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Regret.swf

This is the info page for
Flash #235154

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ActionScript [AS1/AS2]
Combined Code
movieClip 8 { } movieClip 11 { } button 18 { on (release) { _root.play(); } } movieClip 19 { frame 1 { function timerHandler() { if (!loadingComplete) { var v2 = _root.getBytesLoaded() / _root.getBytesTotal(); bar._xscale = 100 * v2; if (v2 == 1) { loadingComplete = true; if (AUTO_PLAY) { startMovie(); return undefined; } gotoAndStop('loaded'); return undefined; } } } function startMovie() { _root.play(); } _root.stop(); stop(); var AUTO_PLAY = false; var loadingComplete = false; timerHandler(); } instance of movieClip 11 { onClipEvent (enterFrame) { _parent.timerHandler(); } } frame 2 { stop(); } } frame 2 { function updateSubtitles(x, y) { var v1 = ''; switch (x) { return v1; case 0: switch (y) { case 0: v1 = 'This is Castillo De San Marcos.'; break; case 1: v1 = 'Éste es el Castillo de San Marcos.'; break; case 2: v1 = 'Tämä on Castillo De San Marcos.'; } return v1; case 1: switch (y) { case 0: v1 = 'It\'s an old fort that was built by the people of St Augustine, Florida after a raid on the town.'; break; case 1: v1 = 'Es un fuerte antiguo que fue construido por la gente de San Agustín, Florida, después de una redada en la ciudad'; break; case 2: v1 = 'Se on vanha linnoitus, jonka rakensivat St Augustinen asukkaat, Floridaan tehdyn hyökkäyksen jälkeen.'; } return v1; case 2: switch (y) { case 0: v1 = 'It\'s seen today as a national monument as the oldest fort in the United States.'; break; case 1: v1 = 'Hoy es visto como un monumento nacional; el fuerte más antiguo de los Estados Unidos,'; break; case 2: v1 = 'Sitä pidetään nykyään kansallisena monumenttina ja Yhdysvaltain vanhimpana linnoituksena.'; } return v1; case 3: switch (y) { case 0: v1 = 'It gets visitors regularly looking to see one of the USA\'s oldest monuments'; break; case 1: v1 = 'uno que turistas buscan regularmente.'; break; case 2: v1 = 'Se saa vierailijat säännöllisesti tulemaan näkemään yhtä Yhdysvaltain vanhimmista monumenteista.'; } return v1; case 4: switch (y) { case 0: v1 = 'In the watch tower lives a permanent resident of the fort.'; break; case 1: v1 = 'En la torre de vigilancia vive una residente permanente del fuerte.'; break; case 2: v1 = 'Vartiotornissa asuu linnan vakituinen asukas.'; } return v1; case 5: switch (y) { case 0: v1 = 'This is Blackheart.'; break; case 1: v1 = 'Ella es Blackheart.'; break; case 2: v1 = 'Tämä on Blackheart.'; } return v1; case 6: switch (y) { case 0: v1 = 'She\'s an ordinary fruit bat with nothing interesting about her;'; break; case 1: v1 = 'un murciélago de la fruta ordinaria sin nada interesante sobre ella;'; break; case 2: v1 = 'Hän on tavallinen hedelmälepakko, jossa ei ole mitään erityistä;'; } return v1; case 7: switch (y) { case 0: v1 = 'though, how a fruit bat ended up in North America is anyone\'s guess.'; break; case 1: v1 = 'a pesar de eso, nadie sabe cómo terminó un murciélago de la fruta en América del Norte.'; break; case 2: v1 = 'vaikkakin siitä, kuinka hedelmälepakko päätyi Pohjois-Amerikkaan, ei ole mitään tietoa.'; } return v1; case 8: switch (y) { case 0: v1 = 'Her presence as some bat in a creepy old fort has people convinced she\'s some lost soul that haunts the fort, hence the name.'; break; case 1: v1 = 'Su presencia como murciélago en un antiguo y espeluznante fuerte ha convencido a la gente que ella es un alma perdida que persigue al fuerte,'; break; case 2: v1 = 'Hänen läsnäolonsa lepakkona kammottavassa vanhassa linnassa, on saanut ihmiset vakuuttuneeksi siitä, että hän on kadotettu sielu, joka kummittelee linnoitusta,'; } return v1; case 9: switch (y) { case 0: v1 = 'She\'s a bit of an attraction due to this misconception.'; break; case 1: v1 = 'y de ahí proviene su nombre. Ella es una atracción menor debido a esta idea errónea.'; break; case 2: v1 = 'tästä myös nimi. Hänestä on tullut pienimuotoinen nähtävyys johtuen tästä väärinkäsityksestä.'; } return v1; case 10: switch (y) { case 0: v1 = 'Look at it! It\'s just staring off in the distance!'; break; case 1: v1 = '¡Mírala! ¡Solo está mirando a lo lejos!.'; break; case 2: v1 = 'Katso sitä! Se vain tuijottaa etäisyyteen!'; } return v1; case 11: switch (y) { case 0: v1 = 'Can it see the universe?'; break; case 1: v1 = '¿Puede que vea el universo?'; break; case 2: v1 = 'Voiko se nähdä maailmankaikkeuden.'; } return v1; case 12: switch (y) { case 0: v1 = 'No! It\'s clearly looking off in to the distance to find its next victim.'; break; case 1: v1 = '¡No! Está claramente mirando a lo lejos para encontrar a su próxima víctima.'; break; case 2: v1 = 'Ei! Se selvästi katsoo etäisyyteen löytääkseen seuraavan uhrinsa.'; } return v1; case 13: switch (y) { case 0: v1 = 'Ya\'ll are dumb! It\'s clearly cooped up in here cause it\'s been cursed to forever roam this fort, haunting everyone with it\'s presense!'; break; case 1: v1 = 'Todos ustedes son tontos! Está claramente encerrada aquí porque ha sido maldecida para vagar por este fuerte para siempre,'; break; case 2: v1 = 'Olette tyhmiä! Se on selvästi täällä piilossa, koska se on kirottu vaeltamaan ikuisesti tässä linnoituksessa, kummitellen kaikkia sen läsnäololla!'; } return v1; case 14: switch (y) { case 0: v1 = 'She generates a good deal of revenue for the place due to the misconception.'; break; case 1: v1 = 'Ella genera una gran cantidad de ingresos para el lugar debido a la idea errónea.'; break; case 2: v1 = 'Hän tuottaa paikkaan paljon tuloja väärinkäsityksen