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Invasion 4.swf

This is the info page for
Flash #28862

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


Text
%

0

=

CONSOLE

APPLY

APPLY

VENGEANCE

Programming

KORTEX

Art

Start Game

Start Game

instructions

instructions

about

about

options

options

STRATEGIES

STRATEGIES

VIEW HIGH SCORES

VIEW HIGH SCORES

back

back

Start a new game, then click on the names of a few units to
purchase them for your army. When you think you're about ready,
start the game! You'll be on the battlefield. Click on the names of
the units in the deployment bar at the bottom of the screen to send
out one of them to confront the enemy castle. You win a level by
reducing the castle to a flaming pile of rubble.

Start a new game, then click on the names of a few units to
purchase them for your army. When you think you're about ready,
start the game! You'll be on the battlefield. Click on the names of
the units in the deployment bar at the bottom of the screen to send
out one of them to confront the enemy castle. You win a level by
reducing the castle to a flaming pile of rubble.

© 2004 - 2005 Gamesgamesgames.co.uk and Wildfire Designs
PHP High Score Table from tutorial written by Glen Rhodes
Sounds from various sources; death sounds from Caesar III.

It is recommended that you run Invasion 4: The Last Crusade on Flash Player 7 or
above. If the game runs slowly, go into options and tweak the settings a little.

Load a pre-existing file,
or start a new one?

No save file found. Sorry.

New

new

load

load

laod

You don't have any units!

Exceeds population limit

Exceeds population limit

x Infantry

0

100

x Archers

0

100

x Saboteurs

0

100

500

x Rams

0

x Cannons

0

1000

500

x Cavalry

0

Quantity    Soldier        Cost

Upgrade

Building        Cost

Barracks

Fletchery

500

500

Upgrading a building will
make the unit associated
with it do roughly a third
more damage per hit.

Stable

500

Workshop

500

Type in the amount to order!

PURCHASE

PURCHASE

PURCHASE

x Infantry

0

100

x Archers

0

100

500

x Rams

0

x Saboteurs

0

100

x Cannons

0

500

500

x Cavalry

0

Laboratory

500

Quarry

500

x Barracks

0

x Fletchery

0

x Laboratory

0

x Workshop

0

x Quarry

0

x Stable

0

Type in the amount
to order!

Army

Bulk Buy

Bulk Buy

Bulk Buy

Level

1

PRE-BATTLE

Population limit

Currently
owned:

quality

quality

quality

Deploy
Units:

Deploy
Units:

surrender

surrender

surrender

Undeployed
Troops:

Undeployed
Troops:

0

0

0

0

0

0

x Infantry

x Archers

x Rams

x Infantry

x Archers

x Rams

x Saboteurs

x Cannons

x Cavalry

x Saboteurs

x Cannons

x Cavalry

(4)

(5)

(6)

(1)

(2)

(3)

SAVE

SAVE

SAVE

continue campaign

continue campaign

continue campaign

Victory is ours!

Send score (erases save file)

Send score (erases save file)

Are you sure you want to send your score?

Your save file will be erased after sending your score. Are you sure you can't do any better? Is
this as far as you can get?

yes, I'm sure

Yes, I'm sure

yes, I'm sure

No... I can do better

No... I can do better

No...  I can do better

Type in a username

Assuming that your score is high enough to get onto the high score table, what should your
username be? Please don't type in anything abusive or offensive.

Send score

You have not specified a username.

Retry

Retry

you've been defeated

<P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFFFFF"><B>Well, there&apos;s a fourth time for everything. I thought Invasion 3 contained everything that <SBR/>you guys wanted, but obviously I was wrong. I read through all of Invasion 3&apos;s reviews on <SBR/>Newgrounds (and replied to most of them), and most people were saying something along <SBR/>the lines of, &quot;It&apos;s unbalanced and easy&quot;. Well, I&apos;ve done a bit of work on the number of <SBR/>arrows coming out of the enemy&apos;s castle, I&apos;ve tweaked prices and damages, I&apos;ve playtested <SBR/>tons of times, and (you&apos;ll love this) - it runs much, MUCH faster. You probably won&apos;t notice <SBR/>the speed enhancements on a good computer, but I&apos;ve worked on optimizing the code for <SBR/>hours and hours on end. The battles won&apos;t lose speed over time, either (that was due to the <SBR/>arrows from the castle - the array controlling them never got reset, since there was no gap in <SBR/>between each round of fire... until now). </B></FONT></P><P ALIGN="CENTER"></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFFFFF"><B>If you&apos;re playing this game through a movie portal such as Newgrounds, review it. I REALLY <SBR/>want to hear what you have to say. Feel free to email me at: <SBR/></B><A HREF="mailto:vengeance@gamesgamesgames.co.uk"><B>vengeance@gamesgamesgames.co.uk</B></A></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFFFFF"><B>Or Kortex at:</B></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFFFFF"><A HREF="mailto:kortex@area526.net"><B>kortex@area526.net</B></A></FONT></P>

GGG

GGG

GGG

SFDT

INVASION SETTINGS
Default Quality:
This determines the quality of the visuals for the battles. The higher it is, the slower it goes.
Weather:
What do you like better? Clouds, or speed?
Sounds:
Turn this off to mute the game.
Auto-saving:
Don't want to keep pressing 'save' all the time? No problem. Just turn this on.

Note: according to some tests on Flash Kit, running the Flash Player in Internet Explorer works a lot
better on PCs, since IE is built into the operating system and is therefore given more of the
computer's CPU and RAM handling to play with. See if it makes a difference.

ON

OFF

/

HIGH

MEDIUM

LOW

Campaign Mode, or Skirmish?

CAMPAIGN

CAMPAIGN

CAMPAIGN

SKIRMISH

SKIRMISH

SKIRMISH

Strategy

Are you finding Invasion 4 a little tougher than the other Invasions? That wouldn't surprise me. Well,
here are a few tips to get you going...
1.) 2 cannons are more powerful than 10 archers, but if you upgrade those archers, you're upgrading 10
archers... as opposed to upgrading only 2 cannons. In other words, archers may begin to get better than
cannons if you upgrade them enough, so keep a bit of spare gold lying around.
2.) Upgrades add an extra 30% of damage to the specified unit. However, this doesn't mean that getting
two upgrades will give you 130% damage, then 173.3% damage. It just gives you 130% damage, then 160%
damage, then 190% damage, and so on.
3.) The oil pots kill a random number of people at the base of the castle, ranging from 1 to the number of
the level. So at higher levels, melee (close-range) units stand will last longer... provided that they can get
past the arrows.
4.) In the lower levels, it's generally a good idea to use cavalry instead of infantry. They're bigger targets
and cost more than twice the amount, but they make up for it in speed and the number of arrows they
can take. If you had 10 infantry going through a burst of arrows, most of them would die. However, a well
spaced-out group of cavalry may only take one hit each, leaving all of them alive to assault the castle.
5.) Cavalry move at almost exactly the same speed as saboteurs. You can use the cavalry as a safeguard or
meat wall for the saboteurs if you deploy them a second or two prior to them.
6.) Since many factors such as unit speed and the velocity of arrows are randomised, it's generally a good
idea to retry a strategy if you only lost the level by a very small amount.

Next

Next

Next

Back

Back

<P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>7.)</B><FONT COLOR="#FFFFFF"><B> Saboteurs are only effective if they can live long enough to reach the castle. Consider whether it <SBR/>would be better to spend extra on saboteurs, or to spend extra on an escort to defend them. Find a <SBR/>decent ratio of defenders to offenders.</B></FONT></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>8.)</B><FONT COLOR="#FFFFFF"><B> Only buy stuff if you absolutely need it. See if there&apos;s a possibility of saving money.</B></FONT></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>9.)</B><FONT COLOR="#FFFFFF"><B> Hold down the appropriate number keys to deploy units whilst you&apos;re entering the battle. Speed in <SBR/>deployment can be the difference between winning or losing a battle.</B></FONT></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>10.)</B><FONT COLOR="#FFFFFF"><B> Keep trying new strategies. There may be a better/faster/cheaper way of winning a battle than the <SBR/>one you&apos;re currently using. Sometimes different units are better for different levels.</B></FONT></FONT></P><P ALIGN="CENTER"><FONT FACE="Gill Sans" SIZE="13" COLOR="#FFCC00"><B>11.) </B><FONT COLOR="#FFFFFF"><B>Go to </B><FONT COLOR="#0000FF"><A HREF="http://www.galacforums.com/GGG_Forums/index.php"><B>gamesgamesgames.co.uk&apos;s forums</B></A></FONT><B> and see if anyone has posted any decent tips or tricks. As of <SBR/>the time of writing, the forums haven&apos;t been very active... so don&apos;t get your hopes up too much.</B></FONT></FONT></P>

USERNAME:

LEVEL:

GOLD LEFT:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

If no scores are visible, then you are, for whatever reason, unable to access the PHP scripts on the gamesgamesgames.co.uk server.
Special thanks to Glen Rhodes for writing a tutorial on making PHP high score tables.

