User:NOBODY/Unused2

// Action script...
 * Small Fry
 * Reg text
 * Other
 * mc
 * sfx
 * Mutiny
 * Reg. help text
 * Skywire 1-9 text, ?, !
 * Something else
 * Final Ninja
 * Wall unused thing up
 * Wall unused thing down
 * Crane control tower
 * Flipside
 * Onekey
 * swingVine (target)
 * crushingBlock (target on left side)
 * [line attached to circle with black outline and grey centre] spider
 * cannonball - yellow circle red outline
 * cannon (triangle cannon, red outline, yellow, arrow)
 * bomb - red circle
 * bombingEnemy - Red helmet
 * Numbskull
 * Flipside, ' (' = ,) : ! . reversed unused thing
 * Dog House unused symbols action script
 * Bomba
 * RingsMC
 * Toxic II
 * Skywire, . -
 * Skywire brown text
 * Final Ninja green electricity
 * sprite 842 (boss2_grow_layer)
 * sprite 2661 (boss_head)
 * Fat Cat
 * 4 circles 3 black circles accompanied by Fat Cat mega burp sound
 * Big mixture of images with random sounds
 * Frost Bite 2
 * Thin Ice symbols + . ?
 * Every number, letter, symbol has white image, dark image
 * With prefix "thinice_[letter/number]"
 * SVG image of bonus timer has dark/light parts of a circle, not a ring
 * Sound FX Music (brown) game music menu music
 * Sound FX = sfx manager
 * BossBat
 * ActionScript: sprite 2883 (_Packages.com.nitrome.frostbite.BossBat)
 * Fat Cat
 * 4 circles 3 black circles accompanied by Fat Cat mega burp sound
 * Big mixture of images with random sounds
 * Frost Bite 2
 * Thin Ice symbols + . ?
 * Every number, letter, symbol has white image, dark image
 * With prefix "thinice_[letter/number]"
 * SVG image of bonus timer has dark/light parts of a circle, not a ring
 * Sound FX Music (brown) game music menu music
 * Sound FX = sfx manager
 * BossBat
 * ActionScript: sprite 2883 (_Packages.com.nitrome.frostbite.BossBat)

