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armorgames castle-guardian-6726.swf

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Flash #268365

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


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HIT!

Castle: Guardian

<p align="center"><font face="Arial" size="20" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>Christopher</b></font></p>

<p align="center"><font face="Arial" size="15" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>Gregorio</b></font></p>

<p align="center"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>Developed By:</b></font></p>

<p align="left"><font face="Verdana" size="12" color="#1a1a1a" letterSpacing="0.000000" kerning="1">Kill A Ninja Minion</font></p>

Achievement Unlocked

(Survival Mode)

at Armorgames.com

<p align="left"><font face="Calibri" size="20" color="#333333" letterSpacing="0.000000" kerning="1">00000</font></p>

<p align="left"><font face="Calibri" size="20" color="#333333" letterSpacing="0.000000" kerning="1">0000</font></p>

<p align="left"><font face="Calibri" size="20" color="#333333" letterSpacing="0.000000" kerning="1">0000</font></p>

<p align="left"><font face="Calibri" size="20" color="#333333" letterSpacing="0.000000" kerning="1">0000</font></p>

<p align="left"><font face="Calibri" size="20" color="#333333" letterSpacing="0.000000" kerning="1">0000</font></p>

Day Complete

Finished

Here

Days:

Kills:

Achievements:

Money:

Archery

Magic

<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Level: 0</font></p>

<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Skill: 0</font></p>

<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Level: 0</font></p>

<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Skill: 0</font></p>

<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Cost: 0</font></p>

<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Cost: 0</font></p>

<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">This is the text of the description that says </font></p><p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">things about how purchasing a skill level will 1up</font></p><p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">your archer.</font></p>

<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">This is the text of the description that says </font></p><p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">things about how purchasing a skill level will 1up</font></p><p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">your archer.</font></p>

<p align="left"><font face="Vivaldi" size="25" color="#ffffff" letterSpacing="0.000000" kerning="1">100</font></p>

<p align="left"><font face="Vivaldi" size="25" color="#ffffff" letterSpacing="0.000000" kerning="1">5033</font></p>

<p align="left"><font face="Vivaldi" size="25" color="#ffffff" letterSpacing="0.000000" kerning="1">$503,506</font></p>

<p align="left"><font face="Vivaldi" size="25" color="#ffffff" letterSpacing="0.000000" kerning="1">64/100</font></p>

Purchase

Hidden Screen Found!

Achievement Unlocked!

Developed By:

Christopher Gregorio

Back

<p align="center"><font face="Calibri" size="24" color="#ffffff" letterSpacing="0.000000" kerning="1"><b> 0 / 3</b></font></p>

<p align="center"><font face="Calibri" size="24" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>$0</b></font></p>

<p align="left"><font face="Calibri" size="14" color="#000000" letterSpacing="0.000000" kerning="1"><b>Increase the power of a click blaIncrease the power of a click blaIncrease the power of a click blaIncrease the power of a click blaIncrease the power of a clic</b></font></p><p align="left"><font face="Calibri" size="14" color="#000000" letterSpacing="0.000000" kerning="1"><b>Increase the power of a click blaIncrease the power of a click blaIncrease the power of a click blaIncrease the power of a click blaIncrease the power of a clic</b></font></p>

<p align="center"><font face="Calibri" size="24" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>$1,002,506</b></font></p>

Back

Are you sure you would like to purchase item

CONFIRM

DENY

<p align="center"><font face="Calibri" size="24" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>X for price Y?</b></font></p>

Purchased!

Hit 'SPACE' to enter Rage Mode

Day Complete

Game Complete

Main Menu

Continue

More

<p align="center"><font face="Verdana" size="54" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>00000</b></font></p>

Score:

CTRL and Click

Game Lost

<p align="center"><font face="Verdana" size="17" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>You will lose 50% of your people</b></font></p>

<p align="center"><font face="Verdana" size="54" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>00000</b></font></p>

Q

Minion

Brought up from the fires of hell, Minions are the basic unit
used in combat by your enemy.  These unfortunate guys never
aquired the skills to specialize leaving them weak and easy to
Annihilate.

Finished

Finished

Move

Rage Charge

People Killed

Castle Health

Time Left

Mage can be placed
here

Archer can be placed here

Money

Information about enemies.

Attack

Health: 2

Abilties: None

Coins: 3

Knight

Through hard work and dedication these minions were
promoted to a "Knight" status making them very skilled
in combat.  These guys are twice as powerful as regular
minions.

Health: 5

Abilties: Strength Increased

Coins: 5

Battering Ram

Lacking strategy and speed, the battering ram more than makes
up for with brute force.  This highly enforced weapon will be a
challenge to destroy.

Health: 10

Abilties: Attacks from the side

Coins: 12

Archer

Minions that had a knack for accuracy at a young age were
recruited to become archers, They can start shooting at your
castle from a distance meaning you should destroy them before
they get too close!

Health: 6

Abilties: Shoots Arrows From A Distance

Coins: 10

Suicide Runner

Bred for one goal, to destroy your castle.  These guys strap
explosives on their back in hopes of doing as much damage to
your castle as possible if they manage to reach it.  Highly
Dangerous.

Abilties: Explodes On Death

Coins: 14

Mage

These are a special set of minions trained to learn spells rather
than combat.  Although slightly weaker than regular minions,
they are very agile have the ability to teleport making
them tricky to kill.

Health: 4

Abilties: Runs Fast and Teleports

Coins: 20

Ballista

This contraption was designed and hand built by the elite Archer
Minions.  Strength, and accuracy are both important attributes
to this killing machine.

Health: 25

Coins: 40

Citizen

Do not kill these guys!  These are survivors that were separated
from your original stronghold.  Allow them to reach your base
and return any supplies they may have to you. Killing them will
result in damage to your castle.

WARNING

Health: 1

Abilties: Retruns Supplies To You

Coins: 100

Assassin

Devious as children, these minions were hand picked and put
through rigerous training making them extremely deadly.
They are also very sneaky which makes them hard to kill only
leaving them vulnerable when about to make an attack.

Abilties: Only Vulnerable Prior To An Attack

Coins: 30

Siege Tower

This is less of a weapon and more of a transport unit.  Several
minions are camped out waiting inside waiting to burst down
your castle doors.

Health: 40

Abilties: Releases Several Advanced Minions

Coins: 60

Achievement Categories

Back

Destruction

Upgrades

Play Time

Survival

Completetion

Money

Miscellaneous

Total

<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>

<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>

<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>

<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>

<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>

<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>

<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>

<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>

<p align="left"><font face="Vivaldi" size="53" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>Completetion Achievements</b></font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>

Credits

Developed By:

Art By:

Sponsored By:

Music By:

Christopher Gregorio

Nemesis Theory

Armor Games

& Jouste

Kamikaye

Walkthrough

There are 10 different enemies in Castle Guardian each with their own attributes.
Minion - Regular soldier with 2 health
Knight - Re-inforced minion with 5 health
Battering Ram - Comes in from the sides and has a whopping 10 health, moves slowly
Archer - Shoots arrows at your castle when he gets close and has 6 hit points
Suicide Runner - Charges at your castle with 5 health, on death he will create a damaging explosion
Mage - Whenever he is hit he teleports to another location, he has 4 hit points
Ballista - Moves slowly and shoots an arrow when it approaches your castle, has 25 health
Citizen - DO NOT HARM the citizens, they will die after a single click which damages you
Assassin - Is invincible until he gets very close to your castle giving you a s hort timeframe to take away his 10 hit
points
Siege Tower - Very strong, but slow moving tower with 30 health. Two knights pop out on death
Strategy:
Try to upgrade your archery to a high level, archers can shoot very fast with very powerful arrows when fully
upgraded. Strength upgrades and repair upgrades are also essential for staying alive. Make sure you collect as
much money as you can on every level to avoid falling behind.

Top Personal Score:

<p align="center"><font face="Verdana" size="75" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>000000000</b></font></p>

ActionScript [AS1/AS2]