ActionScript [AS1/AS2]

Frame 1
function enemyArrowFunc() { _root.enemyArrow.duplicateMovieClip("newEnemyArrow" + _root.enemyArrowNum, _root.depth++, {_x:461, _y:230, here:true}); _root.enemyArrowNum++; _root.enemyArrows[_root.enemyArrowNum] = 1; } function deploy(troop) { _root.troopsAlive++; _root[troop + "Number"]++; _root[troop + "Array"][_root[troop + "Number"]] = 1; if (troop != "ram") { _root[troop + "Clip"].duplicateMovieClip(troop + _root[troop + "Number"], _root.depth++, {_x:_root[troop + "Clip"]._x + random(20), _y:_root[troop + "Clip"]._y - random(20)}); } else { _root[troop + "Clip"].duplicateMovieClip(troop + _root[troop + "Number"], _root.depth++, {_x:_root[troop + "Clip"]._x + random(20), _y:_root[troop + "Clip"]._y}); } } function changeLevel(frame) { clearScreen(); gotoAndStop(frame); cursor._visible = true; Mouse.hide(); } function clearScreen() { i = 1; while (i <= _root.depth) { removeMovieClip(_root["newEnemyArrow" + i]); removeMovieClip(_root["newArrow" + i]); removeMovieClip(_root["infantry" + i]); removeMovieClip(_root["archer" + i]); removeMovieClip(_root["cavalry" + i]); removeMovieClip(_root["ram" + i]); removeMovieClip(_root["mangonel" + i]); removeMovieClip(_root["trebuchet" + i]); removeMovieClip(_root["newWater" + i]); removeMovieClip(_root["newExplosion" + i]); removeMovieClip(_root["newCannonball" + i]); removeMovieClip(_root["jedi" + i]); i++; } _root.jediArray = new Array(); _root.enemyArrows = new Array(); _root.trebuchetArray = new Array(); _root.infantryArray = new Array(); _root.Arrows = new Array(); _root.mangonelArray = new Array(); _root.ramArray = new Array(); _root.cavalryArray = new Array(); _root.archerArray = new Array(); _root.cannonballs = new Array(); } function loadGame() { bulks = new Array("infBulk", "archBulk", "cavBulk", "ramBulk", "mangoBulk", "trebBulk", "barracksBulk", "fletcheryBulk", "alchemistBulk", "workshopBulk", "stableBulk", "quarryBulk"); cannonballs = new Array(); enemyArrows = new Array(); trebuchetArray = new Array(); infantryArray = new Array(); Arrows = new Array(); mangonelArray = new Array(); ramArray = new Array(); cavalryArray = new Array(); archerArray = new Array(); jediArray = new Array(); archFireChance = 50; cavDamage = 80; infCost = 200; archCost = 200; archDamage = 4.1; cavCost = 300; mangoCost = 500; infSpeed = 1.5; archSpeed = 1.75; ramSpeed = (mangoSpeed = 0.75); enemyArrowType = 2; infDamage = 2.5; ramCost = (trebCost = 500); ramDamage = 10; arrowType = 1; cavSpeed = 3; mangoDamage = 10; trebDamage = 4.3; trebSpeed = 3; jediSpeed = 2.5; jediDamage = 10; gold = InvasionSettings.data.gold; infAvailable = (cavAvailable = (archAvailable = (ramAvailable = (mangoAvailable = (trebAvailable = true))))); enemyHP = InvasionSettings.data.level * _root.castleHP; level = InvasionSettings.data.level; archUpgrades = InvasionSettings.data.archUpgrades; infUpgrades = InvasionSettings.data.infUpgrades; ramUpgrades = InvasionSettings.data.ramUpgrades; cavUpgrades = InvasionSettings.data.cavUpgrades; mangoUpgrades = InvasionSettings.data.mangoUpgrades; trebUpgrades = InvasionSettings.data.trebUpgrades; infCount = InvasionSettings.data.infCount; archCount = InvasionSettings.data.archCount; ramCount = InvasionSettings.data.ramCount; cavCount = InvasionSettings.data.cavCount; mangoCount = InvasionSettings.data.mangoCount; trebCount = InvasionSettings.data.trebCount; arrowNum = (jediNumber = (enemyArrowNum = (boltNumber = (troopCount = (troopsAlive = (infantryNumber = (archerNumber = (cavalryNumber = (ramNumber = (mangonelNumber = (trebuchetNumber = (archBulk = (infBulk = (ramBulk = (cavBulk = (mangoBulk = (trebBulk = (explosionNum = 0)))))))))))))))))); nextFrame(); } function sendScoreFunction(viewMethod) { _root.gotoAndStop(16); _root.view = viewMethod; } archerUnits = new Array("archer", "mangonel"); rangeShorts = new Array("arch", "mango"); missiles = new Array("Arrow", "Cannonball"); missileArrays = new Array("Arrows", "cannonballs"); multiHP = new Array("ram", "trebuchet", "mangonel"); singleHP = new Array("cavalry", "infantry", "archer"); unitsArray = new Array("infantry", "archer", "ram", "cavalry", "mangonel", "trebuchet"); shortNames = new Array("inf", "arch", "ram", "cav", "mango", "treb"); sameyUnits = new Array("infantry", "trebuchet", "cavalry"); hit = hitTest; _root.onEnterFrame = function () { if (_currentframe != 5) { clearScreen(); _root.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.jediNumber = (_root.infantryNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = 0)))))))))); } if (_currentframe == 4) { for (var i in bulks) { if (_root[bulks[i]] == "") { _root[bulks[i]] = 0; } } maxPop = level * 10; _root.goldField.text = ("You have " + _root.gold) + " gold."; troopsLeft = ((((infCount + archCount) + cavCount) + ramCount) + mangoCount) + trebCount; popLimit = (troopsLeft + " Out of: ") + maxPop; } else if (_currentframe == 5) { InvasionFrames++; arrowFrameDelay--; _root.hBar._width = (_root.enemyHP / _root.enemyHPmax) * 200; if (((_root.enemyHP / _root.enemyHPmax) * 200) > 1) { _root.castle.gotoAndStop(Math.round((_root.enemyHP / _root.enemyHPmax) * 100)); } else { changeLevel(6); } for (var i in unitsArray) { if (Key.isDown(49 - (-i))) { if (_root[shortNames[i] + "Count"] > 0) { deploy(_root.unitsArray[i]); _root[shortNames[i] + "Count"]--; } } } troopsLeft = ((((infCount + archCount) + cavCount) + ramCount) + mangoCount) + trebCount; if (arrowFrameDelay <= 0) { arrowsDetected = 0; for (var i in enemyArrows) { if (_root["newEnemyArrow" + i].here) { arrowsDetected++; } } if (arrowsDetected == 0) { enemyArrowNum = 1; enemyArrows = new Array(1, 1); spurt = true; if (arrowsFired != arrowsToFire) { _root.enemyArrowFunc(); arrowsFired++; } else { arrowFrameDelay = arrowFrameDelayInit; arrowsFired = 0; spurt = false; } } else if (spurt) { if (arrowsFired != arrowsToFire) { _root.enemyArrowFunc(); arrowsFired++; } else { arrowFrameDelay = arrowFrameDelayInit; arrowsFired = 0; spurt = false; } } } if (_root.troopsLeft == 0) { if (_root.troopsAlive == 0) { changeLevel(7); } } if (jediOn == 1) { singleHP = new Array("cavalry", "infantry", "archer", "jedi"); sameyUnits = new Array("jedi", "infantry", "trebuchet", "cavalry"); } for (var x in sameyUnits) { i = 0; while (i <= _root[sameyUnits[x] + "Number"]) { if (_root[sameyUnits[x] + "Array"][i] == 1) { if (!_root[sameyUnits[x] + i].hit(_root.castle)) { _root[sameyUnits[x] + i]._x = _root[sameyUnits[x] + i]._x - (-_root[sameyUnits[x] + i].speed); _root[sameyUnits[x] + i]._y = _root[sameyUnits[x] + i]._y - (Math.random() - 0.5); } else { _root[sameyUnits[x] + i].gotoAndStop(2); } } i++; } } for (var x in archerUnits) { i = 0; while (i <= _root[archerUnits[x] + "Number"]) { if (_root[archerUnits[x] + "Array"][i] == 1) { if (_root[archerUnits[x] + i]._x < (250 - _root[archerUnits[x] + i].decrement)) { _root[archerUnits[x] + i]._x = _root[archerUnits[x] + i]._x - (-_root[archerUnits[x] + i].speed); _root[archerUnits[x] + i]._y = _root[archerUnits[x] + i]._y - (Math.random() - 0.5); } else if (_root[archerUnits[x] + i]._x > 100) { _root[archerUnits[x] + i].gotoAndStop(2); } else { _root[archerUnits[x] + i]._x = _root[archerUnits[x] + i]._x - (-_root[archerUnits[x] + i].speed); _root[archerUnits[x] + i]._y = _root[archerUnits[x] + i]._y - (Math.random() - 0.5); } } i++; } } for (var i in ramArray) { if (_root.ramArray[i] == 1) { if (!_root["ram" + i].hit(_root.castle)) { if (!_root["ram" + i].touching) { _root["ram" + i]._x = _root["ram" + i]._x - (-_root["ram" + i].speed); j = 0; while (j < 4) { _root["ram" + i]["wheel" + j]._rotation = _root["ram" + i]["wheel" + j]._rotation - (-_root["ram" + i].speed); j++; } } } else { _root["ram" + i].gotoAndStop(2); _root["ram" + i].touching = true; } } } for (var x in missileArrays) { for (var i in _root[missileArrays[x]]) { if (_root[missileArrays[x]][i] == 1) { _root[("new" + missiles[x]) + i]._x = _root[("new" + missiles[x]) + i]._x - _root[("new" + missiles[x]) + i].xs; if (!_root[("new" + missiles[x]) + i].damaged) { _root[("new" + missiles[x]) + i]._y = _root[("new" + missiles[x]) + i]._y - (-((_root[("new" + missiles[x]) + i].ys = _root[("new" + missiles[x]) + i].ys - (-_root[("new" + missiles[x]) + i].g)))); } _root[("new" + missiles[x]) + i]._rotation = ((_root[("new" + missiles[x]) + i]._x >= 455) ? (_root[("new" + missiles[x]) + i]._rotation) : ((Math.atan2(_root[("new" + missiles[x]) + i].ys, -_root[("new" + missiles[x]) + i].xs) * 180) / Math.PI)); if (_root[("new" + missiles[x]) + i]._x > 455) { _root[("new" + missiles[x]) + i].xs = (_root[("new" + missiles[x]) + i].ys = 0); if (!_root[("new" + missiles[x]) + i].damaged) { _root.enemyHP = _root.enemyHP - _root[rangeShorts[x] + "Attack"]; _root[("new" + missiles[x]) + i].damaged = true; } if (missiles[x] == "Arrow") { if (_root[("new" + missiles[x]) + i]._alpha > 0) { _root[("new" + missiles[x]) + i]._alpha = _root[("new" + missiles[x]) + i]._alpha - 10; } else { _root[missileArrays[x]][i] = 0; removeMovieClip(_root[("new" + missiles[x]) + i]); } } else if (_root[("new" + missiles[x]) + i]._currentframe == _root[("new" + missiles[x]) + i]._totalframes) { _root[missileArrays[x]][i] = 0; removeMovieClip(_root[("new" + missiles[x]) + i]); } else { _root[("new" + missiles[x]) + i].play(); } } } } } for (var i in enemyArrows) { if (_root.enemyArrows[i] == 1) { if (!_root["newEnemyArrow" + i].hitPlayer) { if (!