defence: " + _local2.value) + newline; } if (_local2.require_param != null) { _parent.item_stats_txt.text = _parent.item_stats_txt.text + (((("Requires: " + _local2.require_value) + " ") + _local2.require_param) + "\n\n"); } _parent.item_stats_txt.text = _parent.item_stats_txt.text + (("Cost " + _local2.price) + " gp."); } function onPress() { var _local3 = item.getItem(); if ((!is_user) && (_local3.price > _global.GOLD)) { _parent.item_name_txt.text = "Not enough gold!"; _parent.item_stats_txt.text = ""; } else { _parent._parent.dragItemOn(item); } } function onRelease() { _parent._parent.dragItemOff(); } function onReleaseOutside() { var _local6 = (is_user ? "trader_" : "user_"); var _local5 = false; var _local4 = 0; while (_local4 < 7) { if (_parent[_local6 + _local4].hitTest(_parent._xmouse, _parent._ymouse, false)) { _local5 = true; break; } _local4++; } if (_local5) { var _local7 = item.getItem(); if (is_user) { 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 = _local7.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(_local7.getIconFrame()); } else { _global.GOLD = _global.GOLD + (Math.floor(_local7.price / 2) * item.COUNT); _global.INVENTORY.splice(pos, 1); } } else if (_global.GOLD >= _local7.price) { _global.GOLD = _global.GOLD - _local7.price; _root.addItemInfoTo(_global.INVENTORY, new ItemInfo(item.CATEGORY, item.TYPE, item.NATION, item.LEVEL)); } } _parent.money_txt.text = _global.GOLD + " gold"; _parent._parent.storeShowUser(); _parent._parent.dragItemOff(); } function onRollOut() { _parent.item_name_txt.text = ""; _parent.item_stats_txt.text = ""; } }
Symbol 2075 MovieClip [__Packages.EquipmentIcon] Frame 0
class EquipmentIcon extends StoreIcon { var StoreIcon, hitArea, rect_hit_area, _visible, item, ench_back, is_user, 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 != 0; var _local2 = item.getItem(); amount_txt.text = (is_user ? (String(item.COUNT)) : ""); gotoAndStop(_local2.getIconFrame()); } function onPress() { _parent._parent.dragItemOn(item); } function onRollOver() { super.onRollOver(); if (item.ENCH_ID != 0) { _parent.ench_info.gotoAndStop(item.ENCH_ID + 1); var _local3 = new ItemInfo(item.CATEGORY, item.TYPE, item.NATION, item.LEVEL, 0); var _local4 = _local3.getItem(); _parent.ench_info.item_name_txt.text = _local4.NAME; } } function onRollOut() { super.onRollOut(); _parent.ench_info.gotoAndStop(1); } function onReleaseOutside() { if (is_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 < 4) { 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 2076 MovieClip [__Packages.Cities] Frame 0
class Cities extends MovieClip { var barracks_btn, hall_btn, temple_btn, barn_btn, harbor_btn, forge_btn, city, gotoAndStop, wnd, _ymouse, _xmouse, hint; function Cities () { super(); _root.saveGame("auto"); init(); barracks_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("barracks"); } }; hall_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("hall"); } }; temple_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("temple"); } }; barn_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("barn"); } }; harbor_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("harbor"); } }; forge_btn.onRollOver = function () { if (_global.SHOW_HELP) { this._parent.hint.gotoAndStop("forge"); } }; 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)); if ((!_global.IS_CAPTURED[city.ID]) && (_global.IS_HOSTILE[city.NATION])) { wnd.gotoAndStop(12); disableAll(); } else { wnd.gotoAndStop(1); } enableAll(); } function getFrame(townID) { switch (townID) { case "Trapezus" : return(1); case "Lutetia" : return(2); case "Arretium" : return(3); case "Ravenna" : return(4); case "Lacrimosa" : return(5); case "Caesaria" : return(6); case "Carthage" : return(7); case "Alexandria" : return(8); case "Jana" : return(9); case "Konstanz" : return(10); case "Gerlitz" : return(11); case "Sturmburg" : return(12); case "Hoffen" : return(13); case "Endem" : return(14); case "Braunburg" : return(15); case "Wanderburg" : return(16); case "Dubkee" : return(17); case "Dalnevodye" : return(18); case "Losevo" : return(19); case "Dobrov" : return(20); case "Zlatograd" : return(21); case "Medvedevo" : return(22); case "Grouzeno" : return(23); case "RaGorod" : return(24); case "Omi" : return(25); case "Kozuke" : return(26); case "Matsuyama" : return(27); case "Fukushima" : return(28); case "Izumo" : return(29); case "Suo" : return(30); case "Nagoya" : return(31); case "Echigo" : return(32); } } 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() { 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); var _local3 = 0; while (_local3 < 4) { 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 inventoryShowStats() { 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.INT_txt.text = _global.MAIN_HERO.INT; var _local3 = _global.MAIN_HERO.free_points >= 2; var _local4 = 0; while (_local4 < 4) { wnd["stat_btn_" + _local4]._visible = _local3; _local4++; } if (_global.MAIN_HERO.STR >= 200) { wnd.stat_btn_0._visible = false; } if (_global.MAIN_HERO.DEX >= 200) { wnd.stat_btn_1._visible = false; } if (_global.MAIN_HERO.CON >= 200) { wnd.stat_btn_2._visible = false; } if (_global.MAIN_HERO.INT >= 200) { wnd.stat_btn_3._visible = false; } wnd.free_points_txt.text = _global.MAIN_HERO.free_points; _local3 = _global.MAIN_HERO.free_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) ? (_local3) : false); } if (_global.MAIN_HERO.SKILL.ArtOfWar >= (_global.MAIN_HERO.INT * 2)) { wnd.skill_btn_ArtOfWar._visible = false; } if (_global.MAIN_HERO.SKILL.Patriotism >= (_global.MAIN_HERO.INT * 2)) { wnd.skill_btn_Patriotism._visible = false; } wnd.hero_stats_txt.text = (_global.MAIN_HERO.NAME + "\nLevel ") + _global.MAIN_HERO.LEVEL; } function harborShow() { if (_global.GOLD < _global.SHIP_PRICE) { wnd.quest_txt.text = ("You have not enough gold to rent a ship.\n\nOne sail price is " + _global.SHIP_PRICE) + " gp."; wnd.yes_btn._visible = false; wnd.no_btn._visible = false; } else { wnd.quest_txt.text = ("One sail price is " + _global.SHIP_PRICE) + " gp.\nWould you like to board a ship?"; wnd.yes_btn._visible = true; wnd.no_btn._visible = true; } } 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 = 76 + _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 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; } 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; hint.gotoAndStop("empty"); } function openForge() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop(2); wnd.money_txt.text = _global.GOLD + " gold"; } function openTemple() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop(3); wnd.money_txt.text = _global.GOLD + " gold"; } function openBarracks() { disableAll(); if (_global.IS_CAPTURED[city.ID]) { scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop(4); wnd.money_txt.text = _global.GOLD + " gold"; } else { wnd.gotoAndStop(11); } } function openCityHall() { disableAll(); if (!checkReward()) { wnd.gotoAndStop(6); } } function openBarn() { scrollUser = 0; scrollTrader = 0; disableAll(); wnd.gotoAndStop(9); } function openHeroStats() { disableAll(); scrollUser = 0; scrollTrader = 0; wnd.gotoAndStop(5); } function openGetQuest() { disableAll(); wnd.gotoAndStop(7); 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); var _local4 = new Town(_global.QUEST.deliver_to); wnd.quest_txt.text = ((("We need to deliver a package to the city of " + _local4.NAME) + ". 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(13); } else { wnd.gotoAndStop(15); } } 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(8); 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(10); harborShow(); } var scrollTrader = 0; var scrollUser = 0; }
Symbol 2077 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; this["Town" + townID](); } 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 _local4 = 0; while (_local4 < adv_defenders.length) { var _local3 = 0; while (_local3 < adv_defenders[_local4].COUNT) { _global.ENEMIES.push(adv_defenders[_local4].getUnit()); _local3++; } _local4++; } } function setBattleMap() { switch (ID) { case "Trapezus" : case "Lutetia" : case "Arretium" : case "Ravenna" : case "Lacrimosa" : _global.BATTLE_MAP = 20; break; case "Caesaria" : case "Carthage" : case "Alexandria" : _global.BATTLE_MAP = 16; break; case "Jana" : case "Konstanz" : case "Gerlitz" : case "Hoffen" : case "Endem" : _global.BATTLE_MAP = 4; break; case "Sturmburg" : case "Braunburg" : case "Wanderburg" : _global.BATTLE_MAP = 0; break; case "Dubkee" : case "Dalnevodye" : case "Losevo" : case "Medvedevo" : case "Grouzeno" : _global.BATTLE_MAP = 12; break; case "Dobrov" : case "Zlatograd" : case "RaGorod" : _global.BATTLE_MAP = 8; break; case "Omi" : case "Kozuke" : case "Fukushima" : case "Echigo" : case "Suo" : _global.BATTLE_MAP = 28; break; case "Matsuyama" : case "Izumo" : case "Nagoya" : _global.BATTLE_MAP = 24; } _global.BATTLE_MAP = _global.BATTLE_MAP + _root.d(4); } function TownTrapezus() { NATION = "Viz"; NAME = "Trapezus"; barracks.push(new UnitInfo("Melee", "Viz", 1)); barracks.push(new UnitInfo("Ranged", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 1)); defenders.push(new UnitInfo("Melee", "Viz", 1, 4)); defenders.push(new UnitInfo("Ranged", "Viz", 1, 1)); defenders.push(new UnitInfo("Melee", "Viz", 2, 1)); defenders.push(new UnitInfo("Ranged", "Viz", 1, 1)); } function TownLutetia() { NATION = "Viz"; NAME = "Lutetia"; barracks.push(new UnitInfo("Melee", "Viz", 1)); barracks.push(new UnitInfo("Melee", "Viz", 2)); barracks.push(new UnitInfo("Ranged", "Viz", 1)); barracks.push(new UnitInfo("Ranged", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 1)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 1)); defenders.push(new UnitInfo("Melee", "Viz", 1, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 1, 5)); defenders.push(new UnitInfo("Melee", "Viz", 2, 2)); defenders.push(new UnitInfo("Ranged", "Viz", 2, 2)); } function TownArretium() { NATION = "Viz"; NAME = "Arretium"; barracks.push(new UnitInfo("Melee", "Viz", 1)); barracks.push(new UnitInfo("Melee", "Viz", 2)); barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 1)); barracks.push(new UnitInfo("Ranged", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 2)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 1)); defenders.push(new UnitInfo("Melee", "Viz", 2, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 2, 5)); defenders.push(new UnitInfo("Melee", "Viz", 3, 3)); } function TownRavenna() { NATION = "Viz"; NAME = "Ravenna"; barracks.push(new UnitInfo("Melee", "Viz", 2)); barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 2)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 3)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 2)); barn.push(new Horse("brown", 50, 1, 4, 700)); barn.push(new Horse("grey", 100, 2, 3, 900)); defenders.push(new UnitInfo("Melee", "Viz", 3, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 3, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 3, 6)); defenders.push(new UnitInfo("Ranged", "Viz", 4, 3)); } function TownLacrimosa() { NATION = "Viz"; NAME = "Lacrimosa"; barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Melee", "Viz", 5)); barracks.push(new UnitInfo("Melee", "Viz", 6)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 4)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 2)); defenders.push(new UnitInfo("Melee", "Viz", 4, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 4, 5)); defenders.push(new UnitInfo("Melee", "Viz", 5, 2)); defenders.push(new UnitInfo("Ranged", "Viz", 6, 4)); defenders.push(new UnitInfo("Melee", "Viz", 6, 2)); } function TownCaesaria() { NATION = "Viz"; NAME = "Caesaria"; barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Melee", "Viz", 5)); barracks.push(new UnitInfo("Melee", "Viz", 6)); barracks.push(new UnitInfo("Melee", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 5)); barracks.push(new UnitInfo("Ranged", "Viz", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 2)); barn.push(new Horse("brown", 90, 2, 5, 900)); barn.push(new Horse("grey", 200, 5, 3, 1300)); barn.push(new Horse("red", 150, 2, 3, 850)); barn.push(new Horse("white", 200, 6, 2, 1700)); defenders.push(new UnitInfo("Melee", "Viz", 6, 2)); defenders.push(new UnitInfo("Melee", "Viz", 5, 3)); defenders.push(new UnitInfo("Ranged", "Viz", 6, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 5, 4)); defenders.push(new UnitInfo("Melee", "Viz", 9, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 9, 5)); adv_defenders.push(new UnitInfo("Melee", "Viz", 7, 8)); adv_defenders.push(new UnitInfo("Ranged", "Viz", 7, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 9, 5)); } function TownCarthage() { NATION = "Viz"; NAME = "Carthage"; barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Melee", "Viz", 5)); barracks.push(new UnitInfo("Melee", "Viz", 6)); barracks.push(new UnitInfo("Melee", "Viz", 7)); barracks.push(new UnitInfo("Melee", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 5)); barracks.push(new UnitInfo("Ranged", "Viz", 6)); barracks.push(new UnitInfo("Ranged", "Viz", 7)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Viz", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 3)); barn.push(new Horse("brown", 100, 3, 6, 1100)); barn.push(new Horse("grey", 250, 5, 3, 1550)); barn.push(new Horse("red", 190, 2, 5, 950)); barn.push(new Horse("white", 260, 7, 2, 1800)); barn.push(new Horse("black", 300, 7, 2, 2000)); defenders.push(new UnitInfo("Melee", "Viz", 6, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 5, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 7, 2)); defenders.push(new UnitInfo("Melee", "Viz", 7, 4)); defenders.push(new UnitInfo("Ranged", "Viz", 7, 2)); defenders.push(new UnitInfo("Melee", "Viz", 9, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 5)); adv_defenders.push(new UnitInfo("Ranged", "Viz", 5, 5)); adv_defenders.push(new UnitInfo("Melee", "Viz", 9, 3)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); } function TownAlexandria() { NATION = "Viz"; NAME = "Alexandria"; barracks.push(new UnitInfo("Melee", "Viz", 3)); barracks.push(new UnitInfo("Melee", "Viz", 4)); barracks.push(new UnitInfo("Melee", "Viz", 5)); barracks.push(new UnitInfo("Melee", "Viz", 6)); barracks.push(new UnitInfo("Melee", "Viz", 7)); barracks.push(new UnitInfo("Melee", "Viz", 8)); barracks.push(new UnitInfo("Melee", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 9)); barracks.push(new UnitInfo("Ranged", "Viz", 3)); barracks.push(new UnitInfo("Ranged", "Viz", 4)); barracks.push(new UnitInfo("Ranged", "Viz", 5)); barracks.push(new UnitInfo("Ranged", "Viz", 6)); barracks.push(new UnitInfo("Ranged", "Viz", 7)); barracks.push(new UnitInfo("Ranged", "Viz", 8)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Viz", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Viz", 5)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Viz", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Viz", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Viz", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Viz", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Viz", 3)); barn.push(new Horse("brown", 150, 4, 6, 1500)); barn.push(new Horse("grey", 300, 6, 3, 1700)); barn.push(new Horse("red", 200, 3, 6, 1100)); barn.push(new Horse("white", 350, 6, 5, 2200)); barn.push(new Horse("black", 500, 8, 1, 2500)); defenders.push(new UnitInfo("Melee", "Viz", 7, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 7, 2)); defenders.push(new UnitInfo("Ranged", "Viz", 5, 3)); defenders.push(new UnitInfo("Melee", "Viz", 9, 4)); defenders.push(new UnitInfo("Ranged", "Viz", 8, 2)); defenders.push(new UnitInfo("Ranged", "Viz", 9, 5)); defenders.push(new UnitInfo("Ranged", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 5)); adv_defenders.push(new UnitInfo("Ranged", "Viz", 5, 5)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 1)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 1)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 1)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 2)); adv_defenders.push(new UnitInfo("Melee", "Viz", 8, 1)); } function TownJana() { NATION = "Ger"; NAME = "Jana"; barracks.push(new UnitInfo("Melee", "Ger", 