takia.'; } return v1; case 15: switch (y) { case 0: v1 = 'She is cared for by Wilbur, the gift shop owner.'; break; case 1: v1 = 'Wilbur, el dueño de la tienda de regalos, la cuida. Él saluda al espectador.'; break; case 2: v1 = 'Hänestä huolehtii lahjakaupan omistaja Wilbur.'; } return v1; case 16: switch (y) { case 0: v1 = 'Hello!'; break; case 1: v1 = 'Hola!'; break; case 2: v1 = 'Hyvää päivää!'; } return v1; case 17: switch (y) { case 0: v1 = 'He makes sure she\'s fed right with apple slices. Those are her favorite.'; break; case 1: v1 = 'Ella se asegura de alimentarse bien con rodajas de manzana. Esos son sus favoritos.'; break; case 2: v1 = 'Hän varmistaa että hänet on ruokittu oikein omenaviipaleilla. Ne ovat hänen suosikkejaan.'; } return v1; case 18: switch (y) { case 0: v1 = 'This is pretty much her life, and she is content with it...'; break; case 1: v1 = 'Esto es más o menos su vida, y está contenta con eso...'; break; case 2: v1 = 'Tällaista hänen elämänsä aika lailla on, ja hän on tyytyväinen siihen...'; } return v1; case 19: switch (y) { case 0: v1 = 'UNTIL ONE DAY...'; break; case 1: v1 = 'HASTA UN DÍA...'; break; case 2: v1 = 'KUNNES YHTENÄ PÄIVÄNÄ...'; } return v1; case 20: switch (y) { case 0: v1 = 'Blackheart was flying outside of the fort on her way to the shore when something caught her eye.'; break; case 1: v1 = 'Blackheart estaba volando fuera del castillo camino a la orilla cuando algo le llamó la atención.'; break; case 2: v1 = 'Blackheart lenteli linnan ulkopuolella matkallaan rantaan, kunnes jokin vei hänen huomionsa.'; } return v1; case 21: switch (y) { case 0: v1 = 'What looked to be golden bottle was laying in the ground..'; break; case 1: v1 = 'Lo que parecía ser una botella dorada yacía en el suelo.'; break; case 2: v1 = 'Hän näki maassa jotain, mikä näytti kultaiselta pullolta.'; } return v1; case 22: switch (y) { case 0: v1 = 'Blackheart was interested in knowing what it was, so she started flying toward the ground to examine it.'; break; case 1: v1 = 'Blackheart estaba interesada en saber qué era, así que comenzó a volar hacia el suelo para examinarlo.'; break; case 2: v1 = 'Blackheartia kiinnosti tietää mikä se oli, joten hän lensi kohti maata ottaakseen siitä selvää.'; } return v1; case 23: switch (y) { case 0: v1 = 'With a loud bang, a spirit flies out of the bottle and announces:'; break; case 1: v1 = 'Con un fuerte estallido, un espíritu sale volando de la botella y anuncia:'; break; case 2: v1 = 'Henki lentää pullosta ja huutaa:'; } return v1; case 24: switch (y) { case 0: v1 = 'I am the tortured spirit!'; break; case 1: v1 = '¡Soy el espíritu torturado!'; break; case 2: v1 = 'Olen kidutettu henki!'; } return v1; case 25: switch (y) { case 0: v1 = 'I have been trapped in a golden urn for four hundred years,'; break; case 1: v1 = '¡He estado atrapada en una urna dorada por cuatrocientos años,'; break; case 2: v1 = 'Olen ollut loukussa kultaisessa vaasissa neljäsataa vuotta,'; } return v1; case 26: switch (y) { case 0: v1 = 'but at last I am finally free!'; break; case 1: v1 = 'pero finalmente soy libre!'; break; case 2: v1 = 'mutta viimeinkin olen vapaa!'; } return v1; case 27: switch (y) { case 0: v1 = 'You have released me from my eternal jail, and for that, I shall grant you one of your wildest desires!'; break; case 1: v1 = '¡Me has liberado de mi prisión eterna, y por eso, te concederé uno de tus deseos más salvajes!'; break; case 2: v1 = 'Olet vapauttanut minut iankaikkisesta vankilastani, ja sen vuoksi toteutan yhden sinun villeimmistä toiveistasi!'; } return v1; case 28: switch (y) { case 0: v1 = 'Wait...can I actually grant wishes?'; break; case 1: v1 = 'Espera ... ¿puedo realmente conceder deseos?'; break; case 2: v1 = 'Odota... voinko todella toteuttaa toiveita?'; } return v1; case 29: switch (y) { case 0: v1 = 'I don\'t know.'; break; case 1: v1 = 'No lo sé.'; break; case 2: v1 = 'En tiedä.'; } return v1; case 30: switch (y) { case 0: v1 = 'But we\'ll see!'; break; case 1: v1 = '¡Pero lo veremos!'; break; case 2: v1 = 'Mutta kohta näemme!'; } return v1; case 31: switch (y) { case 0: v1 = 'Blackheart though about it for a moment. She only really had one desire, and that was to talk.'; break; case 1: v1 = 'Blackheart lo piensa por un momento. Ella realmente solo tenía un deseo, y era hablar.'; break; case 2: v1 = 'Blackheart miettii sitä hetken. Hänellä oli oikeastaan vain yksi toive, ja se oli kyky puhua.'; } return v1; case 32: switch (y) { case 0: v1 = 'She pointed at her mouth, and before she could make the necessary movements to demonstrate it, the spirit cut her off.'; break; case 1: v1 = 'Señaló su boca, y antes de que pudiera hacer los movimientos necesarios para demostrarlo, el espíritu la interrumpe.'; break; case 2: v1 = 'Hän osoitti suuhunsa, ja ennen kuin hän pystyi tekemään tarvittavat liikkeet sen osoittamiseksi, henki keskeytti hänet.'; } return v1; case 33: switch (y) { case 0: v1 = 'Say no more. You want to talk, right?'; break; case 1: v1 = 'No digas más. Quieres hablar, ¿verdad?'; break; case 2: v1 = 'Älä sano enempää. Haluat puhua, eikö niin?'; } return v1; case 34: switch (y) { case 0: v1 = 'Blackheart nodded.'; break; case 1: v1 = 'Blackheart asintió.'; break; case 2: v1 = 'Blackheart nyökkäsi.'; } return v1; case 35: switch (y) { case 0: v1 = 'Alright I\'ll just point at you and yell'; break; case 1: v1 = 'Muy bien, solo te señalaré y gritaré'; break; case 2: v1 = 'Okei, osoitan sinua ja sitten huudan.'; } return v1; case 36: switch (y) { case 0: v1 = 'ALAKAZAM, an-'; break; case 1: v1 = 'ALAKAZAM, y-'; break; case 