_root["newEnemyArrow" + i].fadeStarted) { _root["newEnemyArrow" + i]._x = _root["newEnemyArrow" + i]._x - (-_root["newEnemyArrow" + i].xs); _root["newEnemyArrow" + i]._y = _root["newEnemyArrow" + i]._y - (-((_root["newEnemyArrow" + i].ys = _root["newEnemyArrow" + i].ys - (-_root["newEnemyArrow" + i].g)))); _root["newEnemyArrow" + i]._rotation = ((_root["newEnemyArrow" + i]._y >= 333) ? (_root["newEnemyArrow" + i]._rotation) : ((Math.atan2(_root["newEnemyArrow" + i].ys, _root["newEnemyArrow" + i].xs) * 180) / Math.PI)); if (_root["newEnemyArrow" + i]._y > 333) { _root["newEnemyArrow" + i]._y = 333; _root["newEnemyArrow" + i].xs = (_root["newEnemyArrow" + i].ys = 0); } for (var x in singleHP) { j = 0; while (j <= _root[_root.singleHP[x] + "Number"]) { if (_root[_root.singleHP[x] + "Array"][j] == 1) { if (_root[_root.singleHP[x] + j].hit(_root["newEnemyArrow" + i]._x, _root["newEnemyArrow" + i]._y)) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; _root[_root.singleHP[x] + j].gotoAndStop(3); _root[_root.singleHP[x] + "Array"][j] = 0; } } } } j++; } } for (var x in multiHP) { j = 0; while (j <= _root[_root.multiHP[x] + "Number"]) { if (_root[_root.multiHP[x] + "Array"][j] == 1) { if (_root[_root.multiHP[x] + j].hit(_root["newEnemyArrow" + i]._x, _root["newEnemyArrow" + i]._y)) { if (!_root["newEnemyArrow" + i].fadeStarted) { if (!_root["newEnemyArrow" + i].hitPlayer) { _root["newEnemyArrow" + i].hitPlayer = true; _root["newEnemyArrow" + i].startFade = true; _root[_root.multiHP[x] + j].HP--; if (_root[_root.multiHP[x] + j].HP < 1) { _root[_root.multiHP[x] + j].gotoAndStop(3); _root[_root.multiHP[x] + "Array"][j] = 0; } } } _root["newEnemyArrow" + i]._x = _root["newEnemyArrow" + i]._x - (-_root[_root.multiHP[x] + j].speed); } } j++; } } } } if ((_root["newEnemyArrow" + i]._y >= 300) || (_root["newEnemyArrow" + i].hitPlayer)) { if (!_root["newEnemyArrow" + i].fadeStarted) { _root["newEnemyArrow" + i].startFade = true; } } if (_root["newEnemyArrow" + i].startFade) { if (!_root["newEnemyArrow" + i].fadeStarted) { _root["newEnemyArrow" + i].fadeStarted = true; } if (_root["newEnemyArrow" + i]._alpha > 0) { _root["newEnemyArrow" + i]._alpha = _root["newEnemyArrow" + i]._alpha - 10; } else { _root.enemyArrows[i] = 0; removeMovieClip(_root["newEnemyArrow" + i]); } } } } } }; jediOn = 0; levelGold = 2500; InvasionSettings = SharedObject.getLocal("InvasionSaveFile"); if (InvasionSettings.data.soundOn != undefined) { if (InvasionSettings.data.soundOn) { soundOn = true; } else if (InvasionSettings.data.soundOn == false) { soundOn = false; } } else { soundOn = true; } if (InvasionSettings.data.InvasionFrames != undefined) { InvasionFrames = InvasionSettings.data.InvasionFrames; } else { InvasionFrames = 0; } if (InvasionSettings.data.InvasionBoots != undefined) { InvasionBoots = InvasionSettings.data.InvasionBoots + 1; InvasionSettings.data.InvasionBoots++; } else { InvasionBoots = 1; InvasionSettings.data.InvasionBoots++; } if (InvasionSettings.data.qualitySettings != undefined) { if (InvasionSettings.data.qualitySettings == "HIGH") { qualitySettings = "HIGH"; } else if (InvasionSettings.data.qualitySettings == "MEDIUM") { qualitySettings = "MEDIUM"; } else if (InvasionSettings.data.qualitySettings == "LOW") { qualitySettings = "LOW"; } } else { qualitySettings = "HIGH"; _quality = "HIGH"; } if (InvasionSettings.data.levelsPlayed != undefined) { levelsPlayed = InvasionSettings.data.levelsPlayed; } else { levelsPlayed = 0; } if (InvasionSettings.data.levelsWon != undefined) { levelsWon = InvasionSettings.data.levelsWon; } else { levelsWon = 0; } if (InvasionSettings.data.levelsLost != undefined) { levelsLost = InvasionSettings.data.levelsLost; } else { levelsLost = 0; } if (InvasionSettings.data.weatherOn != undefined) { if (InvasionSettings.data.weatherOn) { weatherOn = true; } else if (InvasionSettings.data.weatherOn == false) { weatherOn = false; } } else { weatherOn = true; } if (InvasionSettings.data.autoSave != undefined) { if (InvasionSettings.data.autoSave) { autoSave = true; } else if (InvasionSettings.data.autoSave == false) { autoSave = false; } } else { autoSave = false; } Stage.showMenu = false; fscommand ("allowscale", false); stop(); castleHP = 450; InvasionVersion = 4;
Instance of Symbol 21 MovieClip "loader" in Frame 1
onClipEvent (load) { _root.stop(); } onClipEvent (enterFrame) { _root.loadedbytes = getBytesLoaded(); _root.totalbytes = getBytesTotal(); _root.loadedkbytes = Math.ceil(_root.loadedbytes / 1024); _root.totalkbytes = Math.ceil(_root.totalbytes / 1024); if (_root.loadedbytes == _root.totalbytes) { _root.gotoAndStop(2); } _root.percentage = int(_root.loadedbytes / (_root.totalbytes / 100)); this.gotoAndStop(_root.percentage); }
Instance of Symbol 40 MovieClip "console" in Frame 1
onClipEvent (keyDown) { if (Key.isDown(17)) { if (Key.isDown(192)) { if (slideIn._currentframe == 1) { this.slideIn.gotoAndPlay(2); } else { this.gotoAndStop(2); } } } }
Instance of Symbol 42 MovieClip "cursor" in Frame 1
onClipEvent (load) { Mouse.hide(); _x = _root._xmouse; _y = _root._ymouse; } onClipEvent (mouseMove) { _x = _root._xmouse; _y = _root._ymouse; }
Frame 3
if (InvasionSettings.data.highestLevel != undefined) { levelScore = ("The highest level you've ever reached is: " + InvasionSettings.data.highestLevel) + "."; } else { levelScore = "The highest level you've ever reached is: 0. Shame on you."; } if (InvasionSettings.data.levelsPlayed != undefined) { attendance = (((("Played: " + levelsPlayed) + " Won: ") + levelsWon) + " Lost: ") + levelsLost; } else { attendance = "Played: 0 Won: 0 Lost: 0"; } if (InvasionSettings.data.InvasionFrames != undefined) { playTime = ("You've played for " + InvasionFrames) + " frames on the battlefield."; } else { playTime = "You haven't entered any battles yet."; } if (InvasionSettings.data.highestGold != undefined) { goldCount = ("Your highest amount of gold you've ever had is: " + InvasionSettings.data.highestGold) + "."; } else { goldCount = "Your highest amount of gold has yet to be seen."; } if (InvasionSettings.data.InvasionBoots != undefined) { if (InvasionBoots == 1) { Boots = ("This is your first time playing Invasion Version " + InvasionVersion) + "!"; } else { Boots = ((("You've played Invasion Version " + InvasionVersion) + " a total of ") + InvasionBoots) + " times!"; } }
Frame 4
_quality = "HIGH"; _root.goldField.text = ("You have " + _root.gold) + " gold.";
Instance of Symbol 112 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 117 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 123 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 128 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 133 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 138 MovieClip in Frame 4
onClipEvent (enterFrame) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 200 MovieClip in Frame 4
onClipEvent (load) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 203 MovieClip in Frame 4
onClipEvent (load) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 206 MovieClip in Frame 4
onClipEvent (load) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 209 MovieClip in Frame 4
onClipEvent (load) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 212 MovieClip in Frame 4
onClipEvent (load) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 215 MovieClip in Frame 4
onClipEvent (load) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Frame 5
_quality = qualitySettings; if (qualitySettings == "LOW") { cursor._visible = false; Mouse.show(); } else { cursor._visible = true; Mouse.hide(); } i = 0; while (i < shortNames.length) { _root[shortNames[i] + "Attack"] = _root[shortNames[i] + "Damage"] + (0.3 * _root[shortNames[i] + "Upgrades"]); i++; } i = 0; while (i < unitsArray.length) { _root[unitsArray[i] + "Clip"].gotoAndStop(4); i++; } cannonball.gotoAndStop(7); enemyArcherArrow.gotoAndStop(3); archerArrow.gotoAndStop(3); Water.gotoAndStop(3); arrowFrameDelayInit = (arrowFrameDelay = 20 + level); arrowsFired = 0; arrowsToFire = Math.round((level * 3) / 2) - 1; castle.gotoAndStop(100); arrowNum++; Arrows[arrowNum] = 1; enemyArrowNum = 1; enemyArrows[enemyArrowNum] = 1; cannonballNum++; cannonballs[cannonballNum] = 1; enemyHPmax = enemyHP; explosion.stop(); cannonball._visible = (mine._visible = (mineField._visible = (archerClip._visible = (jediClip._visible = (mangonelClip._visible = (explosion._visible = (enemyArcherArrow._visible = (Water._visible = (archerArrow._visible = (ramClip._visible = (infantryClip._visible = (cavalryClip._visible = (trebuchetClip._visible = false)))))))))))));
Instance of Symbol 244 MovieClip in Frame 5
onClipEvent (load) { if (_root.timeOn) { this.gotoAndPlay(600); } else { this.stop(); } }
Instance of Symbol 259 MovieClip "grass" in Frame 5
onClipEvent (load) { gotoAndStop(random(_totalframes) + 1); }
Instance of Symbol 302 MovieClip "castle" in Frame 5
onClipEvent (load) { gotoAndStop (100); }
Instance of Symbol 305 MovieClip in Frame 5
onClipEvent (load) { if (_root.weatherOn != false) { this.gotoAndStop(1); } else { this.gotoAndStop(_totalframes); _visible = false; } }
Instance of Symbol 330 MovieClip "mangonelClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.mangoSpeed + Math.random(); hit = hitTest; decrement = random(40) + 60; HP = 3; }
Instance of Symbol 361 MovieClip "trebuchetClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.trebSpeed + Math.random(); HP = 2; hit = hitTest; }
Instance of Symbol 378 MovieClip "ramClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.ramSpeed + Math.random(); touching = false; HP = 3; hit = hitTest; }
Instance of Symbol 393 MovieClip "infantryClip" in Frame 5
onClipEvent (load) { stop(); speed = (_root.infSpeed + 0.3) + Math.random(); hit = hitTest; }
Instance of Symbol 411 MovieClip "archerClip" in Frame 5
