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<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/16001952?noj=FRM16001952-4DC" width="1" height="1"></div>

Dotville_2.swf

This is the info page for
Flash #30506

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


Text
onlinegames

presents

DELIGHT

DELIGHT

end turn

scores_API

move your mouse over the hotspots
to read further details ...

stock:
your money, ressources, population, dot-happiness
and fortress upgrades are shown here.

army:
Recruit your army here.
For one army you need 100 bucks + 1 weapon + 1 dot!
Building up an army is very important!
At the end of the game the forces of the evil squares will attack!
It`s recommended that you have an army of at least 200 dot-soldiers!
If you are being defeated the game will be lost!

build:
You can build farms, marketplaces, mines and smithies
to produce ressources.
FARM (cost: 1000): produces up to 300 units of food
MARKETPLACE (cost: 2000): gives you up to 500 bucks income
MINE (cost: 3000): produces 10 units of iron
SMITHY (cost: 5000): produces 5 weapons (needs 1 iron for 1 weapon)

food rate:
Your dots want to eat! Increase food rate
to make them happier.
But be careful! Be sure to have enough
farms to keep your promise or your
dots become unhappy.

taxes:
Your dots will pay taxes!
The lower the tax rate the happier they
are!

trade:
Buy and sell your ressources here!
(costs: food=1 / iron = 50 / weapon = 100)
You have to build a marketplace to trade.

upgrade:
Upgrade your fortress and your village here!
This will increase happiness and your status level.

options:
click here to open the OPTIONS screen.

- quit game
- turn sound on/off
- save/load game
- close option screen

end turn:
at the end of a turn your buildings will produce
their goods (food, income, iron, weapons),
dots will pay taxes and events will happen.
If happiness falls to zero the game is lost.

view village:
click here for an overview of your village.

turns:
Your life as a dot-leader lasts for 50 turns (years).
In this time you have to become Dot Emperor
or the game will be lost!

your status level:
Under certain conditions your power will rise.
You start as a DOT CITIZEN. Your goal is to become DOT EMPEROR!
Your status depends on the dot-happiness and the size of your fortress.
0 - Dot Citizen
1 - Dot Hero.......... (20 happy + 1 fortress upgrade)
2 - Dot Prince........ (100 happy + 2 fortress upgrades)
3 - Dot King.......... (200 happy + 5 fortress upgrades)
4 - Dot Emperor.... (400 happy + 10 fortress upgrades)

>

your status level:
Under certain conditions your power will rise.
You start as a DOT CITIZEN. Your goal is to become DOT EMPEROR!
Your status depends on the dot-happiness and the size of your fortress.
0 - Dot Citizen
1 - Dot Hero.......... (20 happy + 1 fortress upgrade)
2 - Dot Prince........ (100 happy + 2 fortress upgrades)
3 - Dot King.......... (200 happy + 5 fortress upgrades)
4 - Dot Emperor.... (400 happy + 10 fortress upgrades)

build:
You can build farms, marketplaces, mines and smithies
to produce ressources.
FARM (cost: 1000): produces up to 300 units of food
MARKETPLACE (cost: 2000): gives you up to 500 bucks income
MINE (cost: 3000): produces 10 units of iron
SMITHY (cost: 5000): produces 5 weapons (needs 1 iron for 1 weapon)

trade:
Buy and sell your ressources here!
(costs: food=1 / iron = 50 / weapon = 100)
You have to build a marketplace to trade.
army:
Recruit your army here.
For one army you need 100 bucks + 1 weapon + 1 dot!
Building up an army is very important!
At the end of the game the forces of the evil squares will attack!
It`s recommended that you have an army of at least 200 dot-soldiers!
If you are being defeated the game will be lost!
food rate:
Your dots want to eat! Increase food rate to make them happier.
But be careful! Be sure to have enough farms to keep your promise
or your dots become unhappy.
taxes:
Your dots will pay taxes! The lower the tax rate the happier they are!
upgrade:
Upgrade your fortress and your village here!
This will increase happiness and your status level.
stock:
your money, ressources, population, dot-happiness and fortress
upgrades are shown here.

happy:
Happiness is the most important ressource in the game. The happier
your dots are, the faster the population will grow. If 'happy' falls to zero,
the game will be lost.
food:
No - in fact, food is the most important ressource in the game! Make
sure you have built enough farms before you attend to other village
improvements. The food rate defines the ammount of food that will be
consumed at the end of the round!
turns:
Your life as a dot-leader lasts for 50 turns (years).
In this time you have to become Dot Emperor or the game will be lost!
final battle:
The evil squares will attack you, be sure to build up a strong army!

next step

This is one way to start a new round ...

1. click the "Build" icon ...

2. build a marketplace ...

3. click the "Trade" icon ...

4. sell 1000 food for 1000 bucks ...

5. go back to the "Build" menu ...

6. build two more farms ...

7. click the "Food Rate" icon ...

8. set food rate to 5 ...

9.  click the "Taxes" icon ...

10.  lower tax rate to increase happy ...

11. click "end turn"

Build

Trade

Food Rate

Taxes

Army

Upgrade

view village

bucks:

food:

dots:

weapons:

happy:

iron:

army:

fortress:

<p align="left"><font face="Verdana" size="10" color="#000000" letterSpacing="0.000000" kerning="0">OPTIONS</font></p>

<p align="left"><font face="Verdana" size="10" color="#000000" letterSpacing="0.000000" kerning="0">HELP</font></p>

Quit?
All data will be lost!

data will be saved on your local machine... click here for settings

0 - Dot Citizen
1 - Dot Hero
2 - Dot Prince
3 - Dot King
4 - Dot Emperor

Farm

Marketplace

Mine

Smithy

+

-

multiply:

buy: 1000
sell:   500

buy: 2000
sell: 1000

buy: 3000
sell: 1500

buy: 5000
sell: 2500

iron:

weapons:

You have to build
a marketplace to trade!

1 army
=
100 bucks +
1 weapon +
1 dot

Army:

food rate:

tax %:

Upgrade Fortress
for 10000 Bucks!

OK

YOU LOST THE GAME!

script MC

Your evil squared neighbour challenges you!
get three in a row!

YOU WIN!
happy +10

YOU LOOSE!
happy -10

TIE!

menu

~DOTville~
credits


graphics and programming:
G. Haase aka finefin

~

TICTACTOE by lab-au.com/enjeux

~

music:
Pornsquad - Gorm
tkisum - Meine Blechdose
and others

~

special thanks to
moons

testers:
MrB
K3ks
Mueller
Taube
real M
the_X
Zix
Poppa-Dot

~

home:
www.finefin.tk

sponsored by:
www.neodelight.com






Your Excellency,

this is the final battle! Your rectangular neighbour, the Square Emperor,  gathers his troops along the border. Defend your empire!

Choose the number of soldiers you are willing to sacrifice for each skirmish. Then pick "paper", "rock" or "scissors" to start the fight.

The one who has lost all his soldiers first will suffer defeat.

Good luck!

engage troops:

army:

multiply:

army:

score +10000

score -10000

<p align="center"><font face="Verdana" size="10" color="#000000" letterSpacing="0.000000" kerning="0">opens new window</font></p>

saved games
can't be submitted to world score

dots:

happy:

A new window has opened,
your highscore has been submitted to www.neodelight.com

click on the logos above to visit the author's and the sponsor's websites.

ActionScript [AS1/AS2]