// [Initial MovieClip Action of sprite 2883] class com.nitrome.frostbite.BossBat extends com.nitrome.frostbite.Monster {   var game, deg, id, start_deg, _x, centre_x, _y, centre_y, monster_state, DANGER, gotoAndStop, on_head; function BossBat {       super; } // End of the function function init(game, deg, id) {       this.game = game; this.deg = deg; this.id = id; start_deg = deg; centre_x = _x; centre_y = _y; } // End of the function function getHidden {       if (monster_state == HIDDEN || monster_state == DIE || monster_state == STUNNED) {           return (true); }       else {           return (false); } // end else if   } // End of the function function main {       if (monster_state == HIDDEN) {           CAN_STAB = false; DANGER = false; _x = centre_x; _y = centre_y; }       else if (monster_state == SHOOT) {           CAN_STAB = false; DANGER = true; radius = radius + shoot_speed; this.setPosition; if (radius >= min_radius) {               CAN_STAB = true; radius = min_radius; monster_state = WAIT; if (id == 7) {                   _root.game.monster_layer.boss2.startBats; } // end if           } // end if        } else if (monster_state == WAIT) {       }        else if (monster_state == CIRCLE) {           this.doCircle; }       else if (monster_state == CIRCLE_OUT) {           radius = radius + out_speed; this.doCircle; if (radius >= mid_radius) {               monster_state = CIRCLE_IN; } // end if       } else if (monster_state == CIRCLE_IN) {           radius = radius + in_speed; this.doCircle; if (radius <= min_radius) {               radius = min_radius; monster_state = CIRCLE; } // end if       } else if (monster_state == RUSH_OUT) {           radius = radius + rush_speed; ++rush_speed; this.setPosition; if (radius >= max_radius) {               monster_state = HIDDEN; this.updateAnim; } // end if       } else if (monster_state == STUNNED) {           DANGER = false; }       else if (monster_state == DIE) {       } // end else if    } // End of the function function setHidden {       monster_state = HIDDEN; this.updateAnim; radius = 0; } // End of the function function setPosition {       _x = centre_x + radius * com.nitrome.frostbite.TrigLookUp.bat_cos_array[deg]; _y = centre_y + radius * com.nitrome.frostbite.TrigLookUp.bat_sin_array[deg]; } // End of the function function doCircle {       deg = deg + rot_speed * dir; if (deg >= 360) {           deg = deg - 360; } // end if       if (deg < 0) {           deg = deg + 360; } // end if       this.setPosition; } // End of the function function startShoot(dir) {       this.dir = dir; radius = 0; deg = start_deg; monster_state = SHOOT; this.updateAnim; } // End of the function function startCircle {       if (monster_state != HIDDEN && monster_state != STUNNED && monster_state != DIE) {           radius = min_radius; monster_state = CIRCLE; } // end if   } // End of the function function startRushOut {       if (monster_state != HIDDEN && monster_state != STUNNED && monster_state != DIE) {           rush_speed = 10; CAN_STAB = false; radius = min_radius; monster_state = RUSH_OUT; } // end if   } // End of the function function startCircleOut {       if (monster_state != HIDDEN && monster_state != STUNNED && monster_state != DIE) {           radius = min_radius; monster_state = CIRCLE_OUT; } // end if   } // End of the function function speedUp {       ++rot_speed; } // End of the function function resetSpeed {       rot_speed = 1; } // End of the function function updateAnim {       if (monster_state == HIDDEN) {           this.gotoAndStop("HIDDEN"); }       else if (monster_state == STUNNED) {           this.gotoAndStop("STUNNED"); }       else if (monster_state == DIE) {           this.gotoAndStop("DIE"); }       else {           this.gotoAndStop("FLY"); } // end else if   } // End of the function function startPull {       monster_state = STUNNED; DANGER = false; this.updateAnim; } // End of the function function startDie(on_head) {       if (monster_state != DIE) {           this.on_head = on_head; DANGER = false; monster_state = DIE; _root.sfx.playSound("monstersmack"); this.updateAnim; } // end if   } // End of the function function forcedDie {       if (monster_state != DIE && monster_state != STUNNED && monster_state != HIDDEN) {           DANGER = false; monster_state = DIE; this.updateAnim; } // end if   } // End of the function function finishDie {       radius = 0; monster_state = HIDDEN; this.updateAnim; } // End of the function function spawnDebris {       var _loc3 = game.getPlayerX; if (_loc3 < _x) {           _root.game.createDebris(_x, _y, "debris_433", com.nitrome.frostbite.Global.RIGHT); }       else {           _root.game.createDebris(_x, _y, "debris_433", com.nitrome.frostbite.Global.LEFT); } // end else if   } // End of the function var CAN_JUMP_ON_HEAD = false; var CAN_STAB = false; var SCORE_VALUE = 0; var dir = 1; var radius = 0; var min_radius = 100; var mid_radius = 150; var max_radius = 400; var out_speed = 4; var in_speed = -4; var shoot_speed = 7; var rush_speed = 10; var rot_speed = 1; var HIDDEN = 0; var SHOOT = 1; var WAIT = 2; var CIRCLE = 3; var CIRCLE_OUT = 4; var CIRCLE_IN = 5; var RUSH_OUT = 6; var STUNNED = 7; var DIE = 8; var sound_id = "bat"; } // End of Class
 * 1) initclip 37
 * 1) endinitclip

// Action script...
 * Sprite: sprite 2883 (_Packages.com.nitrome.frostbite.BossBat)
 * BossMiniBeast
 * ActionScript: sprite 2886 (_Packages.com.nitrome.frostbite.BossMiniBeast)