onClipEvent (load) { stop(); speed = (_root.archSpeed + 0.3) + Math.random(); decrement = random(40) + 60; hit = hitTest; }
Instance of Symbol 407 MovieClip "enemyArrow" in Frame 5
onClipEvent (load) { gotoAndStop(_root.enemyArrowType); xs = -13 + Math.random(); ys = -4 + Math.random(); g = 0.5; toggleDamage = (hitPlayer = (startFade = (fadeStarted = false))); hit = hitTest; }
Instance of Symbol 407 MovieClip "archerArrow" in Frame 5
onClipEvent (load) { gotoAndStop(_root.arrowType); xs = -13 + Math.random(); ys = -10 + Math.random(); g = 0.5; toggleDamage = (damaged = false); }
Instance of Symbol 420 MovieClip "cannonball" in Frame 5
onClipEvent (load) { _x = (_x - -23); _y = (_y - 3); xs = -13 + Math.random(); ys = -10 + Math.random(); g = 0.5; toggleDamage = (damaged = false); }
Instance of Symbol 460 MovieClip "jediClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.jediSpeed + Math.random(); hit = hitTest; }
Instance of Symbol 479 MovieClip "cavalryClip" in Frame 5
onClipEvent (load) { stop(); speed = _root.cavSpeed + Math.random(); hit = hitTest; }
Instance of Symbol 515 MovieClip "Water" in Frame 5
onClipEvent (load) { hit = null; }
Frame 6
level++; _quality = "HIGH"; stop(); stopAllSounds(); goldPlundered = ("You plundered " + (level * _root.levelGold)) + " gold from that castle!"; gold = gold + (level * _root.levelGold); InvasionSettings.data.InvasionFrames = InvasionSettings.data.InvasionFrames + Number(InvasionFrames); if (InvasionSettings.data.level != undefined) { if (InvasionSettings.data.highestLevel < level) { InvasionSettings.data.highestLevel = level; } } else { InvasionSettings.data.highestLevel = level; } if (InvasionSettings.data.highestGold != undefined) { if (InvasionSettings.data.highestGold < gold) { InvasionSettings.data.highestGold = gold; } } else { InvasionSettings.data.highestGold = gold; } if (InvasionSettings.data.levelsPlayed != undefined) { InvasionSettings.data.levelsPlayed++; } else { InvasionSettings.data.levelsPlayed = 1; } if (InvasionSettings.data.levelsWon != undefined) { InvasionSettings.data.levelsWon++; } else { InvasionSettings.data.levelsWon = 1; } _root.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.infantryNumber = (_root.jediNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = (_root.InvasionFrames = 0))))))))))); InvasionSettings.flush();
Instance of Symbol 534 MovieClip in Frame 6
onClipEvent (load) { _root.InvasionSettings.data.InvasionFrames = _root.InvasionSettings.data.InvasionFrames + InvasionFrames; _root.InvasionSettings.flush(); if (_root.autoSave) { _root.InvasionSettings.data.infCount = _root.infCount; _root.InvasionSettings.data.archCount = _root.archCount; _root.InvasionSettings.data.ramCount = _root.ramCount; _root.InvasionSettings.data.cavCount = _root.cavCount; _root.InvasionSettings.data.mangoCount = _root.mangoCount; _root.InvasionSettings.data.trebCount = _root.trebCount; _root.InvasionSettings.data.gold = _root.gold; _root.InvasionSettings.data.infUpgrades = _root.infUpgrades; _root.InvasionSettings.data.archUpgrades = _root.archUpgrades; _root.InvasionSettings.data.ramUpgrades = _root.ramUpgrades; _root.InvasionSettings.data.cavUpgrades = _root.cavUpgrades; _root.InvasionSettings.data.mangoUpgrades = _root.mangoUpgrades; _root.InvasionSettings.data.trebUpgrades = _root.trebUpgrades; _root.InvasionSettings.data.arrowType = _root.arrowType; _root.InvasionSettings.data.level = _root.level; _root.InvasionSettings.flush(); _visible = false; } else { _visible = true; } }
Frame 7
_quality = "HIGH"; stop(); stopAllSounds(); dang = ("Damn. You ran out of troops. You reached a final level of: " + level) + "."; InvasionSettings.data.InvasionFrames = InvasionSettings.data.InvasionFrames + Number(InvasionFrames); if (InvasionSettings.data.levelsPlayed != undefined) { InvasionSettings.data.levelsPlayed++; } else { InvasionSettings.data.levelsPlayed = 1; } if (InvasionSettings.data.levelsLost != undefined) { InvasionSettings.data.levelsLost++; } else { InvasionSettings.data.levelsLost = 1; } InvasionSettings.flush(); i = 1; while (i <= _root.depth) { removeMovieClip(_root["newEnemyArrow" + i]); removeMovieClip(_root["newArrow" + i]); removeMovieClip(_root["infantry" + i]); removeMovieClip(_root["archer" + i]); removeMovieClip(_root["cavalry" + i]); removeMovieClip(_root["ram" + i]); removeMovieClip(_root["mangonel" + i]); removeMovieClip(_root["trebuchet" + i]); removeMovieClip(_root["jedi" + i]); removeMovieClip(_root["newWater" + i]); removeMovieClip(_root["newExplosion" + i]); removeMovieClip(_root["newCannonball" + i]); i++; } _root.jediArray = new Array(); _root.enemyArrows = new Array(); _root.trebuchetArray = new Array(); _root.infantryArray = new Array(); _root.Arrows = new Array(); _root.mangonelArray = new Array(); _root.ramArray = new Array(); _root.cavalryArray = new Array(); _root.archerArray = new Array(); _root.cannonballs = new Array(); _root.depth = (_root.troopsAlive = (_root.arrowNum = (_root.enemyArrowNum = (_root.jediNumber = (_root.infantryNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = (_root.InvasionFrames = 0)))))))))));
Frame 9
if (autoSave) { saveOnOff.gotoAndStop(1); } else { saveOnOff.gotoAndStop(2); } if (soundOn) { soundOnOff.gotoAndStop(1); } else { soundOnOff.gotoAndStop(2); } if (weatherOn) { weatherOnOff.gotoAndStop(1); } else { weatherOnOff.gotoAndStop(2); }
Instance of Symbol 615 MovieClip in Frame 9
onClipEvent (load) { stop(); if (_root.qualitySettings == "HIGH") { this.gotoAndStop(1); } else if (_root.qualitySettings == "MEDIUM") { this.gotoAndStop(2); } else if (_root.qualitySettings == "LOW") { this.gotoAndStop(3); } }
Frame 11
if (InvasionSettings.data.highestLevel != undefined) { levelScore = ("The highest level you've ever reached is: " + InvasionSettings.data.highestLevel) + "."; } else { levelScore = "The highest level you've ever reached is: 0. Shame on you."; } if (InvasionSettings.data.levelsPlayed != undefined) { attendance = (((("Played: " + levelsPlayed) + " Won: ") + levelsWon) + " Lost: ") + levelsLost; } else { attendance = "Played: 0 Won: 0 Lost: 0"; } if (InvasionSettings.data.InvasionFrames != undefined) { playTime = ("You've played for " + InvasionFrames) + " frames on the battlefield."; } else { playTime = "You haven't entered any battles yet."; } if (InvasionSettings.data.highestGold != undefined) { goldCount = ("Your highest amount of gold you've ever had is: " + InvasionSettings.data.highestGold) + "."; } else { goldCount = "Your highest amount of gold has yet to be seen."; } if (InvasionSettings.data.InvasionBoots != undefined) { if (InvasionBoots == 1) { Boots = ("This is your first time playing Invasion Version " + InvasionVersion) + "!"; } else { Boots = ((("You've played Invasion Version " + InvasionVersion) + " a total of ") + InvasionBoots) + " times!"; } }
Frame 12
breifing = missions[level];
Frame 13
_root.gotoAndStop(2);
Frame 16
_root.scoretable.filename = "scores/score.sco"; _root.scoretable.scoresize = 15; if (view == 1) { _root.scoretable.action = "INSERT"; } else { _root.scoretable.action = "VIEW"; } _root.scoretable.viewtype = "FLASH"; _root.scoretable.winname = name; _root.scoretable.winlevel = level; _root.scoretable.wingold = gold; _root.scoretable.loadVariables("http://www.gamesgamesgames.co.uk/scores.php", "GET"); if (view == 1) { gold = (InvasionSettings.data.gold = undefined); level = (InvasionSettings.data.level = undefined); archUpgrades = (InvasionSettings.data.archUpgrades = undefined); infUpgrades = (InvasionSettings.data.infUpgrades = undefined); ramUpgrades = (InvasionSettings.data.ramUpgrades = undefined); cavUpgrades = (InvasionSettings.data.cavUpgrades = undefined); mangoUpgrades = (InvasionSettings.data.mangoUpgrades = undefined); trebUpgrades = (InvasionSettings.data.trebUpgrades = undefined); infCount = (InvasionSettings.data.infCount = undefined); archCount = (InvasionSettings.data.archCount = undefined); ramCount = (InvasionSettings.data.ramCount = undefined); cavCount = (InvasionSettings.data.cavCount = undefined); mangoCount = (InvasionSettings.data.mangoCount = undefined); trebCount = (InvasionSettings.data.trebCount = undefined); }
Symbol 21 MovieClip Frame 1
stop();
Symbol 37 Button
on (release) { _root[varChange.text] = Number(varChangeBy); varChange.text = ""; varChangeBy = ""; }
Symbol 38 MovieClip Frame 1
stop(); _parent._visible = false;
Symbol 38 MovieClip Frame 2
_parent._visible = true;
Symbol 38 MovieClip Frame 10
stop();
Symbol 39 MovieClip Frame 10
_parent.gotoAndStop(1);
Symbol 40 MovieClip Frame 1
stop();
Symbol 55 Button
on (release) { _root.gotoAndStop(3); }
Symbol 58 Button
on (release) { gotoAndStop (2); }
Symbol 61 Button
on (release) { _root.gotoAndStop(8); }
Symbol 64 Button
on (release) { _root.gotoAndStop(9); }
Symbol 67 Button
on (release) { _root.gotoAndStop("strategies"); }
Symbol 70 Button
on (release) { _root.sendScoreFunction(0); }
Symbol 73 Button
on (release) { prevFrame(); }
Symbol 76 MovieClip Frame 1
stop();
Symbol 87 MovieClip Frame 1
stop();
Symbol 87 MovieClip Frame 30
gotoAndStop (1);
Symbol 90 Button
