Forum Topic: ActionScript Checking

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MusicVidMan

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Posted at: 12/4/07 11:28 PM

MusicVidMan NEUTRAL LEVEL 03

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ActionScript Checking Thread is for anyone who has questions with AS, ppl can easily look here, and if anyone solves them, they can be used for future reference. Hope this stops all those high amount of as help topics.

Ok, I have this code on my main timeline with my dynamic texts ovioulsy. Can someone see if there is a problem with this

Stats = new Array(200, 200, 100, 100, 5);
	var health = (Stats[0]);
	var maxHealth = (Stats[1]);
	var mp = (Stats[2]);
	var maxMp = (Stats[3]);
	var strength = (Stats[4]);

Its seems to work, but is there a easier way?

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MusicVidMan

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Posted at: 12/4/07 11:36 PM

MusicVidMan NEUTRAL LEVEL 03

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For the noobies out there, heres a quick tutorial. This is everywhere so u know

Basic Movement With Arrows Keys (8 Way Directional)

Draw something like a circle (to test)
Make it a MC and then make the instance of the mc "guy" without the brackets
Click the new MC and then press F9 once its highlighted with the blue square
Put in the following code. Dont copy, or there is no learning process involved

onClipEvent(enterFrame) {
	if(Key.isDown(Key.RIGHT)) {//Goes Right
	_root.guy._x += 5;
				  }
}
onClipEvent(enterFrame) {
	if(Key.isDown(Key.LEFT)) {//Goes Left
	_root.guy._x -= 5;
				  }
}
onClipEvent(enterFrame) {
	if(Key.isDown(Key.UP)) {//Goes Up
	_root.guy._y -= 5;
				  }
}
onClipEvent(enterFrame) {
	if(Key.isDown(Key.DOWN)) {//Goes Down
	_root.guy._y += 5;
				  }
}

Once that is done, test the movie by pressing ctrl enter.

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MusicVidMan

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Posted at: 12/4/07 11:56 PM

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OK, im making a health bar, and I have the coding, and that done, how can i make it so that my current health is displayed as my dynamic box i have for the code

Stats = new Array(200, 200, 100, 100, 5);
	var health = (Stats[0]);
	var maxHealth = (Stats[1]);
	var mp = (Stats[2]);
	var maxMp = (Stats[3]);
	var strength = (Stats[4]);

	// Put this in the main timeline
var player:Object = new Object();
player.health=200;
player.currentHealth=153;
player.mp=100;
player.currentMp=22;

healthbar.onEnterFrame=function(){
healthbar._xscale = (player.currentHealth/player.health)*100;
mpbar._xscale = (player.currentMp/player.mp)*100;
}

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Archmage-flash

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Posted at: 12/4/07 11:58 PM

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That is a horrible piece of code for anyone to learn from. Use onClipEvent(enterframe) once. I don't get why you would write code like that. :(

Also _root.guy._x/y could be replaced with just _x and _y

Flash is happy and it knows it.

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MusicVidMan

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Posted at: 12/5/07 12:05 AM

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At 12/4/07 11:58 PM, Archmage-flash wrote: That is a horrible piece of code for anyone to learn from. Use onClipEvent(enterframe) once. I don't get why you would write code like that. :(

So then would it look like this?

onClipEvent(enterFrame) {
	if(Key.isDown(Key.RIGHT)) {//Goes Right
	_root.guy._x += 5;
	}
	if(Key.isDown(Key.LEFT)) {//Goes Left
	_root.guy._x -= 5;
	}
	if(Key.isDown(Key.UP)) {//Goes Up
	_root.guy._y -= 5;
	}
	if(Key.isDown(Key.DOWN)) {//Goes Down
	_root.guy._y += 5;
	}
}
Also _root.guy._x/y could be replaced with just _x and _y

and i dont know what u mean here lol

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Archmage-flash

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Posted at: 12/5/07 12:13 AM

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If this code is on the 'guy' mc then refering to it's x and y co-ordinates with _root.guy.(x or y) is unnessary as typing _x or _y on said mc will also refer to it's x and y co-ordinates.