Frame 1
function __com_mochibot__(swfid, mc, lv, trk) { var x; var g; var s; var fv; var sb; var u; var res; var mb; var mbc; var pv; mb = "__mochibot__"; mbc = "mochibot.com"; g = (_global ? (_global) : (_level0._root)); if (g[mb + swfid]) { return(g[mb + swfid]); } s = System.security; x = mc._root.getSWFVersion; fv = (x ? (mc.getSWFVersion()) : ((_global ? 6 : 5))); if (!s) { s = {}; } sb = s.sandboxType; if (sb == "localWithFile") { return(null); } x = s.allowDomain; if (x) { s.allowDomain(mbc); } x = s.allowInsecureDomain; if (x) { s.allowInsecureDomain(mbc); } pv = ((fv == 5) ? (getVersion()) : (System.capabilities.version)); u = (((((((((((("http://" + mbc) + "/my/core.swf?mv=8&fv=") + fv) + "&v=") + escape(pv)) + "&swfid=") + escape(swfid)) + "&l=") + lv) + "&f=") + mc) + (sb ? ("&sb=" + sb) : "")) + (trk ? "&t=1" : ""); lv = ((fv > 6) ? (mc.getNextHighestDepth()) : ((g[mb + "level"] ? (g[mb + "level"] + 1) : (lv)))); g[mb + "level"] = lv; if (fv == 5) { res = "_level" + lv; if (!eval (res)) { loadMovieNum (u, lv); } } else { res = mc.createEmptyMovieClip(mb + swfid, lv); res.loadMovie(u); } return(res); } function onEnterFrame() { if (_currentframe == 1) { bytes_loaded = Math.round(_root.getBytesLoaded()); bytes_total = Math.round(_root.getBytesTotal()); getPercent = bytes_loaded / bytes_total; inder._xscale = getPercent * 100; if (bytes_loaded == bytes_total) { _root.gotoAndStop(2); } } } function itemHandler1(obj, item) { getURL ("http://armorgames.com"); } function submitScore(scoreVal) { var _local3 = parseFloat(scoreVal); var _local6 = "http://www.agitatedferret.com/facebook/remote/score.php?"; var _local4 = _root.userId; var _local8 = _root.hash; var _local5 = _root.session; var _local7 = generateHash(_local3); var _local2 = new LoadVars(); _local2.load((((((((((_local6 + "user=") + _local4) + "&hash=") + _local8) + "&session=") + _local5) + "&score=") + _local3) + "&v=") + _local7, "", "GET"); _local2.onLoad = function (success) { if (success) { gotoFinishPage(); } else { if (onScoreSubmitFailed != null) { onScoreSubmitFailed(); } flash.external.ExternalInterface.call("failedSubmit"); } }; } function gotoFinishPage() { flash.external.ExternalInterface.call("finishSubmit"); } function generateHash(score) { var _local1 = Math.abs(h1(score)); var _local2 = Math.abs(h2(score + _local1)); var _local3 = Math.abs(h3(_local1 + _local2)); return((((_local1 + ":") + _local2) + ".") + _local3); } function h1(i) { return(i ^ ((i * 6.5) << 2)); } function h2(i) { return(((((i * 7) ^ ((5 - (5 ^ (i % 1503))) - 4)) ^ 48) ^ 9) ^ 0); } function h3(i) { return(((((((i * 2) ^ 4) ^ -1) ^ 7) ^ (3 + (4 ^ (i % 1503)))) ^ 6) ^ 100); } __com_mochibot__("2277c6fc", this, 10301, true); gameLocked = 0; urlStart = _url.indexOf("://") + 3; urlEnd = _url.indexOf("/", urlStart); domain = _url.substring(urlStart, urlEnd); LastDot = domain.lastIndexOf(".") - 1; domEnd = domain.lastIndexOf(".", LastDot) + 1; domain = domain.substring(domEnd, domain.length); if (domain != "agitatedferret.com") { gameLocked = 1; } var kongregate = _global.kongregate; kongregate.services.connect(); stop(); if ((domain == "armorgames.com") || (domain == "spamtheweb.com")) { } else { _root._x = 2000; } sec = 0; var myMenu = new ContextMenu(); myMenu.hideBuiltInItems(); item1 = new ContextMenuItem("Play More Games", itemHandler1); myMenu.customItems.push(item1); _root.menu = myMenu; onScoreSubmitFailed = function () { };
Frame 2
function onEnterFrame() { blockeMove2(); expMove2(); ner = ner + 1; if (ner == 280) { } } function blockeMove2() { i = lsers.length - 1; while (i >= 0) { lsers[i]._x = lsers[i]._x + lsX[i]; lsers[i]._y = lsers[i]._y + lsY[i]; lsY[i] = lsY[i] + grav; lsX[i] = lsX[i] * airF; if ((lsers[i]._x + (lsers[i]._width / 2)) >= Stage.width) { lsX[i] = lsX[i] * -1; } if ((lsers[i]._x - (lsers[i]._width / 2)) <= 0) { lsX[i] = lsX[i] * -1; lsers[i]._x = lsers[i]._x + lsX[i]; } if ((lsers[i]._y + (lsers[i]._height / 2)) >= Stage.height) { lsY[i] = lsY[i] * -0.5; lsers[i]._y = Stage.height - (lsers[i]._height / 2); } lsLive[i] = lsLive[i] - 1; if (lsLive[i] <= 0) { lsers[i]._alpha = lsers[i]._alpha - 2; if (lsers[i]._alpha <= 0) { removeBlock2(); } } i--; } } function removeBlock2() { lsers[i].removeMovieClip(); lsers.splice(i, 1); lsX.splice(i, 1); lsY.splice(i, 1); lsLive.splice(i, 1); } function blockSplode2() { b = 10; while (b > 0) { ls = attachMovie("aa", "lser" + depth2, depth2); depth2++; lsers.push(ls); ls._x = random(Stage.width); ls._y = random(Stage.height); dire = random(180); lsX.push(Math.cos((dire * Math.PI) / 180) * 20); lsY.push((-Math.sin((dire * Math.PI) / 180)) * 20); lsLive.push(30); b--; } } function expMove2() { i = exp.length - 1; while (i >= 0) { exp[i]._x = exp[i]._x + expX[i]; exp[i]._y = exp[i]._y + expY[i]; expX[i] = expX[i] * 0.98; expY[i] = expY[i] * 0.98; exp[i]._alpha = exp[i]._alpha - 5; if (exp[i]._alpha <= 0) { removeExp2(); } i--; } } function explosion2() { b = 3; while (b >= 0) { cna = attachMovie("pua", "cn" + depth2, depth2); depth2++; cna._x = _xmouse; cna._y = _ymouse; rotTemp = random(360); exp.push(cna); expX.push(random(10) - 5); expY.push(random(10) - 5); cna._xscale = (cna._yscale = random(50) + 25); b--; } } function removeExp2() { exp[i].removeMovieClip(); exp.splice(i, 1); expX.splice(i, 1); expY.splice(i, 1); } stop(); depth2 = 103; grav = 1; airF = 0.9; exp = new Array(); expX = new Array(); expY = new Array(); lsers = new Array(); lsY = new Array(); lsX = new Array(); lsLive = new Array(); dire = 0; ner = 0;
Frame 3
function ber(button) { button._alpha = 0; button.onRollOver = function () { button._alpha = 100; s3.start(); }; button.onRollOut = function () { button._alpha = 0; }; } function onEnterFrame() { awardWait(); } function giveAward(awardnum) { if ((award._currentframe == 1) && (achievements[awardnum - 1] != 1)) { award.aname.awardName = achNames[awardnum - 1]; totAwards = totAwards + 1; sObject.data.totAwards = totAwards; sObject.flush(); achievements[awardnum - 1] = 1; award.gotoAndPlay(2); sObject.data.achievements = achievements; sObject.flush(); if (totAwards >= 10) { giveAward(77); } if (totAwards >= 20) { giveAward(78); } if (totAwards >= 30) { giveAward(79); } if (totAwards >= 40) { giveAward(80); } if (totAwards >= 50) { giveAward(81); } if (totAwards >= 60) { giveAward(82); } if (totAwards >= 70) { giveAward(83); } if (totAwards >= 80) { giveAward(84); } if (totAwards >= 84) { giveAward(85); } } else if (achievements[awardnum - 1] != 1) { awardqueue.push(awardnum); } } function awardWait() { if (award._currentframe == 1) { if (awardqueue.length != 0) { giveAward(awardqueue[0]); awardqueue.splice(0, 1); } } } stop(); ber(q1); ber(q2); ber(q3); ber(q4); ber(q5); ber(q6); ber(q7); var s3 = new Sound(); s3.attachSound("s3"); survival = 0; q1.onRelease = function () { darker.gotoAndPlay(2); darker._x = Stage.width / 2; darker._y = Stage.height / 2; }; q2.onRelease = function () { gotoAndStop (5); giveAward(76); }; q3.onRelease = function () { giveAward(75); gotoAndStop (9); }; q4.onRelease = function () { darker.gotoAndPlay(2); darker._x = Stage.width / 2; darker._y = Stage.height / 2; giveAward(72); survival = 1; }; q5.onRelease = function () { gotoAndStop (7); giveAward(74); }; q6.onRelease = function () { giveAward(71); gotoAndStop (8); }; q7.onRelease = function () { giveAward(73); getURL ("http://www.armorgames.com/", "_blank"); }; set1 = new Array("Kill 2 enemies", "Kill 20 enemies", "Kill 50 enemies", "Kill 100 enemies", "Kill 200 enemies", "Kill 500 enemies", "Kill 1000 enemies", "Kill a Minion", "Kill a Knight", "Destroy a Battering Ram", "Kill an Archer", "Kill a Suicide Runner", "Kill a Mage", "Destroy a Ballista", "Save a Citizen", "Kill a Assassin", "Destroy a Siege Tower"); set2 = new Array("Play for 1 minute", "Play for 5 minutes", "Play for 10 minutes", "Play for 20 minutes", "Play for 60 minutes"); set3 = new Array("Kill 10 enemies in surival", "Kill 30 enemies in surival", "Kill 60 enemies in surival", "Kill 90 enemies in surival", "Kill 120 enemies in surival", "Kill 150 enemies in surival"); set4 = new Array("Fully Upgrade Strength", "Fully Upgrade Coin Range", "Fully Upgrade Archery", "Fully Upgrade Magic", "Fully Upgrade Fortify", "Fully Upgrade Repair", "Fully Upgrade Rage Mode", "Fully Upgrade Money Bonus", "Max our your archer's skill level", "Max our your mage's skill level"); set5 = new Array("Reach Day 2", "Reach Day 4", "Reach Day 6", "Reach Day 8", "Reach Day 10", "Reach Day 12", "Reach Day 14", "Reach Day 16", "Reach Day 18", "Complete the game"); set6 = new Array("Collect $10", "Collect $100", "Collect $200", "Collect $400", "Collect $1000", "Collect $2000", "Collect $5000", "Collect $10000"); set7 = new Array("Lose a game", "Play the game twice", "Use a spell", "Pause the game", "Stay still for 10 seconds", "Find the hidden screen", "Start RAGE MODE", "Get 5 kills in rage mode", "Collect every coin on a level", "Get 200 people without using them", "Kill yourself on the first level", "Complete a level with 100% accuracy", "Mute the game", "Submit your score", "Click the Walkthrough Link", "Click the Bonus Content Link", "Click the More Games Link", "Check out the credits page", "Click the Highscores Link", "Click the Achievements Link"); set8 = new Array("Collect 10 achievements", "Collect 20 achievements", "Collect 30 achievements", "Collect 40 achievements", "Collect 50 achievements", "Collect 60 achievements", "Collect 70 achievements", "Collect 80 achievements", "Collect Every Achievement"); sets = new Array(set4, set1, set3, set2, set6, set5, set8, set7); achNames = new Array("Kill 2 enemies", "Kill 20 enemies", "Kill 50 enemies", "Kill 100 enemies", "Kill 200 enemies", "Kill 500 enemies", "Kill 1000 enemies", "Kill a Minion", "Kill a Knight", "Destroy a Battering Ram", "Kill an Archer", "Kill a Suicide Runner", "Kill a Mage", "Destroy a Ballista", "Save a Citizen", "Kill a Assassin", "Destroy a Siege Tower", "Play for 1 minute", "Play for 5 minutes", "Play for 10 minutes", "Play for 20 minutes", "Play for 60 minutes", "Kill 10 enemies in surival", "Kill 30 enemies in surival", "Kill 60 enemies in surival", "Kill 90 enemies in surival", "Kill 120 enemies in surival", "Kill 150 