on (release) { bulks = new Array("infBulk", "archBulk", "cavBulk", "ramBulk", "mangoBulk", "trebBulk", "barracksBulk", "fletcheryBulk", "alchemistBulk", "workshopBulk", "stableBulk", "quarryBulk"); _root.enemyArrows = new Array(); _root.trebuchetArray = new Array(); _root.infantryArray = new Array(); _root.Arrows = new Array(); _root.mangonelArray = new Array(); _root.ramArray = new Array(); _root.cavalryArray = new Array(); _root.archerArray = new Array(); _root.cannonballs = new Array(); _root.jediArray = new Array(); _root.archFireChance = (_root.oilDamage = 50); _root.ramHP = 3; _root.cavDamage = 60; _root.infCost = 200; _root.archCost = 200; _root.ramCost = 500; _root.mangoCost = 500; _root.cavCost = 300; _root.archSpeed = 1.75; _root.ramSpeed = (_root.mangoSpeed = 0.75); _root.level = (_root.arrowType = 1); _root.infSpeed = 1.5; _root.cavSpeed = (_root.trebSpeed = 3); _root.jediSpeed = 2.5; _root.jediDamage = 10; _root.enemyArrowType = 2; _root.infDamage = 2.5; _root.archDamage = 4.1; _root.mangoDamage = 10; _root.ramDamage = 10; _root.trebDamage = 4.3; _root.gold = _root.levelGold; _root.trebCost = 500; _root.enemyArcherDamage = 25; _root.mangoAvailable = (_root.infAvailable = (_root.cavAvailable = (_root.archAvailable = (_root.ramAvailable = (_root.trebAvailable = true))))); _root.enemyHP = _root.castleHP; _root.arrowNum = (_root.boltNumber = (_root.cavUpgrades = (_root.archUpgrades = (_root.infUpgrades = (_root.ramUpgrades = (_root.mangoUpgrades = (_root.trebUpgrades = (_root.enemyArrowNum = (_root.infCount = (_root.archCount = (_root.cavCount = (_root.ramCount = (_root.mangoCount = (_root.trebCount = (_root.troopCount = (_root.troopsAlive = (_root.infantryNumber = (_root.jediNumber = (_root.archerNumber = (_root.cavalryNumber = (_root.ramNumber = (_root.mangonelNumber = (_root.trebuchetNumber = (_root.archBulk = (_root.infBulk = (_root.ramBulk = (_root.cavBulk = (_root.mangoBulk = (_root.trebBulk = (_root.explosionNum = 0)))))))))))))))))))))))))))))); _root.nextFrame(); }
Symbol 94 Button
on (release) { if (_root.InvasionSettings.data.level != undefined) { _root.loadGame(); } else { noSaveFile.play(); } }
Symbol 95 MovieClip Frame 1
stop();
Symbol 103 MovieClip Frame 1
stop();
Symbol 103 MovieClip Frame 30
gotoAndStop (1);
Symbol 106 MovieClip Frame 1
stop();
Symbol 108 Button
on (release) { if (_root.gold >= _root.infCost) { if (_root.troopsLeft < _root.maxPop) { _root.infCount++; _root.gold = _root.gold - _root.infCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 113 Button
on (release) { if (_root.gold >= _root.archCost) { if (_root.troopsLeft < _root.maxPop) { _root.archCount++; _root.gold = _root.gold - _root.archCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 118 Button
on (release) { if (_root.gold >= _root.cavCost) { if (_root.troopsLeft < _root.maxPop) { _root.cavCount++; _root.gold = _root.gold - _root.cavCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 124 Button
on (release) { if (_root.gold >= _root.ramCost) { if (_root.troopsLeft < _root.maxPop) { _root.ramCount++; _root.gold = _root.gold - _root.ramCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 129 Button
on (release) { if (_root.gold >= _root.mangoCost) { if (_root.troopsLeft < _root.maxPop) { _root.mangoCount++; _root.gold = _root.gold - _root.mangoCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 134 Button
on (release) { if (_root.gold >= _root.trebCost) { if (_root.troopsLeft < _root.maxPop) { _root.trebCount++; _root.gold = _root.gold - _root.trebCost; } else { _root.popReached.gotoAndPlay(2); } } }
Symbol 148 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.infUpgrades++; } }
Symbol 149 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.archUpgrades++; } }
Symbol 152 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.trebUpgrades++; } }
Symbol 155 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.ramUpgrades++; } }
Symbol 162 Button
on (release) { if ((((((_root.infBulk != "") && (_root.archBulk != "")) && (_root.ramBulk != "")) && (_root.cavBulk != "")) && (_root.mangoBulk != "")) && (_root.trebBulk != "")) { if (((((((_root.infBulk * _root.infCost) + (_root.archBulk * _root.archCost)) + (_root.ramBulk * _root.ramCost)) + (_root.cavBulk * _root.cavCost)) + (_root.mangoBulk * _root.mangoCost)) + (_root.trebBulk * _root.trebCost)) != isNaN) { if (_root.gold >= Number((((((_root.infBulk * _root.infCost) + (_root.archBulk * _root.archCost)) + (_root.ramBulk * _root.ramCost)) + (_root.cavBulk * _root.cavCost)) + (_root.mangoBulk * _root.mangoCost)) + (_root.trebBulk * _root.trebCost))) { if (Number((((((Number(_root.infBulk) + Number(_root.archBulk)) + Number(_root.ramBulk)) + Number(_root.cavBulk)) + Number(_root.mangoBulk)) + Number(_root.trebBulk)) + Number(_root.troopsLeft)) <= _root.maxPop) { _root.gold = _root.gold - Number((((((_root.infBulk * _root.infCost) + (_root.archBulk * _root.archCost)) + (_root.ramBulk * _root.ramCost)) + (_root.cavBulk * _root.cavCost)) + (_root.mangoBulk * _root.mangoCost)) + (_root.trebBulk * _root.trebCost)); _root.infCount = _root.infCount + Number(_root.infBulk); _root.archCount = _root.archCount + Number(_root.archBulk); _root.ramCount = _root.ramCount + Number(_root.ramBulk); _root.cavCount = _root.cavCount + Number(_root.cavBulk); _root.mangoCount = _root.mangoCount + Number(_root.mangoBulk); _root.trebCount = _root.trebCount + Number(_root.trebBulk); _root.archBulk = (_root.infBulk = (_root.ramBulk = (_root.cavBulk = (_root.mangoBulk = (_root.trebBulk = 0))))); _parent.nextFrame(); _root.infAvailable = (_root.archAvailable = (_root.cavAvailable = (_root.ramAvailable = (_root.mangoAvailable = (_root.trebAvailable = true))))); } else { _root.popReached.gotoAndPlay(2); } } } } }
Symbol 167 MovieClip Frame 1
infantry.restrict = "0-9";
Symbol 171 MovieClip Frame 1
archers.restrict = "0-9";
Symbol 175 MovieClip Frame 1
rams.restrict = "0-9";
Symbol 179 MovieClip Frame 1
saboteurs.restrict = "0-9";
Symbol 183 MovieClip Frame 1
cannons.restrict = "0-9";
Symbol 187 MovieClip Frame 1
cavalry.restrict = "0-9";
Symbol 189 MovieClip Frame 1
_root.infAvailable = (_root.archAvailable = (_root.cavAvailable = (_root.ramAvailable = (_root.mangoAvailable = (_root.trebAvailable = true))))); _parent._visible = false; stop();
Instance of Symbol 167 MovieClip in Symbol 189 MovieClip Frame 1
onClipEvent (load) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 171 MovieClip in Symbol 189 MovieClip Frame 1
onClipEvent (load) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 175 MovieClip in Symbol 189 MovieClip Frame 1
onClipEvent (load) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 179 MovieClip in Symbol 189 MovieClip Frame 1
onClipEvent (load) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 183 MovieClip in Symbol 189 MovieClip Frame 1
onClipEvent (load) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 187 MovieClip in Symbol 189 MovieClip Frame 1
onClipEvent (load) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Symbol 189 MovieClip Frame 2
_parent._visible = true; _root.startGame.gotoAndStop(2);
Symbol 189 MovieClip Frame 10
stop(); _root.infAvailable = (_root.archAvailable = (_root.cavAvailable = (_root.ramAvailable = (_root.mangoAvailable = (_root.trebAvailable = false)))));
Symbol 190 MovieClip Frame 1
_root.infAvailable = (_root.archAvailable = (_root.cavAvailable = (_root.ramAvailable = (_root.mangoAvailable = (_root.trebAvailable = true)))));
Instance of Symbol 167 MovieClip in Symbol 190 MovieClip Frame 1
onClipEvent (load) { if (_root.infAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 171 MovieClip in Symbol 190 MovieClip Frame 1
onClipEvent (load) { if (_root.archAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 175 MovieClip in Symbol 190 MovieClip Frame 1
onClipEvent (load) { if (_root.ramAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 179 MovieClip in Symbol 190 MovieClip Frame 1
onClipEvent (load) { if (_root.cavAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 183 MovieClip in Symbol 190 MovieClip Frame 1
onClipEvent (load) { if (_root.mangoAvailable) { _visible = true; } else { _visible = false; } }
Instance of Symbol 187 MovieClip in Symbol 190 MovieClip Frame 1
onClipEvent (load) { if (_root.trebAvailable) { _visible = true; } else { _visible = false; } }
Symbol 190 MovieClip Frame 10
stop(); _parent.prevFrame(); _root.startGame.gotoAndStop(1);
Symbol 191 MovieClip Frame 1
stop(); _root.startGame.gotoAndStop(1);
Symbol 194 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.cavUpgrades++; } }
Symbol 197 Button
on (release) { if (_root.gold >= 500) { _root.gold = _root.gold - 500; _root.mangoUpgrades++; } }
Symbol 200 MovieClip Frame 1
barracks.restrict = "0-9";
Symbol 203 MovieClip Frame 1
fletchery.restrict = "0-9";
Symbol 206 MovieClip Frame 1
alchemist.restrict = "0-9";
Symbol 209 MovieClip Frame 1
workshop.restrict = "0-9";
Symbol 212 MovieClip Frame 1
quarry.restrict = "0-9";
Symbol 215 MovieClip Frame 1
stable.restrict = "0-9";
Symbol 217 Button
on (release) { if ((((((barracksBulk != "") && (fletcheryBulk != "")) && (alchemistBulk != "")) && (workshopBulk != "")) && (stableBulk != "")) && (quarryBulk != "")) { if (((((((_root.barracksBulk * 250) + (_root.fletcheryBulk * 300)) + (_root.workshopBulk * 500)) + (_root.alchemistBulk * 500)) + (_root.quarryBulk * 500)) + (_root.stableBulk * 500)) != isNaN) { if (_root.gold >= Number((((((_root.barracksBulk * 250) + (_root.fletcheryBulk * 300)) + (_root.workshopBulk * 500)) + (_root.alchemistBulk * 500)) + (_root.quarryBulk * 500)) + (_root.stableBulk * 500))) { _root.gold = _root.gold - Number((((((_root.barracksBulk * 250) + (_root.fletcheryBulk * 300)) + (_root.workshopBulk * 500)) + (_root.alchemistBulk * 500)) + (_root.quarryBulk * 500)) + (_root.stableBulk * 500)); _root.infUpgrades = _root.infUpgrades + Number(_root.barracksBulk); _root.archUpgrades = _root.archUpgrades + Number(_root.fletcheryBulk); _root.ramUpgrades = _root.ramUpgrades + Number(_root.workshopBulk); _root.cavUpgrades = _root.cavUpgrades + Number(_root.alchemistBulk); _root.mangoUpgrades = _root.mangoUpgrades + Number(_root.quarryBulk); _root.trebUpgrades = _root.trebUpgrades + Number(_root.stableBulk); _root.barracksBulk = (_root.fletcheryBulk = (_root.workshopBulk = (_root.quarryBulk = (_root.alchemistBulk = (_root.stableBulk = 0))))); } } } }
