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<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/51132742?noj=FRM51132742-8DC" width="1" height="1"></div>

Defend Your Kingdom.swf

This is the info page for
Flash #22723

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


Text
B

Bl

Blu

Blue

Blue K

Blue Ko

Blue Koa

Blue Koal

Blue Koala

Blue Koala P

Blue Koala Pr

Blue Koala Pro

Blue Koala Prod

Blue Koala Produ

Blue Koala Produc

Blue Koala Product

Blue Koala Producti

Blue Koala Productio

Blue Koala Production

Blue Koala Productions

The enemies are approaching your gates.
You must protect your way of life! Dont let
them burn it up. Defend your kingdom!

Play

Instructions

Mouse Aim

Auto Aim

Pick a game mode:

Pick a game mode:

This is a basic tower. It can
later be customized into
hundreds of individual types.
Click to buy, click to place.

Menu

This is a land mine. It blows up
upon contact with enemies.
Click to buy, click to place.

Next

Click and drop these items onto towers to upgrade the towers.
Dropping towers onto other towers will upgrade range, speed,
reload speed, and penetration. That can only happen 4 times to a
tower. The elements can keep being placed forever. Each element
increases tower damage by one. The shapes for the element (on
the tower) only upgrage 10 points each, but the numbers keep
upgrading beyond that.

Fire

Water

Air

Every enemy has different resistances. Fire
resists fire, but is weak to water, and vice versa.
Air resists air, but is weak to fire. Think about
that when you read what the next wave is.
Please Note:
Plain towers will do very very little damage
without augmentation.

100

Gold:

New Tower -

unpause

pause

Land Mine   -

Elements      -

Fire

Water

Air

x1

x5

menu

Wave:

Next Wave:

Lives:

6

100

20

20

20

G

Ahh! Nooooo! Your kingdom is
burning! The magician wins!
You lose.

Menu

Yay!!!
You defended your kingdom.
The wizard was defeated.
You win.

skip

There once was a magical
place where all the green
people were happy

They had a great king...
You!

But the magician next door
was jealous of you.

So he concocted an army...

And ATTACKED! Defend the
happy green people. Kill the
magician.

ActionScript [AS1/AS2]