enemies in surival", "Fully Upgrade Strength", "Fully Upgrade Coin Range", "Fully Upgrade Archery", "Fully Upgrade Magic", "Fully Upgrade Fortify", "Fully Upgrade Repair", "Fully Upgrade Rage Mode", "Fully Upgrade Money Bonus", "Max our your archer's skill level", "Max our your mage's skill level", "Reach Day 2", "Reach Day 4", "Reach Day 6", "Reach Day 8", "Reach Day 10", "Reach Day 12", "Reach Day 14", "Reach Day 16", "Reach Day 18", "Complete the game", "Collect $10", "Collect $100", "Collect $200", "Collect $400", "Collect $1000", "Collect $2000", "Collect $5000", "Collect $10000", "Die", "Play the game twice", "Use a spell", "Pause the game", "Stay still for 10 seconds", "Find the hidden screen", "Start RAGE MODE", "Get 5 kills in rage mode", "Collect every coin on a level", "Get 200 people without using them", "Kill yourself on the first level", "Complete a level with 100% accuracy", "Mute the game", "Submit your score", "Click the Walkthrough Link", "Click the Bonus Content Link", "Click the More Games Link", "Check out the credits page", "Click the Highscores Link", "Click the Achievements Link", "Collect 10 achievements", "Collect 20 achievements", "Collect 30 achievements", "Collect 40 achievements", "Collect 50 achievements", "Collect 60 achievements", "Collect 70 achievements", "Collect 80 achievements", "Collect Every Achievement"); achievements = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); sObject = SharedObject.getLocal("saveFile"); i = 0; while (i <= achievements.length) { if (sObject.data.achievements[i] != undefined) { achievements[i] = sObject.data.achievements[i]; } i++; } kills = 0; timePlayed = 0; totAwards = 0; pBest = 0; if (sObject.data.kills != undefined) { kills = sObject.data.kills; } if (sObject.data.timePlayed != undefined) { timePlayed = sObject.data.timePlayed; } if (sObject.data.totAwards != undefined) { totAwards = sObject.data.totAwards; } if (sObject.data.pBest != undefined) { pBest = sObject.data.pBest; } song.stop(); totAwardsP = 85; award.gotoAndStop(1); awardqueue = new Array(); KeyListner.removeListener();
Frame 4
function updateStats() { ui.mTxt = money; ui.dTxt = days + "/20"; ui.ch.ch._yscale = (cHealth / cHealths[upgradeLevels[4]]) * 100; ui.rTxt = rageCharge; ui.tTxt = Math.ceil(levelLength / 30); ui.pTxt = people; ui.castle.aTxt = archers; ui.castle.mTxt = mages; } function shaker() { if (lShake == 0) { _root._x = _root._x + 3; _root._y = _root._y + 1; lShake = lShake + 1; } else if (lShake == 1) { _root._x = _root._x - 2; _root._y = _root._y - 2; lShake = lShake + 1; } else if (lShake == 2) { _root._x = _root._x - 2; _root._y = _root._y - 1; lShake = lShake + 1; } else if (lShake == 3) { _root._x = _root._x + 1; _root._y = _root._y + 2; lShake = 0; } } function armaRot() { nn = 0; while ((enType[nn] == 8) || ((enType[nn] == 9) && (enemies[nn]._alpha <= 70))) { nn = nn + 1; } if (enemies[nn]._x == undefined) { } else { dx = enemies[nn]._x - (castle.archer._x + castle._x); dy = enemies[nn]._y - (castle.archer._y + castle._y); rot = Math.atan2(dy, dx); castle.archer._rotation = ((rot * 180) / Math.PI) + 90; dx = enemies[nn]._x - (castle.mage._x + castle._x); dy = enemies[nn]._y - (castle.mage._y + castle._y); rot = Math.atan2(dy, dx); castle.mage._rotation = ((rot * 180) / Math.PI) + 90; } } function createArrow() { nn = 0; while ((enType[nn] == 8) || ((enType[nn] == 9) && (enemies[nn]._alpha <= 70))) { nn = nn + 1; } if (enemies[nn]._x == undefined) { } else { ar = attachMovie("arrow", "arrow" + depth, depth++); ar._x = castle.archer._x + castle._x; ar._y = castle.archer._y + castle._y; arrows.push(ar); dx = enemies[nn]._x - (castle.archer._x + castle._x); dy = enemies[nn]._y - (castle.archer._y + castle._y); rot = Math.atan2(dy, dx); castle.archer._rotation = (rot * 180) / Math.PI; ar._rotation = (rot * 180) / Math.PI; aX.push(Math.cos(rot) * 20); aY.push(Math.sin(rot) * 20); } } function createSpell() { ar = attachMovie("arrow", "arrow" + depth, depth++); ar.gotoAndStop(2); ar._x = castle.archer._x + castle._x; ar._y = castle.archer._y + castle._y; arrows.push(ar); nn = 0; while ((enType[nn] == 8) || ((enType[nn] == 9) && (enemies[nn]._alpha <= 70))) { nn = nn + 1; } if (enemies[nn]._x == undefined) { } else { dx = enemies[nn]._x - (castle.archer._x + castle._x); dy = enemies[nn]._y - (castle.archer._y + castle._y); rot = Math.atan2(dy, dx); castle.archer._rotation = (rot * 180) / Math.PI; ar._rotation = (rot * 180) / Math.PI; aX.push(Math.cos(rot) * 20); aY.push(Math.sin(rot) * 20); } } function arrowMovement() { a = arrows.length - 1; while (a >= 0) { arrows[a]._x = arrows[a]._x + aX[a]; arrows[a]._y = arrows[a]._y + aY[a]; i = enemies.length - 1; while (i >= 0) { if (enemies[i].hitTest(arrows[a]) && (enType[i] != 8)) { enLives[i] = enLives[i] - upgradeLevels[2]; eHit(upgradeLevels[2]); removeArrow(); } i--; } if (arrows[a]._y >= Stage.height) { removeArrow(); } if (arrows[a]._x >= Stage.width) { removeArrow(); } if (arrows[a]._x <= 0) { removeArrow(); } a--; } } function removeArrow() { arrows[a].removeMovieClip(); arrows.splice(a, 1); aX.splice(a, 1); aY.splice(a, 1); } function createBullet() { bl = attachMovie("bullet", " bullet" + depth, depth++); if (enType[i] == 7) { bl.gotoAndStop(2); } tx = castle._x - enemies[i]._x; ty = castle._y - enemies[i]._y; bl._rotation = (Math.atan2(ty, tx) * 180) / Math.PI; bl._x = enemies[i]._x; bl._y = enemies[i]._y; bullets.push(bl); } function bulletMovement() { i = bullets.length - 1; while (i >= 0) { dx = castle._x - bullets[i]._x; dy = castle._y - bullets[i]._y; roter = Math.atan2(dy, dx); bullets[i]._x = bullets[i]._x + (Math.cos(roter) * 15); bullets[i]._y = bullets[i]._y + (Math.sin(roter) * 15); if (bullets[i].hitTest(castle)) { if (bullets[i]._currentframe == 2) { cHealth = cHealth - 2; } removeBullet(); cHealth = cHealth - 1; if (cHealth <= 0) { gameOver(); } rFlash.gotoAndPlay(2); } i--; } } function theHov(button) { button.onRollOver = function () { button._alpha = 50; }; button.onRollOut = function () { button._alpha = 100; }; } function gameOver() { startTime = 1000000 /* 0x0F4240 */; cHealth = (cHealth = cHealths[upgradeLevels[4]]); gl._x = Stage.width / 2; Mouse.show(); gl._y = Stage.height / 2; if (people > pBest) { sObject.data.pBest = people; Object.flush(); } theHov(gl.q1); theHov(gl.q2); theHov(gl.q3); theHov(gl.q4); gl.q1.onRelease = function () { gl._x = 2000; people = Math.floor(people / 2); startTime = 20; giveAward(58); }; gl.ct.onRollOver = function () { gl.q1._alpha = 50; }; gl.ct.onRollOut = function () { gl.q1._alpha = 100; }; gl.ct.onRelease = function () { gl._x = 2000; people = Math.floor(people / 2); startTime = 20; giveAward(58); }; gl.q2.onRelease = function () { clearScreen(); clearScreen2(); gotoAndStop (3); }; gl.q3.onRelease = function () { getURL ("http://www.armorgames.com/", "_blank"); }; submitScore(people); giveAward(70); gl.q4.onRelease = function () { getURL ("http://www.armorgames.com/", "_blank"); }; giveAward(57); gl.sTxt = ""; if (survival == 1) { gl.q1._x = 2000; gl.ct._x = 2000; gl.sTxt = survivalKills; gl.s2Txt = ""; } if (days == 1) { giveAward(67); } } function removeBullet() { bullets[i].removeMovieClip(); bullets.splice(i, 1); } function createCoin(tp) { if (survival == 1) { } else { cn = attachMovie("coin", "coin" + depth, depth++); coins.push(cn); cn.gotoAndStop(tp); cnType.push(tp); cn._x = enemies[i]._x; cn._y = enemies[i]._y; dir = random(360); cn._x = cn._x + (Math.cos((dir * Math.PI) / 180) * 25); cn._y = cn._y + (Math.sin((dir * Math.PI) / 180) * 25); cnX.push(Math.cos((dir * Math.PI) / 180) * random(25)); cnY.push(Math.sin((dir * Math.PI) / 180) * random(25)); cnLife.push(100); } } function moneyAwards() { kongregate.stats.submit("Money", money); if (moneyCollected >= 10) { giveAward(49); } if (moneyCollected >= 100) { giveAward(50); } if (moneyCollected >= 200) { giveAward(51); } if (moneyCollected >= 400) { giveAward(52); } if (moneyCollected >= 1000) { giveAward(53); } if (moneyCollected >= 2000) { giveAward(54); } if (moneyCollected >= 5000) { giveAward(55); } if (moneyCollected >= 10000) { giveAward(56); } } function coinMovement() { i = coins.length - 1; while (i >= 0) { cnX[i] = cnX[i] * coinGrav; cnY[i] = cnY[i] * coinGrav; coins[i]._x = coins[i]._x + cnX[i]; coins[i]._y = coins[i]._y + cnY[i]; if (coins[i]._x <= (coins[i]._width / 2)) { coins[i]._x = coins[i]._width / 2; cnX[i] = cnX[i] * -1; } if (coins[i]._x >= (Stage.width - (coins[i]._width / 2))) { coins[i]._x = Stage.width - (coins[i]._width / 2); cnX[i] = cnX[i] * -1; } if (coins[i]._y >= (Stage.height - coins[i]._height)) { coins[i]._y = Stage.height - coins[i]._height; cnY[i] = cnY[i] * -1; } if (coins[i]._y <= (coins[i]._height / 2)) { coins[i]._y = coins[i]._height / 2; cnY[i] = cnY[i] * -1; } cnLife[i] = cnLife[i] - 1; dx = _xmouse - coins[i]._x; dy = _ymouse - coins[i]._y; if (((coins[i]._width / 2) + (20 * upgradeLevels[1])) >= Math.sqrt((dx * dx) + (dy * dy))) { ort = Math.atan2(dy, dx); cnX[i] = Math.cos(ort) * 7; cnY[i] = Math.sin(ort) * 7; } if (castle.hitTest(coins[i]._x, coins[i]._y - (coins[i]._height / 2), true) && (coins[i]._x != undefined)) { s2.start(); if (cnType[i] == 1) { money = money + (5 + upgradeLevels[7]); moneyCollected = moneyCollected + (5 + upgradeLevels[7]); explosion(1, coins[i]); } if (cnType[i] == 2) { money = money + (15 + (upgradeLevels[7] * 3)); moneyCollected = moneyCollected + (15 + (upgradeLevels[7] * 3)); explosion(3, coins[i]); } if (cnType[i] == 3) { money = money + (30 + (upgradeLevels[7] * 6)); moneyCollected = moneyCollected + (30 + (upgradeLevels[7] * 6)); explosion(4, coins[i]); } moneyAwards(); removeCoin(); } if (coins[i].hitTest(pointer) && (coins[i]._x != undefined)) { s2.start(); s2.start(); s2.start(); s2.start(); s2.start(); s2.start(); s2.start(); s2.start(); s2.start(); s2.start(); if (cnType[i] == 1) { money = money + (5 + upgradeLevels[7]); moneyCollected = moneyCollected + (5 + upgradeLevels[7]); explosion(1, coins[i]); } if (cnType[i] == 2) { money = money + (15 + (upgradeLevels[7] * 3)); moneyCollected = moneyCollected + (15 + (upgradeLevels[7] * 3)); explosion(3, coins[i]); } if (cnType[i] == 3) { money = money + (30 + (upgradeLevels[7] * 6)); moneyCollected = moneyCollected + (30 + (upgradeLevels[7] * 6)); explosion(4, coins[i]); } moneyAwards(); removeCoin(); } if ((cnLife[i] <= 0) && (coins[i]._x != undefined)) { coins[i]._alpha = coins[i]._alpha - 2; if (coins[i]._alpha <= 0) { coinMissed = 1; removeCoin(); } } i--; } } function removeCoin() { coins[i].removeMovieClip(); coins.splice(i, 1); cnX.splice(i, 1); cnY.splice(i, 1); cnLife.splice(i, 1); cnType.splice(i, 1); } function onEnterFrame() { awardWait(); startTime = startTime - 1; pointer._x = _xmouse; pointer._y = _ymouse; if (uDis == 0) { ener._alpha = ener._alpha + 3; } if (uDis == 1) { upgradeScreen._alpha = upgradeScreen._alpha - 10; if (upgradeScreen._alpha <= 0) { uDis = 0; upgradeScreen._x = 2000; upgradeScreen._alpha = 100; dc2._x = 2000; upgradeScreen.fin._x = 3; } } if (ener._alpha >= 100) { ener._alpha = 100; } if ((startTime <= 0) && (!gamePaused)) { oef(); } } function oef() { ener._x = ener._x + xxSpeed; if (ener._x >= 2000) { ener._x = 2000; xxSpeed = 0; } else { xxSpeed = xxSpeed + 2; } expMove(); timePlayed = timePlayed + 1; if (timePlayed >= 1800) { giveAward(18); } if (timePlayed >= 9000) { giveAward(19); } if (timePlayed >= 18000) { giveAward(20); } if (timePlayed >= 36000) { giveAward(21); } if (timePlayed >= 108000) { giveAward(22); } if (rageOn == 1) { if (_root.blendMode == "normal") { _root.blendMode = "subtract"; } shaker(); rageCharge = rageCharge - 1; if (rageCharge <= 0) { rageOn = 0; rageCharge = 50 + (upgradeLevels[6] * 25); } } else if (_root.blendMode == "subtract") { _root.blendMode = "normal"; } if (((Key.isDown(32) && (people >= 50)) && (rageOn == 0)) && (upgradeScreen._x >= Stage.width)) { people = people - 50; killsInRage = 0; rageOn = 1; giveAward(63); played = 0; } pointer.qq.gotoAndStop(1); i = enemies.length - 1; while (i >= 0) { if (enemies[i].hitTest(_xmouse, _ymouse, true)) { pointer.qq.gotoAndStop(2); } i--; } if (sInHand == 1) { pointer.qq.gotoAndStop(3); } updateStats(); levelLength = levelLength - 1; if (survival == 1) { levelLength = levelLength + 2; } arrowDelay = arrowDelay - 1; cHealth = cHealth + (upgradeLevels[5] * 0.01); if (cHealth >= cHealths[upgradeLevels[4]]) { cHealth = cHealths[upgradeLevels[4]]; } if (((archers > 0) && (arrowDelay <= 0)) && (enemies.length != 0)) { createArrow(); arrowDelay = 100 / archers; } if (((((levelLength <= 0) && (enemies.length == 0)) && (coins.length == 0)) && (us == 0)) && (dc2._x > ((Stage.width + (Stage.width / 2)) + 1))) { dc.gotoAndPlay(2); tTime = 80; dc2._x = Stage.width + (Stage.width / 2); dc2._y = Stage.height / 2; dc2.mTxt = "$" + money; dc2.dTxt = days; dc2.rTxt = rageCharge; dc2.tTxt = 0; dc2.kTxt = kills; dc2.pTxt = people; dc2.aTxt = totAwards + "/85"; dc2.c1 = "Cost: $" + (500 + (archers * 500)); dc2.c2 = "Cost: $" + (300 + (mages * 300)); dc2.l1 = "Level: " + upgradeLevels[2]; if (upgradeLevels[2] == 0) { dc2.l1 = "N/A"; } dc2.l2 = "Level: " + upgradeLevels[3]; if (upgradeLevels[3] == 0) { dc2.l2 = "N/A"; } dc2.s1 = "Skill: " + archers; if (archers == 0) { dc2.s1 = "N/A"; } dc2.s2 = "Skill: " + mages; if (mages == 0) { dc2.s2 = "N/A"; } if (archers == 5) { dc2.c1 = "MAXED"; } if (mages == 5) { dc2.c2 = "MAXED"; } if (upgradeLevels[2] == 0) { dc2.d1 = "Please purchase an archery in order to increase your archer's skill level"; } else { dc2.d1 = ((((("Your archery is currently leveled: " + upgradeLevels[2]) + ". Your archers skill (Speed) is: ") + archers) + ". It will cost you: $") + (500 + (archers * 500))) + " to increase your archers skill level"; } if (upgradeLevels[3] == 0) { dc2.d2 = "Please purchase a magical palace in order to increase your mage's skill level"; } else { dc2.d2 = ((((("Your magic palace is currently leveled: " + upgradeLevels[3]) + ". Your mages skill (Offering required) is: ") + (23 - (mages * 3))) + " people. It will cost you: $") + (300 + (mages * 300))) + " to increase your mages skill level"; } dc2.hmc._alpha = 0; dc2.hmc.onRollOver = function () { dc2.hmc._alpha = 50; }; dc2.hmc.onRollOut = function () { dc2.hmc._alpha = 0; }; dc2.hmc.onRelease = function () { giveAward(62); dc2.boxUp.gotoAndStop(2); }; dc2.a1.onRollOver = function () { s3.start(); }; dc2.m1.onRollOver = function () { s3.start(); }; dc2.a1.onRelease = function () { if (upgradeLevels[2] >= 1) { if ((money >= (500 + (archers * 500))) && (archers < 5)) { money = money - (500 + (archers * 500)); dc2.mTxt = "$" + money; archers = archers + 1; dc2.c1 = "$" + (500 + (archers * 500)); if (archers == 5) { dc2.c1 = "MAXED"; giveAward(37); } dc2.l1 = "Level: " + upgradeLevels[2]; dc2.s1 = "Level: " + archers; } } }; Mouse.show(); pointer._alpha = 0; dc2.m1.onRelease = function () { if (upgradeLevels[3] >= 1) { if ((money >= (300 + (mages * 300))) && (mages < 5)) { money = money - (300 + (mages * 300)); dc2.mTxt = "$" + money; mages = mages + 1; dc2.c2 = "$" + (300 + (mages * 300)); if (mages == 5) { dc2.c2 = "MAXED"; giveAward(38); } dc2.l2 = "Level: " + upgradeLevels[3]; dc2.s2 = "Level: " + mages; } } }; dc2.cc.onRollOver = function () { dc2.cc.gotoAndStop(2); }; dc2.cc.onRollOut = function () { dc2.cc.gotoAndStop(1); }; dc2.cc.onRelease = function () { if (days == 20) { giveAward(48); kongregate.stats.submit("GameComplete", 1); kongregate.stats.submit("Score", people); gc._x = Stage.width / 2; gc._y = Stage.height / 2; if (people > pBest) { sObject.data.pBest = people; Object.flush(); } theHov(gc.q1); theHov(gc.q2); theHov(gc.q3); theHov(gc.q4); gc.q1.onRelease = function () { upgradeScreen._x = Stage.width / 2; upgradeScreen._y = Stage.height / 2; shopSet(); gc._x = 2000; startTime = 20; }; gc.q2.onRelease = function () { gotoAndStop (3); clearScreen(); clearScreen2(); }; gc.q3.onRelease = function () { getURL ("http://www.armorgames.com/", "_blank"); }; gc.sTxt = people; submitScore(people); giveAward(70); gc.q4.onRelease = function () { getURL ("http://www.armorgames.com/", "_blank"); }; } else { upgradeScreen._x = Stage.width / 2; upgradeScreen._y = Stage.height / 2; shopSet(); } }; } if (((((levelLength <= 0) && (enemies.length == 0)) && (coins.length == 0)) && (dc2._x >= (Stage.width / 2))) && (uDis == 0)) { tTime = tTime - 1; dc2._alpha = 100; if (tTime <= 0) { us = ((dc2._x - (Stage.width / 2)) / 15) + 2; dc2._x = dc2._x - us; } } if (dc2._x <= (Stage.width / 2)) { dc2._x = Stage.width / 2; us = 0; } if (levelLength <= 0) { levelLength = 0; } centAdd = centAdd - 1; rage(); armaRot(); enemyMovement(); coinMovement(); bulletMovement(); arrowMovement(); boomMovement(); mStale = mStale + 1; if (mStale >= 300) { giveAward(61); } if (oldxMouse != _xmouse) { mStale = 0; } if (oldyMouse != _ymouse) { mStale = 0; } oldxMouse = _xmouse; oldyMouse = _ymouse; enDelay = enDelay - 1; if ((enDelay <= 0) && (levelLength > 0)) { enDelay = dd[days - 1]; if (survival == 1) { enDelay = 40 - Math.floor(levelLength / 300); } createEnemy(); } } function makeEnemy(frame) { en.soldier.soldier.q1.gotoAndStop(frame); en.soldier.soldier.q2.gotoAndStop(frame); en.soldier.soldier.q3.gotoAndStop(frame); en.soldier.soldier.q4.gotoAndStop(frame); en.soldier.soldier.q5.gotoAndStop(frame); en.soldier.soldier.q6.gotoAndStop(frame); en.soldier.soldier.q7.gotoAndStop(frame); } function makeEnemy2(frame) { ener.soldier.q1.gotoAndStop(frame); ener.soldier.q2.gotoAndStop(frame); ener.soldier.q3.gotoAndStop(frame); ener.soldier.q4.gotoAndStop(frame); ener.soldier.q5.gotoAndStop(frame); ener.soldier.q6.gotoAndStop(frame); ener.soldier.q7.gotoAndStop(frame); } function makeEnemy3(frame) { castle.archer.soldier.soldier.q1.gotoAndStop(frame); castle.archer.soldier.soldier.q2.gotoAndStop(frame); castle.archer.soldier.soldier.q3.gotoAndStop(frame); castle.archer.soldier.soldier.q4.gotoAndStop(frame); castle.archer.soldier.soldier.q5.gotoAndStop(frame); castle.archer.soldier.soldier.q6.gotoAndStop(frame); castle.archer.soldier.soldier.q7.gotoAndStop(frame); } function makeEnemy4(frame) { castle.mage.soldier.soldier.q1.gotoAndStop(frame); castle.mage.soldier.soldier.q2.gotoAndStop(frame); castle.mage.soldier.soldier.q3.gotoAndStop(frame); castle.mage.soldier.soldier.q4.gotoAndStop(frame); castle.mage.soldier.soldier.q5.gotoAndStop(frame); castle.mage.soldier.soldier.q6.gotoAndStop(frame); castle.mage.soldier.soldier.q7.gotoAndStop(frame); } function makeEnemy5(frame) { enemies[i].soldier.soldier.q1.gotoAndStop(frame); enemies[i].soldier.soldier.q2.gotoAndStop(frame); enemies[i].soldier.soldier.q3.gotoAndStop(frame); enemies[i].soldier.soldier.q4.gotoAndStop(frame); enemies[i].soldier.soldier.q5.gotoAndStop(frame); enemies[i].soldier.soldier.q6.gotoAndStop(frame); enemies[i].soldier.soldier.q7.gotoAndStop(frame); } function createEnemy2(enT, xer, yer) { en = attachMovie("enemy", "enemy" + depth, depth++); enemies.push(en); en._x = enemies[i]._x + xer; en._y = enemies[i]._y + yer; enX.push(xStarts[enT]); enY.push(yStarts[enT]); enType.push(typeStarts[enT]); enLives.push(liveStarts[enT]); aDelay.push(delayStarts[enT]); en.gotoAndStop(frameStarts[enT]); makeEnemy(frameStarts2[enT]); enCoins.push(coinStarts[enT]); enShotDelay.push(shotStarts[enT]); hb = attachMovie("hBar", "hBar" + depth, depth++); hb._x = en._x; hb._y = en._y - 30; hBars.push(hb); } function createEnemy() { en = attachMovie("enemy", "enemy" + depth, depth++); enemies.push(en); enT = random(Math.ceil(days / 2)); if (survival == 1) { enT = random(Math.floor((levelLength + 300) / 300)); if (enT > 9) { enT = random(10); } } if (xxStarts[enT] == 0) { en._x = random(Stage.width - en._width) + (en._width / 2); en._y = Stage.height + (en._height / 2); } if (xxStarts[enT] == 1) { oRan = random(2); if (oRan == 0) { en._y = random((Stage.width / 2) - en._height) + 200; en._x = (Stage.width + (en._height / 2)) + 50; } if (oRan == 1) { en._y = random((Stage.width / 2) - en._height) + 200; en._x = (-(en._height / 2)) - 50; } } if (typeStarts[enT] == 9) { en._alpha = 30; } enX.push(xStarts[enT]); enY.push(yStarts[enT]); enType.push(typeStarts[enT]); enLives.push(liveStarts[enT]); aDelay.push(delayStarts[enT]); en.gotoAndStop(frameStarts[enT]); makeEnemy(frameStarts2[enT]); enCoins.push(coinStarts[enT]); enShotDelay.push(shotStarts[enT]); hb = attachMovie("hBar", "hBar" + depth, depth++); hb._x = en._x; hb._y = en._y - 30; hBars.push(hb); } function