Symbol 226 Button
on (release) { if (_root.bulkBuy._currentframe == 1) { if (_root.bulkBuy.slideIn._currentframe == 1) { _root.bulkBuy.slideIn.play(); } else { _root.bulkBuy.nextFrame(); } } }
Symbol 240 Button
on (release) { _root.InvasionFrames = 0; if (_root.troopsLeft > 0) { _root.gotoAndStop(5); } else { _root.noUnits.play(); } }
Symbol 242 MovieClip Frame 1
stop();
Symbol 280 MovieClip Frame 62
_root.Water.duplicateMovieClip("newWater" + _root.waterNum, _root.depth++, {_x:453, _y:157}); _root.waterNum++;
Symbol 304 MovieClip Frame 1301
gotoAndPlay (1);
Symbol 305 MovieClip Frame 1
stop();
Symbol 326 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("cannonSound"); deathSound.start(); } _root.cannonball.duplicateMovieClip("newCannonball" + _root.cannonballNum, _root.depth++, {_x:_parent._x, _y:_parent._y}); _root.cannonballNum++; _root.cannonballs[_root.cannonballNum] = 1; _root["newCannonball" + _root.cannonballNum].number = _root.cannonballNum;
Symbol 329 MovieClip Frame 16
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 337 Button
on (release, keyPress "q") { if (_quality == "HIGH") { _quality = "MEDIUM"; cursor._visible = true; Mouse.hide(); } else if (_quality == "MEDIUM") { _quality = "LOW"; cursor._visible = false; Mouse.show(); } else { _quality = "HIGH"; cursor._visible = true; Mouse.hide(); } }
Symbol 358 MovieClip Frame 1
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("swordSound"); deathSound.start(); } delete _parent.speed;
Symbol 358 MovieClip Frame 5
_root.enemyHP = _root.enemyHP - _root.trebAttack;
Symbol 360 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("horseDie"); deathSound.start(); }
Symbol 360 MovieClip Frame 10
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 373 MovieClip Frame 1
delete _parent.speed;
Symbol 373 MovieClip Frame 9
_root.enemyHP = _root.enemyHP - _root.ramAttack;
Symbol 377 MovieClip Frame 19
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 390 MovieClip Frame 1
delete _parent.speed;
Symbol 390 MovieClip Frame 3
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("swordSound"); deathSound.start(); }
Symbol 390 MovieClip Frame 6
_root.enemyHP = _root.enemyHP - _root.infAttack;
Symbol 390 MovieClip Frame 13
gotoAndPlay (3);
Symbol 392 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("death" + (random(9) + 1)); deathSound.start(); }
Symbol 392 MovieClip Frame 26
_root.troopsAlive--; removeMovieClip(_parent);
Instance of Symbol 407 MovieClip in Symbol 408 MovieClip Frame 1
onClipEvent (load) { gotoAndStop(_root.arrowType); }
Symbol 408 MovieClip Frame 4
if (_root.soundOn) { arrowSound1 = new Sound(this); arrowSound1.attachSound("arrowSound"); arrowSound1.start(); }
Symbol 408 MovieClip Frame 9
_root.archerArrow.duplicateMovieClip("newArrow" + _root.arrowNum, _root.depth++, {_x:_parent._x, _y:_parent._y}); _root.arrowNum++; _root.Arrows[_root.arrowNum] = 1;
Symbol 410 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("death" + (random(9) + 1)); deathSound.start(); }
Symbol 410 MovieClip Frame 26
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 413 MovieClip Frame 6
if (hitTest(_root.castle)) { _root.enemyHP = _root.enemyHP - _root.cavAttack; } removeMovieClip(this);
Symbol 420 MovieClip Frame 1
stop();
Symbol 424 Button
on (release) { changeLevel(7); }
Symbol 442 MovieClip Frame 1
delete _parent.speed;
Symbol 442 MovieClip Frame 4
_root.enemyHP = _root.enemyHP - _root.jediAttack;
Symbol 459 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("death" + (random(9) + 1)); deathSound.start(); }
Symbol 459 MovieClip Frame 26
removeMovieClip(_parent);
Symbol 478 MovieClip Frame 1
_root.explosion.duplicateMovieClip("newExplosion" + _root.explosionNum, _root.depth++, {_x:_parent._x, _y:_parent._y}); _root.explosionNum++;
Symbol 478 MovieClip Frame 2
if (_root.soundOn) { deathSound = new Sound(this); deathSound.attachSound("explosionSound"); deathSound.start(); }
Symbol 478 MovieClip Frame 9
_root.troopsAlive--; removeMovieClip(_parent);
Symbol 481 Button
on (release) { if (_root.infCount > 0) { deploy("infantry"); _root.infCount--; } }
Symbol 482 Button
on (release) { if (_root.archCount > 0) { deploy("archer"); _root.archCount--; } }
Symbol 483 Button
on (release) { if (_root.ramCount > 0) { deploy("ram"); _root.ramCount--; } }
Symbol 484 Button
on (release) { if (_root.cavCount > 0) { deploy("cavalry"); _root.cavCount--; } }
Symbol 485 Button
on (release) { if (_root.mangoCount > 0) { deploy("mangonel"); _root.mangoCount--; } }
Symbol 486 Button
on (release) { if (_root.trebCount > 0) { deploy("trebuchet"); _root.trebCount--; } } on (keyPress ";") { if (_root.jediOn == 1) { deploy("jedi"); } }
Symbol 515 MovieClip Frame 1
hitTimes = random(_root.level) + 1;
Symbol 515 MovieClip Frame 27
i = 0; while (i <= _root.infantryNumber) { if (hit < hitTimes) { if (_root.infantryArray[i] == 1) { if (hitTest(_root["infantry" + i])) { _root["infantry" + i].gotoAndStop(3); _root.infantryArray[i] = 0; hit++; } } } i++; } i = 0; while (i <= _root.cavalryNumber) { if (hit < hitTimes) { if (_root.cavalryArray[i] == 1) { if (hitTest(_root["cavalry" + i])) { _root["cavalry" + i].gotoAndStop(2); _root.cavalryArray[i] = 0; hit++; } } } i++; } i = 0; while (i <= _root.trebuchetNumber) { if (hit < hitTimes) { if (_root.trebuchetArray[i] == 1) { if (hitTest(_root["trebuchet" + i])) { _root["trebuchet" + i].HP--; hit++; if (_root["trebuchet" + i].HP < 1) { _root["trebuchet" + i].gotoAndStop(3); _root.trebuchetArray[i] = 0; } } } } i++; } i = 0; while (i <= _root.ramNumber) { if (hit < hitTimes) { if (_root.ramArray[i] == 1) { if (hitTest(_root["ram" + i])) { _root["ram" + i].HP--; hit++; if (_root["ram" + i].HP < 1) { _root["ram" + i].gotoAndStop(3); _root.ramArray[i] = 0; } } } } i++; } i = 0; while (i <= _root.jediNumber) { if (hit < hitTimes) { if (_root.jediArray[i] == 1) { if (hitTest(_root["jedi" + i])) { if (hitTest(_root["jedi" + i])) { _root["jedi" + i].gotoAndStop(3); _root.jediArray[i] = 0; hit++; } } } } i++; }
Symbol 515 MovieClip Frame 32
removeMovieClip(this);
Symbol 533 Button
on (release) { _root.InvasionSettings.data.infCount = _root.infCount; _root.InvasionSettings.data.archCount = _root.archCount; _root.InvasionSettings.data.ramCount = _root.ramCount; _root.InvasionSettings.data.cavCount = _root.cavCount; _root.InvasionSettings.data.mangoCount = _root.mangoCount; _root.InvasionSettings.data.trebCount = _root.trebCount; _root.InvasionSettings.data.gold = _root.gold; _root.InvasionSettings.data.infUpgrades = _root.infUpgrades; _root.InvasionSettings.data.archUpgrades = _root.archUpgrades; _root.InvasionSettings.data.ramUpgrades = _root.ramUpgrades; _root.InvasionSettings.data.cavUpgrades = _root.cavUpgrades; _root.InvasionSettings.data.mangoUpgrades = _root.mangoUpgrades; _root.InvasionSettings.data.trebUpgrades = _root.trebUpgrades; _root.InvasionSettings.data.arrowType = _root.arrowType; _root.InvasionSettings.data.level = _root.level; _root.InvasionSettings.flush(); }
Symbol 538 Button
on (release) { gotoAndStop (4); enemyHP = level * 1000; }
Symbol 542 Button
on (release) { _root.sendScore.play(); }
Symbol 549 Button
on (release) { gotoAndStop (20); }
Symbol 553 Button
on (release) { play(); }
Symbol 557 Button
on (release) { if (_root.name != "") { _root.sendScoreFunction(1); } else { noName.gotoAndPlay(2); } }
Symbol 560 MovieClip Frame 1
stop();
Symbol 561 MovieClip Frame 1
stop();
Symbol 561 MovieClip Frame 10
stop();
Symbol 561 MovieClip Frame 19
gotoAndStop (1);
Symbol 567 Button
on (release) { gotoAndStop (2); }
Symbol 571 Button
on (release) { gotoAndStop (2); }
Symbol 584 Button
on (release) { getURL ("http://www.gamesgamesgames.co.uk/", "_blank"); }
Symbol 587 Button
on (release) { getURL ("http://www.wildfiredesigns.area526.net", _blank); }
Symbol 593 Button
on (press) { gotoAndStop (2); }
Symbol 595 Button
on (press) { gotoAndStop (1); }
Symbol 597 MovieClip Frame 1
_root.InvasionSettings.data.weatherOn = true; _root.weatherOn = true;
Symbol 597 MovieClip Frame 2
_root.InvasionSettings.data.weatherOn = false; _root.weatherOn = false;
Symbol 598 Button
on (press) { gotoAndStop (2); }
Symbol 599 Button
on (press) { gotoAndStop (1); }
Symbol 601 MovieClip Frame 1
_root.soundOn = true; _root.InvasionSettings.data.soundOn = true;
Symbol 601 MovieClip Frame 2
_root.soundOn = false; _root.InvasionSettings.data.soundOn = false;
Symbol 602 Button
on (press) { gotoAndStop (2); }
Symbol 603 Button
on (press) { gotoAndStop (1); }
Symbol 605 MovieClip Frame 1
_root.autoSave = true; _root.InvasionSettings.data.autoSave = true;
Symbol 605 MovieClip Frame 2
_root.autoSave = false; _root.InvasionSettings.data.autoSave = false;
Symbol 610 Button
on (press) { gotoAndStop (2); }
Symbol 611 Button
on (press) { gotoAndStop (3); }
Symbol 613 Button
on (press) { gotoAndStop (1); }
Symbol 615 MovieClip Frame 1
_root.qualitySettings = "HIGH"; _root.InvasionSettings.data.qualitySettings = "HIGH";
Symbol 615 MovieClip Frame 2
_root.qualitySettings = "MEDIUM"; _root.InvasionSettings.data.qualitySettings = "MEDIUM";
Symbol 615 MovieClip Frame 3
_root.qualitySettings = "LOW"; _root.InvasionSettings.data.qualitySettings = "LOW";
Symbol 620 Button
on (release) { _root.gotoAndStop(11); }
Symbol 624 Button
on (release) { _root.gotoAndStop(3); }
Symbol 642 Button
on (release) { _root.nextFrame(); }
Symbol 645 Button
on (release) { _root.prevFrame(); }
Symbol 713 Button
on (release) { _root.gotoAndStop(2); }