Frame 1
stop();
Frame 3
stop();
Frame 469
my_mc._quality = "BEST"; stop();
Instance of Symbol 487 MovieClip "help_popup" in Frame 469
onClipEvent (load) { this._visible = false; }
Instance of Symbol 494 MovieClip "cheat_mc" in Frame 469
onClipEvent (load) { this._visible = false; }
Frame 470
dots = dots + newdots; newdots = 0; if (_root.happy <= 0) { lost_txt = "Your dots turn away from you! You should take their happiness seriously!"; gotoAndStop ("lost"); } army_loss_txt = ""; wprod = 0; konsum = int(dots * (food_rate / 10)); needed = konsum + " food for your dots!"; if (((player_level == 0) && (happy >= 20)) && (fort_upgr >= 1)) { player_level = player_level + 1; leveltxt = ("Dot Hero (" + player_level) + ")"; event_txt = "Congratulations! Your Dots are celebrating you as their Dot Hero!"; gotoAndStop ("l_1"); } if (((player_level == 1) && (happy >= 100)) && (fort_upgr >= 2)) { player_level = player_level + 1; leveltxt = ("Dot Prince (" + player_level) + ")"; event_txt = "Congratulations! Your Dots are celebrating you as their Dot Prince!"; gotoAndStop ("l_2"); } if (((player_level == 2) && (happy >= 200)) && (fort_upgr >= 5)) { player_level = player_level + 1; leveltxt = ("Dot King (" + player_level) + ")"; event_txt = "Congratulations! Your Dots are celebrating you as their Dot King!"; gotoAndStop ("l_3"); } if (((player_level == 3) && (happy >= 400)) && (fort_upgr >= 10)) { player_level = player_level + 1; leveltxt = ("Dot Emperor (" + player_level) + ")"; event_txt = "Congratulations! Your Dots are celebrating you as their Dot Emperor!"; gotoAndStop ("l_4"); } stop();
Instance of Symbol 786 MovieClip "opt_screen" in Frame 470
onClipEvent (load) { this._visible = false; }
Frame 479
multiplier = 1; mptxt = multiplier + "X";
Instance of Symbol 838 MovieClip "ingame_mentor" in Frame 479
on (press) { this.play(); m_text_tick = Math.round(Math.random() * 7) + 1; if (m_text_tick == 1) { _root.mentor_txt = "Stop that! I'm ticklish!"; } else if (m_text_tick == 2) { _root.mentor_txt = "HA HA HA HA!"; } else if (m_text_tick == 3) { _root.mentor_txt = "HA HA HA ha ha ha!"; } else if (m_text_tick == 4) { _root.mentor_txt = "Please stop!"; } else if (m_text_tick == 5) { _root.mentor_txt = "HAHAHA ha ha ha HA HA HA!"; } else if (m_text_tick == 6) { _root.mentor_txt = "STOP THAT!!"; } else if (m_text_tick == 7) { _root.mentor_txt = "Nooo please! Stop!!"; } else if (m_text_tick == 8) { _root.mentor_txt = "That's enough!"; } else if (m_text_tick == 9) { _root.mentor_txt = "LOL! ROFLMAO!"; } }
Frame 489
if (markets < 1) { gotoAndStop ("notrade"); } multiplier = 1; mptxt = multiplier + "X";
Frame 499
multiplier = 1; mptxt = multiplier + "X";
Frame 509
multiplier = 1; mptxt = multiplier + "X";
Frame 529
fort = _root.fort_upgr + " of 10"; if (_root.fort_upgr < 10) { fort_txt = "one upgrade per round! (+ 10 happy)"; } else { fort_txt = "all built!"; } stat_txt = _root.status_height + " of 7"; status_price = dots * 10; if (_root.status_height < 7) { buy_status_txt = ("buy status symbol for " + status_price) + " (+5 happy/round)"; } else { buy_status_txt = "all village upgrades built!"; }
Frame 540
stopAllSounds(); gotoAndStop ("events");
Frame 541
stop(); if (happy <= 0) { lost_txt = "Your dots turn away from you! You should take their happiness seriously!"; gotoAndPlay ("lost"); trace("lost"); } _root.event = Math.round(Math.random() * 30) + 1; if (_root.event == 1) { if (army > 1) { armykilled = Math.round(Math.random() * (Math.round(army) / 10)) + 1; army = army - armykilled; stolen = Math.round(Math.random() * (Math.round(bucks) / 10)); bucks = bucks - stolen; neg_happy = Math.round(happy / 10); happy = happy - neg_happy; event_txt = ((((("An assassin killed " + armykilled) + " Units and stole ") + stolen) + " bucks! (happy: -") + neg_happy) + ")"; gotoAndStop ("assassin"); } else { gotoAndStop ("end_screen"); } } if (_root.event == 2) { burned = Math.round(Math.random() * (Math.round(food) / 10)) + 1; food = food - burned; f_burned = Math.round(Math.random() * (Math.round(farms) / 10)) + 1; farms = farms - f_burned; neg_happy = Math.round(happy / 10); happy = happy - neg_happy; event_txt = ((((("Fire! " + burned) + " food rations burned and ") + f_burned) + " farms destroyed! (happy: -") + neg_happy) + ")"; gotoAndStop ("fire"); xyz = f_burned; while (xyz > 0) { _root.bg_farm.prevFrame(); xyz--; } } if (_root.event == 3) { dotdie = Math.round(Math.random() * (Math.round(dots) / 10)) + 1; dots = dots - dotdie; neg_happy = Math.round(happy / 10); happy = happy - neg_happy; event_txt = ((("Plague! " + dotdie) + " dots die an awful death! (happy: -") + neg_happy) + ")"; gotoAndStop ("plague"); } if (_root.event == 4) { dotdie = Math.round(Math.random() * (Math.round(dots) / 10)) + 10; dots = dots - dotdie; neg_happy = Math.round(happy / 10); happy = happy - neg_happy; event_txt = ((("Oh my gosh! A big black hole kills " + dotdie) + " dots! (happy: -") + neg_happy) + ")"; gotoAndStop ("bhole"); } if (_root.event == 5) { if (_root.poempel != 1) { neg_happy = Math.round(happy / ((Math.random() * 8) + 3)) + 1; happy = happy - neg_happy; event_txt = ("Your dots are unhappy because of all the jammed drains!(happy: -" + neg_happy) + ")"; gotoAndStop ("not_happy"); } else { gotoAndStop ("end_screen"); } } if (_root.event == 6) { neg_happy = Math.round(happy / Math.round((Math.random() * 6) + 2)) + 1; happy = happy - neg_happy; event_txt = ("A spectre is haunting DotVille! 'This system makes us sick!' (happy: -" + neg_happy) + ")"; gotoAndStop ("capitalism"); } if (_root.event == 7) { neg_happy = Math.round(happy / 10) + 1; happy = happy + neg_happy; event_txt = ("A wedding feast takes place in DotVille! (happy: +" + neg_happy) + ")"; gotoAndStop ("p_event"); } if (_root.event > 7) { gotoAndStop ("end_screen"); }
Instance of Symbol 905 MovieClip "opt_screen" in Frame 541
onClipEvent (load) { this._visible = false; }
Frame 554
max_buildings = 50;
Frame 555
max_buildings = 100;
Frame 556
max_buildings = 150;
Frame 557
max_buildings = 200;
Frame 566
thisround = 0; event_txt = ""; rounds = rounds + 1; round_txt = ("Turn " + rounds) + "/50"; if (_root.rounds == 10) { gotoAndStop ("tictactoe"); } if (_root.rounds == 20) { gotoAndStop ("tictactoe"); } if (_root.rounds == 30) { gotoAndStop ("tictactoe"); } if (_root.rounds == 40) { gotoAndStop ("tictactoe"); } if (_root.rounds > 50) { if (player_level == 4) { gotoAndPlay ("battle"); } else { lost_txt = "The square emperor laughs at you: 'Ha ha ha! Puny dots have no emperor!'"; gotoAndPlay ("lost"); } } tax_income = Math.round(_root.dots * (_root.taxes / 100)); e_army = e_army + Math.round(Math.random() * 5); rnd_harv = Math.round((Math.random() * 150) + 150); ernte = farms * rnd_harv; food = food + ernte; konsum = Math.round(dots * (food_rate / 10)); food = food - konsum; if (food < 0) { starve = Math.round((food * -1) / 100); happyly = ("Your dots are hungry! (happy: -" + starve) + ")"; happy = happy - starve; tax_income = Math.round(_root.dots * (_root.taxes / 100)) / 2; food = 0; } else if (food_rate >= 20) { happy_plus = happy_plus + Math.round(food_rate / 10); happy = happy + happy_plus; happyly = ("Your dots live in luxury! (happy: +" + happy_plus) + ")"; tax_income = Math.round((_root.dots * (_root.taxes / 100)) * 1.5); } else { happyly = ""; } if (rnd_harv <= 175) { year = "This year\u00B4s harvest was bad!"; happymeter.gotoAndStop(3); } if ((rnd_harv > 175) && (rnd_harv <= 270)) { year = "This was an average crop year."; happymeter.gotoAndStop(2); } if (rnd_harv > 270) { year = "This year\u00B4s harvest was very good!"; happymeter.gotoAndStop(1); } bucks = bucks + Math.round(tax_income); mincome = Math.round(markets * ((Math.random() * 250) + 250)); bucks = bucks + mincome; _root.iron = _root.iron + (mines * 10); pwprod = _root.smithys * 5; if (_root.smithys > 0) { i = pwprod; while (i >= 1) { if (iron > 0) { wprod = wprod + 1; iron = iron - 1; } i--; } } _root.weapons = _root.weapons + wprod; happy = happy + (status_height * 5); haphouse = Math.round(happy / 10); _root.bg_happyhouse.gotoAndStop(haphouse); newdots = newdots + Math.round((Math.random() * happy) * (Math.random() * 10)); harvest = ernte + " food rations harvested."; consume = ((dots + " dots demand ") + konsum) + " food rations."; foodleft = ("You have " + food) + " food rations left."; taxreport = ("Dots pay " + Math.round(tax_income)) + " bucks taxes."; if (markets >= 1) { marketreport = mincome + " bucks marketplace income."; } else { marketreport = "Build a marketplace!"; } if (smithys >= 1) { smithreport = ((((smithys + " smithies produce ") + wprod) + " weapons (-") + wprod) + " iron)."; } else if (mines >= 1) { smithreport = "Build smithies!"; } if (mines >= 1) { minereport = ("You have " + iron) + " bars of iron."; } else { minereport = "Prospect for iron! Build a mine!"; } dotreport = "Dot-population increases by " + newdots; nextFrame();
Frame 567
stop(); if (rnd_harv <= 175) { year = "This year\u00B4s harvest was bad!"; happymeter.gotoAndStop(3); } if ((rnd_harv > 175) && (rnd_harv <= 270)) { year = "This was an average crop year."; happymeter.gotoAndStop(2); } if (rnd_harv > 270) { year = "This year\u00B4s harvest was very good!"; happymeter.gotoAndStop(1); }