1)); barracks.push(new UnitInfo("Melee", "Ger", 2)); barracks.push(new UnitInfo("Ranged", "Ger", 1)); barracks.push(new UnitInfo("Ranged", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 1)); defenders.push(new UnitInfo("Melee", "Ger", 2, 1)); defenders.push(new UnitInfo("Melee", "Ger", 1, 3)); defenders.push(new UnitInfo("Melee", "Ger", 2, 1)); defenders.push(new UnitInfo("Ranged", "Ger", 1, 1)); defenders.push(new UnitInfo("Ranged", "Ger", 2, 3)); defenders.push(new UnitInfo("Ranged", "Ger", 1, 1)); } function TownKonstanz() { NATION = "Ger"; NAME = "Konstanz"; barracks.push(new UnitInfo("Melee", "Ger", 1)); barracks.push(new UnitInfo("Melee", "Ger", 2)); barracks.push(new UnitInfo("Melee", "Ger", 3)); barracks.push(new UnitInfo("Melee", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 1)); barracks.push(new UnitInfo("Ranged", "Ger", 2)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 1)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 1)); defenders.push(new UnitInfo("Melee", "Ger", 2, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 2, 5)); defenders.push(new UnitInfo("Melee", "Ger", 3, 3)); defenders.push(new UnitInfo("Ranged", "Ger", 3, 1)); defenders.push(new UnitInfo("Melee", "Ger", 5, 1)); } function TownGerlitz() { NATION = "Ger"; NAME = "Gerlitz"; barracks.push(new UnitInfo("Melee", "Ger", 2)); barracks.push(new UnitInfo("Melee", "Ger", 3)); barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 5)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Ranged", "Ger", 2)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 2)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 1)); defenders.push(new UnitInfo("Melee", "Ger", 3, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 3, 5)); defenders.push(new UnitInfo("Melee", "Ger", 4, 2)); defenders.push(new UnitInfo("Ranged", "Ger", 5, 2)); defenders.push(new UnitInfo("Melee", "Ger", 6, 3)); } function TownSturmburg() { NATION = "Ger"; NAME = "Sturmburg"; barracks.push(new UnitInfo("Melee", "Ger", 3)); barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 5)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 3)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 2)); barn.push(new Horse("grey", 50, 1, 4, 700)); barn.push(new Horse("white", 60, 1, 4, 800)); defenders.push(new UnitInfo("Melee", "Ger", 4, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 5, 5)); defenders.push(new UnitInfo("Melee", "Ger", 7, 2)); defenders.push(new UnitInfo("Ranged", "Ger", 6, 4)); defenders.push(new UnitInfo("Melee", "Ger", 12, 4)); adv_defenders.push(new UnitInfo("Melee", "Ger", 8, 5)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 6, 5)); adv_defenders.push(new UnitInfo("Melee", "Ger", 8, 3)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 7, 2)); } function TownHoffen() { NATION = "Ger"; NAME = "Hoffen"; barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 8)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 2)); defenders.push(new UnitInfo("Melee", "Ger", 12, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 6, 5)); defenders.push(new UnitInfo("Melee", "Ger", 8, 8)); } function TownEndem() { NATION = "Ger"; NAME = "Endem"; barracks.push(new UnitInfo("Melee", "Ger", 3)); barracks.push(new UnitInfo("Melee", "Ger", 5)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 8)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 2)); defenders.push(new UnitInfo("Melee", "Ger", 7, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 3, 5)); defenders.push(new UnitInfo("Melee", "Ger", 8, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 3, 4)); } function TownBraunburg() { NATION = "Ger"; NAME = "Braunburg"; barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 10)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); barracks.push(new UnitInfo("Ranged", "Ger", 7)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 4)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 2)); barn.push(new Horse("grey", 100, 1, 4, 900)); barn.push(new Horse("red", 90, 1, 5, 950)); barn.push(new Horse("brown", 150, 3, 2, 1000)); barn.push(new Horse("white", 250, 4, 1, 1500)); defenders.push(new UnitInfo("Melee", "Ger", 7, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 6, 5)); defenders.push(new UnitInfo("Melee", "Ger", 12, 4)); defenders.push(new UnitInfo("Ranged", "Ger", 7, 3)); defenders.push(new UnitInfo("Melee", "Ger", 10, 3)); adv_defenders.push(new UnitInfo("Melee", "Ger", 10, 5)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 3, 5)); adv_defenders.push(new UnitInfo("Melee", "Ger", 11, 2)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 3, 4)); } function TownWanderburg() { NATION = "Ger"; NAME = "Wanderburg"; barracks.push(new UnitInfo("Melee", "Ger", 4)); barracks.push(new UnitInfo("Melee", "Ger", 6)); barracks.push(new UnitInfo("Melee", "Ger", 7)); barracks.push(new UnitInfo("Melee", "Ger", 8)); barracks.push(new UnitInfo("Melee", "Ger", 9)); barracks.push(new UnitInfo("Melee", "Ger", 10)); barracks.push(new UnitInfo("Melee", "Ger", 11)); barracks.push(new UnitInfo("Melee", "Ger", 12)); barracks.push(new UnitInfo("Ranged", "Ger", 3)); barracks.push(new UnitInfo("Ranged", "Ger", 4)); barracks.push(new UnitInfo("Ranged", "Ger", 5)); barracks.push(new UnitInfo("Ranged", "Ger", 6)); barracks.push(new UnitInfo("Ranged", "Ger", 7)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Ger", 5)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Ger", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Ger", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Ger", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Ger", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Ger", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Ger", 3)); barn.push(new Horse("grey", 250, 3, 5, 1700)); barn.push(new Horse("red", 200, 2, 6, 1600)); barn.push(new Horse("brown", 350, 4, 4, 1800)); barn.push(new Horse("white", 400, 5, 6, 3500)); barn.push(new Horse("black", 700, 9, 0, 5000)); defenders.push(new UnitInfo("Melee", "Ger", 10, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 4, 5)); defenders.push(new UnitInfo("Ranged", "Ger", 7, 2)); defenders.push(new UnitInfo("Melee", "Ger", 11, 4)); defenders.push(new UnitInfo("Ranged", "Ger", 7, 3)); adv_defenders.push(new UnitInfo("Melee", "Ger", 11, 6)); adv_defenders.push(new UnitInfo("Ranged", "Ger", 4, 5)); } function TownDubkee() { NATION = "Rus"; NAME = "Dubkee"; barracks.push(new UnitInfo("Melee", "Rus", 1)); barracks.push(new UnitInfo("Melee", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 1)); barn.push(new Horse("grey", 30, 0, 3, 300)); defenders.push(new UnitInfo("Melee", "Rus", 1, 2)); defenders.push(new UnitInfo("Melee", "Rus", 2, 1)); defenders.push(new UnitInfo("Melee", "Rus", 1, 2)); defenders.push(new UnitInfo("Ranged", "Rus", 1, 5)); } function TownDalnevodye() { NATION = "Rus"; NAME = "Dalnevodye"; barracks.push(new UnitInfo("Melee", "Rus", 1)); barracks.push(new UnitInfo("Melee", "Rus", 2)); barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 1)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 1)); barn.push(new Horse("grey", 40, 0, 3, 350)); defenders.push(new UnitInfo("Melee", "Rus", 2, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 1, 5)); defenders.push(new UnitInfo("Melee", "Rus", 3, 4)); defenders.push(new UnitInfo("Ranged", "Rus", 3, 2)); } function TownLosevo() { NATION = "Rus"; NAME = "Losevo"; barracks.push(new UnitInfo("Melee", "Rus", 1)); barracks.push(new UnitInfo("Melee", "Rus", 2)); barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 2)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 1)); barn.push(new Horse("grey", 50, 0, 4, 500)); defenders.push(new UnitInfo("Melee", "Rus", 3, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 3, 5)); defenders.push(new UnitInfo("Melee", "Rus", 4, 4)); defenders.push(new UnitInfo("Ranged", "Rus", 4, 3)); defenders.push(new UnitInfo("Melee", "Rus", 8, 2)); } function TownDobrov() { NATION = "Rus"; NAME = "Dobrov"; barracks.push(new UnitInfo("Melee", "Rus", 1)); barracks.push(new UnitInfo("Melee", "Rus", 2)); barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 5)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 3)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 1)); barn.push(new Horse("grey", 50, 1, 4, 700)); barn.push(new Horse("red", 20, 0, 6, 600)); defenders.push(new UnitInfo("Melee", "Rus", 8, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 4, 5)); defenders.push(new UnitInfo("Melee", "Rus", 5, 3)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); adv_defenders.push(new UnitInfo("Melee", "Rus", 5, 5)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); adv_defenders.push(new UnitInfo("Melee", "Rus", 6, 3)); } function TownZlatograd() { NATION = "Rus"; NAME = "Zlatograd"; barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 5)); barracks.push(new UnitInfo("Melee", "Rus", 6)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); barracks.push(new UnitInfo("Ranged", "Rus", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 1)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 4)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 2)); barn.push(new Horse("grey", 150, 2, 4, 950)); barn.push(new Horse("red", 100, 1, 6, 900)); barn.push(new Horse("brown", 200, 3, 2, 1000)); barn.push(new Horse("white", 250, 3, 3, 1200)); defenders.push(new UnitInfo("Melee", "Rus", 5, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); defenders.push(new UnitInfo("Melee", "Rus", 6, 3)); defenders.push(new UnitInfo("Ranged", "Rus", 5, 5)); defenders.push(new UnitInfo("Melee", "Rus", 6, 3)); adv_defenders.push(new UnitInfo("Melee", "Rus", 6, 5)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); adv_defenders.push(new UnitInfo("Melee", "Rus", 7, 4)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 5, 3)); } function TownMedvedevo() { NATION = "Rus"; NAME = "Medvedevo"; barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 5)); barracks.push(new UnitInfo("Melee", "Rus", 6)); barracks.push(new UnitInfo("Melee", "Rus", 7)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 2)); defenders.push(new UnitInfo("Melee", "Rus", 6, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); defenders.push(new UnitInfo("Melee", "Rus", 7, 6)); } function TownGrouzeno() { NATION = "Rus"; NAME = "Grouzeno"; barracks.push(new UnitInfo("Melee", "Rus", 10)); barracks.push(new UnitInfo("Melee", "Rus", 9)); barracks.push(new UnitInfo("Ranged", "Rus", 1)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 3)); barn.push(new Horse("black", 1000, 10, 6, 20000)); barn.push(new Horse("white", 1000, 10, 6, 20000)); defenders.push(new UnitInfo("Melee", "Rus", 8, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); defenders.push(new UnitInfo("Melee", "Rus", 10, 3)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 2)); defenders.push(new UnitInfo("Melee", "Rus", 10, 3)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 2)); } function TownRaGorod() { NATION = "Rus"; NAME = "Ra-Gorod"; barracks.push(new UnitInfo("Melee", "Rus", 3)); barracks.push(new UnitInfo("Melee", "Rus", 4)); barracks.push(new UnitInfo("Melee", "Rus", 5)); barracks.push(new UnitInfo("Melee", "Rus", 6)); barracks.push(new UnitInfo("Melee", "Rus", 7)); barracks.push(new UnitInfo("Melee", "Rus", 8)); barracks.push(new UnitInfo("Melee", "Rus", 9)); barracks.push(new UnitInfo("Ranged", "Rus", 2)); barracks.push(new UnitInfo("Ranged", "Rus", 3)); barracks.push(new UnitInfo("Ranged", "Rus", 4)); barracks.push(new UnitInfo("Ranged", "Rus", 5)); barracks.push(new UnitInfo("Ranged", "Rus", 6)); forge.push(new ItemInfo("WeaponClass", "OnehandedSword", "Rus", 5)); forge.push(new ItemInfo("WeaponClass", "OnehandedAxe", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedSword", "Rus", 5)); forge.push(new ItemInfo("WeaponClass", "TwohandedAxe", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "TwohandedMace", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Rus", 2)); forge.push(new ItemInfo("WeaponClass", "Crossbow", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Rus", 4)); forge.push(new ItemInfo("WeaponClass", "Spear", "Rus", 3)); forge.push(new ItemInfo("WeaponClass", "Shield", "Rus", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Rus", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Rus", 3)); barn.push(new Horse("grey", 350, 4, 3, 1400)); barn.push(new Horse("red", 300, 3, 6, 1400)); barn.push(new Horse("brown", 400, 5, 4, 1500)); barn.push(new Horse("white", 500, 5, 6, 2200)); barn.push(new Horse("black", 600, 7, 1, 3000)); defenders.push(new UnitInfo("Melee", "Rus", 7, 5)); defenders.push(new UnitInfo("Ranged", "Rus", 2, 5)); defenders.push(new UnitInfo("Melee", "Rus", 9, 4)); defenders.push(new UnitInfo("Ranged", "Rus", 6, 2)); defenders.push(new UnitInfo("Melee", "Rus", 9, 4)); defenders.push(new UnitInfo("Ranged", "Rus", 6, 2)); adv_defenders.push(new UnitInfo("Melee", "Rus", 9, 5)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 6, 5)); adv_defenders.push(new UnitInfo("Melee", "Rus", 10, 3)); adv_defenders.push(new UnitInfo("Ranged", "Rus", 2, 4)); } function TownOmi() { NATION = "Jap"; NAME = "Omi"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 1)); defenders.push(new UnitInfo("Melee", "Jap", 1, 10)); defenders.push(new UnitInfo("Melee", "Jap", 2, 5)); } function TownKozuke() { NATION = "Jap"; NAME = "Kozuke"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Ranged", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 1)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 1)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 1)); defenders.push(new UnitInfo("Melee", "Jap", 2, 10)); defenders.push(new UnitInfo("Ranged", "Jap", 1, 3)); defenders.push(new UnitInfo("Melee", "Jap", 3, 5)); } function TownMatsuyama() { NATION = "Jap"; NAME = "Matsuyama"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Ranged", "Jap", 1)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 1)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 2)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 1)); defenders.push(new UnitInfo("Melee", "Jap", 3, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 1, 5)); defenders.push(new UnitInfo("Melee", "Jap", 4, 2)); defenders.push(new UnitInfo("Ranged", "Jap", 2, 2)); defenders.push(new UnitInfo("Melee", "Jap", 4, 2)); defenders.push(new UnitInfo("Ranged", "Jap", 5, 3)); adv_defenders.push(new UnitInfo("Melee", "Jap", 4, 5)); adv_defenders.push(new UnitInfo("Ranged", "Jap", 5, 5)); } function TownFukushima() { NATION = "Jap"; NAME = "Fukushima"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Melee", "Jap", 6)); barracks.push(new UnitInfo("Ranged", "Jap", 1)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); barracks.push(new UnitInfo("Ranged", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 2)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 3)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 2)); defenders.push(new UnitInfo("Melee", "Jap", 4, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 5, 5)); defenders.push(new UnitInfo("Melee", "Jap", 6, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 3)); } function TownIzumo() { NATION = "Jap"; NAME = "Izumo"; barracks.push(new UnitInfo("Melee", "Jap", 1)); barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Melee", "Jap", 6)); barracks.push(new UnitInfo("Melee", "Jap", 7)); barracks.push(new UnitInfo("Ranged", "Jap", 1)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); barracks.push(new UnitInfo("Ranged", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 2)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 4)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 2)); defenders.push(new UnitInfo("Melee", "Jap", 6, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 5)); defenders.push(new UnitInfo("Melee", "Jap", 7, 3)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 4)); defenders.push(new UnitInfo("Melee", "Jap", 7, 1)); adv_defenders.push(new UnitInfo("Melee", "Jap", 7, 5)); adv_defenders.push(new UnitInfo("Ranged", "Jap", 6, 5)); adv_defenders.push(new UnitInfo("Melee", "Jap", 8, 1)); } function TownSuo() { NATION = "Jap"; NAME = "Suo"; barracks.push(new UnitInfo("Melee", "Jap", 2)); barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Melee", "Jap", 5)); barracks.push(new UnitInfo("Melee", "Jap", 6)); barracks.push(new UnitInfo("Melee", "Jap", 7)); barracks.push(new UnitInfo("Melee", "Jap", 9)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 3)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); barracks.push(new UnitInfo("Ranged", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 5)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 3)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 3)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 2)); defenders.push(new UnitInfo("Melee", "Jap", 7, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 5)); defenders.push(new UnitInfo("Melee", "Jap", 9, 3)); defenders.push(new UnitInfo("Ranged", "Jap", 3, 2)); defenders.push(new UnitInfo("Melee", "Jap", 9, 3)); defenders.push(new UnitInfo("Ranged", "Jap", 3, 4)); } function TownNagoya() { NATION = "Jap"; NAME = "Nagoya"; barracks.push(new UnitInfo("Melee", "Jap", 3)); barracks.push(new UnitInfo("Melee", "Jap", 4)); barracks.push(new UnitInfo("Melee", "Jap", 5)); barracks.push(new UnitInfo("Melee", "Jap", 6)); barracks.push(new UnitInfo("Melee", "Jap", 7)); barracks.push(new UnitInfo("Melee", "Jap", 8)); barracks.push(new UnitInfo("Melee", "Jap", 9)); barracks.push(new UnitInfo("Melee", "Jap", 10)); barracks.push(new UnitInfo("Ranged", "Jap", 2)); barracks.push(new UnitInfo("Ranged", "Jap", 3)); barracks.push(new UnitInfo("Ranged", "Jap", 5)); barracks.push(new UnitInfo("Ranged", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 5)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 5)); forge.push(new ItemInfo("WeaponClass", "Staff", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Bow", "Jap", 4)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 4)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 5)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 3)); defenders.push(new UnitInfo("Melee", "Jap", 9, 5)); defenders.push(new UnitInfo("Ranged", "Jap", 3, 5)); defenders.push(new UnitInfo("Melee", "Jap", 10, 4)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 3)); defenders.push(new UnitInfo("Melee", "Jap", 10, 4)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 3)); defenders.push(new UnitInfo("Melee", "Jap", 10, 4)); defenders.push(new UnitInfo("Ranged", "Jap", 6, 3)); adv_defenders.push(new UnitInfo("Melee", "Jap", 8, 5)); adv_defenders.push(new UnitInfo("Ranged", "Jap", 6, 5)); adv_defenders.push(new UnitInfo("Melee", "Jap", 10, 3)); adv_defenders.push(new UnitInfo("Ranged", "Jap", 3, 3)); adv_defenders.push(new UnitInfo("Melee", "Jap", 11, 1)); } function TownEchigo() { NATION = "Jap"; NAME = "Echigo"; barracks.push(new UnitInfo("Melee", "Jap", 11)); forge.push(new ItemInfo("WeaponClass", "Katana", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 6)); forge.push(new ItemInfo("WeaponClass", "Throwing", "Jap", 5)); forge.push(new ItemInfo("Armor", "Clothes", "Jap", 6)); forge.push(new ItemInfo("Armor", "Helmet", "Jap", 3)); defenders.push(new UnitInfo("Melee", "Jap", 11, 8)); } }
Symbol 2078 MovieClip [__Packages.WorldMap] Frame 0
class WorldMap extends MovieClip { var speed, TOWNS, LANDS, gox, goy, avatar, _xmouse, _ymouse, seashore, ground, sea; function WorldMap () { super(); speed = 2; TOWNS = new Array(); TOWNS.push("Trapezus"); TOWNS.push("Lutetia"); TOWNS.push("Arretium"); TOWNS.push("Ravenna"); TOWNS.push("Lacrimosa"); TOWNS.push("Caesaria"); TOWNS.push("Carthage"); TOWNS.push("Alexandria"); TOWNS.push("Jana"); TOWNS.push("Konstanz"); TOWNS.push("Gerlitz"); TOWNS.push("Sturmburg"); TOWNS.push("Hoffen"); TOWNS.push("Endem"); TOWNS.push("Braunburg"); TOWNS.push("Wanderburg"); TOWNS.push("Dubkee"); TOWNS.push("Dalnevodye"); TOWNS.push("Losevo"); TOWNS.push("Dobrov"); TOWNS.push("Zlatograd"); TOWNS.push("Medvedevo"); TOWNS.push("Grouzeno"); TOWNS.push("RaGorod"); TOWNS.push("Omi"); TOWNS.push("Kozuke"); TOWNS.push("Matsuyama"); TOWNS.push("Fukushima"); TOWNS.push("Izumo"); TOWNS.push("Suo"); TOWNS.push("Nagoya"); TOWNS.push("Echigo"); LANDS = new Array(); LANDS.push("Viz"); LANDS.push("Ger"); LANDS.push("Rus"); LANDS.push("Jap"); } function getTownNation(townID) { switch (townID) { case "Trapezus" : case "Lutetia" : case "Arretium" : case "Ravenna" : case "Lacrimosa" : case "Caesaria" : case "Carthage" : case "Alexandria" : return("Viz"); case "Jana" : case "Konstanz" : case "Gerlitz" : case "Sturmburg" : case "Hoffen" : case "Endem" : case "Braunburg" : case "Wanderburg" : return("Ger"); case "Dubkee" : case "Dalnevodye" : case "Losevo" : case "Dobrov" : case "Zlatograd" : case "Medvedevo" : case "Grouzeno" : case "RaGorod" : return("Rus"); case "Omi" : case "Kozuke" : case "Matsuyama" : case "Fukushima" : case "Izumo" : case "Suo" : case "Nagoya" : case "Echigo" : return("Jap"); } } 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 < 15) { 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; } } avatar.gotoAndStop((_global.SAILING_SHIP ? 1 : 2)); } function onPress() { gox = _xmouse; goy = _ymouse; } function stopMoving() { gox = null; goy = null; if (this["quest_avatar_" + _global.QUEST.avatar_id].hitTest(avatar._x, avatar._y, false)) { _global.QUEST.prepareBattle(); _global.BATTLE_TYPE = "QUEST"; startBattle(32 + _root.d(8)); } var _local4 = 0; while (_local4 < TOWNS.length) { if (this[TOWNS[_local4]].hitTest(avatar._x, avatar._y, false)) { _root.openCity(TOWNS[_local4]); return(undefined); } _local4++; } } function randomEncounter() { if (_root.dice(150) == 0) { var _local7 = _root.d(_global.MAIN_HERO.LEVEL + 3); if (_local7 > 24) { _local7 = 24; } delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local6 = 0; while (_local6 < _local7) { _global.ENEMIES.push(new Unit(((_root.dice(2) == 0) ? "Melee" : "Ranged"), "Rog", _root.d(3))); _local6++; } startEncounter(); return(undefined); } if (!_global.SAILING_SHIP) { var _local4 = 0; while (_local4 < LANDS.length) { if (this["land" + LANDS[_local4]].hitTest(avatar._x, avatar._y, true)) { var _local5 = LANDS[_local4]; break; } _local4++; } if (_global.IS_HOSTILE[_local5] && (_root.dice(150) == 0)) { var _local7 = 8 + _root.d(_global.MAIN_HERO.LEVEL); if (_local7 > 24) { _local7 = 24; } delete _global.ENEMIES; _global.ENEMIES = new Array(); var _local6 = 0; while (_local6 < Math.min(_local7, 6)) { _global.ENEMIES.push(new Unit("Melee", _local5, 1 + _root.d(2))); _local6++; } _local6 = 0; while (_local6 < (_local7 - 6)) { _global.ENEMIES.push(new Unit("Ranged", _local5, _root.d(2) * 2)); _local6++; } startEncounter(); } } } function startEncounter() { _global.BATTLE_TYPE = "ENCOUNTER"; if (!_global.SAILING_SHIP) { if (seashore.hitTest(avatar._x, avatar._y, true)) { var _local5 = 56 + _root.d(4); } else { var _local4 = [10, 11, 12, 16, 17, 18]; var _local5 = (_local4[_root.dice(6)] * 4) + _root.d(4); } } else { var _local5 = 52 + _root.d(4); } startBattle(_local5); } 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 onEnterFrame() { 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, _local3, true)) : (ground.hitTest(_local4, _local3, true)))) { randomEncounter(); avatar._x = _local4; avatar._y = _local3; } else { gox = null; goy = null; } } } }
Symbol 155 Button
on (release, keyPress "1") { 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 170 MovieClip Frame 1
text_txt.text = ""; stop();
Symbol 171 Button
on (release, keyPress "2") { 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 172 Button
on (release, keyPress "3") { if (_global.SCROLL_AllHealBig > 0) { _global.SCROLL_AllHealBig--; potion_3_txt.text = _global.SCROLL_AllHealBig; makeThemHealHero(100000); } } on (rollOver) { hint.gotoAndStop("potion_3"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 173 Button
on (release, keyPress "4") { if (_global.SCROLL_AllHealSmall > 0) { _global.SCROLL_AllHealSmall--; scroll_1_txt.text = _global.SCROLL_AllHealSmall; makeThemHealUnits(0.33); } } on (rollOver) { hint.gotoAndStop("scroll_1"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 174 Button
on (release, keyPress "5") { if (_global.SCROLL_AllHealBig > 0) { _global.SCROLL_AllHealBig--; scroll_2_txt.text = _global.SCROLL_AllHealBig; makeThemHealUnits(0.66); } } on (rollOver) { hint.gotoAndStop("scroll_2"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 175 Button
on (release, keyPress "6") { if (_global.SCROLL_Rage > 0) { _global.SCROLL_Rage--; scroll_2_txt.text = _global.SCROLL_Rage; makeThemRage(); } } on (rollOver) { hint.gotoAndStop("scroll_3"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 216 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 223 Button
on (press, keyPress "<Home>") { makeThemHoldPosition(); } on (rollOver) { hint.gotoAndStop("HoldPosition"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 224 Button
on (press, keyPress "<PgUp>") { makeThemSwapWeapons(); } on (rollOver) { hint.gotoAndStop("SwapWeapons"); } on (rollOut) { hint.gotoAndStop("Nothing"); }
Symbol 233 MovieClip Frame 1
is_ready = false;
Symbol 233 MovieClip Frame 45
is_ready = true; stop();
Symbol 233 MovieClip Frame 46
is_ready = false;
Symbol 235 MovieClip Frame 1
is_ready = false;
Symbol 235 MovieClip Frame 65
is_ready = true; stop();
Symbol 235 MovieClip Frame 66
is_ready = false;
Symbol 243 MovieClip [Screen] Frame 1
#initclip 66 Object.registerClass("Screen", Screen); #endinitclip stop();
Instance of Symbol 233 MovieClip "control_shower" in Symbol 243 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 235 MovieClip "control_wall" in Symbol 243 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"); }
Symbol 271 MovieClip Frame 1
stop();
Symbol 301 MovieClip Frame 1
stop();
Symbol 543 MovieClip Frame 18
this._parent.directHit();
Symbol 543 MovieClip Frame 30
gotoAndStop ("sword");
Symbol 543 MovieClip Frame 58
this._parent.directHit();
Symbol 543 MovieClip Frame 70
gotoAndStop ("twohanded_sword");
Symbol 543 MovieClip Frame 95
this._parent.directHit();
Symbol 543 MovieClip Frame 109
gotoAndStop ("twohanded_axe");
Symbol 543 MovieClip Frame 117
this._parent.directHit();
Symbol 543 MovieClip Frame 131
this._parent.directHit();
Symbol 543 MovieClip Frame 140
gotoAndStop ("double");
Symbol 543 MovieClip Frame 156
this._parent.directHit();
Symbol 543 MovieClip Frame 170
gotoAndStop ("spear");
Symbol 543 MovieClip Frame 190
this._parent.directHit();
Symbol 543 MovieClip Frame 210
gotoAndStop ("bow");
Symbol 543 MovieClip Frame 226
this._parent.directHit();
Symbol 543 MovieClip Frame 270
gotoAndStop ("crossbow");
Symbol 543 MovieClip Frame 277
this._parent.directHit();
Symbol 543 MovieClip Frame 290
gotoAndStop ("dagger");
Symbol 543 MovieClip Frame 309
this._parent.directHit();
Symbol 543 MovieClip Frame 315
gotoAndStop ("katana");
Symbol 543 MovieClip Frame 325
this._parent.directHit();
Symbol 543 MovieClip Frame 339
this._parent.directHit();
Symbol 543 MovieClip Frame 350
gotoAndStop ("staff");
Symbol 543 MovieClip Frame 368
this._parent.directHit();
Symbol 543 MovieClip Frame 378
this._parent.directHit();
Symbol 543 MovieClip Frame 385
gotoAndStop ("fists");
Symbol 543 MovieClip Frame 403
this._parent.directHit();
Symbol 543 MovieClip Frame 415
gotoAndStop ("suriken");
Symbol 543 MovieClip Frame 435
this._parent.onSwitchWeapons();
Symbol 543 MovieClip Frame 455
this._parent.onSwitchWeapons();
Symbol 543 MovieClip Frame 475
this._parent.onSwitchWeapons();
Symbol 543 MovieClip Frame 495
this._parent.onSwitchWeapons();
Symbol 543 MovieClip Frame 525
gotoAndPlay ("run_sword");
Symbol 543 MovieClip Frame 555
gotoAndPlay ("run_twohandedsword");
Symbol 543 MovieClip Frame 585
gotoAndPlay ("run_axe");
Symbol 543 MovieClip Frame 615
gotoAndPlay ("run_double");
Symbol 543 MovieClip Frame 645
gotoAndPlay ("run_bow");
Symbol 543 MovieClip Frame 675
gotoAndPlay ("run_crossbow");
Symbol 543 MovieClip Frame 705
gotoAndPlay ("run_suriken");
Symbol 543 MovieClip Frame 735
gotoAndPlay ("run_katana");
Symbol 543 MovieClip Frame 775
this._parent.restInPeace(); stop();
Symbol 543 MovieClip Frame 825
this._parent.restInPeace(); stop();
Symbol 543 MovieClip Frame 855
this._parent.restInPeace(); stop();
Symbol 547 MovieClip [Human] Frame 1
#initclip 31 Object.registerClass("Human", Soldier); #endinitclip
Symbol 551 MovieClip [Human_Player] Frame 1
#initclip 32 Object.registerClass("Human_Player", Player); #endinitclip
Symbol 555 MovieClip [Blood_1] Frame 20
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 559 MovieClip [Blood_2] Frame 20
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 562 MovieClip Frame 15
this.swapDepths(_root.getDepthDown(_root.getX(this._x), _root.getY(this._y))); stop();
Symbol 564 MovieClip [SelectBorder] Frame 1
#initclip 33 Object.registerClass("SelectBorder", SelectBorder); #endinitclip stop();
Symbol 564 MovieClip [SelectBorder] Frame 4
this.removeMovieClip();
Symbol 566 MovieClip Frame 18
this._parent.directHit();
Symbol 566 MovieClip Frame 30
gotoAndStop ("sword");
Symbol 566 MovieClip Frame 55
this._parent.directHit();
Symbol 566 MovieClip Frame 70
gotoAndStop ("twohanded_sword");
Symbol 566 MovieClip Frame 95
this._parent.directHit();
Symbol 566 MovieClip Frame 110
gotoAndStop ("twohanded_axe");
Symbol 566 MovieClip Frame 127
this._parent.directHit();
Symbol 566 MovieClip Frame 140
gotoAndStop ("spear");
Symbol 566 MovieClip Frame 162
this._parent.directHit();
Symbol 566 MovieClip Frame 180
gotoAndStop ("bow");
Symbol 566 MovieClip Frame 195
this._parent.directHit();
Symbol 566 MovieClip Frame 240
gotoAndStop ("crossbow");
Symbol 566 MovieClip Frame 260
this._parent.directHit();
Symbol 566 MovieClip Frame 274
gotoAndStop ("fists");
Symbol 566 MovieClip Frame 293
this._parent.directHit();
Symbol 566 MovieClip Frame 305
gotoAndStop ("suriken");
Symbol 566 MovieClip Frame 325
this._parent.onSwitchWeapons();
Symbol 566 MovieClip Frame 345
this._parent.onSwitchWeapons();
Symbol 566 MovieClip Frame 365
this._parent.onSwitchWeapons();
Symbol 566 MovieClip Frame 385
this._parent.onSwitchWeapons();
Symbol 566 MovieClip Frame 415
gotoAndPlay ("run_sword");
Symbol 566 MovieClip Frame 445
gotoAndPlay ("run_twohandedsword");
Symbol 566 MovieClip Frame 475
gotoAndPlay ("run_axe");
Symbol 566 MovieClip Frame 505
gotoAndPlay ("run_bow");
Symbol 566 MovieClip Frame 535
gotoAndPlay ("run_crossbow");
Symbol 566 MovieClip Frame 565
gotoAndPlay ("run_suriken");
Symbol 566 MovieClip Frame 605
this._parent.restInPeace(); stop();
Symbol 567 MovieClip [Horseman] Frame 1
#initclip 34 Object.registerClass("Horseman", Soldier); #endinitclip this.isHorseman = true;
Symbol 568 MovieClip [Horseman_Player] Frame 1
#initclip 35 Object.registerClass("Horseman_Player", Player); #endinitclip this.isHorseman = true;
Symbol 577 MovieClip Frame 16
stop();
Symbol 579 MovieClip [Grenade] Frame 1
#initclip 36 Object.registerClass("Grenade", Grenade); #endinitclip stop();
Symbol 579 MovieClip [Grenade] Frame 2
this.explode();
Symbol 579 MovieClip [Grenade] Frame 25
this.removeMovieClip();
Symbol 582 MovieClip [HealAnim] Frame 20
this.removeMovieClip();
Symbol 590 MovieClip [RiseAnim] Frame 40
this._parent.turnToZombie(); this.removeMovieClip();
Symbol 796 Button
on (press) { if (this.amount > 1) { this.amount--; this.amount_txt.text = this.amount; } }
Symbol 797 Button
on (press) { if (this.amount < this.max_amount) { this.amount++; this.amount_txt.text = this.amount; } }
Symbol 801 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 803 Button
on (release, keyPress "<Escape>") { this.removeMovieClip(); }
Symbol 807 MovieClip [FlyDamage] Frame 25
this.removeMovieClip();
Symbol 866 MovieClip [ArrowShower] Frame 1
#initclip 37 Object.registerClass("ArrowShower", ArrowStorm); #endinitclip
Symbol 866 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 867 MovieClip [ArrowWall] Frame 1
#initclip 38 Object.registerClass("ArrowWall", ArrowStorm); #endinitclip
Symbol 867 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 869 MovieClip [Tree_1] Frame 1
#initclip 39 Object.registerClass("Tree_1", Tree); #endinitclip this.init();
Symbol 871 MovieClip [Tree_2] Frame 1
#initclip 40 Object.registerClass("Tree_2", Tree); #endinitclip this.init();
Symbol 873 MovieClip [Tree_3] Frame 1