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MusicVidMan

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Posted at: 12/5/07 12:21 AM

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then how do i fix it?

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Magicalmonkeyguy

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Posted at: 12/5/07 01:22 AM

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Posts: 48

mine ended up looking like this

onClipEvent(enterFrame) {
if(Key.isDown(Key.RIGHT))
_root.guy._x += 5; {
}
if(Key.isDown(Key.LEFT))
_root.guy._x -= 5; {
}
if(Key.isDown(Key.UP))
_root.guy._y -= 5; {
}
if(Key.isDown(Key.DOWN))
_root.guy._y += 5; {
}
}

works perfectly

wat


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GuyWithHisComp

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Posted at: 12/5/07 02:15 AM

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At 12/5/07 12:21 AM, MusicVidMan wrote: then how do i fix it?

Lol, awesome tutorial.

onClipEvent(enterFrame) {
if(Key.isDown(Key.RIGHT)) {
_x += 5;
}
if(Key.isDown(Key.LEFT)) {
_x -= 5;
}
if(Key.isDown(Key.UP)) {
_y -= 5;
}
if(Key.isDown(Key.DOWN)) {
_y += 5;
}
}

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Vengeance

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Posted at: 12/5/07 06:43 AM

Vengeance EVIL LEVEL 28

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Pff;

onClipEvent(enterFrame){
this._x+=(Key.isDown(Key.RIGHT)-Key.isDown(Key.LEFT))*5;
this._y+=(Key.isDown(Key.DOWN)-Key.isDown(Key.UP))*5;
}

========|| WWWWWWWW>[-[Blog] - [Audio] - [Userpage] - [Flash] - [Last.fm]-]<WWWWWWWW ||========

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KaynSlamdyke

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Posted at: 12/5/07 06:45 AM

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At 12/5/07 06:43 AM, Vengeance wrote: Pff;

Show off... :p

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Previous: Lamprey, Mountain Goat (Dead Fork)


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Cojones893

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Posted at: 12/5/07 09:51 AM

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At 12/5/07 06:43 AM, Vengeance wrote: Pff;

onClipEvent (enterFrame) {
this._x += ((Key.isDown(Key.RIGHT) && _x < 540) - (Key.isDown(Key.LEFT) && _x > 10)) * 5;
this._y += ((Key.isDown(Key.DOWN) && _y<390) - (Key.isDown(Key.UP) && _y>10)) * 5;
}

bounding added.


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MusicVidMan

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Posted at: 12/5/07 11:09 AM

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Posts: 144

alright kool thanks, ill work on that, can someone help me with the other stuff?

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lautan

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Posted at: 12/5/07 11:19 AM

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Posts: 275

Your looking for a better way to write your code right? Well

stats = [200, 200, 100, 100, 5]
	var health =stats[0];
	var maxHealth = Stats[1];
	var mp = stats[2];
	var maxMp = stats[3];
	var strength = stats[4];

	// Put this in the main timeline
var player:Object = {health:200,mp:100};
player.healthM = player.health;
player.mpM = player.mp;

//the stuff bellow isn't good
healthbar.onEnterFrame=function(){
healthbar._xscale = (player.currentHealth/player.health)*100;
mpbar._xscale = (player.currentMp/player.mp)*100;
}

//instead of constantly updating a bar, it would be wise to only update it when the health/mp value changes.
//so on an enemy attack or something
updateStats();
function updateStats(){
healthbar._xscale = (player.currentHealth/player.health)*100;
mpbar._xscale = (player.currentMp/player.mp)*100;
if(player.health < 1){
gotoAndStop(1);
}
}

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MusicVidMan

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Posted at: 12/5/07 11:22 AM

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so have the top stuff above, take away the one u said wasnt good and on a enemy attack or if u use a attack wich uses mp, use the bottom code?

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MusicVidMan

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Posted at: 12/5/07 03:21 PM

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anyone?

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DragonFruit-Rock

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Posted at: 12/5/07 03:41 PM

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My favorite effect is a 3D one like this. It's not good now, but im improving. Just one question though, how do you make it so that the blocks are alwasy the same distance from eachother, or less, so they never move apart?