enemyMovement() { i = enemies.length - 1; while (i >= 0) { dx = castle._x - enemies[i]._x; dy = castle._y - enemies[i]._y; rot = Math.atan2(dy, dx); enX[i] = Math.cos(rot) * 2; enY[i] = Math.sin(rot) * 2; enemies[i]._rotation = ((rot * 180) / Math.PI) + 90; if (!castle.hitTest(enemies[i]._x, enemies[i]._y - (enemies[i]._height / 2), true)) { enemies[i]._x = enemies[i]._x + enX[i]; enemies[i]._y = enemies[i]._y + enY[i]; if ((enType[i] == 6) || (enType[i] == 5)) { enemies[i]._x = enemies[i]._x + enX[i]; enemies[i]._y = enemies[i]._y + enY[i]; } if ((enType[i] == 5) || (enType[i] == 9)) { enemies[i]._x = enemies[i]._x + (enX[i] / 2); enemies[i]._y = enemies[i]._y + (enY[i] / 2); } if (((enType[i] == 10) || (enType[i] == 7)) || (enType[i] == 3)) { enemies[i]._x = enemies[i]._x - (enX[i] / 2); enemies[i]._y = enemies[i]._y - (enY[i] / 2); } if (enType[i] == 10) { enemies[i]._x = enemies[i]._x - (enX[i] / 4); enemies[i]._y = enemies[i]._y - (enY[i] / 4); } } if ((enType[i] == 4) || ((enType[i] == 7) && (enemies[i]._x != undefined))) { dx = enemies[i]._x - castle._x; dy = enemies[i]._y - castle._y; roter = Math.atan2(dy, dx); if (200 >= Math.sqrt((dx * dx) + (dy * dy))) { if (enType[i] == 7) { enemies[i].soldier.gotoAndStop(2); } enShotDelay[i] = enShotDelay[i] - 1; if (enShotDelay[i] <= 0) { enShotDelay[i] = 30; createBullet(); } enemies[i]._x = enemies[i]._x - (enX[i] / 2); enemies[i]._y = enemies[i]._y - (enY[i] / 2); if (enType[i] == 4) { enemies[i]._x = enemies[i]._x - (enX[i] / 2); enemies[i]._y = enemies[i]._y - (enY[i] / 2); } } } if (enType[i] == 9) { dx = enemies[i]._x - castle._x; dy = enemies[i]._y - castle._y; roter = Math.atan2(dy, dx); if (200 >= Math.sqrt((dx * dx) + (dy * dy))) { enemies[i]._alpha = enemies[i]._alpha + 5; if (enemies[i]._alpha >= 100) { enemies[i]._alpha = 100; } } } hBars[i]._x = enemies[i]._x; hBars[i]._y = enemies[i]._y - 30; hBars[i].inner._xscale = (enLives[i] / liveStarts[enType[i] - 1]) * 100; if (castle.hitTest(enemies[i]._x, enemies[i]._y - (enemies[i]._height / 2), true)) { if (enType[i] == 8) { money = money + 100; moneyCollected = moneyCollected + 100; giveAward(15); moneyAwards(); removeEnemy(); } else { if (enType[i] == 5) { bm = attachMovie("boom", "boom" + depth, depth++); expl.start(); expl.start(); expl.start(); expl.start(); expl.start(); bm._x = enemies[i]._x; bm._y = enemies[i]._y; booms.push(bm); bmType.push(1); cHealth = cHealth - 25; if (cHealth <= 0) { gameOver(); } rFlash.gotoAndPlay(2); removeEnemy(); } enX[i] = 0; enY[i] = 0; aDelay[i] = aDelay[i] - 1; enemies[i].soldier.gotoAndStop(2); makeEnemy5(frameStarts2[enType[i] - 1]); if ((aDelay[i] <= 0) && (enSelected != enemies[i])) { aDelay[i] = 30; if (enType[i] == 9) { enemies[i]._alpha = 100; } cHealth = cHealth - enType[i]; if (cHealth <= 0) { gameOver(); } rFlash.gotoAndPlay(2); } } } i--; } } function removeEnemy() { s4.start(); s4.start(); s4.start(); s4.start(); s4.start(); s4.start(); s4.start(); s4.start(); enemies[i].removeMovieClip(); enemies.splice(i, 1); enX.splice(i, 1); enY.splice(i, 1); aDelay.splice(i, 1); enLives.splice(i, 1); enType.splice(i, 1); enCoins.splice(i, 1); enShotDelay.splice(i, 1); hBars[i].removeMovieClip(); hBars.splice(i, 1); } function rage() { if ((rageOn == 1) && (mDown == 1)) { i = enemies.length - 1; while (i >= 0) { if (enemies[i].hitTest(_xmouse, _ymouse, true)) { enLives[i] = enLives[i] - (1 + exHits[upgradeLevels[0]]); eHit(1 + exHits[upgradeLevels[0]]); } i--; } } } function eHit(dam) { if ((enType[i] == 6) && (enLives[i] > 0)) { enemies[i]._x = random(Stage.width); enemies[i]._y = random(Stage.height / 2) + (Stage.height / 2); } if ((enType[i] == 9) && (enemies[i]._alpha <= 95)) { enLives[i] = enLives[i] + dam; } else { if (enType[i] == 8) { cHealth = cHealth - 25; if (cHealth <= 0) { gameOver(); } rFlash.gotoAndPlay(2); } bd = attachMovie("blood", "blood" + depth, depth++); dg = attachMovie("dmg", "dmg" + depth, depth++); dg._x = (enemies[i]._x + random(40)) - 20; dg._y = (enemies[i]._y + random(20)) - 30; bd._xscale = (bd._yscale = 70); bd._x = enemies[i]._x; bd._y = enemies[i]._y; bd._rotation = random(360); bd.gotoAndStop(random(4) + 1); if (enLives[i] <= 0) { while (enCoins[i] > 0) { if (enCoins[i] >= 6) { enCoins[i] = enCoins[i] - 6; createCoin(3); } else if (enCoins[i] >= 3) { enCoins[i] = enCoins[i] - 3; createCoin(2); } else if (enCoins[i] >= 1) { enCoins[i] = enCoins[i] - 1; createCoin(1); } } people = people + 1; if (people >= 200) { giveAward(66); } kills = kills + 1; kongregate.stats.submit("Kills", kills); if (rageOn == 1) { killsInRage = killsInRage + 1; if (killsInRage >= 5) { giveAward(64); } } survivalKills = survivalKills + 1; kongregate.stats.submit("SurvivalKills", survivalKills); if ((survivalKills >= 10) && (survival == 1)) { giveAward(23); } if ((survivalKills >= 30) && (survival == 1)) { giveAward(24); } if ((survivalKills >= 60) && (survival == 1)) { giveAward(25); } if ((survivalKills >= 90) && (survival == 1)) { giveAward(26); } if ((survivalKills >= 120) && (survival == 1)) { giveAward(27); } if ((survivalKills >= 150) && (survival == 1)) { giveAward(28); } if (kills >= 2) { giveAward(1); } if (kills >= 20) { giveAward(2); } if (kills >= 50) { giveAward(3); } if (kills >= 100) { giveAward(4); } if (kills >= 200) { giveAward(5); } if (kills >= 500) { giveAward(6); } if (kills >= 1000) { giveAward(7); } if ((enType[i] == 1) && (survival != 1)) { giveAward(8); } if ((enType[i] == 2) && (survival != 1)) { giveAward(9); } if ((enType[i] == 3) && (survival != 1)) { giveAward(10); } if ((enType[i] == 4) && (survival != 1)) { giveAward(11); } if ((enType[i] == 5) && (survival != 1)) { giveAward(12); } if ((enType[i] == 6) && (survival != 1)) { giveAward(13); } if ((enType[i] == 7) && (survival != 1)) { giveAward(14); } if ((enType[i] == 8) && (survival != 1)) { } if ((enType[i] == 9) && (survival != 1)) { giveAward(16); } if ((enType[i] == 10) && (survival != 1)) { giveAward(17); } explosion2(2, enemies[i]); if (enType[i] == 10) { createEnemy2(1, 50, -50); createEnemy2(1, -50, -50); } if ((((enType[i] == 5) || (enType[i] == 3)) || (enType[i] == 7)) || (enType[i] == 10)) { bm = attachMovie("boom", "boom" + depth, depth++); expl.start(); expl.start(); expl.start(); expl.start(); bm._x = enemies[i]._x; bm._y = enemies[i]._y; booms.push(bm); bmType.push(1); } if ((people % 50) == 0) { rm.gotoAndPlay(2); } removeEnemy(); } } } function clearScreen() { i = enemies.length - 1; while (i >= 0) { removeEnemy(); i--; } a = arrows.length - 1; while (a >= 0) { removeArrow(); a--; } i = bullets.length - 1; while (i >= 0) { removeBullet(); i--; } i = coins.length - 1; while (i >= 0) { removeCoin(); i--; } i = exp.length - 1; while (i >= 0) { removeExp(); i--; } b = booms.length - 1; while (b >= 0) { removeBoom(); b--; } } function clearScreen2() { pointer.removeMovieClip(); ui.removeMovieClip(); upgradeScreen.removeMovieClip(); darker2.removeMovieClip(); dc2.removeMovieClip(); gc.removeMovieClip(); gl.removeMovieClip(); award.removeMovieClip(); sound1.removeMovieClip(); } function boomMovement() { b = booms.length - 1; while (b >= 0) { if (booms[b].boom._currentframe == 6) { i = enemies.length - 1; while (i >= 0) { if (booms[b].hitTest(enemies[i]) && (enType[i] != 8)) { if (bmType[i] == 1) { enLives[i] = enLives[i] - 5; eHit(5); } else { if (upgradeLevels[3] >= 1) { enLives[i] = enLives[i] - 10; eHit(5); } if (upgradeLevels[3] >= 2) { enLives[i] = enLives[i] - 20; eHit(5); } if (upgradeLevels[3] >= 3) { enLives[i] = enLives[i] - 30; eHit(5); } } } i--; } } if (booms[b].boom._currentframe == 50) { removeBoom(); } b--; } } function removeBoom() { booms[b].removeMovieClip(); booms.splice(b, 1); bmType.splice(b, 1); } function bMake(button, num, rNum, ca, la) { button.onRollOver = function () { s3.start(); s3.start(); s3.start(); s3.start(); s3.start(); button.gotoAndPlay(2); sOr = num; rsOr = rNum; upgradeScreen.c1 = "$" + ca[upgradeLevels[rNum - 1]]; upgradeScreen.d1 = la[upgradeLevels[rNum - 1]]; upgradeScreen.l1 = (upgradeLevels[rNum - 1] + "/") + "3"; }; button.onRollOut = function () { button.gotoAndPlay(1); }; } function updateStuff(num, ca, la) { upgradeScreen.c1 = "$" + ca[upgradeLevels[num - 1]]; upgradeScreen.d1 = la[upgradeLevels[num - 1]]; upgradeScreen.l1 = (upgradeLevels[num - 1] + "/") + "3"; upgradeScreen.moneyTxt = "$" + Math.floor(money); } function shopSet() { if (_root.blendMode == "subtract") { _root.blendMode = "normal"; _root._x = 0; _root._y = 0; rageOn = 0; } upgradeScreen.aTxt = archers; upgradeScreen.mTxt = mages; upgradeScreen.bac.onRelease = function () { dc._x = Stage.width / 2; upgradeScreen._x = 2000; }; bMake(upgradeScreen.b1, 1, 1, l1Costs, l1Descriptions); bMake(upgradeScreen.b2, 2, 2, l2Costs, l2Descriptions); bMake(upgradeScreen.b3, 3, 3, l3Costs, l3Descriptions); bMake(upgradeScreen.b4, 4, 4, l4Costs, l4Descriptions); bMake(upgradeScreen.b5, 5, 5, l5Costs, l5Descriptions); bMake(upgradeScreen.b6, 6, 6, l6Costs, l6Descriptions); bMake(upgradeScreen.b7, 7, 7, l7Costs, l7Descriptions); bMake(upgradeScreen.b8, 8, 8, l8Costs, l8Descriptions); upgradeScreen.moneyTxt = "$" + Math.floor(money); upgradeScreen.b1.onRelease = function () { if ((money >= l1Costs[upgradeLevels[0]]) && (l1Costs[upgradeLevels[0]] != "max")) { money = money - l1Costs[upgradeLevels[0]]; ps.gotoAndPlay(2); upgradeLevels[0] = upgradeLevels[0] + 1; updateStuff(1, l1Costs, l1Descriptions); if (upgradeLevels[0] == 1) { pointer.gotoAndStop(2); } if (upgradeLevels[0] == 2) { pointer.gotoAndStop(3); } if (upgradeLevels[0] == 3) { giveAward(29); } } shopSet(); }; upgradeScreen.b2.onRelease = function () { if ((money >= l2Costs[upgradeLevels[1]]) && (l2Costs[upgradeLevels[1]] != "max")) { money = money - l2Costs[upgradeLevels[1]]; upgradeLevels[1] = upgradeLevels[1] + 1; ps.gotoAndPlay(2); updateStuff(2, l2Costs, l2Descriptions); if (upgradeLevels[1] == 3) { giveAward(30); } } shopSet(); }; upgradeScreen.b3.onRelease = function () { if ((money >= l3Costs[upgradeLevels[2]]) && (l3Costs[upgradeLevels[2]] != "max")) { money = money - l3Costs[upgradeLevels[2]]; upgradeLevels[2] = upgradeLevels[2] + 1; ps.gotoAndPlay(2); castle.archer._alpha = 100; updateStuff(3, l3Costs, l3Descriptions); if (archers == 