#initclip 41 Object.registerClass("Tree_3", Tree); #endinitclip this.init();
Symbol 875 MovieClip [Tree_4] Frame 1
#initclip 42 Object.registerClass("Tree_4", Tree); #endinitclip this.init();
Symbol 877 MovieClip [Bush_1] Frame 1
#initclip 43 Object.registerClass("Bush_1", Tree); #endinitclip this.init();
Symbol 879 MovieClip [Bush_2] Frame 1
#initclip 44 Object.registerClass("Bush_2", Tree); #endinitclip this.init();
Symbol 881 MovieClip [Bush_3] Frame 1
#initclip 45 Object.registerClass("Bush_3", Tree); #endinitclip this.init();
Symbol 883 MovieClip [Bush_4] Frame 1
#initclip 46 Object.registerClass("Bush_4", Tree); #endinitclip this.init();
Symbol 885 MovieClip [Crate_1] Frame 1
#initclip 47 Object.registerClass("Crate_1", Tree); #endinitclip this.init();
Symbol 887 MovieClip [Lantern] Frame 1
#initclip 48 Object.registerClass("Lantern", Tree); #endinitclip this.init();
Symbol 891 MovieClip [RIP_1] Frame 1
#initclip 49 Object.registerClass("RIP_1", Tree); #endinitclip this.init();
Symbol 893 MovieClip [RIP_2] Frame 1
#initclip 50 Object.registerClass("RIP_2", Tree); #endinitclip this.init();
Symbol 895 MovieClip [Barrel] Frame 1
#initclip 51 Object.registerClass("Barrel", Tree); #endinitclip this.init();
Symbol 897 MovieClip [Ammun] Frame 1
#initclip 52 Object.registerClass("Ammun", Tree); #endinitclip this.init();
Symbol 899 MovieClip [SkullTower] Frame 1
#initclip 53 Object.registerClass("SkullTower", Tree); #endinitclip this.init();
Symbol 902 MovieClip [Sign] Frame 1
#initclip 54 Object.registerClass("Sign", Tree); #endinitclip this.init();
Symbol 904 MovieClip [Tree_5] Frame 1
#initclip 55 Object.registerClass("Tree_5", Tree); #endinitclip this.init();
Symbol 906 MovieClip [Tree_6] Frame 1
#initclip 56 Object.registerClass("Tree_6", Tree); #endinitclip this.init();
Symbol 909 MovieClip [Sign2] Frame 1
#initclip 57 Object.registerClass("Sign2", Tree); #endinitclip this.init();
Symbol 911 MovieClip [Tree_12] Frame 1
#initclip 58 Object.registerClass("Tree_12", Tree); #endinitclip this.init();
Symbol 913 MovieClip [Tree_11] Frame 1
#initclip 59 Object.registerClass("Tree_11", Tree); #endinitclip this.init();
Symbol 915 MovieClip [Tree_10] Frame 1
#initclip 60 Object.registerClass("Tree_10", Tree); #endinitclip this.init();
Symbol 917 MovieClip [Tree_9] Frame 1
#initclip 61 Object.registerClass("Tree_9", Tree); #endinitclip this.init();
Symbol 919 MovieClip [Tree_8] Frame 1
#initclip 62 Object.registerClass("Tree_8", Tree); #endinitclip this.init();
Symbol 921 MovieClip [Tree_7] Frame 1
#initclip 63 Object.registerClass("Tree_7", Tree); #endinitclip this.init();
Symbol 923 MovieClip [Well_1] Frame 1
#initclip 64 Object.registerClass("Well_1", Tree); #endinitclip this.init();
Symbol 927 MovieClip [Arrow] Frame 1
#initclip 65 Object.registerClass("Arrow", Arrow); #endinitclip
Symbol 927 MovieClip [Arrow] Frame 9
gotoAndPlay (1);
Symbol 994 Button
on (release) { _parent.play(); }
Symbol 1001 MovieClip Frame 40
stop();
Symbol 1002 MovieClip Frame 1
_parent.stop();
Symbol 1002 MovieClip Frame 89
_parent.play();
Symbol 1024 Button
on (release) { _root.gameLoad(_root.d(80)); }
Symbol 1025 Button
on (release) { _root.gotoAndStop("WORLD_MAP"); }
Symbol 1026 Button
on (release) { gotoAndStop ("Options"); }
Symbol 1030 Button
on (release) { gotoAndStop ("Tutorial"); }
Symbol 1031 Button
on (release) { gotoAndStop ("NewGame"); }
Symbol 1032 Button
on (release) { gotoAndStop ("Resume"); }
Symbol 1033 Button
on (release) { gotoAndStop ("Options"); }
Symbol 1034 Button
on (release) { gotoAndStop ("Controls"); }
Symbol 1035 Button
on (release) { getURL ((("http://www.arcadetown.com/index.asp?gameid=feudalism&aid=" + _root.GetUrlParam(_url, "aid=")) + "&refer=") + _root.GetBaseUrl(_url), "_blank"); }
Symbol 1036 Button
on (release) { getURL ("http://www.arcadetown.com/free_content/index.asp", "_blank"); }
Symbol 1037 Button
on (release) { getURL ("mailto:zaborov@mail.ru", "_blank"); }
Symbol 1051 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.STR++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; inventoryShowStats(); } }
Symbol 1086 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.DEX++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; inventoryShowStats(); } }
Symbol 1087 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.CON++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; inventoryShowStats(); } }
Symbol 1088 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.INT++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; inventoryShowStats(); } }
Symbol 1089 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Dual++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1090 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Sword++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1091 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Axe++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1092 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Mace++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1093 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Spear++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1094 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Dagger++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1095 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Staff++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1096 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.FarEast++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1097 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Bow++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1098 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Crossbow++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1099 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Throwing++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1100 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.ArtOfWar++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1101 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Patriotism++; _global.MAIN_HERO.free_points--; inventoryShowStats(); } }
Symbol 1105 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Karl"; _global.MAIN_HERO.NATION = "Ger"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 20; _global.MAIN_HERO.CON = 35; _global.MAIN_HERO.DEX = 5; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 30; _global.MAIN_HERO.SKILL.Axe = 20; _global.MAIN_HERO.SKILL.Mace = 60; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 25; _global.MAIN_HERO.SKILL.Dagger = 5; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 5; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 15; _global.MAIN_HERO.SKILL.Crossbow = 15; _global.MAIN_HERO.SKILL.Throwing = 45; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("OnehandedMace", "Ger", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Shield", "Ger", 1); _global.MAIN_HERO.ARMOR = new Armor("Clothes", "Ger", 1); _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "OnehandedSword", "Ger", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = true; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Jana"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Ger", 2)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Ranged", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 2)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Karl, Bishop of The Order of Holy Cross"; item_stats_txt.text = "Prefers blunt weapons in melee combat, also know how to throw knifes, but his dexterity doesn't allow him to use other ranged weapons. Order's warriors depend on their armor and constitution, so some of them are just walking castles!\nNote: Order produces the best maces and armor in the world."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1107 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Niora"; _global.MAIN_HERO.NATION = "Jap"; _global.MAIN_HERO.GENDER = "f"; _global.MAIN_HERO.STR = 20; _global.MAIN_HERO.CON = 5; _global.MAIN_HERO.DEX = 40; _global.MAIN_HERO.INT = 15; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 0; _global.MAIN_HERO.SKILL.Axe = 0; _global.MAIN_HERO.SKILL.Mace = 0; _global.MAIN_HERO.SKILL.FarEast = 55; _global.MAIN_HERO.SKILL.Spear = 0; _global.MAIN_HERO.SKILL.Dagger = 0; _global.MAIN_HERO.SKILL.Staff = 70; _global.MAIN_HERO.SKILL.Dual = 5; _global.MAIN_HERO.SKILL.Fist = 100; _global.MAIN_HERO.SKILL.Bow = 55; _global.MAIN_HERO.SKILL.Crossbow = 0; _global.MAIN_HERO.SKILL.Throwing = 0; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("Staff", "Jap", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Bow", "Jap", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Katana", "Jap", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = true; _global.CURR_TOWN = "Omi"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); _global.FRIENDS.push(new Unit("Melee", "Jap", 2)); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); _global.FRIENDS.push(new Unit("Melee", "Jap", 2)); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Niora, Mistress of The East Eampire"; item_stats_txt.text = "Prefers staffs a little more than katanas and shuriken, but likes bows too. She's a good melee fighter, but could be a good archer as well. Empire'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."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1109 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Olga"; _global.MAIN_HERO.NATION = "Rus"; _global.MAIN_HERO.GENDER = "f"; _global.MAIN_HERO.STR = 20; _global.MAIN_HERO.CON = 10; _global.MAIN_HERO.DEX = 30; _global.MAIN_HERO.INT = 15; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 50; _global.MAIN_HERO.SKILL.Axe = 25; _global.MAIN_HERO.SKILL.Mace = 5; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 15; _global.MAIN_HERO.SKILL.Dagger = 20; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 5; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 65; _global.MAIN_HERO.SKILL.Crossbow = 40; _global.MAIN_HERO.SKILL.Throwing = 15; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("Bow", "Rus", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("TwohandedSword", "Rus", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = true; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Dubkee"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Rus", 2)); _global.FRIENDS.push(new Unit("Melee", "Rus", 1)); _global.FRIENDS.push(new Unit("Ranged", "Rus", 1)); _global.FRIENDS.push(new Unit("Melee", "Rus", 1)); _global.FRIENDS.push(new Unit("Melee", "Rus", 2)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Olga, the major Druid of Forest Lands"; item_stats_txt.text = "Prefers bows and crossbows, but can fight with a sword too. Forest Lands' warriors depend only on their strength, but DEX and CON are important for them too. Strength allows them to use better axes deal more damage, and even wear better armor made in forest lands.\nNote: Forest Lands produce the best axes and bows in the world."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1111 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Vseslav"; _global.MAIN_HERO.NATION = "Rus"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 40; _global.MAIN_HERO.CON = 15; _global.MAIN_HERO.DEX = 10; _global.MAIN_HERO.INT = 5; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 5; _global.MAIN_HERO.SKILL.Axe = 60; _global.MAIN_HERO.SKILL.Mace = 35; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 15; _global.MAIN_HERO.SKILL.Dagger = 5; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 20; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 15; _global.MAIN_HERO.SKILL.Crossbow = 5; _global.MAIN_HERO.SKILL.Throwing = 45; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("TwohandedAxe", "Rus", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Throwing", "Rus", 1); _global.MAIN_HERO.ARMOR = new Armor("Clothes", "Rus", 1); _global.MAIN_HERO.HELMET = new Armor("Helmet", "Rus", 1); _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "OnehandedMace", "Rus", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = true; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Dubkee"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Ranged", "Rus", 1)); _global.FRIENDS.push(new Unit("Melee", "Rus", 1)); _global.FRIENDS.push(new Unit("Melee", "Rus", 2)); _global.FRIENDS.push(new Unit("Melee", "Rus", 1)); _global.FRIENDS.push(new Unit("Ranged", "Rus", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Vseslav, Chieftain of The Forest Lands"; item_stats_txt.text = "Likes powerful weapons, like mace and axe. His incredible strength also allow him to use throwing axes. \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 and bows in the world."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1113 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Edgar"; _global.MAIN_HERO.NATION = "Viz"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 30; _global.MAIN_HERO.CON = 15; _global.MAIN_HERO.DEX = 20; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 55; _global.MAIN_HERO.SKILL.Axe = 20; _global.MAIN_HERO.SKILL.Mace = 20; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 25; _global.MAIN_HERO.SKILL.Dagger = 45; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 15; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 20; _global.MAIN_HERO.SKILL.Crossbow = 30; _global.MAIN_HERO.SKILL.Throwing = 40; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); _global.IS_CAPTURED.Trapezus = true; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Trapezus"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Ranged", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Ranged", "Viz", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Edgar, Lord of the Great Trade Republic"; item_stats_txt.text = "Prefers melee weapons and is a very good swordsman, also likes daggers and throwing weapons. Republic 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. They are the only nation who produces daggers."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1115 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Elizabth"; _global.MAIN_HERO.NATION = "Ger"; _global.MAIN_HERO.GENDER = "f"; _global.MAIN_HERO.STR = 20; _global.MAIN_HERO.CON = 25; _global.MAIN_HERO.DEX = 25; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 10; _global.MAIN_HERO.SKILL.Axe = 5; _global.MAIN_HERO.SKILL.Mace = 50; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 50; _global.MAIN_HERO.SKILL.Dagger = 5; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 5; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 35; _global.MAIN_HERO.SKILL.Crossbow = 45; _global.MAIN_HERO.SKILL.Throwing = 60; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("TwohandedMace", "Ger", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Throwing", "Ger", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Spear", "Ger", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = true; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Jana"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Ger", 2)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 1)); _global.FRIENDS.push(new Unit("Melee", "Ger", 2)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Elizabeth, Priest of Order of Holy Cross"; item_stats_txt.text = "Prefers different types of weapons: maces, spears, throwing knifes and crossbows. She can fight well in both melee and ranged combat. Order's warriors depend on their armor and constitution, so some of them are just walking castles!\nNote: Order produces the best maces and armor in the world."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1117 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Selena"; _global.MAIN_HERO.NATION = "Viz"; _global.MAIN_HERO.GENDER = "f"; _global.MAIN_HERO.STR = 15; _global.MAIN_HERO.CON = 10; _global.MAIN_HERO.DEX = 35; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 35; _global.MAIN_HERO.SKILL.Axe = 10; _global.MAIN_HERO.SKILL.Mace = 10; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 30; _global.MAIN_HERO.SKILL.Dagger = 50; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 15; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 50; _global.MAIN_HERO.SKILL.Crossbow = 60; _global.MAIN_HERO.SKILL.Throwing = 15; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("Crossbow", "Viz", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Dagger", "Viz", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; 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)); _global.IS_CAPTURED.Trapezus = true; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = false; _global.CURR_TOWN = "Trapezus"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Selena, Princess of the Great Trade Republic"; item_stats_txt.text = "Prefers ranged combat. Usually uses a crossbow, but can fight with a dagger if enemy comes too close. Republic crossbowmen depend on both strength and dexterity, trying to defeat enemy, who comes too close with two-handed swords or daggers.\nNote: Republic produces the best swords and crossbows at the continent. They also make good armor and bows. They are the only nation who produces daggers."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1119 Button