Frame 578
stopAllSounds(); nextFrame();
Frame 579
stop();
Frame 588
function userMove(index1, index2) { var _local1 = _root; _local1.tictactoeArray[index1][index2] = 1; _local1.player1 = false; _local1.movenumber = _local1.movenumber + 1; if (_local1.movenumber == 9) { _local1.message = "match nul"; _local1.gotoAndStop("ttt_even"); } } function computerAI() { var _local1 = _root; if (_local1.player1 == false) { checkWinner(); do_Move(); } checkWinner(); if (_local1.movenumber == 9) { _local1.message = "match nul"; _local1.gotoAndStop("ttt_even"); } } function randomMove() { var _local1 = _root; rownumber = 0; while (rownumber < 3) { columnumber = 0; while (columnumber < 3) { tempvar = _local1.tictactoeArray[rownumber][columnumber]; switch (tempvar) { case -1 : break; case 1 : break; case 0 : _local1.targetRow = rownumber; _local1.targetColumn = columnumber; } columnumber++; } rownumber++; } } function chooseComputerMove(rownumber, columnumber) { var _local1 = _root; absvalue = Math.abs(_local1.winvalue); bestabsvalue = Math.abs(_local1.bestvalue); if (((absvalue > bestabsvalue) or ((absvalue == bestabsvalue) && (_local1.winvalue < 0))) or (_local1.bestvalue == 0)) { _local1.bestvalue = _local1.winvalue; if (_local1.winvalue == 3) { _local1.message = "X WIN !!"; _local1.gotoAndStop("ttt_win"); } else if (_local1.winvalue == -3) { _local1.message = "O WIN !!"; _local1.gotoAndStop("ttt_LOST"); } else if (_local1.winvalue == -2) { _local1.targetRow = rownumber; _local1.targetColumn = columnumber; } else if (_local1.winvalue == 2) { _local1.targetRow = rownumber; _local1.targetColumn = columnumber; } else if (_local1.tictactoeArray[1][1] == 0) { _local1.targetRow = 1; _local1.targetColumn = 1; } else if ((_local1.tictactoeArray[1][1] == -1) && (_local1.movenumber == 4)) { if (_local1.tictactoeArray[0][0] == -1) { if (_local1.tictactoeArray[1][0] == 0) { _local1.targetRow = 1; _local1.targetColumn = 0; } else if (_local1.tictactoeArray[0][1] == 0) { _local1.targetRow = 0; _local1.targetColumn = 1; } else { randomMove(); } } else if (_local1.tictactoeArray[0][2] == -1) { if (_local1.tictactoeArray[1][2] == 0) { _local1.targetRow = 1; _local1.targetColumn = 2; } else if (_local1.tictactoeArray[0][1] == 0) { _local1.targetRow = 0; _local1.targetColumn = 1; } else { randomMove(); } } else if (_local1.tictactoeArray[2][0] == -1) { if (_local1.tictactoeArray[1][0] == 0) { _local1.targetRow = 1; _local1.targetColumn = 0; } else if (_local1.tictactoeArray[2][1] == 0) { _local1.targetRow = 2; _local1.targetColumn = 1; } else { randomMove(); } } else if (_local1.tictactoeArray[2][2] == -1) { if (_local1.tictactoeArray[1][2] == 0) { _local1.targetRow = 1; _local1.targetColumn = 2; } else if (_local1.tictactoeArray[2][1] == 0) { _local1.targetRow = 2; _local1.targetColumn = 1; } else { randomMove(); } } } else if (((_local1.tictactoeArray[1][1] == -1) && (_local1.tictactoeArray[0][0] == 0)) && (_local1.tictactoeArray[2][2] == 0)) { _local1.targetRow = 0; _local1.targetColumn = 0; } else if (((_local1.tictactoeArray[1][1] == -1) && (_local1.tictactoeArray[2][0] == 0)) && (_local1.tictactoeArray[0][2] == 0)) { _local1.targetRow = 2; _local1.targetColumn = 0; } else { randomMove(); } } } function do_Move() { if (_root.targetColumn == -1) { i = 0; while (i < 3) { tempvar = _root.tictactoeArray[_root.targetRow][i]; if (tempvar == 0) { _root.targetColumn = i; } i++; } } else if (_root.targetRow == -1) { i = 0; while (i < 3) { tempvar = _root.tictactoeArray[i][_root.targetColumn]; if (tempvar == 0) { _root.targetRow = i; } i++; } } else if ((_root.targetRow == 2) && (_root.targetColumn == 2)) { i = 0; while (i < 3) { tempvar = _root.tictactoeArray[i][i]; if (tempvar == 0) { _root.targetRow = i; _root.targetColumn = i; } i++; } } else if ((_root.targetRow == 2) && (_root.targetColumn == 0)) { i = 0; while (i < 3) { j = Math.abs(i - 2); tempvar = _root.tictactoeArray[i][j]; if (tempvar == 0) { _root.targetRow = i; _root.targetColumn = j; } i++; } } cible = ("_root.case" + _root.targetRow) + _root.targetColumn; eval (cible).gotoAndStop("valeurO"); _root.tictactoeArray[_root.targetRow][_root.targetColumn] = -1; _root.targetRow = null; _root.targetColumn = null; _root.player1 = true; _root.bestvalue = 0; _root.movenumber = _root.movenumber + 1; } function checkRows() { var _local1 = _root; _local1.winvalue = 0; rownumber = 0; while (rownumber < 3) { columnumber = 0; while (columnumber < 3) { _local1.winvalue = _local1.winvalue + _local1.tictactoeArray[rownumber][columnumber]; columnumber++; } checkWinvalue(_local1.winvalue); if (_local1.player1 == false) { chooseComputerMove(rownumber, -1); } _local1.winvalue = 0; rownumber++; } } function checkcolumns() { var _local2 = _root; _local2.winvalue = 0; var _local3; var _local1; _local3 = 0; while (_local3 < 3) { _local1 = 0; while (_local1 < 3) { _local2.winvalue = _local2.winvalue + _local2.tictactoeArray[_local1][_local3]; _local1++; } checkWinvalue(_local2.winvalue); if (_local2.player1 == false) { chooseComputerMove(-1, _local3); } _local2.winvalue = 0; _local3++; } } function checkdiagonals() { var _local1 = _root; _local1.winvalue = 0; var _local3; var _local2; i = 0; while (i < 3) { _local2 = i; _local3 = i; _local1.winvalue = _local1.winvalue + _local1.tictactoeArray[_local2][_local3]; i++; } checkWinvalue(_local1.winvalue); if (_local1.player1 == false) { chooseComputerMove(2, 2); } _local1.winvalue = 0; i = 0; while (i < 3) { _local2 = i; _local3 = Math.abs(i - 2); _local1.winvalue = _local1.winvalue + _local1.tictactoeArray[_local2][_local3]; i++; } checkWinvalue(_local1.winvalue); if (_local1.player1 == false) { chooseComputerMove(2, 0); } _local1.winvalue = 0; } function checkWinner() { checkRows(); if (_root.winvalue == 0) { checkColumns(); } if (_root.winvalue == 0) { checkdiagonals(); } } function checkWinvalue(value) { var _local1 = _root; switch (value) { case 3 : _local1.message = "X WIN !!"; _local1.gotoAndStop("ttt_win"); return; case -3 : _local1.message = "O WIN !!"; _local1.gotoAndStop("ttt_lost"); return; case 2 : _local1.message = "X va bientot gagner ! NDJ pas certain!"; return; case -2 : _local1.message = "O va bientot gagner ! NDJ pas certain!"; return; } } stop(); _root.player1 = true; _root.tictactoeArray = new Array([0, 0, 0], [0, 0, 0], [0, 0, 0]); _root.center = true; _root.bestvalue = 0; _root.movenumber = 0;
Instance of Symbol 1170 MovieClip in Frame 588
onClipEvent (enterFrame) { _root.computerAI(); }
Frame 590
happy = happy + 10; e_army_loss = Math.round(army / 10); if ((e_army_loss >= 1) && (army > 0)) { e_army = e_army - e_army_loss; e_army_loss_txt = "enemy army -" + e_army_loss; }
Frame 591
happy = happy - 10; army_loss = Math.round(army / 10); if (army_loss >= 1) { army = army - army_loss; army_loss_txt = "army -" + army_loss; }
Frame 598
stop();
Frame 614
e_score = 0; p_score = 0; e_army = e_army + Math.round(army / 2); multiplier = 1; mptxt = multiplier + "X"; bet = 1; stop();
Frame 615
enemy.play(); wonlost = (("WON/LOST = " + p_score) + "/") + e_score; if (bet > army) { bet = army; } if (bet > e_army) { bet = e_army; } stop();
Frame 616
if (_root.ene == "pap") { anzeige = "TIE!"; } if (_root.ene == "roc") { anzeige = "WON!"; p_score = p_score + 1; e_army = e_army - _root.bet; b_dot.play(); if (e_army <= 0) { gotoAndPlay ("battle_won"); } } if (_root.ene == "sci") { anzeige = "LOST!"; e_score = e_score + 1; army = army - _root.bet; b_squ.play(); if (army < 1) { gotoAndPlay ("battle_lose"); } } enemy.stop();
Frame 617
if (_root.ene == "pap") { anzeige = "LOST!"; e_score = e_score + 1; army = army - _root.bet; b_squ.play(); if (army < 1) { gotoAndPlay ("battle_lose"); } } if (_root.ene == "roc") { anzeige = "TIE!"; } if (_root.ene == "sci") { anzeige = "WON!"; p_score = p_score + 1; e_army = e_army - _root.bet; b_dot.play(); if (e_army < 1) { gotoAndPlay ("battle_won"); } } enemy.stop();
Frame 618
if (_root.ene == "pap") { anzeige = "WON!"; p_score = p_score + 1; e_army = e_army - _root.bet; b_dot.play(); if (e_army < 1) { gotoAndPlay ("battle_won"); } } if (_root.ene == "roc") { anzeige = "LOST!"; e_score = e_score + 1; army = army - _root.bet; b_squ.play(); if (army < 1) { gotoAndPlay ("battle_lose"); } } if (_root.ene == "sci") { anzeige = "TIE!"; } enemy.stop();
Frame 623
battle_score = 10000; stop();
Frame 624
stop();
Frame 648
battle_score = -10000; stop();
Frame 649
stop();
Frame 674
score = (((((((((((((((player_level * 1000) + status_score) + bucks) + (status_height * 1000)) + food) + iron) + weapons) + (army * 200)) + (farms * 500)) + (markets * 1000)) + (mines * 1500)) + (smithys * 2000)) + (fort_upgr * 2500)) + dots) + happy) + battle_score; pl_lev_anzeige = (player_level * 1000) + status_score; stop();
Frame 675
stop();
Frame 676
stop();
Symbol 28 MovieClip [fortress_evolve] Frame 1
stop();
Symbol 36 MovieClip Frame 1