If a man that always tells the truth comes up to you and says that another man always tells lies, and the man who always lies come up to you and says "I'm lying", then is he?

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MusicVidMan

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Posted at: 12/5/07 03:43 PM

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paste the AS and maybe a screeny and ill try to fix it

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DragonFruit-Rock

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Posted at: 12/5/07 04:09 PM

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Just make a blank MC for the invisible cursor that they follow and put this code on:

I still code on MC's. Whats the point of codeing on the frame? same result

onClipEvent (load) {
_name = "guy";
spd = 5;
}
onClipEvent (enterFrame) {
this._x = _root._xmouse;
this._y = _root._ymouse;
}
then make some cubes and put this on:
onClipEvent (load) {
spd = 5;
_name = "box";
}
onClipEvent (enterFrame) {
this._x -= (this._x-_root.guy._x)/spd;
this._y -= (this._y-_root.guy._y)/spd;
}
for my example i used 8 cubes and changed the var spd to the next one up, so the second cube had a spd of 6 and so on, so it looks like they make a chain sort of thing. an interesting lil effect.

BTW anyone know how to make your AS apear in that cool blackish box thing you guys use? whats the exact HTML?

If a man that always tells the truth comes up to you and says that another man always tells lies, and the man who always lies come up to you and says "I'm lying", then is he?

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Archmage-flash

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Posted at: 12/5/07 04:21 PM

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At 12/5/07 03:43 PM, MusicVidMan wrote: paste the AS and maybe a screeny and ill try to fix it

Why would you need the code? If you are good you should be able to come up with the code that makes this program run in your head.

The codes on each of the squares is something like this

//The 4 represents the time delay for following the cursor and can vary
onClipEvent (enterFrame) {
_y += (_ymouse-_y)/4;
_x += (_xmouse-_x)/4;
}

Now if you want the blocks to be the same distance from each other you would check their distances using pythagoras's theorem and move the block closer to another block if the block is too far away.

Now say we want block 2 to be at the most 100 units away from block 1.

//This code is on block 2
onClipEvent(load){
var distance:Number;
}
//Always remember a squrared plus b squared is c squared
onClipEvent(enterFrame){
distance= Math.sqrt((Math.pow(_root.block1._y-_y,2 )*Math.pow(_root.block1._x-_x,2))
while (distance>100){
//If the MC is too far away move him closer
_y += (_ymouse-_y)/20;
_x += (_xmouse-_x)/20;
}}

This is all from the top of my head but it should work.

Flash is happy and it knows it.

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MusicVidMan

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Posted at: 12/5/07 04:22 PM

MusicVidMan NEUTRAL LEVEL 03

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Posts: 144

ok, use the htlm thing on the side, at the begginning of the code, put the one that is in the < > (exactly as it shows) and then at the end of the code, add a / inside of it

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MusicVidMan

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Posted at: 12/5/07 04:40 PM

MusicVidMan NEUTRAL LEVEL 03

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anything else, maybe help my coding

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Archmage-flash

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Posted at: 12/5/07 04:41 PM

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Shit I messed up a bit.

should be like this
It should be a squared plus b squared and I put a squared times b squared XD

onClipEvent(enterFrame){
distance= Math.sqrt((Math.pow(_root.block1._y-_y,2 )+Math.pow(_root.block1._x-_x,2))
while (distance>100){
//If the MC is too far away move him closer
_y += (_ymouse-_y)/20;
_x += (_xmouse-_x)/20;
}}

Flash is happy and it knows it.

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MusicVidMan

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Posted at: 12/5/07 04:44 PM

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Posts: 144

ok kool, i tested both, they seem to work, but the first one doesnt work as well lol. Kool

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GolemdX

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Posted at: 12/5/07 04:49 PM

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What is htlm? What is the thingy inside the < >? Where do I add the /?

It's called HTML. A code tag. A closing code tag.