on (release) { delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Sieg"; _global.MAIN_HERO.NATION = "Jap"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 30; _global.MAIN_HERO.CON = 5; _global.MAIN_HERO.DEX = 30; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 0; _global.MAIN_HERO.SKILL.Axe = 0; _global.MAIN_HERO.SKILL.Mace = 0; _global.MAIN_HERO.SKILL.FarEast = 70; _global.MAIN_HERO.SKILL.Spear = 0; _global.MAIN_HERO.SKILL.Dagger = 0; _global.MAIN_HERO.SKILL.Staff = 45; _global.MAIN_HERO.SKILL.Dual = 45; _global.MAIN_HERO.SKILL.Fist = 100; _global.MAIN_HERO.SKILL.Bow = 15; _global.MAIN_HERO.SKILL.Crossbow = 0; _global.MAIN_HERO.SKILL.Throwing = 0; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("NinjaTo", "Jap", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Throwing", "Jap", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "NinjaTo", "Jap", 1)); _global.IS_CAPTURED.Trapezus = false; _global.IS_CAPTURED.Jana = false; _global.IS_CAPTURED.Dubkee = false; _global.IS_CAPTURED.Omi = true; _global.CURR_TOWN = "Omi"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); _global.FRIENDS.push(new Unit("Melee", "Jap", 2)); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); _global.FRIENDS.push(new Unit("Melee", "Jap", 2)); _global.FRIENDS.push(new Unit("Melee", "Jap", 1)); inventoryShowStats(); } on (rollOver) { item_name_txt.text = "Sieg, Shogun of the Far East Empire"; item_stats_txt.text = "Prefers his national weapons: Ninja-to, Katanas and shurikens. Likes to fight with weapons in both hands. Empire'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."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1120 Button
on (release) { _root.gotoAndStop("TOWN_SCREEN"); }
Symbol 1123 Button
on (rollOver) { item_name_txt.text = "Strength (STR)"; item_stats_txt.text = "Strength is the primary attribute for swords and axes (even throwing), and it's important for any melee fighter as it improves melee damage. Armor made in Forest Lands also requires high STR (not CON)."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1124 Button
on (rollOver) { item_name_txt.text = "Dexterity (DEX)"; item_stats_txt.text = "Dexterity is the most important attribute of all ranged characters. All bows, crossbows, throwing knifes and shuriken require high DEX to use. It also greatly increases character's dodge, allowing him to evade enemy attacks. Armor made in East Empire also requires high DEX (not CON)."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1125 Button
on (rollOver) { item_name_txt.text = "Constitution (CON)"; item_stats_txt.text = "Constitution is a very important attribute for everybody. It increases hero's hit points and allows him to wear the best armor and shields. It is also needed for using better maces."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1126 Button
on (rollOver) { item_name_txt.text = "Intelligence (INT)"; item_stats_txt.text = "Intelligence is the most important attribute for any commander. It is required to master skills \"Patriotism\" and \"Art Of War\". Also, every 2 points of INT increase your unit's HP and damage by 1%"; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1127 Button
on (rollOver) { item_name_txt.text = "Dual weapons"; item_stats_txt.text = "This skill increases your chance to hit an enemy when you're fighting with weapons in both hands."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1128 Button
on (rollOver) { item_name_txt.text = "Swords"; item_stats_txt.text = "This skill increases your chance to hit an enemy with one-handed and two-handed swords. \nSwords deal medium damage and have rather good attack speed but low crit rates."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1129 Button
on (rollOver) { item_name_txt.text = "Axe"; item_stats_txt.text = "This skill increases your chance to hit an enemy with one-handed and two-handed axes.\nAxes deal high damage, but they have lower attack speeds and crit rates than swords."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1130 Button
on (rollOver) { item_name_txt.text = "Mace"; item_stats_txt.text = "This skill increases your chance to hit an enemy with one-handed and two-handed maces.\nMaces deal low damage, have rather good attack speed, and very high crit rates."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1131 Button
on (rollOver) { item_name_txt.text = "Spear"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a spear.\nSpears deal high damage with the highest crit rate, but they have the lowest attack speed."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1132 Button
on (rollOver) { item_name_txt.text = "Dagger"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a dagger.\nDaggers are fast weapons with low damage and high crit rate."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1133 Button
on (rollOver) { item_name_txt.text = "Staff"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a staff.\nStaffs deal low damage, have average crit rates and attack speeds and hit enemy TWICE per attack."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1134 Button
on (rollOver) { item_name_txt.text = "Far east weapons"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a katana, ninja-to and shuriken.\nKatanas and ninja-to are faster than sword, deal a little less damage, and have better crit rate."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1135 Button
on (rollOver) { item_name_txt.text = "Bow"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a bow.\nBows deal less damage than crossbows, but attack much faster."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1136 Button
on (rollOver) { item_name_txt.text = "Crossbow"; item_stats_txt.text = "This skill increases your chance to hit an enemy with a crossbow.\nCrossbow is a very slow weapon, but its damage and crit rates are just great."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1137 Button
on (rollOver) { item_name_txt.text = "Throwing weapons"; item_stats_txt.text = "This skill increases your chance to hit an enemy with all throwing weapons, excluding shuriken.\nThrowing weapons have higher damage than bows, but lower range."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1138 Button
on (rollOver) { item_name_txt.text = "Art of war"; item_stats_txt.text = "This skill increases HP and damage of all your units by 0.5% per skill point."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1139 Button
on (rollOver) { item_name_txt.text = "Patriotism"; item_stats_txt.text = "This skill increases HP and damage of your units, which are the same nation as you, by 1% per skill point."; } on (rollOut) { item_name_txt.text = ""; item_stats_txt.text = ""; }
Symbol 1144 Button
on (release) { opt_quality.gotoAndStop("LOW"); }
Symbol 1145 Button
on (release) { opt_quality.gotoAndStop("MEDIUM"); }
Symbol 1146 Button
on (release) { opt_quality.gotoAndStop("HIGH"); }
Symbol 1148 Button
on (release) { _root.saveDefaults(); gotoAndStop (1); }
Symbol 1151 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 1151 MovieClip Frame 2
_global[val] = false;
Symbol 1151 MovieClip Frame 3
_global[val] = true;
Symbol 1158 MovieClip Frame 1
gotoAndStop(_global.SAVED_QUALITY);
Symbol 1158 MovieClip Frame 2
_global.SAVED_QUALITY = "MEDIUM";
Symbol 1158 MovieClip Frame 3
_global.SAVED_QUALITY = "HIGH";
Symbol 1158 MovieClip Frame 4
_global.SAVED_QUALITY = "LOW";
Symbol 1166 Button
on (release) { if (!_root.loadGame(1)) { err_notice.gotoAndPlay(2); } }
Symbol 1168 Button
on (release) { if (!_root.loadGame(2)) { err_notice.gotoAndPlay(2); } }
Symbol 1170 Button
on (release) { if (!_root.loadGame(3)) { err_notice.gotoAndPlay(2); } }
Symbol 1172 Button
on (release) { if (!_root.loadGame("auto")) { err_notice.gotoAndPlay(2); } }
Symbol 1174 MovieClip Frame 1
stop();
Symbol 1174 MovieClip Frame 55
gotoAndStop (1);
Symbol 1182 Button
on (release) { gotoAndStop ("buildings"); }
Symbol 1187 MovieClip Frame 1
stop();
Symbol 1187 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1190 MovieClip Frame 1
stop();
Symbol 1190 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1193 MovieClip Frame 1
stop();
Symbol 1193 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1196 MovieClip Frame 1
stop();
Symbol 1196 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1201 MovieClip Frame 1
stop();
Symbol 1201 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1204 MovieClip Frame 1
stop();
Symbol 1204 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1207 MovieClip Frame 1
stop();
Symbol 1207 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1210 MovieClip Frame 1
stop();
Symbol 1210 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1213 MovieClip Frame 1
stop();
Symbol 1213 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1216 MovieClip Frame 1
stop();
Symbol 1216 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1219 MovieClip Frame 1
stop();
Symbol 1219 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1222 MovieClip Frame 1
stop();
Symbol 1222 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1225 MovieClip Frame 1
stop();
Symbol 1225 MovieClip Frame 33
gotoAndStop (1);
Symbol 1228 MovieClip Frame 1
stop();
Symbol 1228 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1232 MovieClip Frame 1
stop();
Symbol 1232 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1235 MovieClip Frame 1
stop();
Symbol 1235 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1238 MovieClip Frame 1
stop();
Symbol 1238 MovieClip Frame 33
gotoAndPlay (2);
Symbol 1239 MovieClip Frame 1
gotoAndStop(_global.MAIN_HERO.NATION);
Symbol 1241 Button
on (release) { gotoAndStop ("city_hall"); }
Symbol 1243 Button
on (release) { gotoAndStop ("forge"); }
Symbol 1245 Button
on (release) { gotoAndStop ("barracks"); }
Symbol 1247 Button
on (release) { gotoAndStop ("temple"); }
Symbol 1249 Button
on (release) { gotoAndStop ("also"); }
Symbol 1251 Button
on (release) { gotoAndPlay ("world"); }
Symbol 1323 MovieClip Frame 1
stop();
Symbol 1323 MovieClip Frame 106
stop();
Symbol 1325 Button
on (release) { gotoAndStop ("battle"); }
Symbol 1453 MovieClip [BarracksUnit - tutorial] Frame 1
#initclip 67 Object.registerClass("BarracksUnit - tutorial", BarracksIcon); #endinitclip
Symbol 1461 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 1461 MovieClip Frame 41
gotoAndPlay ("blink_potions");
Symbol 1461 MovieClip Frame 81
gotoAndPlay ("blink_control");
Symbol 1461 MovieClip Frame 121
gotoAndPlay ("blink_hero");
Symbol 1461 MovieClip Frame 161
gotoAndPlay ("blink_friends");
Symbol 1461 MovieClip Frame 201
gotoAndPlay ("blink_enemies");
Symbol 1461 MovieClip Frame 241
gotoAndPlay ("blink_shower");
Symbol 1461 MovieClip Frame 281
gotoAndPlay ("blink_wall");
Symbol 1464 Button
on (release) { gotoAndStop ("your_hero"); }
Symbol 1466 Button
on (release) { gotoAndStop ("troops"); }
Symbol 1468 Button
on (release) { gotoAndStop ("swap"); }
Symbol 1471 Button
on (release) { gotoAndStop ("enemies"); }
Symbol 1473 Button
on (release) { gotoAndStop ("potions"); }
Symbol 1476 Button
on (release) { gotoAndStop ("end"); }
Symbol 1478 Button
on (release) { _parent.gotoAndStop(1); }
Symbol 1479 MovieClip Frame 1
stop();
Symbol 1479 MovieClip Frame 3
backgr.hall_btn.play();
Symbol 1479 MovieClip Frame 4
backgr.forge_btn.play(); backgr.hall_btn.gotoAndStop(1);
Symbol 1479 MovieClip Frame 5
backgr.barracks_btn.play(); backgr.forge_btn.gotoAndStop(1);
Symbol 1479 MovieClip Frame 6
backgr.temple_btn.play(); backgr.barracks_btn.gotoAndStop(1);
Symbol 1479 MovieClip Frame 7
backgr.temple_btn.gotoAndStop(1);
Symbol 1479 MovieClip Frame 67
backgr_world.play();
Symbol 1479 MovieClip Frame 178
stop();
Symbol 1479 MovieClip Frame 179
backgr_battle.gotoAndPlay("blink_hero");
Symbol 1479 MovieClip Frame 180
backgr_battle.gotoAndPlay("blink_friends");
Symbol 1479 MovieClip Frame 181
backgr_battle.gotoAndPlay("blink_control");
Symbol 1479 MovieClip Frame 182
backgr_battle.gotoAndPlay("blink_enemies");
Symbol 1479 MovieClip Frame 183
backgr_battle.gotoAndPlay("blink_potions");
Symbol 1484 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 1485 Button
on (release) { _root.saveDefaults(); gotoAndStop (1); }
Symbol 1493 MovieClip Frame 1
function inventoryShowStats() { this.STR_txt.text = _global.MAIN_HERO.STR; this.DEX_txt.text = _global.MAIN_HERO.DEX; this.CON_txt.text = _global.MAIN_HERO.CON; this.INT_txt.text = _global.MAIN_HERO.INT; var _local3 = _global.MAIN_HERO.free_points >= 2; var _local4 = 0; while (_local4 < 4) { this["stat_btn_" + _local4]._visible = _local3; _local4++; } if (_global.MAIN_HERO.STR >= 200) { this.stat_btn_0._visible = false; } if (_global.MAIN_HERO.DEX >= 200) { this.stat_btn_1._visible = false; } if (_global.MAIN_HERO.CON >= 200) { this.stat_btn_2._visible = false; } if (_global.MAIN_HERO.INT >= 200) { this.stat_btn_3._visible = false; } this.free_points_txt.text = _global.MAIN_HERO.free_points; _local3 = _global.MAIN_HERO.free_points >= 1; for (_local4 in _global.MAIN_HERO.SKILL) { this[_local4 + "_txt"].text = _global.MAIN_HERO.SKILL[_local4]; this["skill_btn_" + _local4]._visible = ((_global.MAIN_HERO.SKILL[_local4] < 100) ? (_local3) : false); } if (_global.MAIN_HERO.SKILL.ArtOfWar >= (_global.MAIN_HERO.INT * 2)) { this.skill_btn_ArtOfWar._visible = false; } if (_global.MAIN_HERO.SKILL.Patriotism >= (_global.MAIN_HERO.INT * 2)) { this.skill_btn_Patriotism._visible = false; } this.hero_stats_txt.text = (_global.MAIN_HERO.NAME + "\nLevel ") + _global.MAIN_HERO.LEVEL; } stop(); delete _global.MAIN_HERO; _global.MAIN_HERO = new Hero(); _global.MAIN_HERO.LEVEL = 1; _global.MAIN_HERO.NAME = "Edgar"; _global.MAIN_HERO.NATION = "Viz"; _global.MAIN_HERO.GENDER = "m"; _global.MAIN_HERO.STR = 30; _global.MAIN_HERO.CON = 15; _global.MAIN_HERO.DEX = 20; _global.MAIN_HERO.INT = 10; _global.MAIN_HERO.SKILL = new Array(); _global.MAIN_HERO.SKILL.Sword = 55; _global.MAIN_HERO.SKILL.Axe = 20; _global.MAIN_HERO.SKILL.Mace = 20; _global.MAIN_HERO.SKILL.FarEast = 0; _global.MAIN_HERO.SKILL.Spear = 25; _global.MAIN_HERO.SKILL.Dagger = 45; _global.MAIN_HERO.SKILL.Staff = 0; _global.MAIN_HERO.SKILL.Dual = 15; _global.MAIN_HERO.SKILL.Fist = 50; _global.MAIN_HERO.SKILL.Bow = 20; _global.MAIN_HERO.SKILL.Crossbow = 30; _global.MAIN_HERO.SKILL.Throwing = 40; _global.MAIN_HERO.SKILL.Patriotism = 0; _global.MAIN_HERO.SKILL.ArtOfWar = 0; _global.MAIN_HERO.WEAPON_PRI = new WeaponClass("TwohandedSword", "Viz", 1); _global.MAIN_HERO.WEAPON_SEC = new WeaponClass("Bow", "Viz", 1); _global.MAIN_HERO.ARMOR = null; _global.MAIN_HERO.HELMET = null; _global.MAIN_HERO.HORSE = null; _global.GOLD = 100; _global.SHIP_LOCATION = "none"; _global.SAILING_SHIP = false; delete _global.INVENTORY; _global.INVENTORY = new Array(); _global.INVENTORY.push(new ItemInfo("WeaponClass", "Dagger", "Viz", 1)); _global.IS_CAPTURED.Trapezus = true; _global.CURR_TOWN = "Trapezus"; delete _global.FRIENDS; _global.FRIENDS = new Array(); _global.FRIENDS.push(new Unit("Ranged", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Melee", "Viz", 1)); _global.FRIENDS.push(new Unit("Ranged", "Viz", 1)); _global.POTION_HealSmall = 5; _global.POTION_HealMedium = 2; _global.POTION_HealBig = 1; _global.SCROLL_AllHealSmall = 4; _global.SCROLL_AllHealBig = 2; _global.SCROLL_Rage = 1;