total_bytes = _root.getBytesTotal(); loaded_bytes = _root.getBytesLoaded(); rem_bytes = int((total_bytes - loaded_bytes) / 1024); percent_done = int((loaded_bytes / total_bytes) * 100); bar.gotoAndStop(percent_done); prozent_txt = ((percent_done + "% / ") + rem_bytes) + "kB remaining"; if (rem_bytes == 0) { _root.play(); }
Symbol 36 MovieClip Frame 2
gotoAndPlay (1);
Symbol 38 Button
on (release) { getURL (("http://www.neodelight.com?ref=" + _url.split("/").pop().split(".").shift()) + "&ref_loc=intro", "_BLANK"); }
Symbol 49 MovieClip Frame 1
startFrame = _parent._currentframe;
Symbol 49 MovieClip Frame 2
vol = (1 - ((_parent._currentFrame - startFrame) / (_parent._totalFrames - startFrame))) * 100; if (vol < 0) { vol = 0; } _parent.snd.setVolume(vol);
Symbol 49 MovieClip Frame 3
gotoAndPlay ("loop");
Symbol 50 MovieClip Frame 1
snd = new Sound(this); snd.setVolume(100); _parent.stop();
Symbol 50 MovieClip Frame 90
stop(); _parent.play();
Symbol 62 MovieClip Frame 7
stop();
Symbol 76 MovieClip Frame 75
_root.play();
Symbol 89 Button
on (release) { getURL ("http://www.neodelight.com?ref=" + _url.split("/").pop().split(".").shift(), "_BLANK"); }
Symbol 95 Button
on (release) { stopAllSounds(); gotoAndPlay (469); }
Symbol 216 MovieClip Frame 14
stop();
Symbol 225 MovieClip Frame 1
stop();
Symbol 335 Button
on (release) { stopAllSounds(); _root.cheater = 0; game_loaded = 0; _root.poempel = 0; var player_level = 0; leveltxt = ("Dot Citizen (" + player_level) + ")"; var multiplier = 1; mptxt = multiplier + "X"; var bucks = 3000; var dots = 1000; var happy = 10; var happy_plus = 0; var rounds = 1; round_txt = ("Turn " + rounds) + "/50"; var status_height = 0; stat_txt = status_height + " of 6"; var food = 1000; var iron = 0; var army = 0; var e_army_loss = 0; var weapons = 0; var wprod = 0; var max_buildings = 30; var farms = 1; var markets = 0; var mines = 0; var smithys = 0; var fort_upgr = 0; var fort = (fort_upgr + " of 10"); var food_rate = 10; var taxes = 50; konsum = int(dots * (food_rate / 10)); needed = konsum + " food for your dots!"; _global.api.highscore.initSession(); gotoAndStop ("new_round"); }
Symbol 339 Button
on (release) { stopAllSounds(); gotoAndStop (598); }
Symbol 342 Button
on (release) { getURL ("http://www.neodelight.com/highscores/dotville", "_blank"); }
Symbol 347 Button
on (release) { gotoAndStop ("end_round"); }
Symbol 351 Button
on (release) { getURL ("http://www.neodelight.com/", "_blank"); }
Symbol 355 Button
on (release) { stopAllSounds(); gotoAndStop ("credits"); }
Symbol 358 Button
on (release) { stopAllSounds(); gotoAndPlay (8); }
Symbol 359 MovieClip Frame 3
stop();
Symbol 362 Button
on (release) { getURL ("http://www.neodelight.com/webmaster", "_BLANK"); }
Symbol 364 MovieClip Frame 1
_global.api = new Object(); _global.api.highscore = new Object(); _global.api.highscore.keystring = "uishdtebfhdj"; _global.api.highscore.keystring2 = "laisjenrhduf"; _global.api.highscore.urlSubmit = "http://www.neodelight.com/v4/high_enter.php"; _global.api.highscore.initSession = function () { var _local1 = this; _local1.session = ""; while (_local1.session.length < 20) { _local1.session = _local1.session + _local1.charTable.charAt(Math.round(Math.random() * (_local1.charTable.length - 4))); } _local1.charTableIndex = new Array(); var _local2 = 0; while (_local2 < _local1.charTable.length) { _local1.charTableIndex[_local1.charTable.charCodeAt(_local2)] = _local2; _local2++; } }; _global.api.highscore.submit = function (pGame, pDisciple, pScore0) { var _local2 = this; var _local1 = ("g=" + pGame) + "&"; _local1 = _local1 + (("d=" + pDisciple) + "&"); _local1 = _local1 + (("s0=" + pScore0) + "&"); _local1 = _local1 + "s1=&"; _local1 = _local1 + ("se=" + escape(session)); _local1 = _local1 + "&c=42"; var _local3 = (((_local2.urlSubmit + "?g=") + pGame) + "&s=") + escape(_local2.encrypt(_local2.encrypt(_local1, _local2.keystring), _local2.keystring2)).split("%").join("_"); trace(_local3); getURL (_local3, "_blank"); }; _global.api.highscore.encrypt = function (text, pKey) { var _local2 = this; var crypt = ""; var checkSum = 0; var shift; var _local3; var _local1 = 0; while (_local1 < text.length) { char = _local2.charTableIndex[text.charCodeAt(_local1)]; shift = _local2.charTableIndex[pKey.charCodeAt(_local1 % pKey.length)]; _local3 = (char + shift) + checkSum; _local3 = _local3 % _local2.charTable.length; crypt = crypt + _local2.charTable.charAt(_local3); checkSum = checkSum + _local3; _local1++; } checkSum = checkSum % _local2.charTable.length; return((crypt + "") + _local2.charTable.charAt(checkSum)); }; _global.api.highscore.charTable = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz&=."; _global.api.highscore.initSession();
Symbol 371 Button
on (release) { _root.help_popup._visible = false; }
Symbol 375 Button
on (release) { gotoAndStop ("gamescreen"); }
Symbol 379 Button
on (release) { gotoAndStop ("detailed"); }
Symbol 383 Button
on (release) { gotoAndStop ("gettingst"); }
Symbol 419 Button
on (release) { nextFrame(); }
Symbol 422 Button
on (release) { prevFrame(); }
Symbol 436 Button
on (release) { prevFrame(); }
Symbol 445 Button
on (release) { play(); }
Symbol 485 Button
on (release) { play(); }
Symbol 486 MovieClip Frame 1
stop();
Symbol 486 MovieClip Frame 24
stop();
Symbol 486 MovieClip Frame 40
stop();
Symbol 486 MovieClip Frame 60
stop();
Symbol 486 MovieClip Frame 74
stop();
Symbol 486 MovieClip Frame 89
stop();
Symbol 486 MovieClip Frame 103
stop();
Symbol 486 MovieClip Frame 117
stop();
Symbol 486 MovieClip Frame 129
stop();
Symbol 486 MovieClip Frame 143
stop();
Symbol 486 MovieClip Frame 160
stop();
Symbol 486 MovieClip Frame 180
stop();
Symbol 487 MovieClip Frame 1
pop_bg.useHandCursor = false; stop();
Symbol 488 Button
on (release) { cheat_mc._visible = true; }
Symbol 489 Button
on (release) { getURL ("http://www.finefin.tk", "_blank"); }
Symbol 491 Button
on (release) { stopAllSounds(); _root.army = 236; _root.e_army = 10; _root.gotoAndPlay("battle"); _root.cheater = 1; }
Symbol 492 Button
on (release) { _root.gotoAndStop("lost"); _root.cheater = 1; }
Symbol 493 Button
on (release) { _root.bucks = _root.bucks + 100000; _root.cheater = 1; }
Symbol 602 MovieClip Frame 1
stop();
Symbol 635 MovieClip Frame 1
stop();
Symbol 636 MovieClip Frame 1
stop();
Symbol 676 MovieClip Frame 1
stop();
Symbol 676 MovieClip Frame 2
_root.poempel = 1;
Symbol 682 MovieClip Frame 1
stop();
Symbol 698 MovieClip Frame 1
stop();
Symbol 702 Button
on (release) { gotoAndStop ("build"); mentor_txt = "Put up buildings to produce ressources."; max_msg = ""; }
Symbol 706 Button
on (release) { gotoAndStop ("trade"); mentor_txt = "Buy and sell your ressources here."; }
Symbol 710 Button
on (release) { gotoAndStop ("food"); mentor_txt = "Food will be consumed at the end of a turn."; }
Symbol 715 Button
on (release) { gotoAndStop ("taxes"); mentor_txt = "Raise and lower tax rate."; }
Symbol 719 Button
on (release) { gotoAndStop ("army"); mentor_txt = "Recruit your army here."; }
Symbol 723 Button
on (release) { gotoAndStop ("upgrade"); mentor_txt = "Upgrade your village."; }
Symbol 727 Button
on (release) { gotoAndStop ("site"); }
Symbol 749 Button
on (press) { opt_screen._visible = true; }
Symbol 753 Button
on (release) { help_popup._visible = true; }
Symbol 756 Button
on (release) { var muteSound = new Sound(); muteSound.setVolume(0); nextFrame(); }
Symbol 758 Button
on (release) { var muteSound = new Sound(); muteSound.setVolume(100); prevFrame(); }
Symbol 759 MovieClip Frame 1
stop();
Symbol 759 MovieClip Frame 2
stop();
Symbol 762 Button
on (release) { gotoAndStop ("quit"); }
Symbol 766 Button
on (press) { _root.opt_screen._visible = false; }
Symbol 770 Button
on (release) { gamesav = ""; gotoAndStop ("save"); }
Symbol 772 Button
on (release) { gotoAndPlay (1); }
Symbol 775 Button
on (release) { _root.gotoAndPlay("start"); }
Symbol 779 Button
on (release) { System.showSettings(1); }
Symbol 780 Button
on (release) { mySO = SharedObject.getLocal("dotville"); if (mySO.data.obj[2] > 0) { _root.player_level = mySO.data.obj[0]; _root.bucks = mySO.data.obj[1]; _root.dots = mySO.data.obj[2]; _root.food_rate = mySO.data.obj[3]; _root.taxes = mySO.data.obj[4]; _root.happy = mySO.data.obj[5]; _root.rounds = mySO.data.obj[6]; _root.food = mySO.data.obj[7]; _root.iron = mySO.data.obj[8]; _root.army = mySO.data.obj[9]; _root.bg_army.gotoAndStop(_root.army + 1); _root.weapons = mySO.data.obj[10]; _root.farms = mySO.data.obj[11]; _root.bg_farm.gotoAndStop(_root.farms); _root.markets = mySO.data.obj[12]; _root.bg_markets.gotoAndStop(_root.markets + 1); _root.mines = mySO.data.obj[13]; _root.bg_mines.gotoAndStop(_root.mines + 1); _root.smithys = mySO.data.obj[14]; _root.bg_smithy.gotoAndStop(_root.smithys + 1); _root.fort_upgr = mySO.data.obj[15]; _root.fortress_evolve.gotoAndStop(_root.fort_upgr + 1); _root.status_height = mySO.data.obj[16]; _root.village_evolve.gotoAndStop(_root.status_height + 1); _root.thisround = mySO.data.obj[17]; _root.cheater = mySO.data.obj[18]; _root.round_txt = ("Round " + _root.rounds) + "/60"; gamesav = "game loaded"; _root.game_loaded = 1; } }
Symbol 781 Button