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MusicVidMan

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Posted at: 12/5/07 04:50 PM

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lol, u knew what i meant lol, dont know how to describe that lol

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MusicVidMan

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Posted at: 12/5/07 05:01 PM

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Its kinda big, but it is on the game im working on

This is in the main timeline of Voider

/* INITIALIZATION FRAME */
// BEGIN Right Click Menu Change Options
var gameName:String = "VOIDER";
function link1() {
getURL("http://www.medievalstudios.com", "_blank");
}
var myContextMenu:ContextMenu = new ContextMenu(menuHandler);
myContextMenu.hideBuiltInItems();
var year:Date = new Date();
myContextMenu.customItems.push(new ContextMenuItem(gameName+" brought to you by: © 2006-"+year.getFullYear()+" Medieval Studios (MedievalStudios.com)", link1));
menu = myContextMenu;
// END MENU CHANGE

// CREATE THE PLAYER OBJECT
var player:Object = new Object();
player.attack = 1;
player.level = 1;
// HEALTH
player.baseHealth = 12;
player.health = player.baseHealth;
player.currentHealth = player.baseHealth;
// END HEALTH

player.levelPoints = 0;
player.currentWeapon = 0;
// other vars
var victory:Boolean = false;
// CREATE THE LEVELS ARRAY
var levelArray:Array = new Array(1, 2, 3, 4, 5, 6, 7, 8, 9, 10);
var myNum = levelArray[player.level-1];//trace(levelArray[myLevel-1]);
// CREATE ITEMS ARRAY
var itemsArray:Array = new Array(["Fire Shield", "Walk through ice", 1], ["Frost Dagger", "Dmg: 9 +"+player.attack+" ATK ("+Number(player.attack+9)+")", 2], ["Frost Shield", "Walk through fire", 3], ["Harm Shield", "Dmg: 3 +"+player.attack+" ATK ("+Number(player.attack+1)+")", 4], ["Health Potion", "100% Health", 5], ["Portal Stone", "Gate past a door", 6], ["Rusty Blade", "Dmg: 1 +"+player.attack+" ATK ("+Number(player.attack+1)+")", 7]);
// CREATE PLAYER'S OWNED ITEMS ARRAY
var inventoryArray:Array = new Array();
inventoryArray.push(6);// start everyone off with a Rusty Blade...
inventoryArray.push(0);
inventoryArray.push(1);
inventoryArray.push(2);
inventoryArray.push(3);
inventoryArray.push(4);
inventoryArray.push(5);
// where the dot starts at each new level...
var fakeOriginA = new Array([573, 82, 1], [232, 68, 2], [232, 68, 3]);
var originArray = new Array([232, 68, 1], [232, 68, 2]);
//
var myStop:Number = Number(inventoryArray[player.currentWeapon]);
var weaponName:String = itemsArray[myStop][0];
var weaponDesc:String = itemsArray[myStop][1];
var weaponStats:String = "<b>"+weaponName+" - "+weaponDesc+"</b>";
var levelCount:Number = 1;
var rightClicked:Boolean = true;
var mySpeed:Number = 4;
var myBounce:Number = mySpeed+2;
// SPONSOR MESSAGE
var sponsorMessage:String = "<b>This game brought to you by:<br />The Game Sponsor</b> - GameSponsor.com<br /> <font color='#FFCC00'>Thanks for playing!</font>";
// traces