Symbol 1493 MovieClip Frame 2
inventoryShowStats();
Instance of Symbol 1151 MovieClip in Symbol 1493 MovieClip Frame 3
//component parameters onClipEvent (construct) { val = "HIGHLIGHT_TROOPS"; }
Instance of Symbol 1151 MovieClip in Symbol 1493 MovieClip Frame 3
//component parameters onClipEvent (construct) { val = "SHOW_HELP"; }
Instance of Symbol 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1484 MovieClip in Symbol 1493 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 1497 MovieClip Frame 1
_root.addUnit(this._x, this._y, _global[arr].shift(), tm); this.unloadMovie(); this.removeMovieClip();
Symbol 1499 MovieClip Frame 1
_root.addHero(this._x, this._y, _global.MAIN_HERO, 0); this.unloadMovie(); this.removeMovieClip();
Symbol 1501 MovieClip [TreeBroken_1] Frame 1
#initclip 68 Object.registerClass("TreeBroken_1", Tree); #endinitclip this.init();
Symbol 1503 MovieClip [Crate_2] Frame 1
#initclip 69 Object.registerClass("Crate_2", Tree); #endinitclip this.init();
Symbol 1505 MovieClip [Sword_in_ground_1] Frame 1
#initclip 71 Object.registerClass("Sword_in_ground_1", Tree); #endinitclip this.init();
Symbol 1509 MovieClip [Head_on_spear] Frame 1
#initclip 70 Object.registerClass("Head_on_spear", Tree); #endinitclip this.init();
Symbol 1511 MovieClip [Sword_in_ground_2] Frame 1
#initclip 72 Object.registerClass("Sword_in_ground_2", Tree); #endinitclip this.init();
Symbol 1512 Button
on (release) { openBarracks(); }
Symbol 1513 Button
on (release) { openCityHall(); }
Symbol 1514 Button
on (release) { openForge(); }
Symbol 1515 Button
on (release) { openTemple(); }
Symbol 1534 MovieClip Frame 1
stop();
Symbol 1538 Button
on (release) { _parent.leaveTown(); }
Symbol 1539 Button
on (release) { _parent.openHeroStats(); }
Symbol 1596 MovieClip [ICON Inventory] Frame 1
#initclip 76 Object.registerClass("ICON Inventory", StoreIcon); #endinitclip
Symbol 1597 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.storeShowTrader(); } }
Symbol 1598 Button
on (press) { if (_parent.city.forge.length > (_parent.scrollTrader + 7)) { _parent.scrollTrader++; _parent.storeShowTrader(); } }
Symbol 1599 Button
on (press) { if (_parent.scrollUser > 0) { _parent.scrollUser--; _parent.storeShowUser(); } }
Symbol 1600 Button
on (press) { if (_global.INVENTORY.length > (_parent.scrollUser + 7)) { _parent.scrollUser++; _parent.storeShowUser(); } }
Symbol 1609 Button
on (release) { _parent.enableAll(); gotoAndStop (1); }
Symbol 1612 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (10 * mult)) { _global.GOLD = _global.GOLD - (10 * mult); _global.POTION_HealSmall = _global.POTION_HealSmall + mult; money_txt.text = _global.GOLD + " gp."; 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 10 gp."; }
Symbol 1613 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (100 * mult)) { _global.GOLD = _global.GOLD - (100 * mult); _global.POTION_HealMedium = _global.POTION_HealMedium + mult; money_txt.text = _global.GOLD + " gp."; 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 100 gp."; }
Symbol 1614 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (900 * mult)) { _global.GOLD = _global.GOLD - (900 * mult); _global.POTION_HealBig = _global.POTION_HealBig + mult; money_txt.text = _global.GOLD + " gp."; potion_3_txt.text = _global.POTION_HealBig; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Large heal potion"; item_stats_txt.text = "Completely restores HP\n\nCost 900 gp."; }
Symbol 1615 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (50 * mult)) { _global.GOLD = _global.GOLD - (50 * mult); _global.SCROLL_AllHealSmall = _global.SCROLL_AllHealSmall + mult; money_txt.text = _global.GOLD + " gp."; scroll_1_txt.text = _global.SCROLL_AllHealSmall; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Scroll of Small Healing"; item_stats_txt.text = "Restores 1/3 HP to all friendly units\n\nCost 50 gp."; }
Symbol 1616 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (200 * mult)) { _global.GOLD = _global.GOLD - (200 * mult); _global.SCROLL_AllHealBig = _global.SCROLL_AllHealBig + mult; money_txt.text = _global.GOLD + " gp."; scroll_2_txt.text = _global.SCROLL_AllHealBig; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Scroll of Healing"; item_stats_txt.text = "Restores 2/3 HP to all friendly units\n\nCost 200 gp."; }
Symbol 1617 Button
on (press) { var mult = (Key.isDown(16) ? 5 : 1); if (_global.GOLD >= (1000 * mult)) { _global.GOLD = _global.GOLD - (1000 * mult); _global.SCROLL_Rage = _global.SCROLL_Rage + mult; money_txt.text = _global.GOLD + " gp."; scroll_3_txt.text = _global.SCROLL_Rage; } else { item_name_txt.text = "Not enough money!"; item_stats_txt.text = ""; } } on (rollOver) { item_name_txt.text = "Scroll of Bloody Rage"; item_stats_txt.text = "Makes your units attack much faster. Units with low attack speed gain a huge bunus, perhaps fast attacking units get a very small bonus.\n\nCost 1000 gp."; }
Symbol 1637 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.barracksShowTrader(); } }
Symbol 1638 Button
on (press) { if (_parent.city.barracks.length > (_parent.scrollTrader + 8)) { _parent.scrollTrader++; _parent.barracksShowTrader(); } }
Symbol 1639 Button
on (press) { if (_parent.scrollUser > 0) { _parent.scrollUser--; _parent.barracksShowUser(); } }
Symbol 1640 Button
on (press) { if ((_global.FRIENDS.length - 9) > (_parent.scrollUser + 8)) { _parent.scrollUser++; _parent.barracksShowUser(); } }
Symbol 1642 MovieClip [BarracksUnit] Frame 1
#initclip 73 Object.registerClass("BarracksUnit", BarracksIcon); #endinitclip
Symbol 1648 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.STR++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; _parent.inventoryShowStats(); } }
Symbol 1683 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.DEX++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; _parent.inventoryShowStats(); } }
Symbol 1684 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.CON++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; _parent.inventoryShowStats(); } }
Symbol 1685 Button
on (release) { if (_global.MAIN_HERO.free_points >= 2) { _global.MAIN_HERO.INT++; _global.MAIN_HERO.free_points = _global.MAIN_HERO.free_points - 2; _parent.inventoryShowStats(); } }
Symbol 1686 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Dual++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1687 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Sword++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1688 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Axe++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1689 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Mace++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1690 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Spear++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1691 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Dagger++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1692 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Staff++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1693 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.FarEast++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1694 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Bow++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1695 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Crossbow++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1696 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Throwing++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1697 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.ArtOfWar++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1698 Button
on (release) { if (_global.MAIN_HERO.free_points >= 1) { _global.MAIN_HERO.SKILL.Patriotism++; _global.MAIN_HERO.free_points--; _parent.inventoryShowStats(); } }
Symbol 1747 MovieClip [ICON Equipment] Frame 1
#initclip 74 Object.registerClass("ICON Equipment", EquipmentIcon); #endinitclip
Symbol 1748 Button
on (press) { if (_global.INVENTORY.length > (_parent.scrollUser + 4)) { _parent.scrollUser++; _parent.storeShowUser(); } }
Symbol 1753 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 1831 MovieClip Frame 1
stop();
Symbol 1841 Button
on (release) { _parent.openHeroStats(); }
Symbol 1842 Button
on (release) { _parent.openCaptureTown(); }
Symbol 1843 Button
on (release) { _parent.openGetQuest(); }
Symbol 1847 Button
on (release) { _root.saveGame(1); }
Symbol 1848 Button
on (release) { _root.loadGame(1); }
Symbol 1850 Button
on (release) { _root.saveGame(2); }
Symbol 1851 Button
on (release) { _root.loadGame(2); }
Symbol 1853 Button
on (release) { _root.saveGame(3); }
Symbol 1854 Button
on (release) { _root.loadGame(3); }
Symbol 1856 Button
on (release) { _root.saveGame("auto"); }
Symbol 1857 Button
on (release) { _root.loadGame("auto"); }
Symbol 1865 Button
on (release) { _parent.openGetQuest(); }
Symbol 1867 Button
on (release) { if (_global.QUEST.avatar_id < 0) { _global.QUEST.aproveDeliver(); } _parent.enableAll(); gotoAndStop (1); }
Symbol 1869 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 1873 Button
on (press) { if (_parent.scrollTrader > 0) { _parent.scrollTrader--; _parent.barnShowTrader(); } }
Symbol 1874 Button
on (press) { if (_parent.city.barracks.length > (_parent.scrollTrader + 8)) { _parent.scrollTrader++; _parent.barnShowTrader(); } }
Symbol 1883 Button
on (release) { _global.GOLD = _global.GOLD - _global.SHIP_PRICE; _global.SAILING_SHIP = true; _parent.leaveTown(); }
Symbol 1885 Button
on (release) { _parent.enableAll(); gotoAndStop (1); }
Symbol 1888 Button
on (release) { _parent.startBattleForCity(); }
Symbol 1891 Button
on (release) { _parent.enableAll(); gotoAndStop (1); }
Symbol 1896 Button
on (release) { _parent.startBattleForCity(); }
Symbol 1897 MovieClip Frame 1
stop();
Symbol 1897 MovieClip Frame 2
_parent.storeShowTrader(); _parent.storeShowUser();
Instance of Symbol 1151 MovieClip in Symbol 1897 MovieClip Frame 2
//component parameters onClipEvent (construct) { val = "STORE_DONT_ASK_AMOUNT"; }
Symbol 1897 MovieClip Frame 3
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 1897 MovieClip Frame 4
_parent.barracksShowTrader(); _parent.barracksShowUser();
Symbol 1897 MovieClip Frame 5
_parent.inventoryShowUser(); _parent.inventoryShowStats(); hero_stats_txt.text = (_global.MAIN_HERO.NAME + " lv. ") + _global.MAIN_HERO.LEVEL;
Symbol 1897 MovieClip Frame 7
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1897 MovieClip Frame 8
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1897 MovieClip Frame 9
_parent.barnShowTrader(); hero_stats_txt.text = (_global.MAIN_HERO.NAME + " lv. ") + _global.MAIN_HERO.LEVEL;
Symbol 1897 MovieClip Frame 11
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1897 MovieClip Frame 12
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1897 MovieClip Frame 13
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1897 MovieClip Frame 15
man_movie.gotoAndStop(_parent.city.NATION);
Symbol 1901 Button
on (release) { openHarbor(); }
Symbol 1903 Button
on (release) { openBarn(); }
Symbol 1911 Button
on (release) { openBarracks(); }
Symbol 1912 Button
on (release) { openCityHall(); }
Symbol 1913 Button
on (release) { openForge(); }
Symbol 1914 Button
on (release) { openTemple(); }
Symbol 1927 Button
on (release) { openBarracks(); }
Symbol 1928 Button
on (release) { openCityHall(); }
Symbol 1929 Button
on (release) { openForge(); }
Symbol 1930 Button
on (release) { openTemple(); }
Symbol 1943 Button
on (release) { openBarracks(); }
Symbol 1944 Button
on (release) { openCityHall(); }
Symbol 1945 Button
on (release) { openForge(); }
Symbol 1946 Button
on (release) { openTemple(); }
Symbol 1958 MovieClip [Cities] Frame 1
#initclip 75 Object.registerClass("Cities", Cities); #endinitclip
Symbol 1977 MovieClip Frame 1
stop(); loops = 0;
Symbol 1977 MovieClip Frame 3
if (loops < 8) { gotoAndPlay (2); loops++; } else { gotoAndStop (1); loops = 0; }
Symbol 1979 MovieClip [WorldMap] Frame 1
#initclip 77 Object.registerClass("WorldMap", WorldMap); #endinitclip init();
Symbol 1983 Button
on (release) { this._visible = false; }
Symbol 1984 MovieClip Frame 1
this._visible = _global.SHOW_HELP; if (this._visible) { _parent.world_map.blinker.play(); }
Instance of Symbol 1151 MovieClip in Symbol 1984 MovieClip Frame 1
//component parameters onClipEvent (construct) { val = "SHOW_HELP"; }
Symbol 1988 MovieClip Frame 1
gotoAndStop(_root.d(8) + 1);
Symbol 1992 Button
on (release) { if (_global.BATTLE_TUTORIAL_PLAYED || (!_global.SHOW_HELP)) { _root.loadMap(_global.BATTLE_MAP); } else { _root.gotoAndStop("BATTLE_TUT"); } }
Symbol 1998 MovieClip Frame 110
if (_global.BATTLE_TUTORIAL_PLAYED || (!_global.SHOW_HELP)) { _root.loadMap(_global.BATTLE_MAP); } else { _root.gotoAndStop("BATTLE_TUT"); }
Symbol 2006 Button
on (release) { _root.gotoAndStop(4); }
Symbol 2008 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 2008 MovieClip Frame 50
stop();
Symbol 2012 MovieClip Frame 1
gotoAndStop(_root.d(4) + 1);
Symbol 2017 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 = 60 + _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 + "/") + _global.MAIN_HERO.EXP_FOR_LEVELS[_global.MAIN_HERO.LEVEL + 1]; fields.gold_txt.text = _global.GOLD + " gp."; } }
Symbol 2034 MovieClip Frame 1
stop();
Symbol 2037 Button
on (release) { _parent.nextFrame(); }
Symbol 2047 Button
on (release) { _global.BATTLE_TUTORIAL_PLAYED = true; _root.loadMap(_global.BATTLE_MAP); }
Symbol 2049 MovieClip Frame 1
stop();
Symbol 2049 MovieClip Frame 2
backgr_battle.gotoAndPlay("blink_hero");
Symbol 2049 MovieClip Frame 3
backgr_battle.gotoAndPlay("blink_friends");
Symbol 2049 MovieClip Frame 4
backgr_battle.gotoAndPlay("blink_control");
Symbol 2049 MovieClip Frame 5
backgr_battle.gotoAndPlay("blink_enemies");
Symbol 2049 MovieClip Frame 6
backgr_battle.gotoAndPlay("blink_potions");
Symbol 2049 MovieClip Frame 7
backgr_battle.gotoAndPlay("blink_shower");
Symbol 2049 MovieClip Frame 8
backgr_battle.gotoAndPlay("blink_wall");
Symbol 2049 MovieClip Frame 9
backgr_battle.gotoAndStop(280);

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:38 566
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:38 566
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:38 566
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:38 566
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:38 566
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:38 566
Symbol 38 MovieClipUses:7 13 19 25 31 37Used by:39
Symbol 39 MovieClip [BarnUnit]Uses:1 38Used by:1897
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:46 805 901 908
Symbol 46 EditableTextUses:45Used by:47
Symbol 47 MovieClipUses:44 46Used by:48
Symbol 48 MovieClip [FlyCritDamage]Uses:47Used by:929
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Symbol 51 GraphicUsed by:58
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Symbol 53 GraphicUsed by:54 78
Symbol 54 MovieClipUses:52 53Used by:58 1493
Symbol 55 GraphicUsed by:56
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Symbol 57 GraphicUsed by:58
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Symbol 59 GraphicUsed by:78
Symbol 60 GraphicUsed by:61 994 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1144 1145 1146 1612 1613 1614 1615 1616 1617 1753 1841 1842 1843
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Symbol 62 GraphicUsed by:78
Symbol 63 GraphicUsed by:78
Symbol 64 GraphicUsed by:78
Symbol 65 GraphicUsed by:78
Symbol 66 GraphicUsed by:78
Symbol 67 GraphicUsed by:78
Symbol 68 GraphicUsed by:78
Symbol 69 GraphicUsed by:78
Symbol 70 GraphicUsed by:78
Symbol 71 GraphicUsed by:78
Symbol 72 GraphicUsed by:78
Symbol 73 GraphicUsed by:78
Symbol 74 ShapeTweeningUsed by:78
Symbol 75 GraphicUsed by:78
Symbol 76 GraphicUsed by:78
Symbol 77 GraphicUsed by:78
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Symbol 79 GraphicUsed by:129
Symbol 80 GraphicUsed by:129
Symbol 81 GraphicUsed by:82 129
Symbol 82 MovieClipUses:81Used by:129
Symbol 83 GraphicUsed by:85
Symbol 84 GraphicUsed by:85
Symbol 85 MovieClipUses:83 84Used by:129
Symbol 86 GraphicUsed by:129