on (release) { mySO = SharedObject.getLocal("dotville"); mySO.data.obj = new Array(_root.player_level, _root.bucks, _root.dots, _root.food_rate, _root.taxes, _root.happy, _root.rounds, _root.food, _root.iron, _root.army, _root.weapons, _root.farms, _root.markets, _root.mines, _root.smithys, _root.fort_upgr, _root.status_height, _root.thisround, _root.cheater); mySO.flush(); gamesav = "game saved"; }
Symbol 786 MovieClip Frame 1
stop();
Symbol 786 MovieClip Frame 5
bg_blende.useHandCursor = false;
Symbol 800 Button
on (release) { if (_root.bucks >= (1000 * multiplier)) { if ((_root.farms + multiplier) <= max_buildings) { _root.farms = _root.farms + (1 * multiplier); _root.bucks = _root.bucks - (1000 * multiplier); bmore = multiplier; while (bmore > 0) { _root.bg_farm.nextFrame(); bmore--; } } else { max_msg = ("Increase your prestige to build more than " + max_buildings) + " farms!"; } if (farms == 200) { max_msg = "You can not build more farms!"; } } else { max_msg = "You need more bucks!"; } } on (rollOver) { mentor_txt = "Build farms to produce food."; }
Symbol 803 Button
on (release) { if (_root.farms >= (1 * multiplier)) { _root.farms = _root.farms - (1 * multiplier); _root.bucks = _root.bucks + (500 * multiplier); bmore = multiplier; while (bmore > 0) { _root.bg_farm.prevFrame(); bmore--; } } } on (rollOver) { mentor_txt = "Be careful with selling buildings!"; }
Symbol 804 Button
on (release) { if (_root.bucks >= (2000 * multiplier)) { if ((_root.markets + multiplier) <= max_buildings) { _root.markets = _root.markets + (1 * multiplier); _root.bucks = _root.bucks - (2000 * multiplier); bmore = multiplier; while (bmore > 0) { _root.bg_markets.nextFrame(); bmore--; } } else { max_msg = ("Increase your prestige to build more than " + max_buildings) + " markets!"; } if (markets == 200) { max_msg = "You can not build more markets!"; } } else { max_msg = "You need more bucks!"; } } on (rollOver) { mentor_txt = "Build markets to raise income."; }
Symbol 805 Button
on (release) { if (_root.markets >= (1 * multiplier)) { _root.markets = _root.markets - (1 * multiplier); _root.bucks = _root.bucks + (1000 * multiplier); bmore = multiplier; while (bmore > 0) { _root.bg_markets.prevFrame(); bmore--; } } } on (rollOver) { mentor_txt = "Be careful with selling buildings!"; }
Symbol 806 Button
on (release) { if (_root.bucks >= (3000 * multiplier)) { if ((_root.mines + multiplier) <= Math.round(max_buildings / 2)) { _root.mines = _root.mines + (1 * multiplier); _root.bucks = _root.bucks - (3000 * multiplier); bmore = multiplier; while (bmore > 0) { _root.bg_mines.nextFrame(); bmore--; } } else { max_msg = ("Increase your prestige to build more than " + Math.round(max_buildings / 2)) + " mines!"; } if (mines == 100) { max_msg = "You can not build more mines!"; } } else { max_msg = "You need more bucks!"; } } on (rollOver) { mentor_txt = "Mines produce iron."; }
Symbol 807 Button
on (release) { if (_root.mines >= (1 * multiplier)) { _root.mines = _root.mines - (1 * multiplier); _root.bucks = _root.bucks + (1500 * multiplier); bmore = multiplier; while (bmore > 0) { _root.bg_mines.prevFrame(); bmore--; } } } on (rollOver) { mentor_txt = "Be careful with selling buildings!"; }
Symbol 808 Button
on (release) { if (_root.bucks >= (5000 * multiplier)) { if ((_root.smithys + multiplier) <= max_buildings) { _root.smithys = _root.smithys + (1 * multiplier); _root.bucks = _root.bucks - (5000 * multiplier); bmore = multiplier; while (bmore > 0) { _root.bg_smithy.nextFrame(); bmore--; } } else { max_msg = ("Increase your prestige to build more than " + max_buildings) + " smithies!"; } if (smithys == 200) { max_msg = "You can not build more smithies!"; } } else { max_msg = "You need more bucks!"; } } on (rollOver) { mentor_txt = "Smithies produce weapons."; }
Symbol 809 Button
on (release) { if (_root.smithys >= (1 * multiplier)) { _root.smithys = _root.smithys - (1 * multiplier); _root.bucks = _root.bucks + (2500 * multiplier); bmore = multiplier; while (bmore > 0) { _root.bg_smithys.prevFrame(); bmore--; } } } on (rollOver) { mentor_txt = "Be careful with selling buildings!"; }
Symbol 815 Button
on (release) { if (multiplier <= 10) { multi = multiplier * 10; multiplier = multi; mptxt = multiplier + "X"; } } on (rollOver) { mentor_txt = "Raise buy/sell multiplier by factor 10."; }
Symbol 816 Button
on (release) { multi = multiplier / 10; if (multi < 1) { multi = 1; } multiplier = multi; mptxt = multiplier + "X"; } on (rollOver) { mentor_txt = "Lower buy/sell multiplier by factor 10."; }
Symbol 838 MovieClip Frame 1
stop();
Symbol 841 Button
on (release) { if (_root.bucks >= (1 * multiplier)) { _root.food = _root.food + (1 * multiplier); _root.bucks = _root.bucks - (1 * multiplier); } }
Symbol 842 Button
on (release) { if (_root.food >= (1 * multiplier)) { _root.food = _root.food - (1 * multiplier); _root.bucks = _root.bucks + (1 * multiplier); } }
Symbol 845 Button
on (release) { if (_root.bucks >= (50 * multiplier)) { _root.iron = _root.iron + (1 * multiplier); _root.bucks = _root.bucks - (50 * multiplier); } }
Symbol 846 Button
on (release) { if (_root.iron >= (1 * multiplier)) { _root.iron = _root.iron - (1 * multiplier); _root.bucks = _root.bucks + (50 * multiplier); } }
Symbol 849 Button
on (release) { if (_root.bucks >= (100 * multiplier)) { _root.weapons = _root.weapons + (1 * multiplier); _root.bucks = _root.bucks - (100 * multiplier); } }
Symbol 850 Button
on (release) { if (_root.weapons >= (1 * multiplier)) { _root.weapons = _root.weapons - (1 * multiplier); _root.bucks = _root.bucks + (100 * multiplier); } }
Symbol 852 Button
on (release) { _root.bucks = _root.bucks + _root.food; _root.food = 0; }
Symbol 853 Button
on (release) { _root.bucks = _root.bucks + (_root.iron * 25); _root.iron = 0; }
Symbol 854 Button
on (release) { _root.bucks = _root.bucks + (_root.weapons * 100); _root.weapons = 0; }
Symbol 856 Button
on (release) { if (multiplier <= 100000) { multi = multiplier * 10; multiplier = multi; mptxt = multiplier + "X"; } } on (rollOver) { mentor_txt = "Raise buy/sell multiplier by factor 10."; }
Symbol 857 Button
on (release) { multi = multiplier / 10; if (multi < 1) { multi = 1; } multiplier = multi; mptxt = multiplier + "X"; } on (rollOver) { mentor_txt = "Lower buy/sell multiplier by factor 10."; }
Symbol 865 Button
on (release) { if (_root.weapons >= (1 * multiplier)) { if (_root.bucks >= (100 * multiplier)) { if ((_root.dots - (1 * multiplier)) >= 1000) { _root.army = _root.army + (1 * multiplier); _root.dots = _root.dots - (1 * multiplier); _root.weapons = _root.weapons - (1 * multiplier); _root.bucks = _root.bucks - (100 * multiplier); _root.bg_army.gotoAndStop(army + 1); } } } }
Symbol 866 Button
on (release) { if (_root.army >= (1 * multiplier)) { _root.army = _root.army - (1 * multiplier); _root.dots = _root.dots + (1 * multiplier); _root.weapons = _root.weapons + (1 * multiplier); _root.bucks = _root.bucks + (100 * multiplier); _root.bg_army.gotoAndStop(army + 1); } }
Symbol 868 Button
on (release) { if (multiplier <= 1000) { multi = multiplier * 10; multiplier = multi; mptxt = multiplier + "X"; } } on (rollOver) { mentor_txt = "Raise multiplier by factor 10."; }
Symbol 869 Button
on (release) { multi = multiplier / 10; if (multi < 1) { multi = 1; } multiplier = multi; mptxt = multiplier + "X"; } on (rollOver) { mentor_txt = "Lower multiplier by factor 10."; }
Symbol 876 Button
on (release) { if (_root.food_rate < 30) { _root.food_rate = _root.food_rate + 1; happy = happy + 1; konsum = int(dots * (food_rate / 10)); needed = konsum + " food for your dots!"; } }
Symbol 877 Button
on (release) { if (_root.food_rate > 5) { _root.food_rate = _root.food_rate - 1; _root.happy = _root.happy - 1; konsum = int(dots * (food_rate / 10)); needed = konsum + " food for your dots!"; } }
Symbol 883 Button
on (release) { if (_root.taxes < 100) { _root.taxes = _root.taxes + 1; _root.happy = _root.happy - 1; } }
Symbol 884 Button
on (release) { if (_root.taxes > 0) { _root.taxes = _root.taxes - 1; _root.happy = _root.happy + 1; } }
Symbol 888 Button
on (release) { if (bucks > 10000) { if (fort_upgr < 10) { if (thisround != 1) { bucks = bucks - 10000; fort_upgr = fort_upgr + 1; thisround = 1; happy = happy + 10; fort = _root.fort_upgr + " of 10"; if (_root.fort_upgr <= 10) { fort_txt = "one upgrade per round! (+ 10 happy)"; } else { fort_txt = "all built!"; } _root.fortress_evolve.nextFrame(); } } } }
Symbol 889 Button
on (release) { if (bucks > (dots * 10)) { if (status_height < 7) { bucks = bucks - (dots * 10); status_score = status_score + (dots * 10); happy = happy + 5; status_height = status_height + 1; stat_txt = _root.status_height + " of 7"; _root.village_evolve.nextFrame(); } } }
Symbol 900 Button
on (release) { gotoAndStop ("end_screen"); }
Symbol 903 Button
on (release) { _root.opt_screen._visible = false; }
Symbol 916 MovieClip Frame 78
stop();
Symbol 921 MovieClip Frame 26
stop();
Symbol 929 MovieClip Frame 25
stop();
Symbol 930 MovieClip Frame 30
stop();
Symbol 944 MovieClip Frame 34
stop();
Symbol 961 MovieClip Frame 45
stop();
Symbol 984 MovieClip Frame 45
stop();
Symbol 987 MovieClip Frame 1