Library Items

Symbol 1 Sound [swordSound]
Symbol 2 Sound [horseDie]
Symbol 3 Sound [explosionSound]
Symbol 4 Sound [death8]
Symbol 5 Sound [death7]
Symbol 6 Sound [death6]
Symbol 7 Sound [death5]
Symbol 8 Sound [death4]
Symbol 9 Sound [death3]
Symbol 10 Sound [death2]
Symbol 11 Sound [death9]
Symbol 12 Sound [death1]
Symbol 13 Sound [cannonSound]
Symbol 14 Sound [arrowSound]
Symbol 15 GraphicUsed by:16
Symbol 16 MovieClip [Snow]Uses:15
Symbol 17 GraphicUsed by:Timeline
Symbol 18 GraphicUsed by:21
Symbol 19 ShapeTweeningUsed by:21
Symbol 20 GraphicUsed by:21
Symbol 21 MovieClipUses:18 19 20Used by:Timeline
Symbol 22 FontUsed by:23 24 74 75 109 114 119 126 130 136 143 144 145 146 150 151 153 154 164 168 173 176 180 185 192 193 195 196 198 201 204 207 210 213 230 493 494 495 496 497 498 499 500 501 502 503 504
Symbol 23 EditableTextUses:22Used by:Timeline
Symbol 24 EditableTextUses:22Used by:Timeline
Symbol 25 GraphicUsed by:38 39
Symbol 26 FontUsed by:27 28 29 30 46 47 48 49 81 82 85 86 96 97 98 99 100 102 104 105 110 115 120 127 131 137 139 142 147 157 158 159 160 165 169 174 177 181 186 199 202 205 208 211 214 216 219 231 232 233 234 235 236 237 238 239 487 488 489 490 491 492 517 518 519 520 521 522 526 545 555 558 559 564 573 588 589 590 591 592 606 607 609 616 625 626 627 628 629 631 634 635 646 714
Symbol 27 EditableTextUses:26Used by:38 39
Symbol 28 EditableTextUses:26Used by:38 39
Symbol 29 TextUses:26Used by:38 39
Symbol 30 TextUses:26Used by:38 39
Symbol 31 GraphicUsed by:37
Symbol 32 FontUsed by:33 36 51 53 56 57 59 60 62 63 65 66 68 69 71 72 88 89 91 92 93 111 116 125 132 135 166 170 172 178 182 184 218 221 223 225 228 229 334 335 336 338 339 421 422 423 425 426 427 528 530 532 535 536 537 539 540 541 544 546 547 548 550 551 552 554 556 565 566 568 588 617 618 619 621 622 623 637 639 641 643 644 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711
Symbol 33 TextUses:32Used by:37
Symbol 34 GraphicUsed by:37
Symbol 35 GraphicUsed by:37
Symbol 36 TextUses:32Used by:37
Symbol 37 ButtonUses:31 33 34 35 36Used by:38 39
Symbol 38 MovieClipUses:25 27 28 29 30 37Used by:40
Symbol 39 MovieClipUses:25 27 28 29 30 37Used by:40
Symbol 40 MovieClipUses:38 39Used by:Timeline
Symbol 41 GraphicUsed by:42
Symbol 42 MovieClipUses:41Used by:Timeline
Symbol 43 TextUsed by:Timeline
Symbol 44 BitmapUsed by:45
Symbol 45 GraphicUses:44Used by:Timeline
Symbol 46 TextUses:26Used by:Timeline
Symbol 47 TextUses:26Used by:Timeline
Symbol 48 TextUses:26Used by:Timeline
Symbol 49 TextUses:26Used by:Timeline
Symbol 50 GraphicUsed by:55 58 61 64 67 70 73 90 94 240 567 571
Symbol 51 TextUses:32Used by:55 240 242
Symbol 52 GraphicUsed by:55 58 61 64 67 70 73 90 94 240 567 571
Symbol 53 TextUses:32Used by:55 240 645 713
Symbol 54 GraphicUsed by:55 58 61 64 67 70 73 90 94 240 567 571
Symbol 55 ButtonUses:50 51 52 53 54Used by:76
Symbol 56 TextUses:32Used by:58
Symbol 57 TextUses:32Used by:58
Symbol 58 ButtonUses:50 56 52 57 54Used by:76
Symbol 59 TextUses:32Used by:61
Symbol 60 TextUses:32Used by:61
Symbol 61 ButtonUses:50 59 52 60 54Used by:76
Symbol 62 TextUses:32Used by:64
Symbol 63 TextUses:32Used by:64
Symbol 64 ButtonUses:50 62 52 63 54Used by:76
Symbol 65 TextUses:32Used by:67
Symbol 66 TextUses:32Used by:67
Symbol 67 ButtonUses:50 65 52 66 54Used by:76
Symbol 68 TextUses:32Used by:70
Symbol 69 TextUses:32Used by:70
Symbol 70 ButtonUses:50 68 52 69 54Used by:76
Symbol 71 TextUses:32Used by:73 571
Symbol 72 TextUses:32Used by:73 571 645 713
Symbol 73 ButtonUses:50 71 52 72 54Used by:76
Symbol 74 EditableTextUses:22Used by:76
Symbol 75 EditableTextUses:22Used by:76
Symbol 76 MovieClipUses:55 58 61 64 67 70 73 74 75Used by:Timeline
Symbol 77 GraphicUsed by:80
Symbol 78 GraphicUsed by:80
Symbol 79 GraphicUsed by:80
Symbol 80 MovieClipUses:77 78 79Used by:Timeline
Symbol 81 TextUses:26Used by:Timeline
Symbol 82 TextUses:26Used by:Timeline
Symbol 83 BitmapUsed by:84
Symbol 84 GraphicUses:83Used by:Timeline
Symbol 85 TextUses:26Used by:95
Symbol 86 TextUses:26Used by:87
Symbol 87 MovieClipUses:86Used by:95
Symbol 88 TextUses:32Used by:90
Symbol 89 TextUses:32Used by:90
Symbol 90 ButtonUses:50 88 52 89 54Used by:95
Symbol 91 TextUses:32Used by:94
Symbol 92 TextUses:32Used by:94
Symbol 93 TextUses:32Used by:94
Symbol 94 ButtonUses:50 91 52 92 54 93Used by:95
Symbol 95 MovieClipUses:85 87 90 94Used by:Timeline
Symbol 96 EditableTextUses:26Used by:Timeline
Symbol 97 EditableTextUses:26Used by:Timeline
Symbol 98 EditableTextUses:26Used by:Timeline
Symbol 99 EditableTextUses:26Used by:Timeline
Symbol 100 EditableTextUses:26Used by:Timeline
Symbol 101 GraphicUsed by:Timeline
Symbol 102 TextUses:26Used by:103
Symbol 103 MovieClipUses:102Used by:Timeline
Symbol 104 TextUses:26Used by:106
Symbol 105 TextUses:26Used by:106
Symbol 106 MovieClipUses:104 105Used by:Timeline
Symbol 107 GraphicUsed by:108 113 118 124 129 134 148 149 152 155 194 197 481 482 483 484 485 486 593 595 598 599 602 603 610 611 613
Symbol 108 ButtonUses:107Used by:112
Symbol 109 EditableTextUses:22Used by:112
Symbol 110 EditableTextUses:26Used by:112
Symbol 111 EditableTextUses:32Used by:112
Symbol 112 MovieClipUses:108 109 110 111Used by:Timeline
Symbol 113 ButtonUses:107Used by:117
Symbol 114 EditableTextUses:22Used by:117
Symbol 115 EditableTextUses:26Used by:117
Symbol 116 EditableTextUses:32Used by:117
Symbol 117 MovieClipUses:113 114 115 116Used by:Timeline
Symbol 118 ButtonUses:107Used by:123
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Symbol 705 TextUses:32Used by:712
Symbol 706 TextUses:32Used by:712
Symbol 707 TextUses:32Used by:712
Symbol 708 TextUses:32Used by:712
Symbol 709 TextUses:32Used by:712
Symbol 710 TextUses:32Used by:712
Symbol 711 TextUses:32Used by:712
Symbol 712 MovieClipUses:648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711Used by:Timeline
Symbol 713 ButtonUses:527 643 529 644 531 72 53Used by:Timeline
Symbol 714 TextUses:26Used by:Timeline