2: v1 = 'ALAKAZAM, ja-'; } return v1; case 37: switch (y) { case 0: v1 = 'So...uh, did it work?'; break; case 1: v1 = 'Entonces ... ¿funcionó?'; break; case 2: v1 = 'Joten... uh, toimiko se?'; } return v1; case 38: switch (y) { case 0: v1 = 'Ow! That hurt you jerk! Next time warn me about it before you zap me like that!'; break; case 1: v1 = '¡Ay! Eso me dolió, imbécil! ¡La próxima vez, avísame antes que me mates!'; break; case 2: v1 = 'Auts! Tuo sattui, ääliö! Varoita minua ensi kerralla, kun teet noin!'; } return v1; case 39: switch (y) { case 0: v1 = '...Well would you look at that! It worked!'; break; case 1: v1 = '...Bueno, ¿podrías ver eso? ¡Funcionó! '; break; case 2: v1 = 'Mutta, se taisi tehdä sinusta myös ison? Luulen?'; } return v1; case 40: switch (y) { case 0: v1 = 'But, uh...I guess it also makes you big? I guess?'; break; case 1: v1 = 'Pero, eh ... ¿Supongo que también te hace grande? ¿Supongo?'; break; case 2: v1 = 'Mutta, se taisi tehdä sinusta myös ison? Luulen?'; } return v1; case 41: switch (y) { case 0: v1 = 'Aw! This is amazing! I\'m huge!'; break; case 1: v1 = 'Aw! ¡Esto es increíble! ¡Soy enorme!'; break; case 2: v1 = 'Aw! Tämä on mahtavaa! Olen valtava!'; } return v1; case 42: switch (y) { case 0: v1 = 'Man, I can\'t wait to show this to Wilbur. I bet he\'d enjoy to see this!'; break; case 1: v1 = 'Mano, No puedo esperar para mostrarle esto a Wilbur. ¡Apuesto a que le gustaría ver esto!'; break; case 2: v1 = 'En malta odottaa, että pääsen näyttämään tämän Wilburille. Lyön vetoa, että hän pitää tästä!'; } return v1; case 43: switch (y) { case 0: v1 = 'Hey?! What-'; break; case 1: v1 = '¡¿Oye?! Qué-'; break; case 2: v1 = 'Hei?! Mitä-'; } return v1; case 44: switch (y) { case 0: v1 = 'Oh look at that, I still have the voice.'; break; case 1: v1 = '¡Oh, mira eso, todavia tengo la voz!'; break; case 2: v1 = 'Minulla on edelleen sama ääni.'; } return v1; case 45: switch (y) { case 0: v1 = 'What gives?! Why am I normal sized again?'; break; case 1: v1 = '¡¿Por qué soy tamaño normal de nuevo?!'; break; case 2: v1 = 'Miksi olen taas normaalinkokoinen?'; } return v1; case 46: switch (y) { case 0: v1 = 'I guess is based on your emotions...maybe?'; break; case 1: v1 = 'Supongo que se basa en tus emociones ... ¿Tal vez?'; break; case 2: v1 = 'Luulen, että se perustuu tunteisiisi... tai jotain?'; } return v1; case 47: switch (y) { case 0: v1 = 'Welp! I might as well get going now. You\'ve got your wish.'; break; case 1: v1 = '¡Bien! Bien podría ponerme en marcha ahora. Tienes tu deseo.'; break; case 2: v1 = 'No, voisin yhtä hyvin lähteä nyt. Sait toiveesi.'; } return v1; case 48: switch (y) { case 0: v1 = 'And I\'ve got magic zap powers!'; break; case 1: v1 = '¡Y tengo poderes mágicos de zap!'; break; case 2: v1 = 'Ja minulla on taika zap-voimia!'; } return v1; case 49: switch (y) { case 0: v1 = 'Time to go cause some mayhem!'; break; case 1: v1 = '¡Es hora de ir a causar caos!'; break; case 2: v1 = 'Aika mennä aiheuttamaan sekasortoa!'; } return v1; case 50: switch (y) { case 0: v1 = 'And so, the spirit flew off to go test out her new powers, and Blackheart kept her powers a secret between her and Wilbur...'; break; case 1: v1 = 'Y así, el espíritu voló para probar sus nuevos poderes, y Blackheart mantuvo sus poderes en secreto entre ella y Wilbur...'; break; case 2: v1 = 'Ja niin, henki lähti kokeilemaan uusia voimiaan, ja Blackheart piti voimansa salaisuutena hänen ja Wilburin välillä...'; } return v1; case 51: switch (y) { case 0: v1 = 'UNTIL ONE DAY...'; break; case 1: v1 = 'HASTA UN DÍA...'; break; case 2: v1 = 'KUNNES YHTENÄ PÄIVÄNÄ...'; } return v1; case 52: switch (y) { case 0: v1 = 'It\'s now two years later.'; break; case 1: v1 = 'Ahora son dos años después.'; break; case 2: v1 = 'Nyt on kaksi vuotta myöhemmin.'; } return v1; case 53: switch (y) { case 0: v1 = 'Not much has changed from before. Blackheart was sleeping peacefully in the watchtower.'; break; case 1: v1 = 'No mucho ha cambiado desde antes. Blackheart dormía tranquilamente en la torre de vigilancia.'; break; case 2: v1 = 'Paljon ei ole muuttunut. Blackheart nukkui rauhallisesti vartiotornissa.'; } return v1; case 54: switch (y) { case 0: v1 = 'All of the sudden.'; break; case 1: v1 = 'De repente.'; break; case 2: v1 = 'Sitten yhtäkkiä.'; } return v1; case 56: switch (y) { case 0: v1 = 'A scream came from the courtyard, causing Blackheart to awaken up from her nap.'; break; case 1: v1 = 'Un grito vino del patio, haciendo que Blackheart despertara de su siesta.'; break; case 2: v1 = 'Pihalta kuului huuto, joka herätti Blackheartin unestaan.'; } return v1; case 57: switch (y) { case 0: v1 = 'Quickly, she flew over to the courtyard to see what the commotion was about.'; break; case 1: v1 = 'Rápidamente, voló hacia el patio para ver de qué se trataba la conmoción.'; break; case 2: v1 = 'Hän lensi nopeasti pihalle nähdäkseen mistä oli kyse.'; } return v1; case 58: switch (y) { case 0: v1 = 'Oh god! That small creature has an axe!'; break; case 1: v1 = '¡Oh Dios! ¡Esa pequeña criatura tiene un hacha!'; break; case 2: v1 = 'Voi luoja! Tuolla pienellä otuksella on kirves!'; } return v1; case 59: switch (y) { case 0: v1 = 'Haha! Yes I do!'; break; case 1: v1 = '¡Jaja! ¡Sí la tengo!'; break; case 2: v1 = 'Haha! Kyllä vain!'; } return v1; case 60: switch (y) { case 0: v1 = 'Now everyone get down! I\'m claiming this place as mine now.'; break; case 1: v1 = '¡Ahora todos bajen! Estoy reclamando este lugar como mío ahora.'; break; case 2: v1 = 'Menkää kaikki maahan! Otan tämän paikan nyt itselleni.'; } return