STORY LOOP FURRY PORN GAMES C SERVICES [?] [R] RND POPULAR | Archived flashes: 229595 |
/disc/ · /res/ — /show/ · /fap/ · /gg/ · /swf/ | P0001 · P2595 · P5190 |
This is the info page for Flash #43361 |
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Drag the spheres onto this image area to see costumes and character class information. |
ALCHEMIST: The Alchemist class is good with potions: they can spend MP to draw on an infinite supply of them, they can mix two together for more powerful items, and they can use items with no wait time. The long-range attacks help, too. |
BERSERKER: Strong and hardy, the Berserker class is great for raw power. Probably the best class of all the warrior jobs to choose from if you don’t want to do anything but hold down X and still win. |
BLACK MAGE: The classic offensive spell class. Black Mages can learn all the standard Final Fantasy black magic, as well as use their Focus command to increase the damage done by spells. |
DARK KNIGHT: The class Cecil made famous in FFIV, this job allows you to strike hard normally and sacrifice some HP to strike even harder. |
GUNNER: The Gunner’s attacks are long range, so no need to run up to an enemy to deliver the hit. The Trigger Happy ability also creates very long chains, enabling the other two characters to hit harder at the end. |
GUN MAGE: FFX-2’s version of the Blue Mage, which learn certain enemy attacks by getting hit with them. Sadly, learning these spells is as luck-based as ever, but the Fiend Hunter abilities make them more useful than your average Blue Mage. |
LADY LUCK: Only this class lets you kill enemies by rolling dice or playing the slots. Be careful with the latter option, though: a complete bust after pulling the handle will result in damage to your party. |
SAMURAI: The samurai class can be deceptive: at first they don’t seem especially powerful, but they have a way of getting revved up during battle for increasingly strong hits. Best in long fights against bosses. |
SONGSTRESS:Absolutely no attacking power (they don’t even get a Fight command) but effective and free status attacks. Good for blinding enemies or putting them to sleep when you need an opening. |
THIEF: You won’t get much offense out of a Thief, but there aren’t a lot of better support classes: the Thief’s extremely quick reaction times means fast delivery of items when you’re low on HP or MP. |
TRAINER: All of the Trainer’s attacks (which, unlike all the other job abilities, are unique to each character) do double duty: elemental damage with added status attacks, or healing with added status bonuses. |
WARRIOR: The simplest class for when you just want to fight, Warriors have high attack power though they don’t move especially fast. Special abilities include elemental attacks and the extremely useful Stat Breaks. |
WHITE MAGE: Always one of the most vital classes to have around in an FF game, the White Mages have healing spells for everything that ails you. Their Pray command restores a little bit of HP in a hurry, with no MP cost. |
ActionScript [AS1/AS2]
Frame 1stop();Instance of Symbol 7 MovieClip in Frame 1onClipEvent (enterFrame) { loading = _parent.getBytesLoaded(); total = _parent.getBytesTotal(); percent = percent - ((percent - ((loading / total) * 100)) * 0.25); per = int(percent); percentage = per + "%"; loadBar._width = per * 3; if (99 < percent) { _parent.gotoAndPlay("Main", 1); } }Frame 2stop();Instance of Symbol 138 MovieClip "warrior" in Frame 2/* no clip actions */Symbol 58 MovieClip Frame 1stop();Symbol 58 MovieClip Frame 2stop();Symbol 58 MovieClip Frame 3stop();Symbol 58 MovieClip Frame 4stop();Symbol 58 MovieClip Frame 5stop();Symbol 58 MovieClip Frame 6stop();Symbol 58 MovieClip Frame 7stop();Symbol 58 MovieClip Frame 8stop();Symbol 58 MovieClip Frame 9stop();Symbol 58 MovieClip Frame 10stop();Symbol 58 MovieClip Frame 11stop();Symbol 58 MovieClip Frame 12stop();Symbol 58 MovieClip Frame 13stop();Symbol 58 MovieClip Frame 14stop();Symbol 72 Buttonon (press) { initx = this._x; inity = this._y; _root.trainer.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.trainer._droptarget) == _root.costume) { _root.costframe.gotoAndStop("trainer"); } this._x = initx; this._y = inity; }Symbol 78 Buttonon (press) { initx = this._x; inity = this._y; _root.gunner.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.gunner._droptarget) == _root.costume) { _root.costframe.gotoAndStop("gunner"); } this._x = initx; this._y = inity; }Symbol 84 Buttonon (press) { initx = this._x; inity = this._y; _root.samurai.