Instance Names

"loader"Frame 1Symbol 21 MovieClip
"console"Frame 1Symbol 40 MovieClip
"cursor"Frame 1Symbol 42 MovieClip
"window1"Frame 2Symbol 76 MovieClip
"window2"Frame 3Symbol 95 MovieClip
"noUnits"Frame 4Symbol 103 MovieClip
"popReached"Frame 4Symbol 106 MovieClip
"bulkBuy"Frame 4Symbol 191 MovieClip
"goldField"Frame 4Symbol 219 EditableText
"startGame"Frame 4Symbol 242 MovieClip
"grass"Frame 5Symbol 259 MovieClip
"castle"Frame 5Symbol 302 MovieClip
"mangonelClip"Frame 5Symbol 330 MovieClip
"trebuchetClip"Frame 5Symbol 361 MovieClip
"ramClip"Frame 5Symbol 378 MovieClip
"infantryClip"Frame 5Symbol 393 MovieClip
"archerClip"Frame 5Symbol 411 MovieClip
"enemyArrow"Frame 5Symbol 407 MovieClip
"explosion"Frame 5Symbol 413 MovieClip
"archerArrow"Frame 5Symbol 407 MovieClip
"cannonball"Frame 5Symbol 420 MovieClip
"jediClip"Frame 5Symbol 460 MovieClip
"cavalryClip"Frame 5Symbol 479 MovieClip
"hBar"Frame 5Symbol 507 MovieClip
"Water"Frame 5Symbol 515 MovieClip
"sendScore"Frame 6Symbol 561 MovieClip
"weatherOnOff"Frame 9Symbol 597 MovieClip
"soundOnOff"Frame 9Symbol 601 MovieClip
"saveOnOff"Frame 9Symbol 605 MovieClip
"window2"Frame 11Symbol 95 MovieClip
"scoretable"Frame 16Symbol 712 MovieClip
"varChange"Symbol 38 MovieClip Frame 2Symbol 27 EditableText
"varChange"Symbol 39 MovieClip Frame 1Symbol 27 EditableText
"slideIn"Symbol 40 MovieClip Frame 1Symbol 38 MovieClip
"noSaveFile"Symbol 95 MovieClip Frame 1Symbol 87 MovieClip
"infantry"Symbol 167 MovieClip Frame 1Symbol 165 EditableText
"archers"Symbol 171 MovieClip Frame 1Symbol 169 EditableText
"rams"Symbol 175 MovieClip Frame 1Symbol 174 EditableText
"saboteurs"Symbol 179 MovieClip Frame 1Symbol 177 EditableText
"cannons"Symbol 183 MovieClip Frame 1Symbol 181 EditableText
"cavalry"Symbol 187 MovieClip Frame 1Symbol 186 EditableText
"slideIn"Symbol 191 MovieClip Frame 1Symbol 189 MovieClip
"barracks"Symbol 200 MovieClip Frame 1Symbol 199 EditableText
"fletchery"Symbol 203 MovieClip Frame 1Symbol 202 EditableText
"alchemist"Symbol 206 MovieClip Frame 1Symbol 205 EditableText
"workshop"Symbol 209 MovieClip Frame 1Symbol 208 EditableText
"quarry"Symbol 212 MovieClip Frame 1Symbol 211 EditableText
"stable"Symbol 215 MovieClip Frame 1Symbol 214 EditableText
"wheel1"Symbol 378 MovieClip Frame 1Symbol 370 MovieClip
"wheel2"Symbol 378 MovieClip Frame 1Symbol 370 MovieClip
"wheel3"Symbol 378 MovieClip Frame 1Symbol 370 MovieClip
"noName"Symbol 561 MovieClip Frame 20Symbol 560 MovieClip

Special Tags

Protect (24)Timeline Frame 131 bytes "..$1$F6$IpIZe6iyevwchB80sCU561."
ExportAssets (56)Timeline Frame 1Symbol 1 as "swordSound"
ExportAssets (56)Timeline Frame 1Symbol 2 as "horseDie"
ExportAssets (56)Timeline Frame 1Symbol 3 as "explosionSound"
ExportAssets (56)Timeline Frame 1Symbol 4 as "death8"
ExportAssets (56)Timeline Frame 1Symbol 5 as "death7"
ExportAssets (56)Timeline Frame 1Symbol 6 as "death6"
ExportAssets (56)Timeline Frame 1Symbol 7 as "death5"
ExportAssets (56)Timeline Frame 1Symbol 8 as "death4"
ExportAssets (56)Timeline Frame 1Symbol 9 as "death3"
ExportAssets (56)Timeline Frame 1Symbol 10 as "death2"
ExportAssets (56)Timeline Frame 1Symbol 11 as "death9"
ExportAssets (56)Timeline Frame 1Symbol 12 as "death1"
ExportAssets (56)Timeline Frame 1Symbol 13 as "cannonSound"
ExportAssets (56)Timeline Frame 1Symbol 14 as "arrowSound"
ExportAssets (56)Timeline Frame 1Symbol 16 as "Snow"

Labels

"strategies"Frame 14

Dynamic Text Variables

percentageSymbol 24 EditableText"0"
varChangeBySymbol 28 EditableText""
levelScoreSymbol 96 EditableText""
playTimeSymbol 97 EditableText""
goldCountSymbol 98 EditableText""
BootsSymbol 99 EditableText""
attendanceSymbol 100 EditableText""
_root.infCountSymbol 110 EditableText"0"
_root.infCostSymbol 111 EditableText"100"
_root.archCountSymbol 115 EditableText"0"
_root.archCostSymbol 116 EditableText"100"
_root.cavCountSymbol 120 EditableText"0"
_root.cavCostSymbol 122 EditableText"100"
_root.ramCostSymbol 125 EditableText"500"
_root.ramCountSymbol 127 EditableText"0"
_root.mangoCountSymbol 131 EditableText"0"
_root.mangoCostSymbol 132 EditableText"1000"
_root.trebCostSymbol 135 EditableText"500"
_root.trebCountSymbol 137 EditableText"0"
_root.infBulkSymbol 165 EditableText"0"
_root.infCostSymbol 166 EditableText"100"
_root.archBulkSymbol 169 EditableText"0"
_root.archCostSymbol 170 EditableText"100"
_root.ramCostSymbol 172 EditableText"500"
_root.ramBulkSymbol 174 EditableText"0"
_root.cavBulkSymbol 177 EditableText"0"
_root.cavCostSymbol 178 EditableText"100"
_root.mangoBulkSymbol 181 EditableText"0"
_root.mangoCostSymbol 182 EditableText"500"
_root.trebCostSymbol 184 EditableText"500"
_root.trebBulkSymbol 186 EditableText"0"
_root.barracksBulkSymbol 199 EditableText"0"
_root.fletcheryBulkSymbol 202 EditableText"0"
_root.alchemistBulkSymbol 205 EditableText"0"
_root.workshopBulkSymbol 208 EditableText"0"
_root.quarryBulkSymbol 211 EditableText"0"
_root.stableBulkSymbol 214 EditableText"0"
levelSymbol 229 EditableText"1"
infUpgradesSymbol 233 EditableText""
archUpgradesSymbol 234 EditableText""
cavUpgradesSymbol 235 EditableText""
ramUpgradesSymbol 236 EditableText""
trebUpgradesSymbol 237 EditableText""
mangoUpgradesSymbol 238 EditableText""
popLimitSymbol 239 EditableText""
troopsLeftSymbol 425 EditableText""
infCountSymbol 487 EditableText"0"
archCountSymbol 488 EditableText"0"
ramCountSymbol 489 EditableText"0"
cavCountSymbol 490 EditableText"0"
mangoCountSymbol 491 EditableText"0"
trebCountSymbol 492 EditableText"0"
goldPlunderedSymbol 526 EditableText""
_root.nameSymbol 558 EditableText""
dangSymbol 564 EditableText""
levelScoreSymbol 625 EditableText""
playTimeSymbol 626 EditableText""
goldCountSymbol 627 EditableText""
BootsSymbol 628 EditableText""
attendanceSymbol 629 EditableText""
briefingSymbol 631 EditableText""
NAME0Symbol 649 EditableText""
NAME1Symbol 650 EditableText""
NAME2Symbol 651 EditableText""
NAME3Symbol 652 EditableText""
NAME4Symbol 653 EditableText""
NAME5Symbol 654 EditableText""
NAME6Symbol 655 EditableText""
NAME7Symbol 656 EditableText""
NAME8Symbol 657 EditableText""
NAME9Symbol 658 EditableText""
NAME10Symbol 659 EditableText""
NAME11Symbol 660 EditableText""
NAME12Symbol 661 EditableText""
NAME13Symbol 662 EditableText""
NAME14Symbol 663 EditableText""
LEVEL0Symbol 664 EditableText""
LEVEL1Symbol 665 EditableText""
LEVEL2Symbol 666 EditableText""
LEVEL3Symbol 667 EditableText""
LEVEL4Symbol 668 EditableText""
LEVEL5Symbol 669 EditableText""
LEVEL6Symbol 670 EditableText""
LEVEL7Symbol 671 EditableText""
LEVEL8Symbol 672 EditableText""
LEVEL9Symbol 673 EditableText""
LEVEL10Symbol 674 EditableText""
LEVEL11Symbol 675 EditableText""
LEVEL12Symbol 676 EditableText""
LEVEL13Symbol 677 EditableText""
LEVEL14Symbol 678 EditableText""
GOLD0Symbol 679 EditableText""
GOLD1Symbol 680 EditableText""
GOLD2Symbol 681 EditableText""
GOLD3Symbol 682 EditableText""
GOLD4Symbol 683 EditableText""
GOLD5Symbol 684 EditableText""
GOLD6Symbol 685 EditableText""
GOLD7Symbol 686 EditableText""
GOLD8Symbol 687 EditableText""
GOLD9Symbol 688 EditableText""
GOLD10Symbol 689 EditableText""
GOLD11Symbol 690 EditableText""
GOLD12Symbol 691 EditableText""
GOLD13Symbol 692 EditableText""
GOLD14Symbol 693 EditableText""




http://swfchan.com/6/28862/info.shtml
Created: 20/5 -2019 05:28:27 Last modified: 20/5 -2019 05:28:27 Server time: 22/12 -2024 07:23:18