function mysound(idname) { mysoundobj.stop(idname); mysoundobj = new Sound(this); mysoundobj.attachSound(idname); mysoundobj.start(0, 4); } MovieClip.prototype.schnee = function (pObj, pAnzahl, pBreite, pHoehe) { var _local1 = this; var _local3 = pObj; var _local2 = 0; while (_local2 <= pAnzahl) { _local1.attachMovie(_local3, "flocke" + _local2, _local2); _local1["flocke" + _local2].skal = 0 + (Math.random() * 100); _local1["flocke" + _local2]._xscale = _local1["flocke" + _local2].skal; _local1["flocke" + _local2]._yscale = _local1["flocke" + _local2].skal; _local1["flocke" + _local2].xpos = _local1["flocke" + _local2]._x; _local1["flocke" + _local2]._x = Math.random() * pBreite; _local1["flocke" + _local2].zufall = 1 + (Math.random() * 2); _local1["flocke" + _local2]._y = Math.random() * pHoehe; _local1["flocke" + _local2].wind = -3.14159265358979 + (Math.random() * Math.PI); _local1["flocke" + _local2].onEnterFrame = function () { var _local1 = this; _local1._x = _local1._x - Math.cos(_local1.rad); _local1._y = _local1._y + _local1.zufall; if (_local1._y >= pHoehe) { _local1._y = -10; } if ((_local1._x >= pBreite) || (_local1._x <= 0)) { _local1._x = -10 + (Math.random() * pBreite); } }; _local2++; } }; schnee("fClip", 50, 300, 200);
Symbol 988 MovieClip Frame 51
stop();
Symbol 989 Button
on (release) { gotoAndStop ("levup"); }
Symbol 995 MovieClip Frame 70
stop();
Instance of Symbol 1000 MovieClip "one" in Symbol 1001 MovieClip Frame 1
onClipEvent (load) { _alpha = 80; count = 0; } onClipEvent (enterFrame) { if (count > 50) { count = 1; } rand = Math.random(); if (_name == "one") { myColor.setRGB(16737792); this.duplicateMovieClip("copy" + count, count); count++; } else { _yscale = (_yscale - 8); _xscale = (_yscale - 8); _alpha = (_alpha - 6); _y = (_y - 4); if (rand < 0.5) { _x = (_x - (Math.random() * 2)); } if (rand > 0.5) { _x = (_x + (Math.random() * 2)); } if (_alpha <= 0) { this.removeMovieClip(); } } }
Symbol 1014 MovieClip Frame 70
stop();
Symbol 1025 MovieClip Frame 7
stop();
Symbol 1030 MovieClip Frame 70
stop();
Symbol 1036 MovieClip Frame 63
stop();
Symbol 1074 Button
on (release) { gotoAndStop ("new_round"); }
Symbol 1093 MovieClip Frame 1
stop();
Symbol 1127 Button
on (release) { stopAllSounds(); gotoAndPlay ("highscore"); }
Symbol 1132 Button
on (release) { _root.userMove(0, 0); _root.checkWinner(); _root.player1 = false; this.gotoAndStop("valeurX"); }
Symbol 1135 MovieClip Frame 1
stop();
Symbol 1135 MovieClip Frame 2
stop(); stop();
Symbol 1135 MovieClip Frame 3
stop(); stop();
Symbol 1136 Button
on (release) { _root.userMove(1, 0); _root.checkWinner(); this.gotoAndStop("valeurX"); }
Symbol 1139 MovieClip Frame 1
stop();
Symbol 1139 MovieClip Frame 2
stop(); stop();
Symbol 1139 MovieClip Frame 3
stop(); stop();
Symbol 1140 Button
on (release) { _root.userMove(2, 0); _root.checkWinner(); this.gotoAndStop("valeurX"); }
Symbol 1143 MovieClip Frame 1
stop();
Symbol 1143 MovieClip Frame 2
stop(); stop();
Symbol 1143 MovieClip Frame 3
stop(); stop();
Symbol 1144 Button
on (release) { _root.userMove(0, 1); _root.checkWinner(); this.gotoAndStop("valeurX"); }
Symbol 1147 MovieClip Frame 1
stop();
Symbol 1147 MovieClip Frame 2
stop();
Symbol 1147 MovieClip Frame 3
stop();
Symbol 1148 Button
on (release) { _root.userMove(1, 1); _root.checkWinner(); this.gotoAndStop("valeurX"); }
Symbol 1151 MovieClip Frame 1
stop();
Symbol 1151 MovieClip Frame 2
stop(); stop();
Symbol 1151 MovieClip Frame 3
stop(); stop();
Symbol 1152 Button
on (release) { _root.userMove(2, 1); _root.checkWinner(); this.gotoAndStop("valeurX"); }
Symbol 1155 MovieClip Frame 1
stop();
Symbol 1155 MovieClip Frame 2
stop(); stop();
Symbol 1155 MovieClip Frame 3
stop(); stop();
Symbol 1156 Button
on (release) { _root.userMove(0, 2); _root.checkWinner(); this.gotoAndStop("valeurX"); }
Symbol 1159 MovieClip Frame 1
stop();
Symbol 1159 MovieClip Frame 2
stop(); stop();
Symbol 1159 MovieClip Frame 3
stop(); stop();
Symbol 1160 Button
on (release) { _root.userMove(1, 2); _root.checkWinner(); this.gotoAndStop("valeurX"); }
Symbol 1163 MovieClip Frame 1
stop();
Symbol 1163 MovieClip Frame 2
stop(); stop();
Symbol 1163 MovieClip Frame 3
stop(); stop();
Symbol 1164 Button
on (release) { _root.userMove(2, 2); _root.checkWinner(); this.gotoAndStop("valeurX"); }
Symbol 1167 MovieClip Frame 1
stop();
Symbol 1167 MovieClip Frame 2
stop(); stop();
Symbol 1167 MovieClip Frame 3
stop(); stop();
Symbol 1180 MovieClip Frame 1
function mysound(idname) { mysoundobj.stop(idname); mysoundobj = new Sound(this); mysoundobj.attachSound(idname); mysoundobj.start(0, 4); } MovieClip.prototype.schnee = function (pObj, pAnzahl, pBreite, pHoehe) { var _local1 = this; var _local3 = pObj; var _local2 = 0; while (_local2 <= pAnzahl) { _local1.attachMovie(_local3, "flocke" + _local2, _local2); _local1["flocke" + _local2].skal = 0 + (Math.random() * 100); _local1["flocke" + _local2]._xscale = _local1["flocke" + _local2].skal; _local1["flocke" + _local2]._yscale = _local1["flocke" + _local2].skal; _local1["flocke" + _local2].xpos = _local1["flocke" + _local2]._x; _local1["flocke" + _local2]._x = -10 + (Math.random() * pBreite); _local1["flocke" + _local2].zufall = 1 + (Math.random() * 2); _local1["flocke" + _local2]._y = -10 + (Math.random() * pHoehe); _local1["flocke" + _local2].wind = -3.14159265358979 + (Math.random() * Math.PI); _local1["flocke" + _local2].onEnterFrame = function () { var _local1 = this; _local1.rad = _local1.rad + ((_local1.wind / 180) * Math.PI); _local1._x = _local1._x - Math.cos(_local1.rad); _local1._y = _local1._y + _local1.zufall; if (_local1._y >= pHoehe) { _local1._y = -5; } if ((_local1._x >= pBreite) || (_local1._x <= 0)) { _local1._x = -10 + (Math.random() * pBreite); } }; _local2++; } }; schnee("fClip", 200, 500, 500);
Symbol 1182 Button
on (release) { gotoAndStop ("post_end"); }
Symbol 1192 Button
on (release) { gotoAndStop ("start"); }
Symbol 1193 Button
on (release) { gotoAndStop ("gamescreen"); }
Symbol 1194 Button
on (release) { gotoAndStop ("detailed"); }
Symbol 1195 Button
on (release) { gotoAndStop ("gettingst"); }
Symbol 1215 MovieClip Frame 4
stop();
Symbol 1225 Button
on (release) { getURL ("http://www.finefin.tk", "_blank"); }
Symbol 1226 MovieClip Frame 5
stop();
Symbol 1231 Button
on (release) { gotoAndPlay ("los"); }
Symbol 1247 MovieClip Frame 15
stop();
Symbol 1248 Button
on (release) { opt_screen._visible = true; }
Instance of Symbol 1000 MovieClip "one" in Symbol 1253 MovieClip Frame 1
onClipEvent (load) { _alpha = 80; count = 0; } onClipEvent (enterFrame) { if (count > 50) { count = 1; } rand = Math.random(); if (_name == "one") { myColor.setRGB(16737792); this.duplicateMovieClip("copy" + count, count); count++; } else { _yscale = (_yscale - 8); _xscale = (_yscale - 8); _alpha = (_alpha - 6); _y = (_y - 4); if (rand < 0.5) { _x = (_x - (Math.random() * 2)); } if (rand > 0.5) { _x = (_x + (Math.random() * 2)); } if (_alpha <= 0) { this.removeMovieClip(); } } }
Symbol 1274 MovieClip Frame 1
stop();
Symbol 1283 MovieClip Frame 1
stop();
Symbol 1286 Button
on (release) { p1 = "pap"; gotoAndStop ("papi"); }
Symbol 1289 Button
on (release) { p1 = "roc"; gotoAndStop ("stei"); }
Symbol 1292 Button
on (release) { p1 = "sci"; gotoAndStop ("sche"); }
Symbol 1302 MovieClip Frame 1
_root.ene = "pap";
Symbol 1302 MovieClip Frame 2
_root.ene = "roc";
Symbol 1302 MovieClip Frame 3
_root.ene = "sci";
Symbol 1302 MovieClip Frame 4
_root.ene = "pap";
Symbol 1302 MovieClip Frame 5
_root.ene = "sci";
Symbol 1302 MovieClip Frame 6
_root.ene = "roc";
Symbol 1302 MovieClip Frame 7
_root.ene = "pap";
Symbol 1302 MovieClip Frame 8
_root.ene = "sci";
Symbol 1302 MovieClip Frame 9
_root.ene = "roc";
Symbol 1307 Button
on (release) { if ((bet + multiplier) <= army) { bet = bet + (1 * multiplier); if (bet > army) { bet = army; } if (bet > e_army) { bet = e_army; } } }
Symbol 1308 Button
on (release) { if (bet > (1 * multiplier)) { bet = bet - (1 * multiplier); } }
Symbol 1312 Button
on (release) { if (multiplier <= 1000) { multi = multiplier * 10; multiplier = multi; mptxt = multiplier + "X"; } }
Symbol 1313 Button
on (release) { multi = multiplier / 10; if (multi < 1) { multi = 1; } multiplier = multi; mptxt = multiplier + "X"; }
Symbol 1318 Button
on (release) { anzeige = ""; gotoAndPlay ("los"); }
Symbol 1333 MovieClip Frame 1
stopAllSounds();
Symbol 1333 MovieClip Frame 80
stopAllSounds(); _root.play();
Symbol 1334 Button
on (release) { stopAllSounds(); gotoAndPlay ("highscore"); }
Symbol 1343 MovieClip Frame 15
stop();
Symbol 1347 MovieClip Frame 1
stopAllSounds();
Symbol 1347 MovieClip Frame 80
stopAllSounds(); _root.play();
Symbol 1352 MovieClip Frame 15
stop();
Symbol 1359 Button
on (release) { stopAllSounds(); gotoAndStop ("start"); }
Symbol 1379 Button
on (release) { _global.api.highscore.submit("dotville", "", _root.score); _root.gotoAndStop("nothome"); }
Symbol 1382 MovieClip Frame 1
if (_root.cheater == 1) { nextFrame(); } if (_root.game_loaded == 1) { gotoAndStop ("no_world_score"); } stop();
Symbol 1391 Button
on (release) { getURL ("http://www.neodelight.com?ref=default&ref_loc=logo&ref_ver=0", "_BLANK"); }