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.samurai._droptarget) == _root.costume) { _root.costframe.gotoAndStop("samurai"); } this._x = initx; this._y = inity; }Symbol 90 Buttonon (press) { initx = this._x; inity = this._y; _root.ladyluck.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.ladyluck._droptarget) == _root.costume) { _root.costframe.gotoAndStop("ladyluck"); } this._x = initx; this._y = inity; }Symbol 96 Buttonon (press) { initx = this._x; inity = this._y; _root.darkknight.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.darkknight._droptarget) == _root.costume) { _root.costframe.gotoAndStop("darkknight"); } this._x = initx; this._y = inity; }Symbol 102 Buttonon (press) { initx = this._x; inity = this._y; _root.berserker.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.berserker._droptarget) == _root.costume) { _root.costframe.gotoAndStop("berserker"); } this._x = initx; this._y = inity; }Symbol 107 Buttonon (press) { initx = this._x; inity = this._y; _root.alchemist.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.alchemist._droptarget) == _root.costume) { _root.costframe.gotoAndStop("alchemist"); } this._x = initx; this._y = inity; }Symbol 113 Buttonon (press) { initx = this._x; inity = this._y; _root.gunmage.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.gunmage._droptarget) == _root.costume) { _root.costframe.gotoAndStop("gunmage"); } this._x = initx; this._y = inity; }Symbol 119 Buttonon (press) { initx = this._x; inity = this._y; _root.whitemage.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.whitemage._droptarget) == _root.costume) { _root.costframe.gotoAndStop("whitemage"); } this._x = initx; this._y = inity; }Symbol 125 Buttonon (press) { initx = this._x; inity = this._y; _root.blackmage.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.blackmage._droptarget) == _root.costume) { _root.costframe.gotoAndStop("blackmage"); } this._x = initx; this._y = inity; }Symbol 131 Buttonon (press) { initx = this._x; inity = this._y; _root.songstress.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.songstress._droptarget) == _root.costume) { _root.costframe.gotoAndStop("songstress"); } this._x = initx; this._y = inity; }Symbol 137 Buttonon (press) { initx = this._x; inity = this._y; _root.warrior.startDrag(true, 49, 49, 671, 671); } on (release) { trace((("x: " + this._x) + ", y: ") + this._y); stopDrag(); if (eval (_root.warrior._droptarget) == _root.costume) { _root.costframe.gotoAndStop("warrior"); } this._x = initx; this._y = inity; }Symbol 143 Buttonon (press) { initx = this._x; inity = this._y; _root.thief.startDrag(true, 49, 49, 671, 671); } on (release) { stopDrag(); if (eval (_root.thief._droptarget) == _root.costume) { _root.costframe.gotoAndStop("thief"); } this._x = initx; this._y = inity; }
Library Items
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Instance Names
"costframe" | Frame 2 | Symbol 58 MovieClip |
"costume" | Frame 2 | Symbol 62 MovieClip |
"trainer" | Frame 2 | Symbol 73 MovieClip |
"gunner" | Frame 2 | Symbol 79 MovieClip |
"samurai" | Frame 2 | Symbol 85 MovieClip |
"ladyluck" | Frame 2 | Symbol 91 MovieClip |
"darkknight" | Frame 2 | Symbol 97 MovieClip |
"berserker" | Frame 2 | Symbol 103 MovieClip |
"alchemist" | Frame 2 | Symbol 108 MovieClip |
"gunmage" | Frame 2 | Symbol 114 MovieClip |
"whitemage" | Frame 2 | Symbol 120 MovieClip |
"blackmage" | Frame 2 | Symbol 126 MovieClip |
"songstress" | Frame 2 | Symbol 132 MovieClip |
"warrior" | Frame 2 | Symbol 138 MovieClip |
"thief" | Frame 2 | Symbol 144 MovieClip |
"loadBar" | Symbol 7 MovieClip Frame 1 | Symbol 2 MovieClip |
Special Tags
Protect (24) | Timeline Frame 1 | 0 bytes "" |
Labels
"Main" | Frame 2 |
"Up" | Symbol 58 MovieClip Frame 1 |
"alchemist" | Symbol 58 MovieClip Frame 2 |
"berserker" | Symbol 58 MovieClip Frame 3 |
"blackmage" | Symbol 58 MovieClip Frame 4 |
"darkknight" | Symbol 58 MovieClip Frame 5 |
"gunner" | Symbol 58 MovieClip Frame 6 |
"gunmage" | Symbol 58 MovieClip Frame 7 |
"ladyluck" | Symbol 58 MovieClip Frame 8 |
"samurai" | Symbol 58 MovieClip Frame 9 |
"songstress" | Symbol 58 MovieClip Frame 10 |
"thief" | Symbol 58 MovieClip Frame 11 |
"trainer" | Symbol 58 MovieClip Frame 12 |
"warrior" | Symbol 58 MovieClip Frame 13 |
"whitemage" | Symbol 58 MovieClip Frame 14 |
Dynamic Text Variables
percentage | Symbol 6 EditableText | "" |
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