// [Initial MovieClip Action of sprite 2886] class com.nitrome.frostbite.BossMiniBeast extends com.nitrome.frostbite.Monster {   var monster_state, dir, _x, spawn_x, _y, spawn_y, gotoAndStop, DANGER, on_head; function BossMiniBeast {       super; } // End of the function function getActive {       if (monster_state == HIDDEN) {           return (false); }       else {           return (true); } // end else if   } // End of the function function init(game) {       var _loc2 = random(2); if (_loc2 == 0) {           dir = -1; }       else if (_loc2 == 1) {           dir = 1; } // end else if       spawn_x = _x; spawn_y = _y; } // End of the function function setHidden {       walk_speed = 2; monster_state = HIDDEN; this.updateAnim; _x = spawn_x; _y = spawn_y; } // End of the function function resetSpeed {       walk_speed = 2; } // End of the function function speedUp {       ++walk_speed; } // End of the function function main {       if (monster_state == HIDDEN) {       }        else if (monster_state == FALL_LEFT || monster_state == FALL_RIGHT) {           _y = _y + fall_speed; ++fall_speed; if (_y >= walk_y) {               _y = walk_y; if (dir == -1) {                   monster_state = WALK_LEFT; }               else if (dir == 1) {                   monster_state = WALK_RIGHT; } // end else if               this.updateAnim; } // end if       } else if (monster_state == WALK_LEFT) {           _x = _x - walk_speed; if (_x <= xmin) {               _x = xmin; dir = 1; monster_state = WALK_RIGHT; this.updateAnim; } // end if       } else if (monster_state == WALK_RIGHT) {           _x = _x + walk_speed; if (_x >= xmax) {               _x = xmax; dir = -1; monster_state = WALK_LEFT; this.updateAnim; } // end if       } else if (monster_state == STUNNED) {       }        else if (monster_state == DIE) {       } // end else if    } // End of the function function updateAnim {       if (monster_state == HIDDEN) {           this.gotoAndStop("hidden"); }       else if (monster_state == FALL_LEFT) {           this.gotoAndStop("fall_left"); }       else if (monster_state == FALL_RIGHT) {           this.gotoAndStop("fall_right"); }       else if (monster_state == WALK_LEFT) {           this.gotoAndStop("walk_left"); }       else if (monster_state == WALK_RIGHT) {           this.gotoAndStop("walk_right"); }       else if (monster_state == STUNNED) {           if (dir == -1) {               this.gotoAndStop("stunned_left"); }           else if (dir == 1) {               this.gotoAndStop("stunned_right"); } // end else if       } else if (monster_state == DIE) {           if (dir == -1) {               this.gotoAndStop("die_left"); }           else if (dir == 1) {               this.gotoAndStop("die_right"); } // end else if       } // end else if    } // End of the function function startFall {       DANGER = true; _x = spawn_x; _y = spawn_y; fall_speed = 1; if (dir == -1) {           monster_state = FALL_LEFT; }       else if (dir == 1) {           monster_state = FALL_RIGHT; } // end else if       this.updateAnim; } // End of the function function startPull {       monster_state = STUNNED; DANGER = false; this.updateAnim; } // End of the function function startDie(on_head) {       if (monster_state != DIE) {           this.on_head = on_head; DANGER = false; monster_state = DIE; this.updateAnim; } // end if   } // End of the function function forcedDie {       if (monster_state != DIE && monster_state != STUNNED && monster_state != HIDDEN) {           DANGER = false; monster_state = DIE; this.updateAnim; } // end if   } // End of the function function finishDie {       monster_state = HIDDEN; this.updateAnim; } // End of the function function spawnDebris {       if (on_head == true) {           if (dir == -1) {               _root.game.createDebris(_x, _y, "debris_mb_left", com.nitrome.frostbite.Global.LEFT); }           else if (dir == 1) {               _root.game.createDebris(_x, _y, "debris_mb_right", com.nitrome.frostbite.Global.RIGHT); } // end else if       } else {           var _loc3 = _root.game.getPlayerX; if (_loc3 < _x) {               _root.game.createDebris(_x, _y, "debris_mb_right", com.nitrome.frostbite.Global.RIGHT); }           else {               _root.game.createDebris(_x, _y, "debris_mb_left", com.nitrome.frostbite.Global.LEFT); } // end else if       } // end else if    } // End of the function var SCORE_VALUE = 0; var CAN_JUMP_ON_HEAD = false; var HIDDEN = 0; var FALL_LEFT = 1; var FALL_RIGHT = 2; var WALK_LEFT = 3; var WALK_RIGHT = 4; var STUNNED = 5; var DIE = 6; var xmin = 25; var xmax = 525; var walk_y = 400; var fall_speed = 1; var walk_speed = 2; var sound_id = "mini"; } // End of Class // Action script...
 * 1) initclip 40
 * 1) endinitclip
 * Sprite: sprite 2886 (_Packages.com.nitrome.frostbite.BossMiniBeast)
 * SnowBeast
 * Actionscript: sprite 2942 (_Packages.com.nitrome.frostbite.SnowBeast)