0) { archers = 1; } if (upgradeLevels[2] == 3) { giveAward(31); } } shopSet(); }; upgradeScreen.b4.onRelease = function () { if ((money >= l4Costs[upgradeLevels[3]]) && (l4Costs[upgradeLevels[3]] != "max")) { money = money - l4Costs[upgradeLevels[3]]; sp._alpha = 100; upgradeLevels[3] = upgradeLevels[3] + 1; ps.gotoAndPlay(2); castle.mage._alpha = 100; updateStuff(4, l4Costs, l4Descriptions); if (mages == 0) { mages = 1; } if (upgradeLevels[3] == 3) { giveAward(32); } } shopSet(); }; upgradeScreen.b5.onRelease = function () { if ((money >= l5Costs[upgradeLevels[4]]) && (l5Costs[upgradeLevels[4]] != "max")) { money = money - l5Costs[upgradeLevels[4]]; upgradeLevels[4] = upgradeLevels[4] + 1; ps.gotoAndPlay(2); cHealth = cHealths[upgradeLevels[4]]; updateStuff(5, l5Costs, l5Descriptions); if (upgradeLevels[4] == 1) { castle.gotoAndStop(2); } if (upgradeLevels[4] == 2) { castle.gotoAndStop(3); } if (upgradeLevels[4] == 3) { giveAward(33); } } shopSet(); }; upgradeScreen.b6.onRelease = function () { if ((money >= l6Costs[upgradeLevels[5]]) && (l6Costs[upgradeLevels[5]] != "max")) { money = money - l6Costs[upgradeLevels[5]]; upgradeLevels[5] = upgradeLevels[5] + 1; ps.gotoAndPlay(2); cHealth = cHealths[upgradeLevels[4]]; updateStuff(6, l6Costs, l6Descriptions); if (upgradeLevels[5] == 3) { giveAward(34); } } shopSet(); }; upgradeScreen.b7.onRelease = function () { if ((money >= l7Costs[upgradeLevels[6]]) && (l7Costs[upgradeLevels[6]] != "max")) { money = money - l7Costs[upgradeLevels[6]]; upgradeLevels[6] = upgradeLevels[6] + 1; ps.gotoAndPlay(2); updateStuff(7, l7Costs, l7Descriptions); if (upgradeLevels[6] == 3) { giveAward(35); } } shopSet(); }; upgradeScreen.b8.onRelease = function () { if ((money >= l8Costs[upgradeLevels[7]]) && (l7Costs[upgradeLevels[7]] != "max")) { money = money - l8Costs[upgradeLevels[7]]; upgradeLevels[7] = upgradeLevels[7] + 1; ps.gotoAndPlay(2); updateStuff(8, l8Costs, l8Descriptions); if (upgradeLevels[7] == 3) { giveAward(36); } } shopSet(); }; upgradeScreen.fin.onRelease = function () { sObject.data.kills = kills; sObject.flush(); sObject.data.timePlayed = timePlayed; sObject.flush(); Mouse.hide(); pointer._alpha = 100; if (coinMissed == 0) { giveAward(65); } coinMissed = 0; if (clickMissed == 0) { giveAward(68); } clickMissed = 0; upgradeScreen.fin._x = upgradeScreen.fin._x + 1000; if (upgradeLevels[2] >= 1) { castle.cTxt = "$" + (100 + (archers * 100)); } if (upgradeLevels[3] >= 1) { castle.c2Txt = "$" + (100 + (mages * 100)); } rageCharge = 50 + (upgradeLevels[6] * 25); uDis = 1; levelLength = 900 + (days * 120); dc2._x = 2000; if (days == 5) { bg.gotoAndStop(2); } if (days == 10) { bg.gotoAndStop(3); } if (days == 2) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(2); makeEnemy2(2); } if (days == 4) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(3); } if (days == 6) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(4); makeEnemy2(4); } if (days == 8) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(5); makeEnemy2(6); } if (days == 10) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(6); makeEnemy2(3); } if (days == 12) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(7); } if (days == 14) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(8); makeEnemy2(7); } if (days == 16) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(9); makeEnemy2(5); } if (days == 18) { startTime = 10000; ener._x = Stage.width / 2; ener.gotoAndStop(10); } ener._alpha = 0; days = days + 1; kongregate.stats.submit("Days", days); if (days == 2) { trace("here"); giveAward(39); } if (days == 4) { giveAward(40); } if (days == 6) { giveAward(41); } if (days == 8) { giveAward(42); } if (days == 10) { giveAward(43); } if (days == 12) { giveAward(44); } if (days == 14) { giveAward(45); } if (days == 16) { giveAward(46); } if (days == 18) { giveAward(47); } }; } function expMove() { i = exp.length - 1; while (i >= 0) { exp[i]._x = exp[i]._x + expX[i]; exp[i]._y = exp[i]._y + expY[i]; expX[i] = expX[i] * 0.98; expY[i] = expY[i] * 0.98; exp[i]._alpha = exp[i]._alpha - 5; if (exp[i]._alpha <= 0) { removeExp(); } i--; } } function explosion(frame, item) { b = 5; while (b >= 0) { cna = attachMovie("pu2", "cn" + depth, depth); depth++; cna._x = item._x; cna._y = item._y; cna.gotoAndStop(frame); rotTemp = random(360); exp.push(cna); expX.push(random(16) - 8); expY.push(random(16) - 8); cna._xscale = (cna._yscale = random(80) + 40); b--; } } function explosion2(frame, item) { b = 10; while (b >= 0) { cna = attachMovie("pu2", "cn" + depth, depth); depth++; cna._x = item._x; cna._y = item._y; cna.gotoAndStop(frame); rotTemp = random(360); exp.push(cna); expX.push(random(24) - 12); expY.push(random(24) - 12); cna._xscale = (cna._yscale = random(120) + 60); b--; } } function removeExp() { exp[i].removeMovieClip(); exp.splice(i, 1); expX.splice(i, 1); expY.splice(i, 1); } enemies = new Array(); enX = new Array(); enY = new Array(); enType = new Array(); enLives = new Array(); aDelay = new Array(); enCoins = new Array(); coins = new Array(); cnType = new Array(); cnX = new Array(); cnY = new Array(); cnLife = new Array(); enShotDelay = new Array(); hBars = new Array(); arrows = new Array(); aX = new Array(); aY = new Array(); pointer.swapDepths(701200); ui.swapDepths(700000); upgradeScreen.swapDepths(700100); darker2._x = Stage.width / 2; darker2._y = Stage.height / 2; darker2.swapDepths(700300); dc2.swapDepths(700060); gc.swapDepths(700700); gl.swapDepths(700704); award.swapDepths(700906); sound1.swapDepths(700542); bullets = new Array(); depth = 100; cHealth = 100; enDelay = 0; enSelected = null; days = 1; coinGrav = 0.8; cHealths = new Array(100, 150, 200, 300); exHits = new Array(0, 0.5, 1, 2); moneyCollected = 0; money = 0; levelLength = 900; if (survival == 1) { levelLength = 1; } rageCharge = 50; people = 0; centAdd = 0; archers = 0; mages = 0; arrowDelay = 0; castle.cTxt = "N/A"; castle.c2Txt = "N/A"; var song = new Sound(); lShake = 0; rageOn = 0; mDown = 0; coinMissed = 0; clickMissed = 0; survivalKills = 0; startTime = 10000; castle.archer._alpha = 0; castle.mage._alpha = 0; Mouse.hide(); mStale = 0; oldxMouse = 0; oldyMouse = 0; paused1._alpha = 0; gamePaused = false; var s1 = new Sound(); s1.attachSound("s1"); var s2 = new Sound(); s2.attachSound("s2"); var s3 = new Sound(); s3.attachSound("s3"); var s4 = new Sound(); s4.attachSound("s4"); var expl = new Sound(); expl.attachSound("exp.wav"); qbtn.onRelease = function () { if (_quality == "HIGH") { _quality = "MEDIUM"; } else if (_quality == "MEDIUM") { _quality = "LOW"; } else if (_quality == "LOW") { _quality = "HIGH"; } }; keyListener = new Object(); keyListener.onKeyDown = function () { num = Key.getAscii(); if (num == 109) { if (sound1.sound1._currentframe == 1) { sound1.sound1.gotoAndStop(2); giveAward(69); } else { sound1.sound1.gotoAndStop(1); } } if (num == 113) { if (_quality == "HIGH") { _quality = "MEDIUM"; } else if (_quality == "MEDIUM") { _quality = "LOW"; } else if (_quality == "LOW") { _quality = "HIGH"; } } if (upgradeScreen._x >= 800) { if (num == 112) { gamePaused = !gamePaused; if (gamePaused) { paused1._alpha = 100; giveAward(60); Mouse.show(); } else { paused1._alpha = 0; Mouse.hide(); } } } }; Key.addListener(keyListener); updateStats(); ener._alpha = 0; ener._x = Stage.width / 2; uDis = 0; xxSpeed = 0; us = 0; tTime = 0; sp._alpha = 0; sp.onRollOver = function () { if (upgradeLevels[3] >= 1) { sp._alpha = 50; } }; sp.onRollOut = function () { if (upgradeLevels[3] >= 1) { sp._alpha = 100; } }; sInHand = 0; killsInRage = 0; sp.onRelease = function () { if (((upgradeLevels[3] >= 1) && (sInHand == 0)) && (people >= (23 - (mages * 3)))) { sInHand = 1; } }; paused1.qt.onRelease = function () { if (paused1._alpha >= 50) { clearScreen(); clearScreen2(); gotoAndStop (3); } }; itz = 0; itx = 0; xxStarts = new Array(0, 0, 1, 0, 0, 0, 0, 0, 0, 0); shotStarts = new Array(0, 0, 0, 20, 0, 0, 20, 0, 0, 0); xStarts = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0); yStarts = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0); typeStarts = new Array(1, 2, 3, 4, 5, 6, 7, 8, 9, 10); frameStarts = new Array(1, 2, 3, 4, 5, 6, 7, 8, 9, 10); frameStarts2 = new Array(1, 2, 1, 4, 6, 3, 1, 7, 5, 1); coinStarts = new Array(2, 5, 12, 10, 14, 20, 40, 0, 30, 30); liveStarts = new Array(2, 5, 10, 6, 5, 4, 25, 1, 10, 30); delayStarts = new Array(20, 20, 20, 20, 20, 20, 20, 20, 20, 20); dd = new Array(80, 60, 70, 55, 65, 50, 58, 45, 51, 40, 45, 38, 43, 36, 37, 32, 33, 30, 30, 27, 25, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 1); makeEnemy2(1); makeEnemy3(4); makeEnemy4(3); ener.fin.onRelease = function () { startTime = 0; }; ener.fin.onRollOver = function () { ener.fin.gotoAndStop(2); }; ener.fin.onRollOut = function () { ener.fin.gotoAndStop(1); }; enFound = 0; onMouseDown = function () { pointer._rotation = -10; mDown = 1; if ((sInHand == 1) || (Key.isDown(17))) { if ((upgradeLevels[3] >= 1) && (people >= (23 - (mages * 2)))) { bm = attachMovie("boom", "boom" + depth, depth++); people = people - (23 - (mages * 2)); expl.start(); expl.start(); expl.start(); expl.start(); bm._x = _xmouse; bm._y = _ymouse; giveAward(59); if (mages == 0) { bm._xscale = (bm._yscale = 40); } if (mages == 1) { bm._xscale = (bm._yscale = 60); } if (mages == 2) { bm._xscale = (bm._yscale = 80); } if (mages == 3) { bm._xscale = (bm._yscale = 100); } if (mages == 4) { bm._xscale = (bm._yscale = 120); } if (mages == 5) { bm._xscale = (bm._yscale = 150); } booms.push(bm); bmType.push(2); sInHand = 0; } } enFound = 0; i = enemies.length - 1; while (i >= 0) { if (enemies[i].hitTest(_xmouse, _ymouse, true)) { enSelected = enemies[i]; enFound = 1; } i--; } if ((enFound == 0) && (levelLength > 0)) { clickMissed = 1; } }; played = 0; rFlash._x = Stage.width / 2; rFlash._y = Stage.height / 2; onMouseUp = function () { mDown = 0; if (!gamePaused) { pointer._rotation = 0; enFound = 0; i = enemies.length - 1; while (i >= 0) { if (enemies[i] == enSelected) { if (enemies[i].hitTest(castle.inner) && (centAdd <= 0)) { } if (enemies[i].hitTest(castle.inner) && (enType[i] == 7)) { } if (enemies[i].hitTest(castle.inner) && (centAdd > 0)) { while (castle.hitTest(enemies[i]._x, enemies[i]._y - (enemies[i]._height / 2), true)) { enemies[i]._y = enemies[i]._y + 2; } } s1.start(); s1.start(); s1.start(); s1.start(); s1.start(); enLives[i] = enLives[i] - (1 + exHits[upgradeLevels[0]]); eHit(1 + exHits[upgradeLevels[0]]); enSelected = null; } i--; } } }; booms = new Array(); bmType = new Array(); upgradeLevels = new Array(0, 0, 0, 0, 0, 0, 0, 0); l1Costs = new Array(500, 3000, 10000, "max"); l2Costs = new Array(100, 500, 2000, "max"); l3Costs = new Array(500, 2000, 7000, "max"); l4Costs = new Array(300, 1500, 5000, "max"); l5Costs = new Array(500, 1500, 5000, "max"); l6Costs = new Array(500, 1000, 4000, "max"); l7Costs = new Array(200, 1000, 4000, "max"); l8Costs = new Array(100, 500, 2000, "max"); l1Descriptions = new Array("Increase Power Of A Click to 150%", "Increase Power Of A Click to 200%", "Increase Power Of A Click to 300%", "None"); l2Descriptions = new Array("Increase Pickup Radius by 20 px", "Increase Pickup Radius by 40 px", "Increase Pickup Radiusby 60 px", "None"); l3Descriptions = new Array("Ability To Create Archers", "Archers are 50% Stronger", "Archers are 100% Stronger", "None"); l4Descriptions = new Array("Ability to Create Mages", "Mages are 50% Stronger", "Mages are 100% Stronger", "None"); l5Descriptions = new Array("Increase Health to 150", "Increase health to 200", "Increasee health to 300", "None"); l6Descriptions = new Array("Increase Health Regen Speed", "Increase Health Regen Speed", "Increase Health Regen Speed", "None"); l7Descriptions = new Array("33% longer Rage mode", "66% longer Rage mode", "100% longer Rage mode", "None"); l8Descriptions = new Array("Increase money pickups by 20%", "Increase money pickups by 40%", "Increase money pickups by 60%", "None"); upgradeScreen.l1 = ""; upgradeScreen.c1 = ""; upgradeScreen.d1 = ""; upgradeScreen.fin.onRollOver = function () { upgradeScreen.fin.gotoAndPlay(2); }; upgradeScreen.fin.onRollOut = function () { upgradeScreen.fin.gotoAndStop(1); }; grav = 1; airF = 0.9; exp = new Array(); expX = new Array(); expY = new Array(); if (survival == 1) { bg.gotoAndStop(3); upgradeLevels[0] = 3; pointer.gotoAndStop(3); upgradeLevels[4] = 3; cHealth = cHealths[upgradeLevels[4]]; upgradeLevels[6] = 2; }
Frame 5
function onEnterFrame() { awardWait(); } function countOnes(theSet) { theCount = 0; i = theSet.length - 1; while (i >= 0) { if (theSet[i] == 1) { theCount = theCount + 1; } i--; } return(theCount); } function bHov(button, num) { button.onRollOver = function () { button._alpha = 50; }; button.onRollOut = function () { button._alpha = 100; }; button.onRelease = function () { gotoAndStop (6); achType = num; }; } trace(achievements[75]); aSet1 = new Array(); aSet1 = achievements.slice(0, 17); aSet2 = new Array(); aSet2 = achievements.slice(17, 22); aSet3 = new Array(); aSet3 = achievements.slice(22, 28); aSet4 = new Array(); aSet4 = achievements.slice(28, 38); aSet5 = new Array(); aSet5 = achievements.slice(38, 48); aSet6 = new Array(); aSet6 = achievements.slice(48, 56); aSet7 = new Array(); aSet7 = achievements.slice(56, 76); aSet8 = new Array(); aSet8 = achievements.slice(76, 85); n1 = countOnes(aSet4) + "/10"; n4 = countOnes(aSet2) + "/5"; n3 = countOnes(aSet3) + "/6"; n2 = countOnes(aSet1) + "/17"; n6 = countOnes(aSet5) + "/10"; n5 = countOnes(aSet6) + "/8"; n8 = countOnes(aSet7) + "/20"; n7 = countOnes(aSet8) + "/9"; bc.onRollOver = function () { bc._alpha = 50; }; bc.onRollOut = function () { bc._alpha = 100; }; bc.onRelease = function () { gotoAndStop (3); }; bHov(w1, 1); bHov(w2, 2); bHov(w3, 3); bHov(w4, 4); bHov(w5, 5); bHov(w6, 6); bHov(w7, 7); bHov(w8, 8); achType = 0;
Frame 6
function setAchievements(num) { if (sets[num].length >= 1) { h1 = sets[num][0]; backs[0]._alpha = 100; trace(setas[num][0]); if (setas[num][0] == 1) { checks[0]._alpha = 100; } } else { h1 = ""; } if (sets[num].length >= 2) { h2 = sets[num][1]; backs[1]._alpha = 100; if (setas[num][1] == 1) { checks[1]._alpha = 100; } } else { h2 = ""; } if (sets[num].length >= 3) { h3 = sets[num][2]; backs[2]._alpha = 100; if (setas[num][2] == 1) { checks[2]._alpha = 100; } } else { h3 = ""; } if (sets[num].length >= 4) { h4 = sets[num][3]; backs[3]._alpha = 100; if (setas[num][3] == 1) { checks[3]._alpha = 100; } } else { h4 = ""; } if (sets[num].length >= 5) { h5 = sets[num][4]; backs[4]._alpha = 100; if (setas[num][4] == 1) { checks[4]._alpha = 100; } } else { h5 = ""; } if (sets[num].length >= 6) { h6 = sets[num][5]; backs[5]._alpha = 100; if (setas[num][5] == 1) { checks[5]._alpha = 100; } } else { h6 = ""; } if (sets[num].length >= 7) { h7 = sets[num][6]; backs[6]._alpha = 100; if (setas[num][6] == 1) { checks[6]._alpha = 100; } } else { h7 = ""; } if (sets[num].length >= 8) { h8 = sets[num][7]; backs[7]._alpha = 100; if (setas[num][7] == 1) { checks[7]._alpha = 100; } } else { h8 = ""; } if (sets[num].length >= 9) { h9 = sets[num][8]; backs[8]._alpha = 100; if (setas[num][8] == 1) { checks[8]._alpha = 100; } } else { h9 = ""; } if (sets[num].length >= 10) { h10 = sets[num][9]; backs[9]._alpha = 100; if (setas[num][9] == 1) { checks[9]._alpha = 100; } } else { h10 = ""; } if (sets[num].length >= 11) { h11 = sets[num][10]; backs[10]._alpha = 100; if (setas[num][10] == 1) { checks[10]._alpha = 100; } } else { h11 = ""; } if (sets[num].length >= 12) { h12 = sets[num][11]; backs[11]._alpha = 100; if (setas[num][11] == 1) { checks[11]._alpha = 100; } } else { h12 = ""; } if (sets[num].length >= 13) { h13 = sets[num][12]; backs[12]._alpha = 100; if (setas[num][12] == 1) { checks[12]._alpha = 100; } } else { h13 = ""; } if (sets[num].length >= 14) { h14 = sets[num][13]; backs[13]._alpha = 100; if (setas[num][13] == 1) { checks[13]._alpha = 100; } } else { h14 = ""; } if (sets[num].length >= 15) { h15 = sets[num][14]; backs[14]._alpha = 100; if (setas[num][14] == 1) { checks[14]._alpha = 100; } } else { h15 = ""; } if (sets[num].length >= 16) { h16 = sets[num][15]; backs[15]._alpha = 100; if (setas[num][15] == 1) { checks[15]._alpha = 100; } } else { h16 = ""; } if (sets[num].length >= 17) { h17 = sets[num][16]; backs[16]._alpha = 100; if (setas[num][16] == 1) { checks[16]._alpha = 100; } } else { h17 = ""; } if (sets[num].length >= 18) { h18 = sets[num][17]; backs[17]._alpha = 100; if (setas[num][17] == 1) { checks[17]._alpha = 100; } } else { h18 = ""; } if (sets[num].length >= 19) { h19 = sets[num][18]; backs[18]._alpha = 100; if (setas[num][18] == 1) { checks[18]._alpha = 100; } } else { h19 = ""; } if (sets[num].length >= 20) { h20 = sets[num][19]; backs[19]._alpha = 100; if (setas[num][19] == 1) { checks[19]._alpha = 100; } } else { h20 = ""; } } function onEnterFrame() { awardWait(); } bc.onRollOver = function () { bc._alpha = 50; }; bc.onRollOut = function () { bc._alpha = 100; }; bc.onRelease = function () { gotoAndStop (5); }; checks = new Array(c1, c2, c3, c4, c5, c6, c7, c8, c9, c10, c11, c12, c13, c14, c15, c16, c17, c18, c19, c20); backs = new Array(s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12, s13, s14, s15, s16, s17, s18, s19, s20); i = checks.length - 1; while (i >= 0) { checks[i]._alpha = 0; i--; } i = backs.length - 1; while (i >= 0) { backs[i]._alpha = 0; i--; } setas = new Array(aSet4, aSet1, aSet3, aSet2, aSet6, aSet5, aSet8, aSet7); setAchievements(achType - 1);
Frame 7
function onEnterFrame() { awardWait(); } bc.onRollOver = function () { bc._alpha = 50; }; bc.onRollOut = function () { bc._alpha = 100; }; bc.onRelease = function () { gotoAndStop (3); }; kk.onRelease = function () { }; jj.onRelease = function () { };
Frame 8
function onEnterFrame() { awardWait(); } bc.onRollOver = function () { bc._alpha = 50; }; bc.onRollOut = function () { bc._alpha = 100; }; bc.onRelease = function () { gotoAndStop (3); };
Frame 9
function onEnterFrame() { awardWait(); } bc.onRollOver = function () { bc._alpha = 50; }; bc.onRollOut = function () { bc._alpha = 100; }; bc.onRelease = function () { gotoAndStop (3); }; theScore = pBest;
Symbol 77 MovieClip Frame 12
stop();
Symbol 81 Button
on (release) { gotoAndPlay (2); _root.music.stop(); }
Symbol 82 MovieClip Frame 11
stop();
Symbol 84 Button
on (release) { gotoAndPlay (1); _root.music.start(0, 99); }
Symbol 85 MovieClip Frame 1
stop(); _root.song.setVolume(15);
Symbol 85 MovieClip Frame 2
stop(); _root.song.setVolume(0); _root.giveAward(69);
Instance of Symbol 89 MovieClip in Symbol 90 MovieClip [sound_contr] Frame 1
/* no clip actions */
Symbol 94 MovieClip Frame 1
stop();
Symbol 98 MovieClip Frame 1
stop();
Symbol 102 MovieClip Frame 1
stop();
Symbol 103 MovieClip [pointer] Frame 1
stop();
Symbol 107 MovieClip [dmg] Frame 30
this.removeMovieClip();
Symbol 137 MovieClip [Blood3] Frame 33
_parent.removeMovieClip();
Symbol 151 MovieClip [Blood1] Frame 25
_parent.removeMovieClip();
Symbol 168 MovieClip [Blood2] Frame 32
_parent.removeMovieClip();
Symbol 189 MovieClip [Blood4] Frame 40
_parent.removeMovieClip();
Symbol 199 MovieClip [arrow] Frame 1
stop();
Symbol 200 MovieClip [bullet] Frame 1
stop();
Symbol 208 MovieClip [coin] Frame 1
stop();
Symbol 288 MovieClip Frame 1
stop();
Symbol 301 MovieClip Frame 1
stop();
Symbol 316 MovieClip Frame 1
stop();
Symbol 319 MovieClip [enemy] Frame 1
stop();
Symbol 327 MovieClip [Castle] Frame 1
stop();
Symbol 327 MovieClip [Castle] Frame 3
stop();
Symbol 352 Button
on (press) { getURL ("http://www.armorgames.com", "_blank"); }
Symbol 368 MovieClip Frame 1
_root.stop(); gotoAndPlay (2);
Symbol 368 MovieClip Frame 408
_root.nextFrame();
Symbol 402 MovieClip Frame 111
gotoAndStop (1);
Symbol 406 MovieClip Frame 1
stop();
Symbol 406 MovieClip Frame 25
_root.gotoAndStop(_root._currentframe + 1);
Symbol 409 Button
on (release) { getURL ("http://www.armorgames.com/", "_blank"); }
Symbol 417 MovieClip Frame 1
stop();
Symbol 470 MovieClip Frame 1
stop();
Symbol 470 MovieClip Frame 2
ba.onRelease = function () { gotoAndStop (1); };
Symbol 476 MovieClip Frame 1
stop();
Symbol 476 MovieClip Frame 6
stop();
Symbol 493 MovieClip Frame 1
stop();
Symbol 496 MovieClip Frame 35
stop();
Symbol 499 MovieClip Frame 1
stop();
Symbol 502 MovieClip Frame 1
stop();
Symbol 505 MovieClip Frame 1
stop();
Symbol 515 MovieClip [explosion] Frame 100
this.removeMovieClip();
Symbol 654 MovieClip Frame 1
stop();
Symbol 734 MovieClip Frame 1
stop();