v1; case 61: switch (y) { case 0: v1 = 'What? That doesn\'t make sense.'; break; case 1: v1 = '¿Qué? Eso no tiene sentido.'; break; case 2: v1 = 'Mitä? Tuossa ei ole mitään järkeä.'; } return v1; case 62: switch (y) { case 0: v1 = 'AH! But it makes total sense!'; break; case 1: v1 = '¡AH! ¡Pero tiene mucho sentido!'; break; case 2: v1 = 'AH! Mutta kyllä on.'; } return v1; case 63: switch (y) { case 0: v1 = 'I plan to claim all of The Spanish Quarter of St. Augustine starting with this place.'; break; case 1: v1 = 'Planeo reclamar todo el Barrio Español de San Agustín, comenzando con este lugar.'; break; case 2: v1 = 'Aion ottaa kaikki St. Augustinen alueet haltuuni, aloittaen täältä.'; } return v1; case 64: switch (y) { case 0: v1 = 'Then. I\'m going to take each and every building from that area, and run everyone out of it.'; break; case 1: v1 = 'Entonces. Voy a tomar cada uno de los edificios de esa área, y sacaré a todos de ella.'; break; case 2: v1 = 'Sitten. Aion ottaa jokaisen rakennuksen kyseiseltä alueelta ja ajaa kaikki pois.'; } return v1; case 66: switch (y) { case 0: v1 = 'This will then give me enough area to begin to build empire that will take over this entire city!'; break; case 1: v1 = '¡Esto me dará suficiente área para construir, comenzar a edificar el imperio que se hará cargo de toda esta ciudad!'; break; case 2: v1 = 'Tämä antaa minulle sitten tarpeeksi tilaa rakentaa imperiumia, joka ottaa haltuunsa koko tämän kaupungin!'; } return v1; case 67: switch (y) { case 0: v1 = 'No, I mean, it makes no sense how you can talk.'; break; case 1: v1 = 'No, quiero decir, no tiene sentido cómo puedes hablar.'; break; case 2: v1 = 'Ei, tarkoitan, että siinä ei ole mitään järkeä että voit puhua.'; } return v1; case 68: switch (y) { case 0: v1 = 'I thought I was the only talking bat in this area.'; break; case 1: v1 = 'Pensé que era el único murciélago parlante en esta área.'; break; case 2: v1 = 'Luulin olevani ainoa puhuva lepakko tällä alueella.'; } return v1; case 69: switch (y) { case 0: v1 = 'And why do you have hair?'; break; case 1: v1 = '¿Y por qué tienes cabello?'; break; case 2: v1 = 'Ja miksi sinulla on hiuksia.'; } return v1; case 70: switch (y) { case 0: v1 = 'Wait, you guys are talking bats?'; break; case 1: v1 = 'Esperen, ¿Son murciélagos hablantes?'; break; case 2: v1 = 'Hetkinen, oletteko puhuvia lepakoita?'; } return v1; case 71: switch (y) { case 0: v1 = 'Welp, guess I\'m not putting that genie back in the bottle.'; break; case 1: v1 = 'Bien, supongo que no voy a poner a ese genio de vuelvo en la botella.'; break; case 2: v1 = 'No, en taidakkaan laittaa sitä henkeä takaisin pulloon.'; } return v1; case 72: switch (y) { case 0: v1 = 'I\'m not even a real bat!'; break; case 1: v1 = '¡Ni siquiera soy un verdadero murciélago!'; break; case 2: v1 = 'En ole oikea lepakko!'; } return v1; case 73: switch (y) { case 0: v1 = 'I was human once, I swear!'; break; case 1: v1 = '¡Fui humana una vez, lo juro!'; break; case 2: v1 = 'Olin kerran ihminen, vannon!'; } return v1; case 74: switch (y) { case 0: v1 = 'Some spirit just flew in to my home one day while I was making my plan and turned in to this.'; break; case 1: v1 = 'Algún espíritu voló a mi casa un día mientras estaba haciendo mi plan y me convirtieron en esto.'; break; case 2: v1 = 'Jokin henki lensi vain kotiini yhtenä päivänä, kun olin laatimassa suunnitelmaani ja muutti minut tällaiseksi.'; } return v1; case 75: switch (y) { case 0: v1 = 'It said it was trying to cause mayhem.'; break; case 1: v1 = 'Dijo que estaba tratando de causar caos.'; break; case 2: v1 = 'Se sanoi, että se yritti aiheuttaa sekasortoa.'; } return v1; case 76: switch (y) { case 0: v1 = 'Figures...'; break; case 1: v1 = 'Figura...'; break; case 2: v1 = 'Tietysti...'; } return v1; case 77: switch (y) { case 0: v1 = 'Either way, I\'m not letting you take this place.'; break; case 1: v1 = 'De cualquier manera, no te dejaré ocupar este lugar.'; break; case 2: v1 = 'Siitä huolimatta, en anna sinun ottaa tätä paikkaa.'; } return v1; case 78: switch (y) { case 0: v1 = 'This is my home!'; break; case 1: v1 = 'Esta es mi casa!'; break; case 2: v1 = 'Tämä on kotini!'; } return v1; case 79: switch (y) { case 0: v1 = 'Suit yourself.'; break; case 1: v1 = 'Vístete.'; break; case 2: v1 = 'Kuten tahdot.'; } return v1; case 80: switch (y) { case 0: v1 = 'Come on. Get back up. Don\'t make me have to finish you off.'; break; case 1: v1 = 'Venga. Vuelve a levantarte. No me hagas tener que acabar contigo.'; break; case 2: v1 = 'Nouse ylös. Älä pakota minua tappamaan sinua.'; } return v1; case 81: switch (y) { case 0: v1 = 'Will you just get away from me already?'; break; case 1: v1 = '¿Ya te alejarás de mí?'; break; case 2: v1 = 'Voisitko vain lopettaa jo?'; } return v1; case 82: switch (y) { case 0: v1 = 'You\'re starting to really get on my nerves!'; break; case 1: v1 = 'Estás empezando a ponerme realmente nerviosa!'; break; case 2: v1 = 'Alat todella käydä hermoilleni!'; } return v1; case 83: switch (y) { case 0: v1 = 'You just come in here, unannounced, and tell everyone to get out.'; break; case 1: v1 = 'Usted acaba de entrar aquí, sin previo aviso, y les dice a todos que salgan.'; break; case 2: v1 = 'Tulet vain tänne ilman varoitusta ja käsket kaikkien lähteä täältä.'; } return v1; case 84: switch (y) { case 0: v1 = 'Then you chase me around with a hatchet cause I said no?'; break; case 1: v1 = 'Entonces me persigues con un hechizo porque dije que no?'; break; case 2: v1 = 'Sitten jahtaat minua kirveellä vain koska sanoin ei?'; } return v1; case 85: switch (y) { case 0: v1 = 'Punks like you deserve to be clobbered!'; break; case 1: v1 = '¡Vándalos como tú merecen ser golpeados!'; break; case 2: v1 = 'Sinunlaisesi roistot ansaitsevat tulla hakatuiksi!'; } return v1; case 86: switch (y) { case 0: v1 = 'Uh...I wasn\'t actually going to hurt you with this axe.'; break; case 1: v1 = 'Uh ... en realidad no iba a lastimarte con este hacha.'; break; case 2: v1 = 'No... en minä oikeasti aikonut satuttaa sinua tällä kirveellä.'; } return v1; case 87: switch (y) { case 0: v1 = 'I was just trying to chase you off.'; break; case 1: v1 = 'Solo intentaba ahuyentarte.'; break; case 2: v1 = 'Yritin vain ajaa sinut pois.'; } return v1; case 88: switch (y) { case 0: v1 = 'Heh heh heh...'; break; case 1: v1 = 'Jej, jej, jej...'; break; case 2: v1 = 'Heh heh heh...'; } return v1; case 89: switch (y) { case 0: v1 = 'Heh heh heh...'; break; case 1: v1 = 'Jej, jej, jej...'; break; case 2: v1 = 'Heh heh heh...'; } return v1; case 90: switch (y) { case 0: v1 = 'My goodness, Blackheart. You saved the fort and everyone in it from that small rabid beast.'; break; case 1: v1 = 'Dios mío, Blackheart. Has salvado el fuerte y a todos dentro de el, de esa pequeña bestia rabiosa.'; break; case 2: v1 = 'Hyvänen aika, Blackheart. Sinä pelastit linnoituksen ja kaikki siinä olevat pieneltä raivostuneelta pedolta.'; } return v1; case 91: switch (y) { case 0: v1 = 'I couldn\'t be more proud of you if I tried.'; break; case 1: v1 = 'No podría estar más orgulloso de ti si lo intentara.'; break; case 2: v1 = 'En voisi olla enää tämän ylpeämpi sinusta.'; } return v1; case 92: switch (y) { case 0: v1 = 'Come on, let\'s go back inside. I\'ll get you some apples.'; break; case 1: v1 = 'Vamos, volvamos adentro. Te traeré algunas manzanas.'; break; case 2: v1 = 'Tule, mennään takaisin sisälle. Annan sinulle omenoita.'; } return v1; } return v1; } stop(); this.onLoad = function () { var v1; }; } movieClip 24 { } movieClip 27 { } movieClip 29 { } movieClip 30 { } movieClip 33 { frame 1 { stop(); } frame 30 { stop(); } } movieClip 37 { } movieClip 53 { frame 1 { stop(); } frame 50 { gotoAndPlay('Straight'); } frame 99 { gotoAndPlay('Straight'); this.isHappy = false; } } movieClip 55 { } movieClip 65 { frame 150 { gotoAndPlay('BlinkLoop'); } frame 199 { this.isMad = false; gotoAndPlay(114); } } movieClip 68 { } movieClip 78 { frame 150 { gotoAndPlay('BlinkLoop'); } frame 199 { gotoAndPlay(114); this.BH_Menu.BH_Menu_Head.BH_Menu_Head_EyeMask.gotoAndPlay(114); } } movieClip 79 { instance BH_Menu_Head_Ear_2 of movieClip 37 { onClipEvent (load) { var staticRot; var isMoving = false; } onClipEvent (enterFrame) { if (_root.BH_Menu.BH_Menu_Head.isMoving == true) { staticRot = _root.BH_Menu.BH_Menu_Head.distance; distance = staticRot - this._rotation; this._rotation += distance * 0.2; } } } instance BH_Menu_Head_LipSync of movieClip 53 { onClipEvent (load) { var isHappy = false; } onClipEvent (rollOver) { if (isHappy == false && this._parent.BH_Menu_Head_EyeMask.isMad == false) { gotoAndPlay('Happy'); isHappy = true; } } } instance BH_Menu_Head_Fur of movieClip 55 { onClipEvent (load) { var staticRot; var isMoving = false; } onClipEvent (enterFrame) { if (_root.BH_Menu.BH_Menu_Head.isMoving == true) { staticRot = _root.BH_Menu.BH_Menu_Head.distance / 2; distance = staticRot - this._rotation; this._rotation += distance * 0.2; } } } instance BH_Menu_Head_Ear_1 of movieClip 37 { onClipEvent (load) { var staticRot; var isMoving = false; } onClipEvent (enterFrame) { if (_root.BH_Menu.BH_Menu_Head.isMoving == true) { staticRot = _root.BH_Menu.BH_Menu_Head.distance; distance = staticRot - this._rotation; this._rotation += distance * 0.2; } } } instance BH_Menu_Head_EyeMask of movieClip 65 { onClipEvent (load) { var isMad = false; } onClipEvent (release) { if (isMad == false && this._parent.BH_Menu_Head_LipSync.isHappy == false) { this.gotoAndPlay('Mad'); this._parent.BH_Menu_Head_EyeLid.gotoAndPlay('Mad'); this._parent.BH_Menu_Head_LipSync.gotoAndPlay('Hiss'); isMad = true; } } } instance BH_Menu_Head_Eye of movieClip 68 { onClipEvent (load) { var staticPosX; var staticPosY; var multiplier = 0.2; } onClipEvent (enterFrame) { staticPosX = _root._xmouse - 330; staticPosY = -_root._ymouse + 592; if (_root._ymouse < 680) { staticPosY = -90; } else { if (_root._ymouse > 750) { staticPosY = -160; } } if (_root._xmouse > 380) { staticPosX = 50; } else { if (_root._xmouse < 320) { staticPosX = -10; } } if (_root._xmouse > 375 && _root._ymouse > 750) { staticPosY = -140; } DistanceX = staticPosX - this._x; DistanceY = staticPosY - this._y; this._x += DistanceX * multiplier; this._y += DistanceY * multiplier; } } } movieClip 80 { frame 1 { } instance of movieClip 33 { onClipEvent (enterFrame) { if (_root._ymouse < 240) { this.gotoAndPlay(1); } else { if (_root._ymouse > 240 && _root._ymouse < 280) { this.gotoAndPlay(3); } else { if (_root._ymouse > 280 && _root._ymouse < 320) { this.gotoAndPlay(5); } else { if (_root._ymouse > 320 && _root._ymouse < 360) { this.gotoAndPlay(7); } else { if (_root._ymouse > 360 && _root._ymouse < 400) { this.gotoAndPlay(9); } else { if (_root._ymouse > 400 && _root._ymouse < 440) { this.gotoAndPlay(11); } else { if (_root._ymouse > 440 && _root._ymouse < 480) { this.gotoAndPlay(13); } else { if (_root._ymouse > 480 && _root._ymouse < 520) { this.gotoAndPlay(15); } else { if (_root._ymouse > 520 && _root._ymouse < 560) { this.gotoAndPlay(17); } else { if (_root._ymouse > 560 && _root._ymouse < 600) { this.gotoAndPlay(19); } else { if (_root._ymouse > 600 && _root._ymouse < 