// [Initial MovieClip Action of sprite 2942] class com.nitrome.frostbite.SnowBeast extends com.nitrome.frostbite.PathMonster {   var getOnScreen, _visible, monster_state, doPathMove, x_speed, gotoAndStop; function SnowBeast {       super; } // End of the function function main {       _visible = this.getOnScreen; if (monster_state == com.nitrome.frostbite.Global.MONSTER_WALK) {           this.doPathMove; } // end if   } // End of the function function updateAnim {       if (monster_state == com.nitrome.frostbite.Global.MONSTER_WALK) {           if (x_speed < 0) {               this.gotoAndStop("walk_left"); }           else if (x_speed > 0) {               this.gotoAndStop("walk_right"); } // end else if       } else if (monster_state == com.nitrome.frostbite.Global.MONSTER_STUNNED) {           this.gotoAndStop("stunned"); }       else if (monster_state == com.nitrome.frostbite.Global.MONSTER_DIE) {           this.gotoAndStop("die"); } // end else if   } // End of the function var MOVE_SPEED = 0.500000; var X_OFFSET = 25; var Y_OFFSET = 50; var SCORE_VALUE = 200; var sound_id = "snowbeast"; } // End of Class // Action script...
 * 1) initclip 96
 * 1) endinitclip
 * Sprite: sprite 2942 (_Packages.com.nitrome.frostbite.SnowBeast)
 * SFX manager
 * sprite 2958 (_Packages.com.nitrome.game.SfxManager)

// [Initial MovieClip Action of sprite 2958] class com.nitrome.game.SfxManager extends MovieClip {   function SfxManager {       super; } // End of the function function playSound(id) {       if (_root.mc.getSfxOn == true) {           this[id].gotoAndPlay(2); } // end if   } // End of the function } // End of Class
 * 1) initclip 112
 * 1) endinitclip

// Action script...
 * BigBest
 * sprite 2879 (_Packages.com.nitrome.frostbite.BigBeast)

// [Initial MovieClip Action of sprite 2879] class com.nitrome.frostbite.BigBeast extends com.nitrome.frostbite.Monster {   var game, id, monster_state, wait_count, getOnScreen, _visible, _y, gotoAndStop; function BigBeast {       super; } // End of the function function init(game, id) {       this.game = game; this.id = id; monster_state = com.nitrome.frostbite.Global.MONSTER_WAIT; wait_count = random(100) + 1; } // End of the function function main {       _visible = this.getOnScreen; if (monster_state == com.nitrome.frostbite.Global.MONSTER_WAIT) {           ++wait_count; if (wait_count >= max_wait_count) {               if (this.getOnScreen == true) {                   monster_state = com.nitrome.frostbite.Global.MONSTER_CHARGE; this.updateAnim; } // end if               wait_count = 0; } // end if       } // end if    } // End of the function function doMove(n) {       _y = _y + n;    } // End of the function function doShockwave {       game.triggerIcicles; } // End of the function function playStompSound {       _root.sfx.playSound("hitfloor"); } // End of the function function finishStomp {       wait_count = 0; monster_state = com.nitrome.frostbite.Global.MONSTER_WAIT; this.updateAnim; } // End of the function function updateAnim {       if (monster_state == com.nitrome.frostbite.Global.MONSTER_WAIT) {           this.gotoAndStop("wait"); }       else if (monster_state == com.nitrome.frostbite.Global.MONSTER_CHARGE) {           this.gotoAndStop("stomp"); }       else if (monster_state == com.nitrome.frostbite.Global.MONSTER_STUNNED) {           this.gotoAndStop("stunned"); }       else if (monster_state == com.nitrome.frostbite.Global.MONSTER_DIE) {           this.gotoAndStop("die"); } // end else if   } // End of the function var SCORE_VALUE = 300; var max_wait_count = 300; var sound_id = "big"; } // End of Class // Action script...
 * 1) initclip 26
 * 1) endinitclip
 * HandBeast
 * Sprite: sprite 2899 (_Packages.com.nitrome.frostbite.HandBeast)