Frame 46
gotoAndPlay ("intro");
Frame 47
stop(); shooter = true; whichmode = "Auto Aim"; game.onRelease = function () { gotoAndStop ("game"); }; instructions.onRelease = function () { gotoAndStop ("instructions"); }; mouseaim.onRelease = function () { shooter = false; whichmode = "Mouse Aim"; }; autoaim.onRelease = function () { shooter = true; whichmode = "Auto Aim"; };
Frame 51
menu.onRelease = function () { gotoAndStop ("menu"); }; nextb.onRelease = function () { gotoAndStop ("instructions 2"); };
Frame 53
airpoints._x = base._x; waterpoints._x = base._x; firepoints._x = base._x; airpoints._y = base._y; waterpoints._y = base._y; firepoints._y = base._y; airpoints.gotoAndStop(4); firepoints.gotoAndStop(5); waterpoints.gotoAndStop(4); menu.onRelease = function () { gotoAndStop ("menu"); }; nextb.onRelease = function () { gotoAndStop ("instructions 3"); };
Frame 55
menu.onRelease = function () { gotoAndStop ("menu"); };
Frame 57
delay = 40; Ecounter = 0; enemy = 0; totalEnemies = 20; newEnemy = 1; total = 0; towers = 0; bullets = 0; totalBullets = 10 * towers; newBullet = 0; b1.notputdown = true; lives = 10; divisor = lives / 5; gold = 60; reps = 0; wave = 1; wavecounter = 0; pausegame = true; mines = 0; notputdownmine = 0; explosions = 0; topExplosions = 3; notPutDownElement = "none"; wavefire = 0; wavewater = 0; waveair = 0; towerPrice = 20; elementPrice = 10; landMinePrice = 2; backdrop.gotoAndStop(5); lands = 11; phases = 1; map = 1; mod = 20; map1phase1 = 143.2; map1phase2 = 122 - mod; map1phase3 = 90.5 - mod; map1phase4 = 190.8 - mod; map1phase5 = 148.2 - mod; map1phase6 = 244.9 - mod; map1phase7 = 84.6 - mod; map1phase8 = 108.8 - mod; map1phase9 = 193.7 - mod; map1phase10 = 169.3 - mod; map1phase11 = 148.2 - mod; nextWave = "Fire"; stop(); unpause.onRelease = function () { pausegame = false; unpause._y = -100; }; pauser.onRelease = function () { pausegame = true; pauser._y = -100; }; goMenu.onRelease = function () { reset(); gotoAndStop ("menu"); }; reset = function () { i = 0; while (i <= towers) { currentT = eval ("t" + i); currentB = eval ("b" + i); currentT._x = -100; currentB._x = -100; currentT._y = -100; currentB._y = -100; currentT = eval ("f" + i); currentB = eval ("w" + i); currentT._x = -100; currentB._x = -100; currentT._y = -100; currentB._y = -100; currentT = eval ("a" + i); currentT._x = -100; currentT._y = -100; i++; } i = 0; while (i <= totalEnemies) { currentT = eval ("e" + i); currentT._x = -100; currentT._y = -100; currentT = eval ("bar" + i); currentT._x = -100; currentT._y = -100; i++; } i = 0; while (i <= mines) { currentM = eval ("mine" + i); currentM._x = -100; currentM._y = -100; i++; } i = 0; while (i <= bullets) { cB = eval ("bu" + i); cB._x = -100; cB._y = -100; i++; } pausegame = true; delay = 40; Ecounter = 0; enemy = 0; totalEnemies = 50; newEnemy = 1; total = 0; towers = 0; bullets = 0; totalBullets = 10 * towers; newBullet = 0; b1.notputdown = true; lives = 40; gold = 40; reps = 0; wave = 1; wavecounter = 0; pausegame = true; mines = 0; notputdownmine = 0; explosions = 0; topExplosions = 3; notPutDownElement = "none"; }; releaseNewEnemy = function (health, speed, level, normalResistance, flameResistance, waterResistance, airResistance, type, wave) { if (enemy < totalEnemies) { enemy++; newEnemy = enemy; total++; duplicateMovieClip (duplicateEnemy, "e" + enemy, total); total++; duplicateMovieClip (healthBar, "bar" + enemy, total); currentEnemy = eval ("e" + enemy); currentEnemy.health = health; currentEnemy.counter = 0; currentEnemy.phase = 1; currentEnemy.speed = speed; currentEnemy.level = level; currentEnemy._x = startBlock._x; currentEnemy._y = startBlock._y; currentEnemy.dead = false; if (type == "fire") { currentEnemy.gotoAndStop("fire"); currentEnemy.barDistance = 10; currentEnemy.flameResistance = 3; currentEnemy.waterResistance = 0; currentEnemy.airResistance = 1; currentEnemy.normalResistance = 0.5; } if (type == "water") { currentEnemy.gotoAndStop("water"); currentEnemy.barDistance = 10; currentEnemy.flameResistance = 0; currentEnemy.waterResistance = 3; currentEnemy.airResistance = 1; currentEnemy.normalResistance = 0.5; } if (type == "air") { currentEnemy.gotoAndStop("air"); currentEnemy.barDistance = 10; currentEnemy.flameResistance = 1; currentEnemy.waterResistance = 1; currentEnemy.airResistance = 3; currentEnemy.normalResistance = 0; } if (type == "normal") { currentEnemy.gotoAndStop("normal"); currentEnemy.barDistance = 10; currentEnemy.flameResistance = 1; currentEnemy.waterResistance = 1; currentEnemy.airResistance = 0; currentEnemy.normalResistance = 3; } } else { if (newEnemy < totalEnemies) { newEnemy++; } else { newEnemy = 1; } currentEnemy = eval ("e" + newEnemy); currentEnemy.health = health; currentEnemy.counter = 0; currentEnemy.phase = 1; currentEnemy.speed = speed; currentEnemy.level = level; currentEnemy._x = startBlock._x; currentEnemy._y = startBlock._y; currentEnemy.dead = false; if (type == "fire") { currentEnemy.gotoAndStop("fire"); currentEnemy.barDistance = 10; currentEnemy.flameResistance = 3; currentEnemy.waterResistance = 0; currentEnemy.airResistance = 1; currentEnemy.normalResistance = 1; } if (type == "water") { currentEnemy.gotoAndStop("water"); currentEnemy.barDistance = 10; currentEnemy.flameResistance = 0; currentEnemy.waterResistance = 3; currentEnemy.airResistance = 1; currentEnemy.normalResistance = 1; } if (type == "air") { currentEnemy.gotoAndStop("air"); currentEnemy.barDistance = 10; currentEnemy.flameResistance = 1; currentEnemy.waterResistance = 1; currentEnemy.airResistance = 3; currentEnemy.normalResistance = 0; } if (type == "normal") { currentEnemy.gotoAndStop("normal"); currentEnemy.barDistance = 10; currentEnemy.flameResistance = 0; currentEnemy.waterResistance = 0; currentEnemy.airResistance = 0; currentEnemy.normalResistance = 0; } } }; titlebanner.onEnterFrame = function () { mousecollision._x = _root._xmouse; mousecollision._y = _root._ymouse; crosshair._x = _root._xmouse; crosshair._y = _root._ymouse; percentage = Math.ceil(lives / divisor); backdrop.gotoAndStop(percentage); if (lives <= 0) { reset(); gotoAndStop ("lose"); } if (pausegame == false) { totalBullets = towers; reps++; controlBullets(); runWaves(); controlEnemies(); unpause._y = -100; } controlMines(); i = 0; while (i <= towers) { currentB = eval ("b" + i); currentT = eval ("t" + i); currentFlameIndicator = eval ("f" + i); currentWaterIndicator = eval ("w" + i); currentAirIndicator = eval ("a" + i); if (notputdown == i) { currentB._x = _root._xmouse; currentB._y = _root._ymouse; currentT._x = currentB._x; currentT._y = currentB._y; currentFlameIndicator._x = currentB._x; currentFlameIndicator._y = currentB._y; currentWaterIndicator._x = currentB._x; currentWaterIndicator._y = currentB._y; currentAirIndicator._x = currentB._x; currentAirIndicator._y = currentB._y; rangefinder._x = currentB._x; rangefinder._y = currentB._y; } i++; } if (notputdown == -1) { rangefinder._x = -100; rangefinder._y = -100; } if (notPutDownElement == "flame") { flameCarry = fC; flameCarry._x = _root._xmouse; flameCarry._y = _root._ymouse; } if (notPutDownElement == "water") { waterCarry = wC; waterCarry._x = _root._xmouse; waterCarry._y = _root._ymouse; } if (notPutDownElement == "air") { airCarry = aC; airCarry._x = _root._xmouse; airCarry._y = _root._ymouse; } if (pausegame == false) { controlTowers(); pauser._x = Stage.width; pauser._y = Stage.height; } else { pauser._y = -100; unpause._y = Stage.height; unpause._x = Stage.width; } }; controlMines = function () { currentMine = eval ("mine" + notputdownmine); currentMine._x = _root._xmouse - 10; currentMine._y = _root._ymouse - 10; }; runWaves = function () { if (wave == 1) { delay = 15; wavefire = 0; wavewater = 0; waveair = 0; health = 4; speed = 2; if (wavecounter > 10) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + (wave * 10); resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Fire"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "fire", wave); } } } if (wave == 2) { delay = 15; health = 4; speed = 3; if (wavecounter > 10) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + (wave * 10); resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Water"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "fire", wave); } } } if (wave == 3) { delay = 15; health = 5; speed = 4; if (wavecounter > 12) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 25; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Air"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "water", wave); } } } if (wave == 3) { delay = 10; health = 6; speed = 4; if (wavecounter > 12) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 35; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Fire + Earth"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "air", wave); } } } if (wave == 4) { delay = 20; health = 4; speed = 4; if (wavecounter > 12) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 35; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Water"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "fire", wave); releaseNewEnemy(health, speed - 2, wave, 0, wavefire, wavewater, waveair, "normal", wave); } } } if (wave == 5) { delay = 7; health = 8; speed = 5; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 40; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Fire"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "water", wave); } } } if (wave == 6) { delay = 5; health = 9; speed = 6; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 40; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Water + Air"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "fire", wave); releaseNewEnemy(health + 2, speed - 3, wave, 0, wavefire, wavewater, waveair, "fire", wave); } } } if (wave == 7) { delay = 5; health = 10; speed = 5; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 50; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Earth + Fire"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "water", wave); releaseNewEnemy(health + 2, speed - 3, wave, 0, wavefire, wavewater, waveair, "air", wave); releaseNewEnemy(health + 4, speed - 6, wave, 0, wavefire, wavewater, waveair, "air", wave); } } } if (wave == 8) { delay = 5; health = 12; speed = 7; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 50; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Air"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "normal", wave); releaseNewEnemy(health + 2, speed - 3, wave, 0, wavefire, wavewater, waveair, "normal", wave); releaseNewEnemy(health + 4, speed - 6, wave, 0, wavefire, wavewater, waveair, "fire", wave); } } } if (wave == 9) { delay = 3; health = 12; speed = 9; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 50; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Earth + Water"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "air", wave); } } } if (wave == 10) { delay = 3; health = 10; speed = 9; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 50; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "Fire + Air"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "normal", wave); releaseNewEnemy(health - 2, speed + 2, wave, 0, wavefire, wavewater, waveair, "water", wave); } } } if (wave == 11) { delay = 3; health = 12; speed = 9; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 60; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "All"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "fire", wave); releaseNewEnemy(health - 2, speed + 2, wave, 0, wavefire, wavewater, waveair, "air", wave); } } } if (wave == 12) { delay = 2; health = 4; speed = 1; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 60; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); nextWave = "All"; } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "normal", wave); releaseNewEnemy(health, speed + 1, wave, 0, wavefire, wavewater, waveair, "fire", wave); releaseNewEnemy(health, speed + 2, wave, 0, wavefire, wavewater, waveair, "air", wave); releaseNewEnemy(health, speed + 3, wave, 0, wavefire, wavewater, waveair, "normal", wave); } } } if (wave == 13) { delay = 3; health = 12; speed = 10; if (wavecounter > 20) { allEnemiesDead = true; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); if (currentEnemy.hitTest(backdrop)) { allEnemiesDead = false; } i++; } if (allEnemiesDead) { wave++; wavecounter = 0; Ecounter = 0; pausethegame(); gold = gold + 60; resistanceMultiplier = wave + 1; wavefire = Math.floor(Math.random() * resistanceMultiplier); wavewater = Math.floor(Math.random() * resistanceMultiplier); waveair = Math.floor(Math.random() * resistanceMultiplier); reset(); gotoAndStop ("win"); } } else { Ecounter++; if (Ecounter == delay) { Ecounter = 0; wavecounter++; releaseNewEnemy(health, speed, wave, 0, wavefire, wavewater, waveair, "normal", wave); releaseNewEnemy(health, speed + 1, wave, 0, wavefire, wavewater, waveair, "air", wave); releaseNewEnemy(health, speed + 2, wave, 0, wavefire, wavewater, waveair, "water", wave); releaseNewEnemy(health, speed + 3, wave, 0, wavefire, wavewater, waveair, "fire", wave); } } } }; pausethegame = function () { pausegame = true; i = 0; while (i <= bullets) { currentBullet = eval ("bu" + i); currentBullet._x = -100; currentBullet._y = -100; currentBullet.dx = 0; currentBullet.dy = 0; i++; } }; controlEnemies = function () { distance1 = 230; i = 0; while (i <= enemy) { cE = eval ("e" + i); cBar = eval ("bar" + i); cBar.gotoAndStop(cE.health); cBar._x = cE._x - cE.barDistance; cBar._y = cE._y - cE.barDistance; m = 0; while (m <= mines) { if (notputdownmine != m) { currentMine = eval ("mine" + m); if (currentMine.hitTest(cE)) { cE.counter = 0; cE.phase = 1; cE.speed = 2; cE._x = -100; cE._y = -100; cE.dead = true; currentMine._x = -100; currentMine._y = -100; } } m++; } if (map == 1) { if (cE.phase == 1) { if (cE.counter < map1phase1) { cE._rotation = 0; cE._x = cE._x + cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = 90; cE.phase++; cE.counter = 0; } } if (cE.phase == 2) { if (cE.counter < map1phase2) { cE._y = cE._y + cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = 0; cE.phase++; cE.counter = 0; } } if (cE.phase == 3) { if (cE.counter < map1phase3) { cE._x = cE._x + cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = -90; cE.phase++; cE.counter = 0; } } if (cE.phase == 4) { if (cE.counter < map1phase4) { cE._y = cE._y - cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = 0; cE.phase++; cE.counter = 0; } } if (cE.phase == 5) { if (cE.counter < map1phase5) { cE._x = cE._x + cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = 90; cE.phase++; cE.counter = 0; } } if (cE.phase == 6) { if (cE.counter < map1phase6) { cE._y = cE._y + cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = 180; cE.phase++; cE.counter = 0; } } if (cE.phase == 7) { if (cE.counter < map1phase7) { cE._x = cE._x - cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = -90; cE.counter = 0; cE.phase++; } } if (cE.phase == 8) { if (cE.counter < map1phase8) { cE._y = cE._y - cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = 0; cE.counter = 0; cE.phase++; } } if (cE.phase == 9) { if (cE.counter < map1phase9) { cE._x = cE._x + cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = 90; cE.counter = 0; cE.phase++; } } if (cE.phase == 10) { if (cE.counter < map1phase10) { cE._y = cE._y + cE.speed; cE.counter = cE.counter + cE.speed; } else { cE._rotation = 0; cE.counter = 0; cE.phase++; } } if (cE.phase == 11) { if (cE.counter < map1phase11) { cE._x = cE._x + cE.speed; cE.counter = cE.counter + cE.speed; } else { lives--; cE.counter = 0; cE.phase = 1; cE.dead = true; } } } i++; } }; basicTower.onRelease = function () { if (gold >= towerPrice) { gold = gold - towerPrice; towers++; total++; duplicateMovieClip (base, "b" + towers, total); total++; duplicateMovieClip (firepoints, "f" + towers, total); total++; duplicateMovieClip (waterpoints, "w" + towers, total); total++; duplicateMovieClip (airpoints, "a" + towers, total); total++; duplicateMovieClip (top, "t" + towers, total); currentT = eval ("b" + towers); currentT.pauser = 0; currentT.lengthOfPause = 15; currentT.launchSpeed = 10; currentT.range = 80; currentT.penetrate = 2; currentT.nearest = newEnemy; currentT.oldnearest = newEnemy - 1; currentT.bulletType = "bullet"; currentT.level = 1; currentT.normalDamage = 1; currentT.flameDamage = 0; currentT.flameLevel = 1; currentT.waterDamage = 0; currentT.waterLevel = 1; currentT.airDamage = 0; currentT.airLevel = 1; total++; bullets++; duplicateMovieClip (bullet, "bu" + bullets, total); total++; bullets++; duplicateMovieClip (bullet, "bu" + bullets, total); currentBullet = eval ("bu" + bullets); currentBullet.bulletType = "bullet"; notputdown = towers; } }; flamebutton.onRelease = function () { if (gold >= elementPrice) { gold = gold - elementPrice; notPutDownElement = "flame"; notPutDownElementNumber = 1; } }; waterbutton.onRelease = function () { if (gold >= elementPrice) { gold = gold - elementPrice; notPutDownElement = "water"; notPutDownElementNumber = 1; } }; airbutton.onRelease = function () { if (gold >= elementPrice) { gold = gold - elementPrice; notPutDownElement = "air"; notPutDownElementNumber = 1; } }; flamebutton5.onRelease = function () { if (gold >= (elementPrice * 5)) { gold = gold - (elementPrice * 5); notPutDownElement = "flame"; notPutDownElementNumber = 5; } }; waterbutton5.onRelease = function () { if (gold >= (elementPrice * 5)) { gold = gold - (elementPrice * 5); notPutDownElement = "water"; notPutDownElementNumber = 5; } }; airbutton5.onRelease = function () { if (gold >= (elementPrice * 5)) { gold = gold - (elementPrice * 5); notPutDownElement = "air"; notPutDownElementNumber = 5; } }; minebutton.onRelease = function () { if (gold >= landMinePrice) { gold = gold - landMinePrice; total++; mines++; duplicateMovieClip (mine, "mine" + mines, total); notputdownmine = mines; } }; controlTowers = function () { i = 0; while (i <= towers) { currentB = eval ("b" + i); currentT = eval ("t" + i); currentFlameIndicator = eval ("f" + i); currentWaterIndicator = eval ("w" + i); currentAirIndicator = eval ("a" + i); if (notputdown == i) { currentB._x = _root._xmouse; currentB._y = _root._ymouse; currentT._x = currentB._x; currentT._y = currentB._y; currentFlameIndicator._x = currentB._x; currentFlameIndicator._y = currentB._y; rangefinder._x = currentB._x; rangefinder._y = currentB._y; } else { rangefinder._x = -100; rangefinder._y = -100; currentT = eval ("b" + i); currentTop = eval ("t" + i); if (currentT != undefined) { if (shooter) { notFinished = true; closest = 0; rangeToClosest = 10000; currentTower = eval ("b" + i); e = 0; while (e <= totalEnemies) { currentEnemy = eval ("e" + e); dx = currentEnemy._x - currentTower._x; dy = currentEnemy._y - currentTower._y; distance = Math.sqrt((dx * dx) + (dy * dy)); if (distance < rangeToClosest) { closest = e; rangeToClosest = distance; } e++; } currentTower.closest = closest; if (rangeToClosest <= currentTower.range) { currentTower.fire = true; } else { currentTower.fire = false; } nearestEnemy = eval ("e" + currentT.closest); if (nearestEnemy.dead != true) { mdx = currentT._x - nearestEnemy._x; mdy = currentT._y - nearestEnemy._y; radians = Math.atan(mdy / mdx); degrees = (radians * 180) / Math.PI; degrees = degrees + 90; if (mdx >= 0) { degrees = degrees - 180; } } } else { i = 0; while (i <= towers) { currentTower = eval ("b" + i); currentTower.fire = true; i++; } mdx = currentT._x - _root._xmouse; mdy = currentT._y - _root._ymouse; radians = Math.atan(mdy / mdx); degrees = (radians * 180) / Math.PI; degrees = degrees + 90; if (mdx >= 0) { degrees = degrees - 180; } } currentTop._rotation = degrees; currentFlameIndicator._rotation = degrees; currentWaterIndicator._rotation = degrees; currentAirIndicator._rotation = degrees; if (currentT.pauser < currentT.lengthOfPause) { currentT.pauser++; } if (currentT.pauser >= currentT.lengthOfPause) { if (currentTower.fire) { currentT.pauser = 0; currentBullet = eval ("bu" + i); currentBullet.speed = currentT.launchSpeed; currentBullet.dx = Math.cos(radians) * currentBullet.speed; currentBullet.dy = Math.sin(radians) * currentBullet.speed; if (mdx >= 0) { currentBullet.dx = currentBullet.dx * -1; currentBullet.dy = currentBullet.dy * -1; } currentBullet._rotation = degrees; currentBullet._x = currentT._x; currentBullet._y = currentT._y; currentBullet.range = currentT.range; currentBullet.rangecounter = 0; currentBullet.normalDamage = currentT.normalDamage; currentBullet.penetrate = currentT.penetrate; currentBullet.flameDamage = currentT.flameDamage; currentBullet.waterDamage = currentT.waterDamage; currentBullet.airDamage = currentT.airDamage; if (currentT.flameDamage > currentT.waterDamage) { if (currentT.flameDamage > currentT.airDamage) { currentBullet.gotoAndStop("fire"); } else { currentBullet.gotoAndStop("air"); } } else if (currentT.waterDamage > currentT.airDamage) { currentBullet.gotoAndStop("water"); } else { currentBullet.gotoAndStop("air"); } } } } } i++; } }; _root.onMouseDown = function () { cantdoit = false; currentTower = eval ("b" + notputdown); i = 0; while (i <= lands) { currentLand = eval ("l" + i); if (currentLand.hitTest(currentTower)) { cantdoit = true; } i++; } if (panelbg.hitTest(currentTower)) { currentTower = eval ("b" + towers); currentTop = eval ("t" + towers); currentTower._x = -100; currentTower._y = -100; currentTop._x = -100; currentTop._y = -100; flameIndicator = eval ("f" + towers); flameIndicator._x = -100; flameIndicator._y = -100; waterIndicator = eval ("w" + towers); waterIndicator._x = -100; waterIndicator._y = -100; airIndicator = eval ("a" + towers); airIndicator._x = -100; airIndicator._y = -100; notputdown = -1; towers--; total = total - 3; gold = gold + towerPrice; } if (panelbg2.hitTest(mousecollision)) { cantdoit = true; } if (panelbg3.hitTest(mousecollision)) { cantdoit = true; } if (panelbg4.hitTest(mousecollision)) { cantdoit = true; } if (panelbg5.hitTest(mousecollision)) { cantdoit = true; } if (panelbg6.hitTest(mousecollision)) { cantdoit = true; } if (notPutDownElement != "none") { if (panelbg.hitTest(mousecollision)) { notPutDownElement = "none"; flameCarry._x = -100; flameCarry._y = -100; waterCarry._x = -100; waterCarry._y = -100; airCarry._x = -100; airCarry._y = -100; gold = gold + (elementPrice * notPutDownElementNumber); } } i = 0; while (i <= towers) { if (i != notputdown) { if (notputdown != -1) { currentUpTower = eval ("b" + i); if (currentUpTower != null) { if (currentUpTower.hitTest(mousecollision)) { if (currentUpTower.level <= 4) { currentUpTower.level++; currentUpTower.gotoAndStop(currentUpTower.level); currentUpTower.penetrate = currentUpTower.penetrate + currentTower.penetrate; currentUpTower.launchSpeed = currentUpTower.launchSpeed + (currentTower.launchSpeed / 2); currentUpTower.range = currentUpTower.range + currentTower.range; currentUpTower.lenghtOfPause = currentUpTower.lenghtOfPause / 2; currentUpTower._xscale = currentUpTower._xscale + 10; currentUpTower._yscale = currentUpTower._yscale + 10; currentUpTower = eval ("f" + i); currentUpTower._xscale = currentUpTower._xscale + 10; currentUpTower._yscale = currentUpTower._yscale + 10; currentUpTower = eval ("w" + i); currentUpTower._xscale = currentUpTower._xscale + 10; currentUpTower._yscale = currentUpTower._yscale + 10; currentUpTower = eval ("a" + i); currentUpTower._xscale = currentUpTower._xscale + 10; currentUpTower._yscale = currentUpTower._yscale + 10; currentUpTower = eval ("t" + i); currentUpTower._xscale = currentUpTower._xscale + 10; currentUpTower._yscale = currentUpTower._yscale + 10; currentTower = eval ("b" + towers); currentTop = eval ("t" + towers); currentTower._x = -100; currentTower._y = -100; currentTop._x = -100; currentTop._y = -100; flameIndicator = eval ("f" + towers); flameIndicator._x = -100; flameIndicator._y = -100; waterIndicator = eval ("w" + towers); waterIndicator._x = -100; waterIndicator._y = -100; airIndicator = eval ("a" + towers); airIndicator._x = -100; airIndicator._y = -100; notputdown = -1; towers--; total = total - 3; } else { cantdoit = true; } } } } } i++; } i = 0; while (i <= towers) { currentUpTower = eval ("b" + i); if (currentUpTower != null) { if (currentUpTower.hitTest(mousecollision)) { if (notPutDownElement == "flame") { notPutDownElement = "none"; flameCarry._x = -100; flameCarry._y = -100; currentUpTower.flameLevel = currentUpTower.flameLevel + notPutDownElementNumber; currentUpTower.flameDamage = currentUpTower.flameDamage + notPutDownElementNumber; currentFlameIcon = eval ("f" + i); currentFlameIcon.gotoAndStop(currentUpTower.flameLevel); } if (notPutDownElement == "water") { notPutDownElement = "none"; waterCarry._x = -100; waterCarry._y = -100; currentUpTower.waterLevel = currentUpTower.waterLevel + notPutDownElementNumber; currentUpTower.waterDamage = currentUpTower.waterDamage + notPutDownElementNumber; currentFlameIcon = eval ("w" + i); currentFlameIcon.gotoAndStop(currentUpTower.waterLevel); } if (notPutDownElement == "air") { notPutDownElement = "none"; airCarry._x = -100; airCarry._y = -100; currentUpTower.airLevel = currentUpTower.airLevel + notPutDownElementNumber; currentUpTower.airDamage = currentUpTower.airDamage + notPutDownElementNumber; currentFlameIcon = eval ("a" + i); currentFlameIcon.gotoAndStop(currentUpTower.airLevel); } } } i++; } if (cantdoit == false) { notputdown = -1; } closest = 0; rangeToClosest = 10000; i = 0; while (i <= totalEnemies) { currentEnemy = eval ("e" + i); dx = currentEnemy._x - currentTower._x; dy = currentEnemy._y - currentTower._y; distance = Math.sqrt((dx * dx) + (dy * dy)); if (distance < rangeToClosest) { closest = i; rangeToClosest = distance; } i++; } currentTower.closest = closest; cantdoit = true; currentMine = eval ("mine" + notputdownmine); i = 0; while (i <= lands) { currentLand = eval ("l" + i); if (currentLand.hitTest(currentMine)) { cantdoit = false; } i++; } if (currentMine.hitTest(panelbg)) { notputdownmine = -1; gold = gold + landMinePrice; currentMine._x = -100; currentMine._y = -100; } if (cantdoit == false) { notputdownmine++; } }; explode = function (currentObject) { total++; if (explosions < topExplosions) { explosions++; duplicateMovieClip (explosion, "exp" + explosions, total); newExplosions = explosions; } else { newExplosions++; if (newExplosions < topExplosions) { newExplosions = 1; } } currentExplosion = eval ("exp" + newExplosions); currentExplosion._x = currentObject._x; currentExplosion._y = currentObject._y; currentExplosion.gotoAndPlay(1); currentObject._x = -100; currentObject._y = -100; }; controlBullets = function () { i = 1; while (i <= bullets) { currentBullet = eval ("bu" + i); currentBullet._y = currentBullet._y + currentBullet.dy; currentBullet._x = currentBullet._x + currentBullet.dx; currentBullet.rangecounter = currentBullet.rangecounter + currentBullet.speed; if (currentBullet.rangecounter >= currentBullet.range) { currentBullet._x = -100; currentBullet._y = -100; currentBullet.dx = 0; currentBullet.dy = 0; } if (currentBullet.penetrate <= 0) { currentBullet.dy = 0; currentBullet.dx = 0; currentBullet._x = -100; currentBullet._y = -100; currentBullet.penetrate = 0; } e = 1; while (e <= totalEnemies) { currentEnemy = eval ("e" + e); if (currentBullet.hitTest(currentEnemy)) { damage = 0; normalDamage = currentBullet.normalDamage - currentEnemy.normalResistance; if (normalDamage < 0) { normalDamage = 0; } fireDamage = currentBullet.flameDamage - currentEnemy.flameResistance; if (fireDamage < 0) { fireDamage = 0; } waterDamage = currentBullet.waterDamage - currentEnemy.waterResistance; if (waterDamage < 0) { waterDamage = 0; } airDamage = currentBullet.airDamage - currentEnemy.airResistance; if (airDamage < 0) { airDamage = 0; } totalDamage = ((normalDamage + fireDamage) + waterDamage) + airDamage; currentEnemy.health = currentEnemy.health - totalDamage; currentBullet.penetrate--; if (currentEnemy.health <= 0) { gold = gold + 1; currentEnemy.counter = 0; currentEnemy.phase = 1; currentEnemy.speed = 2; currentEnemy._x = -1000; currentEnemy._y = -1000; currentEnemy.dead = true; currentBullet.penetrate--; go = true; } } e++; } i++; } };
Frame 61
menu.onRelease = function () { gotoAndStop ("menu"); };
Frame 66
menu.onRelease = function () { gotoAndStop ("menu"); };
Frame 73
skip.onRelease = function () { gotoAndStop ("menu"); };
Frame 161
skip.onRelease = function () { gotoAndStop ("menu"); };
Frame 255
skip.onRelease = function () { gotoAndStop ("menu"); };
Frame 304
skip.onRelease = function () { gotoAndStop ("menu"); };
Frame 350
skip.onRelease = function () { gotoAndStop ("menu"); };
Frame 395
skip.onRelease = function () { gotoAndStop ("menu"); };
Frame 480
gotoAndStop ("menu");
Symbol 40 MovieClip Frame 1
stop();
Symbol 75 MovieClip Frame 1
stop();
Symbol 85 MovieClip Frame 1
stop();
Symbol 95 MovieClip Frame 1
stop();
Symbol 140 MovieClip Frame 15
this._x = -100; this._y = -100;

