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 AgustÃn, 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 ahà 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 = '¡MÃrala! ¡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 vÃctima.';
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 aquà 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 DÃA...';
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 parecÃa ser una botella dorada yacÃa 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, asà 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 espÃritu 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 espÃritu 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 tenÃa 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 espÃritu 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, avÃsame 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, ¿podrÃas 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 increÃble! ¡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 gustarÃa 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 podrÃa 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 asÃ, el espÃritu 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 DÃA...';
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 dormÃa 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! ¡Sà 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 mÃo 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 AgustÃn, 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 espÃritu voló a mi casa un dÃa 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 = 'VÃstete.';
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 m�';
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 aquÃ, 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 mÃo, 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 podrÃa 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);
}