// [Initial MovieClip Action of sprite 2899] class com.nitrome.frostbite.HandBeast extends com.nitrome.frostbite.PathMonster {   var getOnScreen, _visible, monster_state, doPathMove, getNextPathPoint, x_speed, gotoAndStop; function HandBeast {       super; } // End of the function function main {       _visible = this.getOnScreen; if (monster_state == com.nitrome.frostbite.Global.MONSTER_WALK) {           this.doPathMove; } // end if   } // End of the function function finishPathPoint {       if (this.getOnScreen) {           _root.sfx.playSound("hand"); } // end if       monster_state = com.nitrome.frostbite.Global.MONSTER_WAIT; this.updateAnim; } // End of the function function finishWait {       monster_state = com.nitrome.frostbite.Global.MONSTER_WALK; this.getNextPathPoint; this.updateAnim; } // End of the function function updateAnim {       if (monster_state == com.nitrome.frostbite.Global.MONSTER_WALK) {           if (x_speed < 0) {               this.gotoAndStop("walk_left"); }           else if (x_speed > 0) {               this.gotoAndStop("walk_right"); } // end else if       } else if (monster_state == com.nitrome.frostbite.Global.MONSTER_WAIT) {           if (x_speed < 0) {               this.gotoAndStop("wait_left"); }           else if (x_speed > 0) {               this.gotoAndStop("wait_right"); } // end else if       } else if (monster_state == com.nitrome.frostbite.Global.MONSTER_STUNNED) {           if (x_speed < 0) {               this.gotoAndStop("stunned_left"); }           else if (x_speed > 0) {               this.gotoAndStop("stunned_right"); } // end else if       } else if (monster_state == com.nitrome.frostbite.Global.MONSTER_DIE) {           if (x_speed < 0) {               this.gotoAndStop("die_left"); }           else if (x_speed > 0) {               this.gotoAndStop("die_right"); } // end else if       } // end else if    } // End of the function var MOVE_SPEED = 4; var X_OFFSET = 25; var Y_OFFSET = 50; var SCORE_VALUE = 250; var sound_id = "handroar"; } // End of Class
 * 1) initclip 53
 * 1) endinitclip
 * Icebreaker
 * Flipside comma (meant to be an apostrophe)
 * Unique actionscript

package {   import flash.display.*;

dynamic public class Text_None_APOSTROPHE extends Sprite {

public function Text_None_APOSTROPHE {           var _loc_1:* = true; ;           var _loc_2:* = this; if (!_loc_2) {           }            return; }// end function

} }

package {   import flash.display.*;

dynamic public class Text_None_COLON extends Sprite {

public function Text_None_COLON {           var _loc_1:* = true; ;           _loc_3 = null - null * false; var _loc_2:* = -null; if (_loc_1 || _loc_2) {           }            return; }// end function

} }

package {   import flash.display.*;

dynamic public class Text_None_COMMA extends Sprite {

public function Text_None_COMMA {           var _loc_1:* = true; ;           var _loc_2:* = null >= false <= false; if (_loc_1) {           }            return; }// end function