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Symbol 199 EditableTextUses:1Used by:Timeline
Symbol 200 GraphicUsed by:Timeline
Symbol 201 TextUses:1Used by:Timeline
Symbol 202 GraphicUsed by:204
Symbol 203 TextUses:1Used by:204
Symbol 204 ButtonUses:202 203Used by:Timeline
Symbol 205 GraphicUsed by:Timeline
Symbol 206 TextUses:1Used by:Timeline
Symbol 207 GraphicUsed by:208
Symbol 208 MovieClipUses:207Used by:Timeline
Symbol 209 GraphicUsed by:211
Symbol 210 TextUses:1Used by:211
Symbol 211 ButtonUses:209 210Used by:Timeline
Symbol 212 TextUses:1Used by:Timeline
Symbol 213 GraphicUsed by:214
Symbol 214 MovieClipUses:213Used by:Timeline
Symbol 215 GraphicUsed by:216
Symbol 216 MovieClipUses:215Used by:Timeline
Symbol 217 TextUses:1Used by:Timeline
Symbol 218 GraphicUsed by:219
Symbol 219 MovieClipUses:218Used by:Timeline
Symbol 220 GraphicUsed by:221
Symbol 221 MovieClipUses:220Used by:Timeline
Symbol 222 TextUses:1Used by:Timeline
Symbol 223 TextUses:1Used by:Timeline
Symbol 224 GraphicUsed by:225
Symbol 225 MovieClipUses:224Used by:Timeline
Symbol 226 GraphicUsed by:227
Symbol 227 MovieClipUses:226Used by:Timeline
Symbol 228 GraphicUsed by:Timeline
Symbol 229 GraphicUsed by:Timeline
Symbol 230 TextUses:1Used by:Timeline