640) { this.gotoAndPlay(21); } else { if (_root._ymouse > 640 && _root._ymouse < 680) { this.gotoAndPlay(23); } else { if (_root._ymouse > 680 && _root._ymouse < 720) { this.gotoAndPlay(25); } else { if (_root._ymouse > 720 && _root._ymouse < 760) { this.gotoAndPlay(27); } else { if (_root._ymouse > 760) { this.gotoAndPlay(29); } } } } } } } } } } } } } } } } } instance BH_Menu_Head of movieClip 79 { onClipEvent (load) { var staticRot_Head; var isMoving = false; } onClipEvent (enterFrame) { xdiff = _root._xmouse - _x; ydiff = _root._ymouse - _y; if (_root._xmouse < 400 || _root._ymouse > 800) { staticRot_Head = 0; } else { staticRot_Head = Math.atan2(ydiff, xdiff) * 28.64788975654116; } distance = staticRot_Head - _rotation; negative_distance = _rotation - staticRot_Head; if (distance < 0 && distance > -180 || distance > 180) { this._rotation -= negative_distance * 0.1; } else { if (distance > 0 && distance <= 180 || distance < -180) { this._rotation += distance * 0.1; } } if (this._rotation < staticRot_Head - 1 || this._rotation > staticRot_Head + 1) { isMoving = true; } else { isMoving = false; } } } } movieClip 83 { } movieClip 86 { frame 1 { stop(); this.onLoad = function () { var v1 = false; }; this.onRollOver = function () { gotoAndStop(2); isRollover = true; }; this.onRollOut = function () { gotoAndStop(1); isRollover = false; }; this.onPress = function () { gotoAndStop(3); }; this.onRelease = function () { if (isRollover == true) { gotoAndStop(2); } else { gotoAndStop(1); } }; } } movieClip 87 { frame 1 { stop(); this.Play_Button.Button_Text.text = 'Play'; this.Scene_Button.Button_Text.text = 'Acts'; this.About_Button.Button_Text.text = 'About'; } instance Play_Button of movieClip 86 { onClipEvent (release) { _root.sceneNum = 0; _root.Menu_Transition.gotoAndPlay('Outro'); _root.Menu_Menu.gotoAndStop(3); } } instance Scene_Button of movieClip 86 { onClipEvent (release) { _root.Menu_Menu.gotoAndStop(2); } } instance About_Button of movieClip 86 { onClipEvent (release) { _root.sceneNum = 1; _root.Menu_Transition.gotoAndPlay('Outro'); _root.Menu_Menu.gotoAndStop(3); } } frame 2 { stop(); this.Act_1.Button_Text.text = 'Act 1'; this.Act_2.Button_Text.text = 'Act 2'; this.Act_3.Button_Text.text = 'Act 3'; this.Back_Button.Button_Text.text = 'Back'; } instance Act_1 of movieClip 86 { onClipEvent (release) { _root.sceneNum = 2; _root.Menu_Transition.gotoAndPlay('Outro'); _root.Menu_Menu.gotoAndStop(3); } } instance Act_2 of movieClip 86 { onClipEvent (release) { _root.sceneNum = 3; _root.Menu_Transition.gotoAndPlay('Outro'); _root.Menu_Menu.gotoAndStop(3); } } instance Act_3 of movieClip 86 { onClipEvent (release) { _root.sceneNum = 4; _root.Menu_Transition.gotoAndPlay('Outro'); _root.Menu_Menu.gotoAndStop(3); } } instance Back_Button of movieClip 86 { onClipEvent (release) { _root.Menu_Menu.gotoAndStop(1); } } } movieClip 90 { frame 1 { Big_Woosh = new Sound(); Big_Woosh.attachSound('Big_Woosh'); Menu_Music = new Sound(); Menu_Music.attachSound('Menu_Music'); Big_Woosh.start(0, 0); Menu_Music.start(0, 9999); } frame 31 { stop(); } frame 32 { Menu_Music.stop(); Big_Woosh.start(0, 0); } frame 62 { stop(); _root.gotoAndStop(9); } } frame 9 { stop(); switch (sceneNum) { case 0: gotoAndPlay(17); break; case 1: gotoAndPlay(11239); break; case 2: gotoAndPlay(317); break; case 3: gotoAndPlay(2631); break; case 4: gotoAndPlay(6339); } } frame 17 { _root.Player.Player_Components.scriptNum = -1; } movieClip 97 { } movieClip 128 { frame 1 { this.Reverse_Button.onRelease = function () { if (_root._currentframe < 22) { _root.gotoAndStop(17); } else { _root.gotoAndStop(_root._currentframe - 30); } }; this.Forward_Button.onRelease = function () { _root.gotoAndStop(_root._currentframe + 30); }; this.ReverseX_Button.onRelease = function () { if (_root._currentframe < 106) { _root.gotoAndStop(17); } else { _root.gotoAndStop(_root._currentframe - 90); } }; this.ForwardX_Button.onRelease = function () { _root.gotoAndStop(_root._currentframe + 90); }; this.Stop_Button.onRelease = function () { _root.stop(); }; this.Player_Button.onRelease = function () { _root.play(); }; } } movieClip 131 { frame 1 { var areSubtitlesToggled = false; var langNum = -1; var scriptNum; _root.Player.Player_Components.Player_Subtitles._visible = false; this.Toggle_Player_Sub.onRelease = function () { if (areSubtitlesToggled == false) { _root.Player.Player_Components.Player_Subtitles._visible = true; areSubtitlesToggled = true; langNum = 0; } else { if (langNum == 0) { langNum = 1; } else { if (langNum == 1) { langNum = 2; } else { _root.Player.Player_Components.Player_Subtitles._visible = false; areSubtitlesToggled = false; langNum = -1; } } } _root.Player.onEnterFrame = function () { _root.Player.Player_Components.Player_Subtitles.Sub_Text.text = _root.updateSubtitles(scriptNum, langNum); }; }; var areButtonsToggled = true; _root.Player.Player_Components.Player_Components_Buttons._visible = true; this.Toggle_Player_Button.onRelease = function () { if (areButtonsToggled == false) { _root.Player.Player_Components.Player_Components_Buttons._visible = true; areButtonsToggled = true; } else { _root.Player.Player_Components.Player_Components_Buttons._visible = false; areButtonsToggled = false; } }; } } movieClip 134 { frame 1 { var isPlayerToggled = false; _root.Player.Player_Components._visible = false; this.Toggle_Player_Button.onRelease = function () { if (isPlayerToggled == false) { _root.Player.Player_Components._visible = true; isPlayerToggled = true; } else { _root.Player.Player_Components._visible = false; isPlayerToggled = false; } }; } } frame 352 { _root.Player.Player_Components.scriptNum = 0; } frame 426 { _root.Player.Player_Components.scriptNum = 1; } frame 562 { _root.Player.Player_Components.scriptNum = 2; } frame 674 { _root.Player.Player_Components.scriptNum = 3; } frame 857 { _root.Player.Player_Components.scriptNum = 4; } frame 988 { _root.Player.Player_Components.scriptNum = 5; } frame 1039 { _root.Player.Player_Components.scriptNum = 6; } frame 1141 { _root.Player.Player_Components.scriptNum = 7; } frame 1257 { _root.Player.Player_Components.scriptNum = 8; } frame 1454 { _root.Player.Player_Components.scriptNum = 9; } frame 1571 { _root.Player.Player_Components.scriptNum = 10; } frame 1690 { _root.Player.Player_Components.scriptNum = 11; } frame 1766 { _root.Player.Player_Components.scriptNum = 12; } frame 1886 { _root.Player.Player_Components.scriptNum = 13; } frame 2130 { _root.Player.Player_Components.scriptNum = 14; } frame 2274 { _root.Player.Player_Components.scriptNum = 15; } frame 2345 { _root.Player.Player_Components.scriptNum = 16; } frame 2379 { _root.Player.Player_Components.scriptNum = 17; } movieClip 167 { } frame 2486 { play(); } movieClip 174 { } movieClip 177 { } movieClip 181 { frame 1 { _root.stop(); this.onEnterFrame = function () { this.Eaten.text = applesEaten + ' apples eaten.'; this.Mood.text = 'Blackheart is ' + currentMood; if (currentMood == 'Sick') { this.isOverFilled.text = 'Is Sick'; } else { this.isOverFilled.text = 'Not Sick'; } Game1_Blackheart.gotoAndStop(currentMood); xPos = _root._xmouse; yPos = _root._ymouse; xDiff = xPos - Game1_Hand._x; yDiff = yPos - Game1_Hand._y; multiplier = 0.3; Game1_Hand._x += xDiff * multiplier; Game1_Hand._y += yDiff * multiplier; Game1_Apple_Slices.onRelease = function () { if (holdingApple == false) { Game1_Hand.gotoAndStop('isHolding'); holdingApple = true; } }; Game1_Blackheart.onRelease = function () { if (holdingApple == true) { Game1_Hand.gotoAndStop('isNotHolding'); holdingApple = false; applesEaten += 1; } }; switch (applesEaten) { case 0: currentMood = 'Hungry'; break; case 2: currentMood = 'Peckish'; break; case 4: currentMood = 'Happy'; break; case 6: currentMood = 'Sick'; } if (currentMood == 'Happy') { Game1_NXT._visible = true; switch (langNum) { case -1: Game1_NXT.Button_Text.text = 'Next'; break; case 1: Game1_NXT.Button_Text.text = 'Después'; break; case 2: Game1_NXT.Button_Text.text = 'Lähin'; } Game1_NXT.onRelease = function () { Mouse.show(); _root.Player._visible = true; Annoying_Loop.stop(); _root.nextFrame(); }; } else { if (currentMood == 'Sick') { Game1_NXT._visible = true; switch (langNum) { case -1: Game1_NXT.Button_Text.text = 'Restart'; break; case 1: Game1_NXT.Button_Text.text = 'Rehacer'; break; case 2: Game1_NXT.Button_Text.text = 'Toista'; } Game1_NXT.onRelease = function () { Annoying_Loop.stop(); _root.prevFrame(); }; } } }; } } instance Game1 of movieClip 181 { onClipEvent (load) { Mouse.hide(); _root.Player._visible = false; Annoying_Loop = new Sound(); Annoying_Loop.attachSound('AnnoyingMusic'); Annoying_Loop.start(0, 9999); var langNum = _root.Player.Player_Components.langNum; var currentMood = 'Hungry'; var applesEaten = 0; var holdingApple = false; this.Game1_Hand.gotoAndStop('isNotHolding'); Game1_NXT._visible = false; } } frame 2488 { _root.Player.Player_Components.scriptNum = 18; play(); } frame 2599 { _root.Player.Player_Components.scriptNum = 19; } frame 2631 { _root.Player.Player_Components.scriptNum = 20; } frame 2791 { _root.Player.Player_Components.scriptNum = 21; } frame 2906 { _root.Player.Player_Components.scriptNum = 22; } movieClip 213 { frame 5 { } frame 95 { this._parent.currentMood = 'NotPulling'; this._parent.isPassed = false; } } movieClip 220 { frame 164 { switch (this._parent.langNum) { case -1: gotoAndPlay('English'); break; case 1: gotoAndPlay('Spanish'); break; case 2: gotoAndPlay('Finnish'); } } frame 165 { stop(); } frame 166 { stop(); } frame 167 { stop(); } } movieClip 223 { } movieClip 225 { } movieClip 228 { } movieClip 230 { } movieClip 231 { frame 1 { _root.stop(); this.onEnterFrame = function () { yPos = _root._ymouse; yDiff = yPos - Game2_Movement_Ball._y; Game2_Movement_Ball._y += yDiff * 0.3; if (isPressed == true) { Game2_Hint._visible = false; if (currentMood != 'Slipped') { if (Game2_Movement_Ball._y > _root._ymouse + 1 || Game2_Movement_Ball._y < _root._ymouse - 1) { if (Strain < 50) { currentMood = 'Pulling'; } else { currentMood = 'Straining'; } Strain += 1; } else { currentMood = 'isHolding'; } } } this.Game2_HitBox.onDragOut = function () { isPressed = false; currentMood = 'Slipped'; }; this.Game2_HitBox.onPress = function () { if (currentMood != 'Slipped') { currentMood = 'isHolding.'; isPressed = true; } }; this.Game2_HitBox.onRollOver = function () { if (currentMood != 'Slipped') { currentMood = 'isHolding'; } }; this.Game2_HitBox.onRelease = function () { if (currentMood != 'Slipped') { currentMood = 'isHolding'; isPressed = false; } }; this.Game2_HitBox.onRollOut = function () { if (currentMood != 'Slipped') { currentMood = 'NotPulling'; } }; switch (currentMood) { case 'NotPulling': Game2_Blackheart.gotoAndStop(currentMood); break; case 'isHolding': Game2_StressLines._visible = false; Game2_Headache._visible = false; Game2_Blackheart.gotoAndStop(currentMood); break; case 'Pulling': Game2_StressLines._visible = true; Game2_Blackheart.gotoAndStop(currentMood); break; case 'Straining': Game2_StressLines._visible = true; Game2_Headache._visible = true; Game2_Blackheart.gotoAndStop(currentMood); break; case 'Slipped': if (isPassed == false) { Game2_StressLines._visible = false; Game2_Headache._visible = false; Game2_Blackheart.gotoAndPlay(currentMood); isPassed = true; } } if (Strain >= 100) { Annoying_Loop.stop(); Mouse.show; _root.Player._visible = true; _root.nextFrame(); } }; } } instance of movieClip 231 { onClipEvent (load) { _root.Player._visible = false; Annoying_Loop = new Sound(); Annoying_Loop.attachSound('Waiting'); Annoying_Loop.start(0, 9999); var langNum = _root.Player.Player_Components.langNum; var Strain = 0; var currentMood = 'NotPulling'; var isPressed = false; var isPassed = false; Game2_StressLines._visible = false; Game2_Headache._visible = false; Game2_Hint._visible = true; } } frame 3071 { play(); } frame 3093 { _root.Player.Player_Components.scriptNum = 23; } frame 3216 { _root.Player.Player_Components.scriptNum = 24; } frame 3273 { _root.Player.Player_Components.scriptNum = 25; } frame 3362 { _root.Player.Player_Components.scriptNum = 26; } frame 3463 { _root.Player.Player_Components.scriptNum = 27; } frame 3685 { _root.Player.Player_Components.scriptNum = 28; } frame 3781 { _root.Player.Player_Components.scriptNum = 29; } frame 3817 { _root.Player.Player_Components.scriptNum = 30; } frame 3866 { _root.Player.Player_Components.scriptNum = 31; } frame 4024 { _root.Player.Player_Components.scriptNum = 32; } frame 4192 { _root.Player.Player_Components.scriptNum = 33; } frame 4284 { _root.Player.Player_Components.scriptNum = 34; } frame 4327 { _root.Player.Player_Components.scriptNum = 35; } frame 4403 { _root.Player.Player_Components.scriptNum = 36; } frame 4612 { _root.Player.Player_Components.scriptNum = 37; } frame 4718 { _root.Player.Player_Components.scriptNum = 38; } frame 4885 { _root.Player.Player_Components.scriptNum = 39; } frame 4995 { _root.Player.Player_Components.scriptNum = 40; } frame 5183 { _root.Player.Player_Components.scriptNum = 41; } frame 5265 { _root.Player.Player_Components.scriptNum = 42; } frame 5418 { _root.Player.Player_Components.scriptNum = 43; } frame 5456 { _root.Player.Player_Components.scriptNum = 44; } frame 5513 { _root.Player.Player_Components.scriptNum = 45; } frame 5609 { _root.Player.Player_Components.scriptNum = 46; } frame 5785 { _root.Player.Player_Components.scriptNum = 47; } frame 5882 { _root.Player.Player_Components.scriptNum = 48; } frame 5975 { _root.Player.Player_Components.scriptNum = 49; } frame 6050 { _root.Player.Player_Components.scriptNum = 50; } frame 6284 { _root.Player.Player_Components.scriptNum = 51; } frame 6339 { _root.Player.Player_Components.scriptNum = 52; } frame 6386 { _root.Player.Player_Components.scriptNum = 53; } frame 6501 { _root.Player.Player_Components.scriptNum = 54; } frame 6602 { _root.Player.Player_Components.scriptNum = 56; } frame 6721 { _root.Player.Player_Components.scriptNum = 57; } frame 6823 { _root.Player.Player_Components.scriptNum = 58; } frame 6926 { _root.Player.Player_Components.scriptNum = 59; } frame 6976 { _root.Player.Player_Components.scriptNum = 60; } frame 7092 { _root.Player.Player_Components.scriptNum = 61; } frame 7162 { _root.Player.Player_Components.scriptNum = 62; } frame 7223 { _root.Player.Player_Components.scriptNum = 63; } frame 7334 { _root.Player.Player_Components.scriptNum = 64; } frame 7509 { _root.Player.Player_Components.scriptNum = 66; } frame 7662 { _root.Player.Player_Components.scriptNum = 67; } frame 7727 { _root.Player.Player_Components.scriptNum = 68; } frame 7797 { _root.Player.Player_Components.scriptNum = 69; } frame 7833 { _root.Player.Player_Components.scriptNum = 70; } frame 7917 { _root.Player.Player_Components.scriptNum = 71; } frame 8012 { _root.Player.Player_Components.scriptNum = 72; } frame 8065 { _root.Player.Player_Components.scriptNum = 73; } frame 8138 { _root.Player.Player_Components.scriptNum = 74; } frame 8294 { _root.Player.Player_Components.scriptNum = 75; } frame 8362 { _root.Player.Player_Components.scriptNum = 76; } frame 8418 { _root.Player.Player_Components.scriptNum = 77; } frame 8496 { _root.Player.Player_Components.scriptNum = 78; } frame 8551 { _root.Player.Player_Components.scriptNum = 79; } frame 8685 { stop(); _root.Player._visible = false; trash_button.onRelease = function () { _root.Player._visible = true; nextFrame(); gotoAndPlay(undefined); }; } frame 8686 { play(); } frame 8884 { _root.Player.Player_Components.scriptNum = 80; } frame 9036 { _root.Player.Player_Components.scriptNum = 81; } frame 9112 { _root.Player.Player_Components.scriptNum = 82; } frame 9240 { _root.Player.Player_Components.scriptNum = 83; } frame 9359 { _root.Player.Player_Components.scriptNum = 84; } frame 9483 { _root.Player.Player_Components.scriptNum = 85; } frame 9643 { _root.Player.Player_Components.scriptNum = 86; } frame 9810 { _root.Player.Player_Components.scriptNum = 87; } frame 9921 { _root.Player.Player_Components.scriptNum = 88; } frame 10509 { _root.Player.Player_Components.scriptNum = 90; } frame 10700 { _root.Player.Player_Components.scriptNum = 91; } frame 10889 { _root.Player.Player_Components.scriptNum = 92; } frame 11089 { } frame 11238 { gotoAndPlay(2); } frame 11239 { stop(); this.Back_Button.Button_Text.text = 'Back'; } movieClip 484 { } movieClip 486 { } movieClip 487 { } instance Back_Button of movieClip 86 { onClipEvent (release) { _root.About_Transition.gotoAndPlay(31); } } movieClip 489 { } movieClip 491 { frame 31 { stop(); } frame 62 { stop(); _root.nextFrame(); } } frame 11240 { gotoAndPlay(2); }




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Created: 22/5 -2020 18:06:27 Last modified: 22/5 -2020 18:06:44 Server time: 19/04 -2024 02:35:09