} }

package {   import flash.display.*;

dynamic public class Text_None_EXCLAMATION extends Sprite {

public function Text_None_EXCLAMATION {           var _loc_1:* = true; ;           var _loc_2:* = typeof(null - (false + (-null) > null)); if (!(_loc_2 && _loc_2)) {           }            return; }// end function

} }

package {   import flash.display.*;

dynamic public class Text_None_FORWARDSLASH extends Sprite {

public function Text_None_FORWARDSLASH {           ;            var _loc_2:* = true[false]; var _loc_1:* = null + _loc_1; _loc_2 = null; if (_loc_2) {           }            return; }// end function

} }﻿package {   import flash.display.*;

dynamic public class Text_None_HYPHEN extends Sprite {

public function Text_None_HYPHEN {           var _loc_1:* = true; ;           var _loc_2:* = (null - false) / (-(-_loc_2)); if (!_loc_2) {           }            return; }// end function

} }

package {   import flash.display.*;

dynamic public class Text_None_QUESTION extends Sprite {

public function Text_None_QUESTION {           ;            with (true + false) {               var _loc_1:* = null * (null in null); var _loc_2:* = null; if (_loc_2 || _loc_1) {               }                return; }// end function

} }

package {   import flash.display.*;

dynamic public class Text_None_STOP extends Sprite {

public function Text_None_STOP {           var _loc_1:* = true; ;           var _loc_2:* = null ^ (null ^ null << (false as ~new activation)); if (_loc_1) {           }            return; }// end function

} }﻿package {   import flash.display.*;
 * Pixel Pop
 * Every help screen from Final Ninja; beta first level name
 * Twin Shot
 * Symbols:

dynamic public class Text_None_STOP extends Sprite {

public function Text_None_STOP {           return; }// end function

} } package {   import flash.display.*;
 * Replace STOP either with: APOSTROPHE COLON COMMA FORWARDSLASH HYPHEN QUESTION SEMICOLON STOP
 * Mirror Image
 * Flipside ' (upward ,) :, ! reversed thing.
 * LosMonsterMC

dynamic public class LosMonsterMC extends MovieClip {       public var shadow:MovieClip;

public function LosMonsterMC {           var _loc_1:* = true; ;           var _loc_2:* = null + (null - false) - 1 >= null; ;           if ((null - 1)) {           }            addFrameScript(0, frame1); return; }// end function

function frame1 {           var _loc_1:* = true; ;           var _loc_2:* = null % (null === false) + false; if (!_loc_2) {               stop; }           return; }// end function

} }﻿package {   import com.nitrome.game.*;
 * Numbskull font

dynamic public class NumbskullFont extends TemplateFont {

public function NumbskullFont {           var _loc_1:* = true; ;           var _loc_2:* = null << null; if (!(_loc_2 && this)) {           }            return; }// end function

} }
 * Same as Icebreaker, APOSTROPHE COLON COMMA EXCLAMATION HYPHEN QUESTION STOP
 * Test Subject Complete
 * Sound file 124 (14-7)
 * 14-4 (burp)
 * 14-3 (screeching metal,
 * 13-7 (echoing groan,
 * 13-6 (moving box?)
 * 13-5 (louder moving box?)
 * 12-6 (explosion hitting wall)
 * 12-5 (softer ehw↑)
 * 12-4 (???)
 * 12-1 (NMD Canary sphere alien laser)
 * 11-9 (startled)
 * 11-10 (really startled)
 * 11-5 (lightsaber blade sound, unused?)
 * 11-4 (loud enzyme crush)
 * 10-9 (odd gasp clip)
 * 10-5 (underwater explosion?)
 * 10-4 (electric explosion?)
 * 9-5 (button press, possibly unused?)
 * 8-9 (The Machine: Enzyme detected)
 * 8-1 (something hitting the table hard?)
 * 7-2 (breaking glass)
 * 6-8 (long turning off sound)
 * 2-5 (lighter hitting sound)
 * 3-6 (Rex209 saying "Collectible")
 * Grammar Cat's computer has TS30-34
 * Flightless
 * Barrels have exploding sprite for breaking in all directions