Symbol 87 GraphicUsed by:129
Symbol 88 GraphicUsed by:95 128
Symbol 89 GraphicUsed by:95 128
Symbol 90 GraphicUsed by:95 128
Symbol 91 GraphicUsed by:95 128
Symbol 92 GraphicUsed by:95 128 1166 1168 1170 1172 1847 1848 1850 1851 1853 1854 1856 1857
Symbol 93 GraphicUsed by:95 128
Symbol 94 GraphicUsed by:95 128
Symbol 95 MovieClipUses:88 89 90 91 92 93 94Used by:129
Symbol 96 GraphicUsed by:126 139
Symbol 97 GraphicUsed by:126
Symbol 98 GraphicUsed by:99
Symbol 99 MovieClipUses:98Used by:126
Symbol 100 GraphicUsed by:126
Symbol 101 GraphicUsed by:126
Symbol 102 GraphicUsed by:126
Symbol 103 GraphicUsed by:104
Symbol 104 MovieClipUses:103Used by:125
Symbol 105 GraphicUsed by:109
Symbol 106 GraphicUsed by:109
Symbol 107 GraphicUsed by:108
Symbol 108 MovieClipUses:107Used by:109 112
Symbol 109 MovieClipUses:105 106 108Used by:123
Symbol 110 GraphicUsed by:112
Symbol 111 GraphicUsed by:112
Symbol 112 MovieClipUses:110 111 108Used by:123
Symbol 113 GraphicUsed by:116
Symbol 114 GraphicUsed by:116 119
Symbol 115 GraphicUsed by:116
Symbol 116 MovieClipUses:113 114 115Used by:120
Symbol 117 GraphicUsed by:119
Symbol 118 GraphicUsed by:119
Symbol 119 MovieClipUses:117 114 118Used by:120
Symbol 120 MovieClipUses:116 119Used by:123
Symbol 121 GraphicUsed by:122
Symbol 122 MovieClipUses:121Used by:123
Symbol 123 MovieClipUses:109 112 120 122Used by:124
Symbol 124 MovieClipUses:123Used by:125
Symbol 125 MovieClipUses:104 124Used by:126 139
Symbol 126 MovieClipUses:96 97 99 100 101 102 125Used by:129
Symbol 127 GraphicUsed by:128
Symbol 128 MovieClipUses:88 89 90 91 92 93 94 127Used by:129
Symbol 129 MovieClipUses:79 80 82 85 86 87 95 126 81 128Used by:140
Symbol 130 GraphicUsed by:139
Symbol 131 GraphicUsed by:139
Symbol 132 ShapeTweeningUsed by:139
Symbol 133 ShapeTweeningUsed by:139
Symbol 134 ShapeTweeningUsed by:139
Symbol 135 ShapeTweeningUsed by:139
Symbol 136 GraphicUsed by:139
Symbol 137 GraphicUsed by:139
Symbol 138 GraphicUsed by:139
Symbol 139 MovieClipUses:130 96 131 132 133 134 135 136 125 137 138Used by:140
Symbol 140 MovieClipUses:58 78 129 139Used by:Timeline
Symbol 2050 MovieClip [__Packages.Quest]
Symbol 2051 MovieClip [__Packages.Hero]
Symbol 2052 MovieClip [__Packages.Item]
Symbol 2053 MovieClip [__Packages.Enchant]
Symbol 2054 MovieClip [__Packages.ItemInfo]
Symbol 2055 MovieClip [__Packages.Armor]
Symbol 2056 MovieClip [__Packages.WeaponClass]
Symbol 2057 MovieClip [__Packages.Horse]
Symbol 2058 MovieClip [__Packages.Unit]
Symbol 2059 MovieClip [__Packages.UnitInfo]
Symbol 2060 MovieClip [__Packages.Cage]
Symbol 2061 MovieClip [__Packages.Creature]
Symbol 2062 MovieClip [__Packages.Weapon]
Symbol 2063 MovieClip [__Packages.BarnIcon]
Symbol 2064 MovieClip [__Packages.Soldier]
Symbol 2065 MovieClip [__Packages.Player]
Symbol 2066 MovieClip [__Packages.SelectBorder]
Symbol 2067 MovieClip [__Packages.Projectile]
Symbol 2068 MovieClip [__Packages.Grenade]
Symbol 2069 MovieClip [__Packages.ArrowStorm]
Symbol 2070 MovieClip [__Packages.Tree]
Symbol 2071 MovieClip [__Packages.Arrow]
Symbol 2072 MovieClip [__Packages.Screen]
Symbol 2073 MovieClip [__Packages.BarracksIcon]
Symbol 2074 MovieClip [__Packages.StoreIcon]
Symbol 2075 MovieClip [__Packages.EquipmentIcon]
Symbol 2076 MovieClip [__Packages.Cities]
Symbol 2077 MovieClip [__Packages.Town]
Symbol 2078 MovieClip [__Packages.WorldMap]
Symbol 141 GraphicUsed by:243 1461
Symbol 142 GraphicUsed by:143 1897
Symbol 143 MovieClipUses:142Used by:243 1461
Symbol 144 GraphicUsed by:145 1897
Symbol 145 MovieClipUses:144Used by:243 1461
Symbol 146 GraphicUsed by:147 1897
Symbol 147 MovieClipUses:146Used by:243 1461
Symbol 148 GraphicUsed by:243 1461 1897
Symbol 149 GraphicUsed by:243 1461 1897
Symbol 150 GraphicUsed by:243 1461 1897
Symbol 151 GraphicUsed by:155 171 172 173 174 175 223 224 1461
Symbol 152 GraphicUsed by:155 171 172 173 174 175 223 224
Symbol 153 GraphicUsed by:155 171 172 173 174 175 223 224
Symbol 154 GraphicUsed by:155 171 172 173 174 175 223 224
Symbol 155 ButtonUses:151 152 153 154Used by:243
Symbol 156 FontUsed by:157
Symbol 157 EditableTextUses:156Used by:243
Symbol 158 GraphicUsed by:170
Symbol 159 FontUsed by:160 161 162 163 164 165 166 167 168 169
Symbol 160 TextUses:159Used by:170
Symbol 161 TextUses:159Used by:170
Symbol 162 TextUses:159Used by:170
Symbol 163 TextUses:159Used by:170
Symbol 164 TextUses:159Used by:170
Symbol 165 TextUses:159Used by:170
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Symbol 167 TextUses:159Used by:170
Symbol 168 TextUses:159Used by:170
Symbol 169 TextUses:159Used by:170
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Symbol 171 ButtonUses:151 152 153 154Used by:243
Symbol 172 ButtonUses:151 152 153 154Used by:243
Symbol 173 ButtonUses:151 152 153 154Used by:243
Symbol 174 ButtonUses:151 152 153 154Used by:243
Symbol 175 ButtonUses:151 152 153 154Used by:243
Symbol 176 FontUsed by:177 1454
Symbol 177 EditableTextUses:176Used by:243
Symbol 178 GraphicUsed by:243 1461
Symbol 179 GraphicUsed by:181
Symbol 180 GraphicUsed by:181
Symbol 181 MovieClip [RageAnim]Uses:179 180Used by:243 929
Symbol 182 GraphicUsed by:206
Symbol 183 GraphicUsed by:206
Symbol 184 GraphicUsed by:205
Symbol 185 GraphicUsed by:197
Symbol 186 GraphicUsed by:197
Symbol 187 GraphicUsed by:197
Symbol 188 GraphicUsed by:197
Symbol 189 GraphicUsed by:197
Symbol 190 GraphicUsed by:197
Symbol 191 GraphicUsed by:197
Symbol 192 GraphicUsed by:197
Symbol 193 GraphicUsed by:197
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Symbol 195 GraphicUsed by:197
Symbol 196 GraphicUsed by:197
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Symbol 214 GraphicUsed by:216
Symbol 215 GraphicUsed by:216
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Symbol 221 GraphicUsed by:222
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Symbol 226 GraphicUsed by:233 235 1461
Symbol 227 GraphicUsed by:233 235 1461
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Symbol 229 GraphicUsed by:233 1461
Symbol 230 GraphicUsed by:233 235 1461
Symbol 231 GraphicUsed by:233 235
Symbol 232 GraphicUsed by:233 235
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Symbol 234 GraphicUsed by:235 1461
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Symbol 239 EditableTextUses:49Used by:243
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Symbol 244 GraphicUsed by:246
Symbol 245 GraphicUsed by:246
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Symbol 249 GraphicUsed by:271
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Symbol 881 MovieClip [Bush_3]Uses:880Used by:929  Timeline
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Symbol 1857 ButtonUses:1163 1164 1165 92Used by:1897
Symbol 1858 GraphicUsed by:1897
Symbol 1859 EditableTextUses:49Used by:1897
Symbol 1860 GraphicUsed by:1864
Symbol 1861 GraphicUsed by:1864
Symbol 1862 GraphicUsed by:1864
Symbol 1863 GraphicUsed by:1864
Symbol 1864 MovieClipUses:1860 1861 1862 1863Used by:1897
Symbol 1865 ButtonUses:1027 1028 1029Used by:1897
Symbol 1866 TextUses:1038Used by:1897
Symbol 1867 ButtonUses:798 799 800Used by:1897
Symbol 1868 GraphicUsed by:1897
Symbol 1869 ButtonUses:1027 1028 1029Used by:1897
Symbol 1870 GraphicUsed by:1897
Symbol 1871 EditableTextUses:49Used by:1897
Symbol 1872 EditableTextUses:49Used by:1897
Symbol 1873 ButtonUses:794 795Used by:1897
Symbol 1874 ButtonUses:794 795Used by:1897
Symbol 1875 EditableTextUses:49Used by:1897
Symbol 1876 TextUses:1038Used by:1897
Symbol 1877 EditableTextUses:49Used by:1897
Symbol 1878 EditableTextUses:49Used by:1897
Symbol 1879 TextUses:1153Used by:1897
Symbol 1880 GraphicUsed by:1897
Symbol 1881 EditableTextUses:49Used by:1897
Symbol 1882 EditableTextUses:49Used by:1883 1896
Symbol 1883 ButtonUses:798 1882 800Used by:1897
Symbol 1884 EditableTextUses:49Used by:1885
Symbol 1885 ButtonUses:798 1884 800Used by:1897
Symbol 1886 GraphicUsed by:1897
Symbol 1887 EditableTextUses:49Used by:1897
Symbol 1888 ButtonUses:1027 1028 1029Used by:1897
Symbol 1889 EditableTextUses:49Used by:1897
Symbol 1890 TextUses:1038Used by:1897
Symbol 1891 ButtonUses:1027 1028 1029Used by:1897
Symbol 1892 EditableTextUses:49Used by:1897
Symbol 1893 TextUses:1038Used by:1897
Symbol 1894 GraphicUsed by:1897
Symbol 1895 EditableTextUses:49Used by:1897
Symbol 1896 ButtonUses:798 1882 800Used by:1897
Symbol 1897 MovieClipUses:1535 1538 1539 1540 1541 1542 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1151 1608 1609 1610 146 142 144 149 148 150 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1642 1643 1644 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1747 1748 1749 1750 1751 1752 1753 1831 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1832 1833 1507 1834 1835 1837 1838 1839 1840 1841 1842 1843 1847 1162 1848 1849 1850 1167 1851 1852 1853 1169 1854 1855 1856 1171 1857 1858 1859 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 39 1875 1876 1877 1878 1879 1880 1881 1883 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896Used by:1958
Symbol 1898 EditableTextUses:49Used by:1958
Symbol 1899 GraphicUsed by:1958
Symbol 1900 GraphicUsed by:1901
Symbol 1901 ButtonUses:1900Used by:1958
Symbol 1902 EditableTextUses:49Used by:1958
Symbol 1903 ButtonUses:1223Used by:1958
Symbol 1904 EditableTextUses:49Used by:1958
Symbol 1905 EditableTextUses:49Used by:1958
Symbol 1906 GraphicUsed by:1958
Symbol 1907 EditableTextUses:49Used by:1958
Symbol 1908 EditableTextUses:49Used by:1958
Symbol 1909 EditableTextUses:49Used by:1958
Symbol 1910 EditableTextUses:49Used by:1958
Symbol 1911 ButtonUses:1199Used by:1958
Symbol 1912 ButtonUses:1202Used by:1958
Symbol 1913 ButtonUses:1205Used by:1958
Symbol 1914 ButtonUses:1208Used by:1958
Symbol 1915 EditableTextUses:49Used by:1958
Symbol 1916 EditableTextUses:49Used by:1958
Symbol 1917 EditableTextUses:49Used by:1958
Symbol 1918 EditableTextUses:49Used by:1958
Symbol 1919 EditableTextUses:1253Used by:1958
Symbol 1920 GraphicUsed by:1958
Symbol 1921 EditableTextUses:49Used by:1958
Symbol 1922 EditableTextUses:49Used by:1958
Symbol 1923 EditableTextUses:49Used by:1958
Symbol 1924 EditableTextUses:1253Used by:1958
Symbol 1925 EditableTextUses:49Used by:1958
Symbol 1926 EditableTextUses:1253Used by:1958
Symbol 1927 ButtonUses:1211Used by:1958
Symbol 1928 ButtonUses:1214Used by:1958
Symbol 1929 ButtonUses:1217Used by:1958
Symbol 1930 ButtonUses:1220Used by:1958
Symbol 1931 EditableTextUses:49Used by:1958
Symbol 1932 EditableTextUses:49Used by:1958
Symbol 1933 EditableTextUses:49Used by:1958
Symbol 1934 EditableTextUses:49Used by:1958
Symbol 1935 EditableTextUses:49Used by:1958
Symbol 1936 EditableTextUses:1253Used by:1958
Symbol 1937 EditableTextUses:49Used by:1958
Symbol 1938 EditableTextUses:49Used by:1958
Symbol 1939 EditableTextUses:1253Used by:1958
Symbol 1940 EditableTextUses:49Used by:1958
Symbol 1941 EditableTextUses:1253Used by:1958
Symbol 1942 GraphicUsed by:1943
Symbol 1943 ButtonUses:1942Used by:1958
Symbol 1944 ButtonUses:1302Used by:1958
Symbol 1945 ButtonUses:1233Used by:1958
Symbol 1946 ButtonUses:1236Used by:1958
Symbol 1947 EditableTextUses:49Used by:1958
Symbol 1948 EditableTextUses:49Used by:1958
Symbol 1949 EditableTextUses:49Used by:1958
Symbol 1950 EditableTextUses:49Used by:1958
Symbol 1951 EditableTextUses:49Used by:1958
Symbol 1952 EditableTextUses:1253Used by:1958
Symbol 1953 EditableTextUses:49Used by:1958
Symbol 1954 EditableTextUses:49Used by:1958
Symbol 1955 EditableTextUses:1253Used by:1958
Symbol 1956 EditableTextUses:49Used by:1958
Symbol 1957 EditableTextUses:1253Used by:1958
Symbol 1958 MovieClip [Cities]Uses:1183 1184 1512 1513 1514 1515 1516 1517 1534 1897 1898 1899 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1197 1198 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1943 1229 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957Used by:Timeline
Symbol 1959 GraphicUsed by:1960
Symbol 1960 MovieClipUses:1959Used by:1979
Symbol 1961 GraphicUsed by:1962
Symbol 1962 MovieClipUses:1961Used by:1979
Symbol 1963 GraphicUsed by:1964
Symbol 1964 MovieClipUses:1963Used by:1979
Symbol 1965 GraphicUsed by:1966
Symbol 1966 MovieClipUses:1965Used by:1979
Symbol 1967 GraphicUsed by:1968
Symbol 1968 MovieClipUses:1967Used by:1979
Symbol 1969 GraphicUsed by:1970
Symbol 1970 MovieClipUses:1969Used by:1979
Symbol 1971 GraphicUsed by:1979
Symbol 1972 GraphicUsed by:1973
Symbol 1973 MovieClipUses:1972Used by:1979
Symbol 1974 GraphicUsed by:1975
Symbol 1975 MovieClipUses:1974Used by:1979
Symbol 1976 GraphicUsed by:1977
Symbol 1977 MovieClipUses:1976Used by:1978
Symbol 1978 MovieClipUses:1322 1977 1320Used by:1979
Symbol 1979 MovieClip [WorldMap]Uses:1960 1962 1964 1966 1968 1970 1971 1973 1252 1255 1257 1259 1261 1263 1265 1267 1269 1271 1273 1275 1277 1279 1281 1283 1285 1287 1289 1291 1293 1295 1297 1299 1301 1304 1306 1308 1310 1312 1314 1316 1319 1975 1978Used by:Timeline
Symbol 1980 GraphicUsed by:1984
Symbol 1981 EditableTextUses:1520Used by:1984
Symbol 1982 EditableTextUses:1520Used by:1984
Symbol 1983 ButtonUses:798 799 800Used by:1984
Symbol 1984 MovieClipUses:1980 1981 1151 1982 1983Used by:Timeline
Symbol 1985 GraphicUsed by:1988  Timeline
Symbol 1986 GraphicUsed by:1988
Symbol 1987 GraphicUsed by:1988
Symbol 1988 MovieClipUses:1985 1986 876 1987 1114 903 914 918 880 1104 1506 1507 1508 1347 872 1500 870 882 898 1106 874 912 916 922 894 1118 1510 1344 1108 1110 920 910 878 1116 1504 1343 1112Used by:Timeline
Symbol 1989 GraphicUsed by:1992
Symbol 1990 GraphicUsed by:1992
Symbol 1991 GraphicUsed by:1992
Symbol 1992 ButtonUses:1989 1990 1991Used by:Timeline
Symbol 1993 FontUsed by:1994 1995 1996 2014 2018 2019 2020 2021 2022 2023 2024
Symbol 1994 TextUses:1993Used by:Timeline
Symbol 1995 TextUses:1993Used by:Timeline
Symbol 1996 TextUses:1993Used by:Timeline
Symbol 1997 GraphicUsed by:1998
Symbol 1998 MovieClipUses:1997Used by:Timeline
Symbol 1999 GraphicUsed by:2008
Symbol 2000 GraphicUsed by:2001
Symbol 2001 MovieClipUses:2000Used by:2008
Symbol 2002 ShapeTweeningUsed by:2008
Symbol 2003 ShapeTweeningUsed by:2008
Symbol 2004 GraphicUsed by:2008
Symbol 2005 TextUses:1038Used by:2008
Symbol 2006 ButtonUses:1027 1028 1029Used by:2008
Symbol 2007 TextUses:1038Used by:2008
Symbol 2008 MovieClipUses:1999 936 959 1438 1437 2001 2002 2003 2004 1161 1162 1166 1167 1168 1169 1170 1171 1172 2005 2006 2007 1174Used by:Timeline
Symbol 2009 GraphicUsed by:Timeline
Symbol 2010 GraphicUsed by:2012
Symbol 2011 GraphicUsed by:2012
Symbol 2012 MovieClipUses:2010 2011 910 920 878 882 894 876 880 1116 1112 905 903 1510 1344 1114 1104 916 914 912 1506 1507 1508 1347 922 1504 1343 1108 1110 868 870 872 898 1106 1118Used by:Timeline
Symbol 2013 GraphicUsed by:2017
Symbol 2014 TextUses:1993Used by:2017
Symbol 2015 GraphicUsed by:2017
Symbol 2016 GraphicUsed by:2017
Symbol 2017 ButtonUses:2013 2014 2015 2016Used by:Timeline
Symbol 2018 TextUses:1993Used by:Timeline
Symbol 2019 TextUses:1993Used by:Timeline
Symbol 2020 TextUses:1993Used by:Timeline
Symbol 2021 EditableTextUses:1993Used by:Timeline
Symbol 2022 TextUses:1993Used by:Timeline
Symbol 2023 EditableTextUses:1993Used by:2035
Symbol 2024 EditableTextUses:1993Used by:2035
Symbol 2025 GraphicUsed by:2034
Symbol 2026 GraphicUsed by:2034
Symbol 2027 GraphicUsed by:2034
Symbol 2028 GraphicUsed by:2034
Symbol 2029 GraphicUsed by:2034
Symbol 2030 GraphicUsed by:2034
Symbol 2031 GraphicUsed by:2034
Symbol 2032 GraphicUsed by:2034
Symbol 2033 GraphicUsed by:2034
Symbol 2034 MovieClipUses:2025 2026 2027 2028 2029 2030 2031 2032 2033Used by:2035
Symbol 2035 MovieClipUses:2023 2024 2034Used by:Timeline
Symbol 2036 GraphicUsed by:2038 2049
Symbol 2037 ButtonUses:798 1181 800Used by:2038
Symbol 2038 MovieClipUses:2036 2037Used by:2049
Symbol 2039 EditableTextUses:49Used by:2049
Symbol 2040 EditableTextUses:49Used by:2049
Symbol 2041 EditableTextUses:49Used by:2049
Symbol 2042 EditableTextUses:49Used by:2049
Symbol 2043 EditableTextUses:49Used by:2049
Symbol 2044 EditableTextUses:49Used by:2049
Symbol 2045 EditableTextUses:49Used by:2049
Symbol 2046 EditableTextUses:49Used by:2049
Symbol 2047 ButtonUses:798 799 800Used by:2049
Symbol 2048 EditableTextUses:49Used by:2049
Symbol 2049 MovieClipUses:1461 2038 2039 2040 2041 2042 2043 2044 2045 2046 2036 2047 2048Used by:Timeline