Instance Names

"game"Frame 47Symbol 25 MovieClip
"instructions"Frame 47Symbol 25 MovieClip
"mouseaim"Frame 47Symbol 31 Button
"autoaim"Frame 47Symbol 31 Button
"menu"Frame 51Symbol 25 MovieClip
"basicTower"Frame 51Symbol 44 Button
"minebutton"Frame 51Symbol 52 Button
"nextb"Frame 51Symbol 25 MovieClip
"base"Frame 53Symbol 40 MovieClip
"airpoints"Frame 53Symbol 75 MovieClip
"waterpoints"Frame 53Symbol 85 MovieClip
"firepoints"Frame 53Symbol 95 MovieClip
"top"Frame 53Symbol 43 MovieClip
"mousecollision"Frame 57Symbol 98 MovieClip
"l1"Frame 57Symbol 100 MovieClip
"l2"Frame 57Symbol 100 MovieClip
"l3"Frame 57Symbol 100 MovieClip
"l4"Frame 57Symbol 100 MovieClip
"l5"Frame 57Symbol 100 MovieClip
"l6"Frame 57Symbol 100 MovieClip
"l7"Frame 57Symbol 100 MovieClip
"l8"Frame 57Symbol 100 MovieClip
"l9"Frame 57Symbol 100 MovieClip
"l10"Frame 57Symbol 100 MovieClip
"l11"Frame 57Symbol 100 MovieClip
"backdrop"Frame 57Symbol 103 MovieClip
"startBlock"Frame 57Symbol 115 MovieClip
"titlebanner"Frame 57Symbol 116 MovieClip
"panelbg"Frame 57Symbol 119 MovieClip
"base"Frame 57Symbol 40 MovieClip
"top"Frame 57Symbol 43 MovieClip
"bullet"Frame 57Symbol 127 MovieClip
"panelbg2"Frame 57Symbol 119 MovieClip
"unpause"Frame 57Symbol 134 Button
"pauser"Frame 57Symbol 136 Button
"mine"Frame 57Symbol 51 MovieClip
"explosion"Frame 57Symbol 140 MovieClip
"firepoints"Frame 57Symbol 95 MovieClip
"flamebutton"Frame 57Symbol 58 Button
"fC"Frame 57Symbol 141 MovieClip
"basicTower"Frame 57Symbol 44 Button
"minebutton"Frame 57Symbol 52 Button
"waterbutton"Frame 57Symbol 60 Button
"wC"Frame 57Symbol 145 MovieClip
"airbutton"Frame 57Symbol 62 Button
"aC"Frame 57Symbol 147 MovieClip
"waterpoints"Frame 57Symbol 85 MovieClip
"airpoints"Frame 57Symbol 75 MovieClip
"flamebutton5"Frame 57Symbol 58 Button
"waterbutton5"Frame 57Symbol 60 Button
"airbutton5"Frame 57Symbol 62 Button
"crosshair"Frame 57Symbol 151 MovieClip
"goMenu"Frame 57Symbol 154 Button
"panelbg4"Frame 57Symbol 156 MovieClip
"panelbg5"Frame 57Symbol 158 MovieClip
"panelbg6"Frame 57Symbol 160 MovieClip
"rangefinder"Frame 57Symbol 165 MovieClip
"duplicateEnemy"Frame 57Symbol 187 MovieClip
"healthBar"Frame 57Symbol 198 MovieClip
"menu"Frame 61Symbol 204 Button
"skip"Frame 73Symbol 211 Button
"greenEnemy"Symbol 187 MovieClip Frame 10Symbol 181 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.

Labels

"menu"Frame 47
"instructions"Frame 51
"instructions 2"Frame 53
"instructions 3"Frame 55
"game"Frame 57
"lose"Frame 61
"win"Frame 66
"intro"Frame 73
"fire"Symbol 127 MovieClip Frame 2
"water"Symbol 127 MovieClip Frame 3
"air"Symbol 127 MovieClip Frame 4
"air"Symbol 187 MovieClip Frame 1
"fire"Symbol 187 MovieClip Frame 5
"water"Symbol 187 MovieClip Frame 10
"normal"Symbol 187 MovieClip Frame 16

Dynamic Text Variables

whichmodeSymbol 35 EditableText"Pick a game mode:"
goldSymbol 128 EditableText"100"
waveSymbol 161 EditableText"6"
livesSymbol 162 EditableText"100"
towerPriceSymbol 166 EditableText"20"
landMinePriceSymbol 167 EditableText"20"
elementPriceSymbol 168 EditableText"20"
nextWaveSymbol 199 EditableText""




http://swfchan.com/5/22723/info.shtml
Created: 26/5 -2019 18:07:21 Last modified: 26/5 -2019 18:07:21 Server time: 08/05 -2024 21:35:14