Library Items

Symbol 1 Sound [neodelight_music]
Symbol 2 GraphicUsed by:3
Symbol 3 MovieClip [fclip]Uses:2Used by:987 1180
Symbol 4 GraphicUsed by:8
Symbol 5 GraphicUsed by:8
Symbol 6 GraphicUsed by:8
Symbol 7 GraphicUsed by:8
Symbol 8 MovieClipUses:4 5 6 7Used by:9
Symbol 9 MovieClip [fire]Uses:8Used by:921
Symbol 10 GraphicUsed by:28
Symbol 11 GraphicUsed by:28
Symbol 12 GraphicUsed by:28
Symbol 13 GraphicUsed by:28
Symbol 14 GraphicUsed by:28
Symbol 15 GraphicUsed by:28
Symbol 16 GraphicUsed by:21
Symbol 17 GraphicUsed by:20
Symbol 18 GraphicUsed by:20
Symbol 19 GraphicUsed by:20
Symbol 20 MovieClipUses:17 18 19Used by:21 28  Timeline
Symbol 21 MovieClipUses:16 20Used by:28  Timeline
Symbol 22 GraphicUsed by:28
Symbol 23 GraphicUsed by:28
Symbol 24 GraphicUsed by:28
Symbol 25 GraphicUsed by:28
Symbol 26 GraphicUsed by:28
Symbol 27 GraphicUsed by:28
Symbol 28 MovieClip [fortress_evolve]Uses:10 11 12 13 14 15 21 22 23 24 25 26 20 27Used by:Timeline
Symbol 29 GraphicUsed by:38 342 407 409 411 413 415 488 489 786 1226  Timeline
Symbol 30 GraphicUsed by:33
Symbol 31 GraphicUsed by:33
Symbol 32 GraphicUsed by:33
Symbol 33 MovieClipUses:30 31 32Used by:36
Symbol 34 FontUsed by:35 363 388 390 392 394 396 398 400 402 405 406 408 410 412 414 420 423 434 437 439 446 452 455 458 461 464 467 470 473 476 479 482 700 704 708 713 717 721 747 752 783 784 787 818 819 820 821 839 860 872 880 887 1076 1077 1080 1081 1084 1171 1205 1304 1305 1306 1309 1310 1311 1314 1315 1316 1377 1381
Symbol 35 EditableTextUses:34Used by:36
Symbol 36 MovieClipUses:33 35Used by:Timeline
Symbol 37 GraphicUsed by:Timeline
Symbol 38 ButtonUses:29Used by:50
Symbol 39 BitmapUsed by:41
Symbol 40 BitmapUsed by:41
Symbol 41 GraphicUses:39 40Used by:45
Symbol 42 GraphicUsed by:45
Symbol 43 GraphicUsed by:44
Symbol 44 MovieClipUses:43Used by:45
Symbol 45 MovieClipUses:41 42 44Used by:50
Symbol 46 FontUsed by:47 48
Symbol 47 TextUses:46Used by:50
Symbol 48 TextUses:46Used by:50
Symbol 49 MovieClipUsed by:50
Symbol 50 MovieClipUses:38 45 47 48 49 SS2Used by:Timeline
Symbol 51 GraphicUsed by:76
Symbol 52 GraphicUsed by:76
Symbol 53 GraphicUsed by:76
Symbol 54 GraphicUsed by:76
Symbol 55 GraphicUsed by:63
Symbol 56 GraphicUsed by:62 1025
Symbol 57 GraphicUsed by:62 1025
Symbol 58 GraphicUsed by:62
Symbol 59 GraphicUsed by:62
Symbol 60 GraphicUsed by:62
Symbol 61 GraphicUsed by:62
Symbol 62 MovieClipUses:56 57 58 59 60 61Used by:63
Symbol 63 MovieClipUses:55 62Used by:76 92
Symbol 64 GraphicUsed by:70
Symbol 65 GraphicUsed by:70
Symbol 66 GraphicUsed by:70
Symbol 67 GraphicUsed by:70
Symbol 68 GraphicUsed by:70
Symbol 69 GraphicUsed by:70
Symbol 70 MovieClipUses:64 65 66 67 68 69Used by:76 92
Symbol 71 GraphicUsed by:75
Symbol 72 GraphicUsed by:75
Symbol 73 GraphicUsed by:75
Symbol 74 GraphicUsed by:75
Symbol 75 MovieClipUses:71 72 73 74Used by:76 92  Timeline
Symbol 76 MovieClipUses:51 52 53 54 63 70 75 SS3Used by:Timeline
Symbol 77 GraphicUsed by:Timeline
Symbol 78 GraphicUsed by:81
Symbol 79 GraphicUsed by:81
Symbol 80 GraphicUsed by:81
Symbol 81 MovieClipUses:78 79 80Used by:507  Timeline
Symbol 82 GraphicUsed by:88 89
Symbol 83 FontUsed by:84 86
Symbol 84 TextUses:83Used by:88 89
Symbol 85 GraphicUsed by:88 89
Symbol 86 TextUses:83Used by:88 89
Symbol 87 GraphicUsed by:88 89
Symbol 88 MovieClipUses:82 84 85 86 87Used by:89
Symbol 89 ButtonUses:88 82 84 85 86 87Used by:Timeline
Symbol 90 GraphicUsed by:92
Symbol 91 GraphicUsed by:92
Symbol 92 MovieClipUses:90 75 70 91 63Used by:Timeline
Symbol 93 GraphicUsed by:Timeline
Symbol 94 GraphicUsed by:95
Symbol 95 ButtonUses:94Used by:Timeline
Symbol 96 GraphicUsed by:Timeline
Symbol 97 GraphicUsed by:Timeline
Symbol 98 GraphicUsed by:Timeline
Symbol 99 GraphicUsed by:Timeline
Symbol 100 GraphicUsed by:Timeline
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Symbol 109 GraphicUsed by:Timeline
Symbol 110 GraphicUsed by:Timeline
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Symbol 138 GraphicUsed by:Timeline
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Symbol 140 GraphicUsed by:Timeline
Symbol 141 GraphicUsed by:Timeline
Symbol 142 GraphicUsed by:Timeline
Symbol 143 GraphicUsed by:Timeline
Symbol 144 GraphicUsed by:Timeline
Symbol 145 GraphicUsed by:Timeline
Symbol 146 GraphicUsed by:Timeline
Symbol 147 GraphicUsed by:Timeline
Symbol 148 GraphicUsed by:Timeline
Symbol 149 GraphicUsed by:Timeline
Symbol 150 GraphicUsed by:Timeline
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Symbol 153 GraphicUsed by:Timeline
Symbol 154 GraphicUsed by:Timeline
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Symbol 158 GraphicUsed by:Timeline
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Symbol 196 GraphicUsed by:Timeline
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Symbol 201 GraphicUsed by:Timeline
Symbol 202 GraphicUsed by:Timeline
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Symbol 205 GraphicUsed by:Timeline
Symbol 206 GraphicUsed by:Timeline
Symbol 207 GraphicUsed by:Timeline
Symbol 208 GraphicUsed by:216
Symbol 209 GraphicUsed by:216
Symbol 210 GraphicUsed by:216
Symbol 211 GraphicUsed by:216
Symbol 212 GraphicUsed by:216
Symbol 213 GraphicUsed by:216
Symbol 214 GraphicUsed by:216
Symbol 215 GraphicUsed by:216
Symbol 216 MovieClipUses:208 209 210 211 212 213 214 215Used by:Timeline
Symbol 217 GraphicUsed by:Timeline
Symbol 218 GraphicUsed by:225 487 702  Timeline
Symbol 219 GraphicUsed by:225
Symbol 220 GraphicUsed by:225
Symbol 221 GraphicUsed by:225
Symbol 222 GraphicUsed by:225
Symbol 223 GraphicUsed by:225
Symbol 224 GraphicUsed by:225
Symbol 225 MovieClipUses:218 219 220 221 222 223 224Used by:702  Timeline
Symbol 226 GraphicUsed by:Timeline
Symbol 227 GraphicUsed by:Timeline
Symbol 228 GraphicUsed by:Timeline
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Symbol 269 GraphicUsed by:Timeline
Symbol 270 GraphicUsed by:273
Symbol 271 GraphicUsed by:272
Symbol 272 MovieClipUses:271Used by:273
Symbol 273 MovieClipUses:270 272Used by:636  Timeline
Symbol 274 GraphicUsed by:Timeline
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Symbol 318 GraphicUsed by:Timeline
Symbol 319 GraphicUsed by:359 364 391 393 397 399 403 756 758 1132 1136 1140 1144 1148 1152 1156 1160 1164 1286 1289 1292 1318  Timeline
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Symbol 323 GraphicUsed by:327
Symbol 324 GraphicUsed by:327
Symbol 325 GraphicUsed by:327
Symbol 326 GraphicUsed by:327
Symbol 327 MovieClipUses:323 324 325 326Used by:Timeline
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Symbol 329 GraphicUsed by:786 888 889 905  Timeline
Symbol 330 GraphicUsed by:786 888 889 905  Timeline
Symbol 331 GraphicUsed by:335
Symbol 332 GraphicUsed by:335
Symbol 333 GraphicUsed by:335
Symbol 334 SoundUsed by:335 339 342 351 355 358 375 379 383 1193 1194 1195
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Symbol 336 GraphicUsed by:339
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Symbol 343 GraphicUsed by:347
Symbol 344 FontUsed by:345 390 392 394 396 398 400 402 405 408 410 412 414 417 420 423 434 437 725 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 771 792 793 794 795 797 801 810 811 812 813 814 817 818 819 820 821 822 823 843 844 847 848 851 858 861 863 864 867 870 874 875 878 882 885 890 891 892 893 894 898 901 990 1075 1078 1079 1082 1083 1125 1126 1179 1181 1184 1186 1187 1191 1232 1342 1351 1361 1362 1363 1364 1365 1367 1368 1369 1370 1371 1372 1373 1383 1384 1385 1386 1387
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Symbol 346 GraphicUsed by:347
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Symbol 352 GraphicUsed by:355
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Symbol 356 GraphicUsed by:358
Symbol 357 GraphicUsed by:358
Symbol 358 ButtonUses:356 357 350 334Used by:Timeline
Symbol 359 MovieClipUses:319Used by:1333 1347  Timeline
Symbol 360 GraphicUsed by:362
Symbol 361 GraphicUsed by:362
Symbol 362 ButtonUses:360 361Used by:Timeline
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Symbol 364 MovieClipUses:319 363Used by:Timeline
Symbol 365 GraphicUsed by:366
Symbol 366 ButtonUses:365Used by:487
Symbol 367 GraphicUsed by:371
Symbol 368 GraphicUsed by:371
Symbol 369 GraphicUsed by:371
Symbol 370 SoundUsed by:371 766 903 1135 1139 1143 1147 1151 1155 1159 1163 1167
Symbol 371 ButtonUses:367 368 369 370Used by:487
Symbol 372 GraphicUsed by:375 487 1193  Timeline
Symbol 373 GraphicUsed by:375 1193
Symbol 374 GraphicUsed by:375 1193
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Symbol 376 GraphicUsed by:379 1194
Symbol 377 GraphicUsed by:379 1194
Symbol 378 GraphicUsed by:379 1194
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Symbol 380 GraphicUsed by:383 487 1195  Timeline
Symbol 381 GraphicUsed by:383 1195
Symbol 382 GraphicUsed by:383 1195
Symbol 383 ButtonUses:380 381 382 334Used by:487
Symbol 384 GraphicUsed by:385
Symbol 385 MovieClipUses:384Used by:487  Timeline
Symbol 386 BitmapUsed by:387
Symbol 387 GraphicUses:386Used by:487  Timeline
Symbol 388 TextUses:34Used by:487  Timeline
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Symbol 390 TextUses:344 34Used by:391
Symbol 391 ButtonUses:389 390 319Used by:487  Timeline
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Symbol 405 TextUses:344 34Used by:407
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Symbol 407 ButtonUses:404 405 406 29Used by:487  Timeline
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Symbol 409 ButtonUses:389 408 29Used by:487  Timeline
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Symbol 411 ButtonUses:389 410 29Used by:487  Timeline
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Symbol 413 ButtonUses:389 412 29Used by:487  Timeline
Symbol 414 TextUses:344 34Used by:415
Symbol 415 ButtonUses:389 414 29Used by:487  Timeline
Symbol 416 GraphicUsed by:419 422 436
Symbol 417 TextUses:344Used by:419 422 436
Symbol 418 SoundUsed by:419 422 436 702 706 710 715 719 723 900 989 1074 1127 1182 1192 1231 1286 1289 1292 1334 1359
Symbol 419 ButtonUses:416 417 418Used by:487  Timeline
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Instance Names

"fortress_evolve"Frame 4Symbol 28 MovieClip [fortress_evolve]
"bg_farm"Frame 270Symbol 225 MovieClip
"help_popup"Frame 469Symbol 487 MovieClip
"cheat_mc"Frame 469Symbol 494 MovieClip
"fortress_evolve"Frame 470Symbol 28 MovieClip [fortress_evolve]
"bg_farm"Frame 470Symbol 225 MovieClip
"bg_mines"Frame 470Symbol 602 MovieClip
"bg_markets"Frame 470Symbol 635 MovieClip
"bg_happyhouse"Frame 470Symbol 636 MovieClip
"village_evolve"Frame 470Symbol 676 MovieClip
"bg_army"Frame 470Symbol 682 MovieClip
"bg_smithy"Frame 470Symbol 698 MovieClip
"opt_screen"Frame 470Symbol 786 MovieClip
"ingame_mentor"Frame 479Symbol 838 MovieClip
"taxes"Frame 519Symbol 885 EditableText
"opt_screen"Frame 541Symbol 905 MovieClip
"fire"Frame 543Symbol 921 MovieClip
"happymeter"Frame 566Symbol 1093 MovieClip
"case00"Frame 588Symbol 1135 MovieClip
"case10"Frame 588Symbol 1139 MovieClip
"case20"Frame 588Symbol 1143 MovieClip
"case01"Frame 588Symbol 1147 MovieClip
"case11"Frame 588Symbol 1151 MovieClip
"case21"Frame 588Symbol 1155 MovieClip
"case02"Frame 588Symbol 1159 MovieClip
"case12"Frame 588Symbol 1163 MovieClip
"case22"Frame 588Symbol 1167 MovieClip
"b_dot"Frame 615Symbol 1274 MovieClip
"b_squ"Frame 615Symbol 1283 MovieClip
"papier"Frame 615Symbol 1286 Button
"stein"Frame 615Symbol 1289 Button
"schere"Frame 615Symbol 1292 Button
"enemy"Frame 615Symbol 1302 MovieClip
"b_squ"Frame 649Symbol 1283 MovieClip
"bar"Symbol 36 MovieClip Frame 1Symbol 33 MovieClip
"pop_bg"Symbol 487 MovieClip Frame 1Symbol 366 Button
"close_opt"Symbol 786 MovieClip Frame 1Symbol 766 Button
"bg_blende"Symbol 786 MovieClip Frame 5Symbol 777 Button
"close_opt"Symbol 905 MovieClip Frame 1Symbol 903 Button
"one"Symbol 1001 MovieClip Frame 1Symbol 1000 MovieClip
"one"Symbol 1253 MovieClip Frame 1Symbol 1000 MovieClip