Instance Names

"cursor"Frame 5Symbol 43 MovieClip [BlackSquare]
"town_screen"Frame 85Symbol 1958 MovieClip [Cities]
"world_map"Frame 86Symbol 1979 MovieClip [WorldMap]
"loot_txt"Frame 90Symbol 2021 EditableText
"fields"Frame 90Symbol 2035 MovieClip
"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
"percent_txt"Symbol 58 MovieClip Frame 1Symbol 50 EditableText
"bar"Symbol 58 MovieClip Frame 1Symbol 56 MovieClip
"mc3"Symbol 120 MovieClip Frame 1Symbol 116 MovieClip
"mc0"Symbol 120 MovieClip Frame 1Symbol 116 MovieClip
"mc2"Symbol 120 MovieClip Frame 1Symbol 119 MovieClip
"mc1"Symbol 120 MovieClip Frame 1Symbol 119 MovieClip
"mc2"Symbol 123 MovieClip Frame 1Symbol 109 MovieClip
"mc1"Symbol 123 MovieClip Frame 1Symbol 112 MovieClip
"mc0"Symbol 123 MovieClip Frame 1Symbol 120 MovieClip
"mc0"Symbol 124 MovieClip Frame 1Symbol 123 MovieClip
"mc1"Symbol 125 MovieClip Frame 1Symbol 104 MovieClip
"mc0"Symbol 125 MovieClip Frame 1Symbol 124 MovieClip
"mc1"Symbol 126 MovieClip Frame 1Symbol 99 MovieClip
"mc4"Symbol 126 MovieClip Frame 1Symbol 125 MovieClip
"bar"Symbol 129 MovieClip Frame 1Symbol 82 MovieClip
"bargfx"Symbol 129 MovieClip Frame 1Symbol 85 MovieClip
"tank"Symbol 129 MovieClip Frame 1Symbol 126 MovieClip
"bargfx"Symbol 129 MovieClip Frame 2Symbol 85 MovieClip
"armor"Symbol 205 MovieClip Frame 1Symbol 197 MovieClip
"head"Symbol 206 MovieClip Frame 1Symbol 205 MovieClip
"hp_bar"Symbol 222 MovieClip Frame 1Symbol 220 MovieClip
"unit_hp_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 157 EditableText
"hint"Symbol 243 MovieClip [Screen] Frame 1Symbol 170 MovieClip
"hp_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 177 EditableText
"rage_anim"Symbol 243 MovieClip [Screen] Frame 1Symbol 181 MovieClip [RageAnim]
"portrait"Symbol 243 MovieClip [Screen] Frame 1Symbol 206 MovieClip
"hp_bottle"Symbol 243 MovieClip [Screen] Frame 1Symbol 222 MovieClip
"control_shower"Symbol 243 MovieClip [Screen] Frame 1Symbol 233 MovieClip
"control_wall"Symbol 243 MovieClip [Screen] Frame 1Symbol 235 MovieClip
"potion_1_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 236 EditableText
"potion_2_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 237 EditableText
"potion_3_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 238 EditableText
"scroll_1_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 239 EditableText
"scroll_2_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 240 EditableText
"scroll_3_txt"Symbol 243 MovieClip [Screen] Frame 1Symbol 241 EditableText
"armor"Symbol 279 MovieClip Frame 1Symbol 271 MovieClip
"armor"Symbol 309 MovieClip Frame 1Symbol 301 MovieClip
"armor"Symbol 529 MovieClip Frame 1Symbol 521 MovieClip
"hand_r"Symbol 543 MovieClip Frame 1Symbol 279 MovieClip
"arm_r"Symbol 543 MovieClip Frame 1Symbol 309 MovieClip
"weapR"Symbol 543 MovieClip Frame 1Symbol 478 MovieClip
"legR"Symbol 543 MovieClip Frame 1Symbol 486 MovieClip
"footR"Symbol 543 MovieClip Frame 1Symbol 495 MovieClip
"legL"Symbol 543 MovieClip Frame 1Symbol 486 MovieClip
"footL"Symbol 543 MovieClip Frame 1Symbol 495 MovieClip
"body"Symbol 543 MovieClip Frame 1Symbol 529 MovieClip
"head"Symbol 543 MovieClip Frame 1Symbol 205 MovieClip
"weapL"Symbol 543 MovieClip Frame 1Symbol 478 MovieClip
"hand_l"Symbol 543 MovieClip Frame 1Symbol 279 MovieClip
"arm_l"Symbol 543 MovieClip Frame 1Symbol 309 MovieClip
"hp_bar"Symbol 546 MovieClip Frame 1Symbol 545 MovieClip
"light_circle"Symbol 547 MovieClip [Human] Frame 1Symbol 246 MovieClip
"body"Symbol 547 MovieClip [Human] Frame 1Symbol 543 MovieClip
"borders"Symbol 547 MovieClip [Human] Frame 1Symbol 546 MovieClip
"hp_bar"Symbol 550 MovieClip Frame 1Symbol 545 MovieClip
"body"Symbol 551 MovieClip [Human_Player] Frame 1Symbol 543 MovieClip
"borders"Symbol 551 MovieClip [Human_Player] Frame 1Symbol 550 MovieClip
"legR"Symbol 566 MovieClip Frame 1Symbol 486 MovieClip
"footR"Symbol 566 MovieClip Frame 1Symbol 495 MovieClip
"weapR"Symbol 566 MovieClip Frame 1Symbol 478 MovieClip
"ftR1"Symbol 566 MovieClip Frame 1Symbol 7 MovieClip
"lgR1"Symbol 566 MovieClip Frame 1Symbol 13 MovieClip
"ftR2"Symbol 566 MovieClip Frame 1Symbol 19 MovieClip
"lgR2"Symbol 566 MovieClip Frame 1Symbol 25 MovieClip
"horse"Symbol 566 MovieClip Frame 1Symbol 31 MovieClip
"morda"Symbol 566 MovieClip Frame 1Symbol 37 MovieClip
"ftL1"Symbol 566 MovieClip Frame 1Symbol 7 MovieClip
"lgL1"Symbol 566 MovieClip Frame 1Symbol 13 MovieClip
"ftL2"Symbol 566 MovieClip Frame 1Symbol 19 MovieClip
"lgL2"Symbol 566 MovieClip Frame 1Symbol 25 MovieClip
"hand_r"Symbol 566 MovieClip Frame 1Symbol 279 MovieClip
"arm_r"Symbol 566 MovieClip Frame 1Symbol 309 MovieClip
"legL"Symbol 566 MovieClip Frame 1Symbol 486 MovieClip
"footL"Symbol 566 MovieClip Frame 1Symbol 495 MovieClip
"body"Symbol 566 MovieClip Frame 1Symbol 529 MovieClip
"head"Symbol 566 MovieClip Frame 1Symbol 205 MovieClip
"weapL"Symbol 566 MovieClip Frame 1Symbol 478 MovieClip
"hand_l"Symbol 566 MovieClip Frame 1Symbol 279 MovieClip
"arm_l"Symbol 566 MovieClip Frame 1Symbol 309 MovieClip
"light_circle"Symbol 567 MovieClip [Horseman] Frame 1Symbol 246 MovieClip
"body"Symbol 567 MovieClip [Horseman] Frame 1Symbol 566 MovieClip
"borders"Symbol 567 MovieClip [Horseman] Frame 1Symbol 546 MovieClip
"body"Symbol 568 MovieClip [Horseman_Player] Frame 1Symbol 566 MovieClip
"borders"Symbol 568 MovieClip [Horseman_Player] Frame 1Symbol 550 MovieClip
"gren"Symbol 579 MovieClip [Grenade] Frame 1Symbol 478 MovieClip
"item_ico"Symbol 804 MovieClip [Amount window] Frame 1Symbol 792 MovieClip
"amount_txt"Symbol 804 MovieClip [Amount window] Frame 1Symbol 793 EditableText
"value_txt"Symbol 806 MovieClip Frame 1Symbol 805 EditableText
"inner"Symbol 807 MovieClip [FlyDamage] Frame 1Symbol 806 MovieClip
"gren"Symbol 927 MovieClip [Arrow] Frame 1Symbol 478 MovieClip
"barracks_btn"Symbol 1239 MovieClip Frame 1Symbol 1187 MovieClip
"hall_btn"Symbol 1239 MovieClip Frame 1Symbol 1190 MovieClip
"forge_btn"Symbol 1239 MovieClip Frame 1Symbol 1193 MovieClip
"temple_btn"Symbol 1239 MovieClip Frame 1Symbol 1196 MovieClip
"barracks_btn"Symbol 1239 MovieClip Frame 3Symbol 1201 MovieClip
"hall_btn"Symbol 1239 MovieClip Frame 3Symbol 1204 MovieClip
"forge_btn"Symbol 1239 MovieClip Frame 3Symbol 1207 MovieClip
"temple_btn"Symbol 1239 MovieClip Frame 3Symbol 1210 MovieClip
"barracks_btn"Symbol 1239 MovieClip Frame 4Symbol 1213 MovieClip
"hall_btn"Symbol 1239 MovieClip Frame 4Symbol 1216 MovieClip
"forge_btn"Symbol 1239 MovieClip Frame 4Symbol 1219 MovieClip
"temple_btn"Symbol 1239 MovieClip Frame 4Symbol 1222 MovieClip
"barn_btn"Symbol 1239 MovieClip Frame 4Symbol 1225 MovieClip
"barracks_btn"Symbol 1239 MovieClip Frame 5Symbol 1228 MovieClip
"hall_btn"Symbol 1239 MovieClip Frame 5Symbol 1232 MovieClip
"forge_btn"Symbol 1239 MovieClip Frame 5Symbol 1235 MovieClip
"temple_btn"Symbol 1239 MovieClip Frame 5Symbol 1238 MovieClip
"name_txt"Symbol 1255 MovieClip Frame 1Symbol 1254 EditableText
"name_txt"Symbol 1257 MovieClip Frame 1Symbol 1256 EditableText
"name_txt"Symbol 1259 MovieClip Frame 1Symbol 1258 EditableText
"name_txt"Symbol 1261 MovieClip Frame 1Symbol 1260 EditableText
"name_txt"Symbol 1263 MovieClip Frame 1Symbol 1262 EditableText
"name_txt"Symbol 1265 MovieClip Frame 1Symbol 1264 EditableText
"name_txt"Symbol 1267 MovieClip Frame 1Symbol 1266 EditableText
"name_txt"Symbol 1269 MovieClip Frame 1Symbol 1268 EditableText
"name_txt"Symbol 1271 MovieClip Frame 1Symbol 1270 EditableText
"name_txt"Symbol 1273 MovieClip Frame 1Symbol 1272 EditableText
"name_txt"Symbol 1275 MovieClip Frame 1Symbol 1274 EditableText
"name_txt"Symbol 1277 MovieClip Frame 1Symbol 1276 EditableText
"name_txt"Symbol 1279 MovieClip Frame 1Symbol 1278 EditableText
"name_txt"Symbol 1281 MovieClip Frame 1Symbol 1280 EditableText
"name_txt"Symbol 1283 MovieClip Frame 1Symbol 1282 EditableText
"name_txt"Symbol 1285 MovieClip Frame 1Symbol 1284 EditableText
"name_txt"Symbol 1287 MovieClip Frame 1Symbol 1286 EditableText
"name_txt"Symbol 1289 MovieClip Frame 1Symbol 1288 EditableText
"name_txt"Symbol 1291 MovieClip Frame 1Symbol 1290 EditableText
"name_txt"Symbol 1293 MovieClip Frame 1Symbol 1292 EditableText
"name_txt"Symbol 1295 MovieClip Frame 1Symbol 1294 EditableText
"name_txt"Symbol 1297 MovieClip Frame 1Symbol 1296 EditableText
"name_txt"Symbol 1299 MovieClip Frame 1Symbol 1298 EditableText
"name_txt"Symbol 1301 MovieClip Frame 1Symbol 1300 EditableText
"name_txt"Symbol 1304 MovieClip Frame 1Symbol 1303 EditableText
"name_txt"Symbol 1306 MovieClip Frame 1Symbol 1305 EditableText
"name_txt"Symbol 1308 MovieClip Frame 1Symbol 1307 EditableText
"name_txt"Symbol 1310 MovieClip Frame 1Symbol 1309 EditableText
"name_txt"Symbol 1312 MovieClip Frame 1Symbol 1311 EditableText
"name_txt"Symbol 1314 MovieClip Frame 1Symbol 1313 EditableText
"name_txt"Symbol 1316 MovieClip Frame 1Symbol 1315 EditableText
"name_txt"Symbol 1319 MovieClip Frame 1Symbol 1318 EditableText
"Wanderburg"Symbol 1323 MovieClip Frame 1Symbol 1255 MovieClip
"Endem"Symbol 1323 MovieClip Frame 1Symbol 1257 MovieClip
"Hoffen"Symbol 1323 MovieClip Frame 1Symbol 1259 MovieClip
"Braunburg"Symbol 1323 MovieClip Frame 1Symbol 1261 MovieClip
"Gerlitz"Symbol 1323 MovieClip Frame 1Symbol 1263 MovieClip
"Sturmburg"Symbol 1323 MovieClip Frame 1Symbol 1265 MovieClip
"Jana"Symbol 1323 MovieClip Frame 1Symbol 1267 MovieClip
"Konstanz"Symbol 1323 MovieClip Frame 1Symbol 1269 MovieClip
"Trapezus"Symbol 1323 MovieClip Frame 1Symbol 1271 MovieClip
"Lutetia"Symbol 1323 MovieClip Frame 1Symbol 1273 MovieClip
"Arretium"Symbol 1323 MovieClip Frame 1Symbol 1275 MovieClip
"Alexandria"Symbol 1323 MovieClip Frame 1Symbol 1277 MovieClip
"Lacrimosa"Symbol 1323 MovieClip Frame 1Symbol 1279 MovieClip
"Ravenna"Symbol 1323 MovieClip Frame 1Symbol 1281 MovieClip
"Carthage"Symbol 1323 MovieClip Frame 1Symbol 1283 MovieClip
"Caesaria"Symbol 1323 MovieClip Frame 1Symbol 1285 MovieClip
"Grouzeno"Symbol 1323 MovieClip Frame 1Symbol 1287 MovieClip
"Medvedevo"Symbol 1323 MovieClip Frame 1Symbol 1289 MovieClip
"Dobrov"Symbol 1323 MovieClip Frame 1Symbol 1291 MovieClip
"Dubkee"Symbol 1323 MovieClip Frame 1Symbol 1293 MovieClip
"RaGorod"Symbol 1323 MovieClip Frame 1Symbol 1295 MovieClip
"Losevo"Symbol 1323 MovieClip Frame 1Symbol 1297 MovieClip
"Dalnevodye"Symbol 1323 MovieClip Frame 1Symbol 1299 MovieClip
"Echigo"Symbol 1323 MovieClip Frame 1Symbol 1301 MovieClip
"Nagoya"Symbol 1323 MovieClip Frame 1Symbol 1304 MovieClip
"Fukushima"Symbol 1323 MovieClip Frame 1Symbol 1306 MovieClip
"Omi"Symbol 1323 MovieClip Frame 1Symbol 1308 MovieClip
"Kozuke"Symbol 1323 MovieClip Frame 1Symbol 1310 MovieClip
"Suo"Symbol 1323 MovieClip Frame 1Symbol 1312 MovieClip
"Matsuyama"Symbol 1323 MovieClip Frame 1Symbol 1314 MovieClip
"Izumo"Symbol 1323 MovieClip Frame 1Symbol 1316 MovieClip
"Zlatograd"Symbol 1323 MovieClip Frame 1Symbol 1319 MovieClip
"backgr"Symbol 1461 MovieClip Frame 1Symbol 1450 MovieClip
"fr_4"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"hr_0"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"en_1"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"en_2"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"en_0"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"en_3"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"en_4"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"fr_0"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"fr_1"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"fr_2"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"fr_3"Symbol 1461 MovieClip Frame 1Symbol 1453 MovieClip [BarracksUnit - tutorial]
"hint"Symbol 1461 MovieClip Frame 1Symbol 170 MovieClip
"hp_txt"Symbol 1461 MovieClip Frame 1Symbol 1454 EditableText
"hp_bottle"Symbol 1461 MovieClip Frame 1Symbol 222 MovieClip
"backgr"Symbol 1479 MovieClip Frame 2Symbol 1239 MovieClip
"backgr_world"Symbol 1479 MovieClip Frame 8Symbol 1323 MovieClip
"backgr_battle"Symbol 1479 MovieClip Frame 178Symbol 1461 MovieClip
"btn_name"Symbol 1484 MovieClip Frame 1Symbol 1480 EditableText
"stat_btn_0"Symbol 1493 MovieClip Frame 2Symbol 1051 Button
"STR_txt"Symbol 1493 MovieClip Frame 2Symbol 1069 EditableText
"DEX_txt"Symbol 1493 MovieClip Frame 2Symbol 1070 EditableText
"CON_txt"Symbol 1493 MovieClip Frame 2Symbol 1071 EditableText
"INT_txt"Symbol 1493 MovieClip Frame 2Symbol 1072 EditableText
"Sword_txt"Symbol 1493 MovieClip Frame 2Symbol 1073 EditableText
"Axe_txt"Symbol 1493 MovieClip Frame 2Symbol 1074 EditableText
"Mace_txt"Symbol 1493 MovieClip Frame 2Symbol 1075 EditableText
"Staff_txt"Symbol 1493 MovieClip Frame 2Symbol 1076 EditableText
"FarEast_txt"Symbol 1493 MovieClip Frame 2Symbol 1077 EditableText
"Dagger_txt"Symbol 1493 MovieClip Frame 2Symbol 1078 EditableText
"Spear_txt"Symbol 1493 MovieClip Frame 2Symbol 1079 EditableText
"Dual_txt"Symbol 1493 MovieClip Frame 2Symbol 1080 EditableText
"Bow_txt"Symbol 1493 MovieClip Frame 2Symbol 1081 EditableText
"Crossbow_txt"Symbol 1493 MovieClip Frame 2Symbol 1082 EditableText
"Throwing_txt"Symbol 1493 MovieClip Frame 2Symbol 1083 EditableText
"ArtOfWar_txt"Symbol 1493 MovieClip Frame 2Symbol 1084 EditableText
"Patriotism_txt"Symbol 1493 MovieClip Frame 2Symbol 1085 EditableText
"stat_btn_1"Symbol 1493 MovieClip Frame 2Symbol 1086 Button
"stat_btn_2"Symbol 1493 MovieClip Frame 2Symbol 1087 Button
"stat_btn_3"Symbol 1493 MovieClip Frame 2Symbol 1088 Button
"skill_btn_Dual"Symbol 1493 MovieClip Frame 2Symbol 1089 Button
"skill_btn_Sword"Symbol 1493 MovieClip Frame 2Symbol 1090 Button
"skill_btn_Axe"Symbol 1493 MovieClip Frame 2Symbol 1091 Button
"skill_btn_Mace"Symbol 1493 MovieClip Frame 2Symbol 1092 Button
"skill_btn_Spear"Symbol 1493 MovieClip Frame 2Symbol 1093 Button
"skill_btn_Dagger"Symbol 1493 MovieClip Frame 2Symbol 1094 Button
"skill_btn_Staff"Symbol 1493 MovieClip Frame 2Symbol 1095 Button
"skill_btn_FarEast"Symbol 1493 MovieClip Frame 2Symbol 1096 Button
"skill_btn_Bow"Symbol 1493 MovieClip Frame 2Symbol 1097 Button
"skill_btn_Crossbow"Symbol 1493 MovieClip Frame 2Symbol 1098 Button
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"Ravenna"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1281 MovieClip
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"Caesaria"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1285 MovieClip
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"Medvedevo"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1289 MovieClip
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"Omi"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1308 MovieClip
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"Izumo"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1316 MovieClip
"Zlatograd"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1319 MovieClip
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"quest_avatar_12"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1975 MovieClip
"quest_avatar_13"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1975 MovieClip
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"quest_avatar_2"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1975 MovieClip
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"quest_avatar_10"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1975 MovieClip
"quest_avatar_5"Symbol 1979 MovieClip [WorldMap] Frame 1Symbol 1975 MovieClip
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"backgr_battle"Symbol 2049 MovieClip Frame 1Symbol 1461 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
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ExportAssets (56)Timeline Frame 1Symbol 43 as "BlackSquare"
ExportAssets (56)Timeline Frame 1Symbol 48 as "FlyCritDamage"
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ExportAssets (56)Timeline Frame 1Symbol 2073 as "__Packages.BarracksIcon"
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Labels

"TOWN_SCREEN"Frame 85
"WORLD_MAP"Frame 86
"SPLASH_SCREEN"Frame 87
"GAME_LOAD"Frame 88
"GAME_OVER"Frame 89
"VICTORY"Frame 90
"STOLEN"Frame 91
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http://swfchan.com/44/216645/info.shtml
Created: 27/1 -2019 15:17:46 Last modified: 27/1 -2019 15:17:46 Server time: 22/12 -2024 06:54:26