// PLAYER LEVEL UP FUNCTION
function levelUp() {
player.level++;
player.health = player.baseHealth;
player.currentHealth = player.health;
myNum = levelArray[player.level-1];
}
// CHANGE ITEM FUNCTION
function changeItem() {
if (down == false) {
if (player.currentWeapon>0) {
player.currentWeapon--;
} else {
player.currentWeapon = inventoryArray.length-1;
}
} else {
if (player.currentWeapon<inventoryArray.length-1) {
player.currentWeapon++;
} else {
player.currentWeapon = 0;
}
}
myStop = Number(inventoryArray[player.currentWeapon]);
inventoryBox.gotoAndStop(myStop+1);
weaponName = itemsArray[myStop][0];
weaponDesc = itemsArray[myStop][1];
weaponStats = "<b>"+weaponName+" - "+weaponDesc+"</b>";
}
// PLAYER IS DEFEATED FUNCTION...
defeat = function () {
//trace("YOU LOSE!");
/* Check for shields VS walls, then remove player and go to loser screen */
removeMovieClip(_root["myVoider"]);
Mouse.show();
rightClicked = true;
gotoAndStop("defeat", 1);
};
// PLAYER SUCCEEDS THE MAP
success = function () {
removeMovieClip(_root["myVoider"]);
Mouse.show();
rightClicked = true;
gotoAndStop("continue", 1);
};
// UPDATE PLAYER STATS
this.onEnterFrame = function() {
health = "<b>Health: "+player.currentHealth+"/"+player.health+"</b>";
myLevel = "<b>MAP: "+player.level+"/"+levelArray.length+"</b>";
attack = player.attack;
if (victory == true) {
levelUp();
}
healthBar._xscale = (player.currentHealth/player.health)*100;
};
// CREATE THE PLAYER
function createPlayer() {
attachMovie("voider","myVoider",levelCount,{_x:originArray[player.level-1][0], _y:originArray[player.level-1][1]});
removeMe.push(_root["myVoider"]._name);
_root["myVoider"].myNum = 1;
_root["myVoider"]._alpha = 55;
_root["myVoider"].onPress = function() {
rightClicked = false;
Mouse.hide();
};
_root["myVoider"].useHandCursor = false;
_root["myVoider"].onEnterFrame = function() {
if (rightClicked == false) {
this._x = _xmouse;
this._y = _ymouse;
}
// IF PLAYER RIGHT CLICKS...
if (Key.isDown(2)) {
rightClicked = true;
Mouse.show();
_root["myVoider"].onPress = function() {
rightClicked = false;
Mouse.hide();
};
_root["myVoider"].useHandCursor = false;

}
// END RIGHT CLICK DETECTION
updateAfterEvent();
};

_root["myVoider"].onMouseDown = function() {
if (rightClicked == false) {
Mouse.hide();
delete _root["myVoider"].onPress();
}
};
_root["myVoider"].onMouseUp = function() {
if (rightClicked == false) {
Mouse.hide();
delete _root["myVoider"].onPress();
}
};

levelCount++;
}
// MOUSE WHEEL TO SWITCH ITEMS...
var mouseListener:Object = new Object();
mouseListener.onMouseWheel = function(delta) {
if (delta == -3) {
down = true;
} else if (delta == 3) {
down = false;
}
if (inventoryArray.length>1) {
changeItem();
}
};
Mouse.addListener(mouseListener);

inventoryBox.gotoAndStop(myStop+1);
createPlayer();

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Archmage-flash

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Posted at: 12/5/07 06:21 PM

Archmage-flash LIGHT LEVEL 09

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Posts: 811

At 12/5/07 05:01 PM, MusicVidMan wrote: Its kinda big, but it is on the game im working on
zenyara's RPG AS

Dude you fail so hard...

http://www.newgrounds.com/bbs/topic/8224 90

Flash is happy and it knows it.

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zenyara

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Posted at: 12/5/07 06:29 PM

zenyara NEUTRAL LEVEL 13

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Posts: 1,200

At 12/5/07 06:21 PM, Archmage-flash wrote:
At 12/5/07 05:01 PM, MusicVidMan wrote: Its kinda big, but it is on the game im working on
zenyara's RPG AS
Dude you fail so hard...

http://www.newgrounds.com/bbs/topic/8224 90

BUSTED! O_o

MusicVidMan, please go away and never come back... You've done a great job at making an arse of yourself.

Check out the latest updates:

Toga Games (crew)

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DarkRedemption

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Posted at: 12/5/07 06:55 PM

DarkRedemption DARK LEVEL 05

Sign-Up: 07/21/07

Posts: 233

You fail beyond fail. I loathe, despise, hate, cannot stand, will not stand, people like you.

For the first time in my life, I seriously can say, with no sarcasm nor joking, GTFO the internet.


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