Special Tags

Protect (24)Timeline Frame 10 bytes ""
ExportAssets (56)Timeline Frame 1Symbol 1 as "neodelight_music"
ExportAssets (56)Timeline Frame 1Symbol 3 as "fclip"
ExportAssets (56)Timeline Frame 1Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 1Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 4Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 5Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 6Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 7Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 8Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 9Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 10Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 11Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 12Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 13Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 14Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 15Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 16Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 17Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 18Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 19Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 20Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 21Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 22Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 23Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 24Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 25Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 26Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 27Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 28Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 29Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 30Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 31Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 32Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 33Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 34Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 35Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 36Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 37Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 38Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 39Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 40Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 41Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 42Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 43Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 44Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 45Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 46Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 47Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 48Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 49Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 50Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 51Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 52Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 53Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 54Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 55Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 56Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 57Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 58Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 59Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 60Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 61Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 62Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 63Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 64Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 65Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 66Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 67Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 68Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 69Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 70Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 71Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 72Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 73Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 74Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 75Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 76Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 77Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 78Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 79Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 80Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 81Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 82Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 83Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 84Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 85Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 86Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 87Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 88Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 89Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 90Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 91Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 92Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 93Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 94Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 95Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 96Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 97Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 98Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 99Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 100Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 101Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 102Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 103Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 104Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 105Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 106Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 107Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 108Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 109Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 110Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 111Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 112Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 113Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 114Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 115Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 116Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 117Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 118Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 119Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 120Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 121Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 122Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 123Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 124Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 125Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 126Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 127Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 128Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 129Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 130Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 131Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 132Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 133Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 134Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 135Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 136Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 137Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 138Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 139Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 140Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 141Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 142Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 143Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 144Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 145Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 146Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 147Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 148Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 149Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 150Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 151Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 152Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 153Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 154Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 155Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 156Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 157Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 158Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 159Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 160Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 161Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 162Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 163Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 164Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 165Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 166Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 167Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 168Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 169Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 170Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 171Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 172Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 173Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 174Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 175Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 176Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 177Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 178Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 179Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 180Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 181Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 182Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 183Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 184Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 185Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 186Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 187Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 188Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 189Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 190Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 191Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 192Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 193Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 194Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 195Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 196Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 197Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 198Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 199Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 200Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 201Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 202Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 203Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 204Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 205Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 206Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 207Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 208Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 209Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 210Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 211Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 212Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 213Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 214Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 215Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 216Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 217Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 218Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 219Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 220Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 221Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 222Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 223Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 224Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 225Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 226Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 227Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 228Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 229Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 230Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 231Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 232Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 233Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 234Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 235Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 236Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 237Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 238Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 239Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 240Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 241Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 242Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 243Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 244Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 245Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 246Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 247Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 248Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 249Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 250Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 251Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 252Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 253Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 254Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 255Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 256Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 257Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 258Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 259Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 260Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 261Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 262Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 263Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 264Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 265Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 266Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 267Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 268Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 269Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 270Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 271Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 273Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 274Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 275Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 276Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 277Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 278Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 279Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 280Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 281Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 282Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 283Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 284Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 285Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 286Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 287Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 288Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 289Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 290Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 291Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 292Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 293Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 294Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 295Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 296Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 297Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 298Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 299Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 300Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 301Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 302Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 303Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 304Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 305Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 306Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 308Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 311Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 312Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 313Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 314Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 315Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 316Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 317Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 318Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 319Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 320Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 321Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 322Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 323Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 324Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 325Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 326Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 329Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 330Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 331Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 332Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 333Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 334Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 336Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 337Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 338Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 339Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 340Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 341Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 342Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 343Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 366Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 372Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 401Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 403Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 404Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 405Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 406Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 407Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 409Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 410Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 411Symbol 28 as "fortress_evolve"
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ExportAssets (56)Timeline Frame 414Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 415Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 416Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 417Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 418Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 419Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 420Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 421Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 422Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 423Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 424Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 425Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 426Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 427Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 428Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 429Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 430Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 431Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 432Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 433Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 434Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 435Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 436Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 437Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 438Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 439Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 440Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 441Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 442Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 443Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 444Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 445Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 446Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 447Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 448Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 449Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 450Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 451Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 452Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 453Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 454Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 455Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 456Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 457Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 458Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 459Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 460Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 461Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 462Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 463Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 464Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 465Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 466Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 467Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 468Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 470Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 471Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 472Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 473Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 474Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 475Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 476Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 477Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 478Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 479Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 480Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 481Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 482Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 483Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 484Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 485Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 486Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 487Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 488Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 489Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 490Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 491Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 492Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 493Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 494Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 495Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 496Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 497Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 498Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 499Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 500Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 501Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 502Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 503Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 504Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 505Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 506Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 507Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 508Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 509Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 510Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 511Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 512Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 513Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 514Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 515Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 516Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 517Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 518Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 519Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 520Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 521Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 522Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 523Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 524Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 525Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 526Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 527Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 528Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 529Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 530Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 531Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 532Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 533Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 534Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 535Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 536Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 537Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 538Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 539Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 540Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 541Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 542Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 543Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 543Symbol 9 as "fire"
ExportAssets (56)Timeline Frame 544Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 545Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 546Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 547Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 548Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 548Symbol 3 as "fclip"
ExportAssets (56)Timeline Frame 549Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 550Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 551Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 552Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 553Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 554Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 555Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 556Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 557Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 558Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 559Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 560Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 561Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 562Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 563Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 564Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 565Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 566Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 567Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 568Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 569Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 570Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 571Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 572Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 573Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 574Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 575Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 576Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 577Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 578Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 579Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 580Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 581Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 582Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 583Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 584Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 585Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 586Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 587Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 588Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 589Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 590Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 590Symbol 3 as "fclip"
ExportAssets (56)Timeline Frame 591Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 592Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 593Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 594Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 595Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 596Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 597Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 598Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 599Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 600Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 601Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 602Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 603Symbol 28 as "fortress_evolve"
ExportAssets (56)Timeline Frame 604Symbol 28 as "fortress_evolve"

Labels

"start"Frame 469
"new_round"Frame 470
"levup"Frame 471
"build"Frame 479
"trade"Frame 489
"notrade"Frame 493
"army"Frame 499
"food"Frame 509
"taxes"Frame 519
"upgrade"Frame 529
"site"Frame 539
"end_round"Frame 540
"events"Frame 541
"assassin"Frame 542
"fire"Frame 543
"plague"Frame 544
"bhole"Frame 545
"not_happy"Frame 546
"capitalism"Frame 547
"p_event"Frame 548
"level_up"Frame 553
"l_1"Frame 554
"l_2"Frame 555
"l_3"Frame 556
"l_4"Frame 557
"end_screen"Frame 566
"post_end"Frame 567
"lost"Frame 578
"tictactoe"Frame 588
"ttt_win"Frame 590
"ttt_lost"Frame 591
"ttt_even"Frame 592
"helper"Frame 598
"gamescreen"Frame 599
"detailed"Frame 600
"gettingst"Frame 604
"credits"Frame 605
"battle"Frame 613
"los"Frame 615
"papi"Frame 616
"stei"Frame 617
"sche"Frame 618
"battle_won"Frame 623
"battle_lose"Frame 648
"highscore"Frame 674
"home"Frame 675
"nothome"Frame 676
"preloader"Symbol 36 MovieClip Frame 1
"loop"Symbol 49 MovieClip Frame 2
"helper"Symbol 487 MovieClip Frame 1
"gamescreen"Symbol 487 MovieClip Frame 2
"detailed"Symbol 487 MovieClip Frame 3
"gettingst"Symbol 487 MovieClip Frame 7
"quit"Symbol 786 MovieClip Frame 2
"save"Symbol 786 MovieClip Frame 5
"fire_go"Symbol 921 MovieClip Frame 1
"valeurX"Symbol 1135 MovieClip Frame 2
"valeurO"Symbol 1135 MovieClip Frame 3
"valeurX"Symbol 1139 MovieClip Frame 2
"valeurO"Symbol 1139 MovieClip Frame 3
"valeurX"Symbol 1143 MovieClip Frame 2
"valeurO"Symbol 1143 MovieClip Frame 3
"valeurX"Symbol 1147 MovieClip Frame 2
"valeurO"Symbol 1147 MovieClip Frame 3
"valeurX"Symbol 1151 MovieClip Frame 2
"valeurO"Symbol 1151 MovieClip Frame 3
"valeurX"Symbol 1155 MovieClip Frame 2
"valeurO"Symbol 1155 MovieClip Frame 3
"valeurX"Symbol 1159 MovieClip Frame 2
"valeurO"Symbol 1159 MovieClip Frame 3
"valeurX"Symbol 1163 MovieClip Frame 2
"valeurO"Symbol 1163 MovieClip Frame 3
"valeurX"Symbol 1167 MovieClip Frame 2
"valeurO"Symbol 1167 MovieClip Frame 3
"no_world_score"Symbol 1382 MovieClip Frame 5

Dynamic Text Variables

prozent_txtSymbol 35 EditableText""
round_txtSymbol 728 EditableText""
leveltxtSymbol 729 EditableText""
bucksSymbol 731 EditableText""
foodSymbol 733 EditableText""
dotsSymbol 735 EditableText""
weaponsSymbol 737 EditableText""
happySymbol 739 EditableText""
ironSymbol 741 EditableText""
armySymbol 743 EditableText""
fort_upgrSymbol 745 EditableText""
gamesavSymbol 783 EditableText""
farmsSymbol 810 EditableText""
marketsSymbol 811 EditableText""
minesSymbol 812 EditableText""
smithysSymbol 813 EditableText""
mptxtSymbol 817 EditableText""
max_msgSymbol 822 EditableText""
max_msgSymbol 823 EditableText""
mentor_txtSymbol 839 EditableText""
foodSymbol 843 EditableText""
ironSymbol 847 EditableText""
weaponsSymbol 851 EditableText""
mptxtSymbol 858 EditableText""
mentor_txtSymbol 860 EditableText""
armySymbol 867 EditableText""
mptxtSymbol 870 EditableText""
mentor_txtSymbol 872 EditableText""
neededSymbol 874 EditableText""
food_rateSymbol 878 EditableText""
mentor_txtSymbol 880 EditableText""
taxesSymbol 885 EditableText""
mentor_txtSymbol 887 EditableText""
buy_status_txtSymbol 890 EditableText""
fort_txtSymbol 892 EditableText""
fortSymbol 893 EditableText""
stat_txtSymbol 894 EditableText""
event_txtSymbol 901 EditableText""
event_txtSymbol 990 EditableText""
harvestSymbol 1075 EditableText""
yearSymbol 1076 EditableText""
consumeSymbol 1077 EditableText""
happylySymbol 1078 EditableText""
taxreportSymbol 1079 EditableText""
minereportSymbol 1080 EditableText""
smithreportSymbol 1081 EditableText""
dotreportSymbol 1082 EditableText""
marketreportSymbol 1083 EditableText""
foodleftSymbol 1084 EditableText""
lost_txtSymbol 1126 EditableText""
e_army_loss_txtSymbol 1181 EditableText""
army_loss_txtSymbol 1186 EditableText""
_root.betSymbol 1271 EditableText""
wonlostSymbol 1304 EditableText""
betSymbol 1305 EditableText""
armySymbol 1309 EditableText""
mptxtSymbol 1314 EditableText""
e_armySymbol 1315 EditableText""
anzeigeSymbol 1320 EditableText""
farmsSymbol 1361 EditableText""
marketsSymbol 1362 EditableText""
minesSymbol 1363 EditableText""
smithysSymbol 1364 EditableText""
foodSymbol 1365 EditableText""
ironSymbol 1367 EditableText""
weaponsSymbol 1368 EditableText""
fort_upgrSymbol 1369 EditableText""
pl_lev_anzeigeSymbol 1370 EditableText""
bucksSymbol 1371 EditableText""
scoreSymbol 1372 EditableText""
armySymbol 1373 EditableText""
dotsSymbol 1383 EditableText""
happySymbol 1384 EditableText""




http://swfchan.com/7/30506/info.shtml
Created: 19/5 -2019 08:00:44 Last modified: 19/5 -2019 08:00:44 Server time: 04/05 -2024 01:11:15