Library Items

Symbol 1 Sound [s3]
Symbol 2 Sound [s2]
Symbol 3 Sound [s1]
Symbol 4 Sound [s4]
Symbol 5 GraphicUsed by:6 73 475
Symbol 6 MovieClip [aa]Uses:5
Symbol 7 GraphicUsed by:37
Symbol 8 GraphicUsed by:9
Symbol 9 MovieClipUses:8Used by:37 63 515
Symbol 10 GraphicUsed by:11
Symbol 11 MovieClipUses:10Used by:37
Symbol 12 GraphicUsed by:13
Symbol 13 MovieClipUses:12Used by:37
Symbol 14 GraphicUsed by:37
Symbol 15 GraphicUsed by:37
Symbol 16 GraphicUsed by:37
Symbol 17 GraphicUsed by:37
Symbol 18 GraphicUsed by:37
Symbol 19 GraphicUsed by:37
Symbol 20 GraphicUsed by:37
Symbol 21 GraphicUsed by:37
Symbol 22 GraphicUsed by:37
Symbol 23 GraphicUsed by:37
Symbol 24 GraphicUsed by:37
Symbol 25 GraphicUsed by:37
Symbol 26 GraphicUsed by:37
Symbol 27 GraphicUsed by:37
Symbol 28 GraphicUsed by:37
Symbol 29 GraphicUsed by:37
Symbol 30 GraphicUsed by:37
Symbol 31 GraphicUsed by:37
Symbol 32 GraphicUsed by:37
Symbol 33 GraphicUsed by:37
Symbol 34 GraphicUsed by:37
Symbol 35 GraphicUsed by:37
Symbol 36 GraphicUsed by:37
Symbol 37 MovieClipUses:7 9 11 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36Used by:64
Symbol 38 GraphicUsed by:63 515
Symbol 39 GraphicUsed by:63
Symbol 40 GraphicUsed by:63
Symbol 41 GraphicUsed by:63
Symbol 42 GraphicUsed by:63
Symbol 43 GraphicUsed by:63
Symbol 44 GraphicUsed by:63
Symbol 45 GraphicUsed by:63
Symbol 46 GraphicUsed by:63
Symbol 47 GraphicUsed by:63
Symbol 48 GraphicUsed by:63 515
Symbol 49 GraphicUsed by:63 515
Symbol 50 GraphicUsed by:63 515
Symbol 51 GraphicUsed by:63 515
Symbol 52 GraphicUsed by:63 515
Symbol 53 GraphicUsed by:63 515
Symbol 54 GraphicUsed by:63 515
Symbol 55 GraphicUsed by:63 515
Symbol 56 GraphicUsed by:63 515
Symbol 57 GraphicUsed by:63 515
Symbol 58 GraphicUsed by:63 515
Symbol 59 GraphicUsed by:63 515
Symbol 60 GraphicUsed by:63 515
Symbol 61 GraphicUsed by:63 515
Symbol 62 GraphicUsed by:63 515
Symbol 63 MovieClipUses:38 9 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62Used by:64
Symbol 64 MovieClip [boom]Uses:37 63
Symbol 65 FontUsed by:66 67 68
Symbol 66 TextUses:65Used by:70
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Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
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ExportAssets (56)Timeline Frame 1Symbol 90 as "sound_contr"
ExportAssets (56)Timeline Frame 1Symbol 103 as "pointer"
ExportAssets (56)Timeline Frame 1Symbol 107 as "dmg"
ExportAssets (56)Timeline Frame 1Symbol 116 as "pu2"
ExportAssets (56)Timeline Frame 1Symbol 137 as "Blood3"
ExportAssets (56)Timeline Frame 1Symbol 151 as "Blood1"
ExportAssets (56)Timeline Frame 1Symbol 168 as "Blood2"
ExportAssets (56)Timeline Frame 1Symbol 189 as "Blood4"
ExportAssets (56)Timeline Frame 1Symbol 190 as "blood"
ExportAssets (56)Timeline Frame 1Symbol 194 as "hBar"
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ExportAssets (56)Timeline Frame 1Symbol 200 as "bullet"
ExportAssets (56)Timeline Frame 1Symbol 208 as "coin"
ExportAssets (56)Timeline Frame 1Symbol 319 as "enemy"
ExportAssets (56)Timeline Frame 1Symbol 327 as "Castle"
ExportAssets (56)Timeline Frame 1Symbol 329 as "pua"
ExportAssets (56)Timeline Frame 4Symbol 515 as "explosion"

Dynamic Text Variables

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dTxtSymbol 421 EditableText"<p align="left"><font face="Calibri" size="20" color="#333333" letterSpacing="0.000000" kerning="1">00000</font></p>"
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pTxtSymbol 425 EditableText"<p align="left"><font face="Calibri" size="20" color="#333333" letterSpacing="0.000000" kerning="1">0000</font></p>"
l1Symbol 447 EditableText"<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Level: 0</font></p>"
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l2Symbol 449 EditableText"<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Level: 0</font></p>"
s2Symbol 450 EditableText"<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Skill: 0</font></p>"
c1Symbol 451 EditableText"<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Cost: 0</font></p>"
c2Symbol 452 EditableText"<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">Cost: 0</font></p>"
d1Symbol 453 EditableText"<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">This is the text of the description that says </font></p><p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">things about how purchasing a skill level will 1up</font></p><p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">your archer.</font></p>"
d2Symbol 454 EditableText"<p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">This is the text of the description that says </font></p><p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">things about how purchasing a skill level will 1up</font></p><p align="left"><font face="Calibri" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">your archer.</font></p>"
dTxtSymbol 455 EditableText"<p align="left"><font face="Vivaldi" size="25" color="#ffffff" letterSpacing="0.000000" kerning="1">100</font></p>"
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mTxtSymbol 457 EditableText"<p align="left"><font face="Vivaldi" size="25" color="#ffffff" letterSpacing="0.000000" kerning="1">$503,506</font></p>"
aTxtSymbol 458 EditableText"<p align="left"><font face="Vivaldi" size="25" color="#ffffff" letterSpacing="0.000000" kerning="1">64/100</font></p>"
l1Symbol 477 EditableText"<p align="center"><font face="Calibri" size="24" color="#ffffff" letterSpacing="0.000000" kerning="1"><b> 0 / 3</b></font></p>"
c1Symbol 478 EditableText"<p align="center"><font face="Calibri" size="24" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>$0</b></font></p>"
d1Symbol 479 EditableText"<p align="left"><font face="Calibri" size="14" color="#000000" letterSpacing="0.000000" kerning="1"><b>Increase the power of a click blaIncrease the power of a click blaIncrease the power of a click blaIncrease the power of a click blaIncrease the power of a clic</b></font></p><p align="left"><font face="Calibri" size="14" color="#000000" letterSpacing="0.000000" kerning="1"><b>Increase the power of a click blaIncrease the power of a click blaIncrease the power of a click blaIncrease the power of a click blaIncrease the power of a clic</b></font></p>"
moneyTxtSymbol 480 EditableText"<p align="center"><font face="Calibri" size="24" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>$1,002,506</b></font></p>"
pTxtSymbol 489 EditableText"<p align="center"><font face="Calibri" size="24" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>X for price Y?</b></font></p>"
sTxtSymbol 523 EditableText"<p align="center"><font face="Verdana" size="54" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>00000</b></font></p>"
s2TxtSymbol 565 EditableText"<p align="center"><font face="Verdana" size="17" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>You will lose 50% of your people</b></font></p>"
sTxtSymbol 566 EditableText"<p align="center"><font face="Verdana" size="54" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>00000</b></font></p>"
n2Symbol 753 EditableText"<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>"
n4Symbol 754 EditableText"<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>"
n6Symbol 755 EditableText"<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>"
n8Symbol 756 EditableText"<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>"
n1Symbol 757 EditableText"<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>"
n3Symbol 758 EditableText"<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>"
n5Symbol 759 EditableText"<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>"
n7Symbol 760 EditableText"<p align="right"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1"> &nbsp;17/17</font></p>"
h1Symbol 767 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h2Symbol 768 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h3Symbol 769 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h4Symbol 770 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h5Symbol 771 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h6Symbol 772 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h7Symbol 773 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h8Symbol 774 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h9Symbol 775 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h10Symbol 776 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h11Symbol 777 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h12Symbol 778 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h13Symbol 779 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h14Symbol 780 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h15Symbol 781 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h16Symbol 782 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h17Symbol 785 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h18Symbol 786 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h19Symbol 787 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
h20Symbol 788 EditableText"<p align="left"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">Kill two enemies &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p>"
theScoreSymbol 806 EditableText"<p align="center"><font face="Verdana" size="75" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>000000000</b></font></p>"




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Created: 17/6 -2026 04:50:04 Last modified: 17/6 -2026 04:50:04 Server time: 28/06 -2026 19:09:10