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This approach will also let you add extra elements to the game easily, and the technique can be applied to a variety of different game types: the principles are largely the same whether you’re creating a driving game or a shoot-‘em-up. If that all sounds a bit scary, don’t worry – it will start to make sense as we work through the steps.

 

step01.jpg

 

01. Open your FLA from last month (or open start.fla from the cover disc). First, we need to allow the player to control our character, Madame Octopus (MO). We need to control her using ActionScript, so open your library (Cmd/Ctrl + L) then locate your Madame Octopus MovieClip. Right-click (Ctrl + click) on the MovieClip, choose Properties and then under Advanced, tick the Export for ActionScript checkbox. Give it an Identifier of ‘MO’ and a class of ‘MO’.

 

step02.jpg

 

02. A class, in this context, is a text file with a set of instructions and information about an object. In this case, we need to create a file for the class we just created: ‘MO’. Choose File > New, then from the Type list select ActionScript File. We’ll enter all the code for MO into this file. Save the file as MO.as.

 

Step03.jpg

03. Enter the following code into your MO.as file (you can copy and paste it from the file Step 3 on the cover CD), then save the file and return to the main Flash movie. class MO extends MovieClip { var movedelta = 10; function onEnterFrame() { if( Key.isDown(Key.RIGHT) ) { _x = _x + movedelta; } if( Key.isDown(Key.LEFT) ) { _x = _x - movedelta; } if( Key.isDown(Key.UP) ) { _y = _y - movedelta; } if( Key.isDown(Key.DOWN) ) { _y = _y + movedelta; } } } Select Control > Test Movie to test whether the movement works when you press the arrows on your keyboard.

 

Step04.jpg

 

04. The code we just created sets up the class MO as a sub-class of the MovieClip class; that is to say, we’re using the existing MovieClip class and giving it some extra instructions. We create a variable called movedelta and give it a value of 10. This is the amount, in pixels, that the character will move each time a button is depressed. We also added four conditional statements inside a function. The function is special, as it’s built into the MovieClip class. onEnterFrame executes every time a frame is encountered in the movie. As our movie is running at 30fps, this function will execute 30 times a second. The conditional statements check each arrow key in turn to see if it is pressed down and if it is, the position of the character is updated on the X or Y axis, as appropriate.

 

step05.jpg

 

05. We’ve now got Madame Octopus happily moving around the screen in response to the arrow keys. The next stage is to add some objects for her to avoid. We’ll make use of the bubble movie clip that we used last month. Locate the bubble MovieClip in your library, right-click (Ctrl + click) on it and choose Duplicate. Name the duplicate ‘evilBubble’, and again tick Export for ActionScript, giving the MovieClip an identifier of ‘EB’ and a class of ‘EB’. If you didn’t complete last month’s tutorial, open the file EB.as from the cover CD.

 

Step06.jpg

06. Double-click on the evilBubble symbol in the library, and remove all but the first frame of the timeline by highlighting the frames, right-clicking and selecting Remove Frames. Delete the motion guide layer, then reposition the bubble so that its centre aligns with the origin crosshairs on the stage. Select the bubble and use the Tint colour effect to give it a colour.

 

step07.jpg

 

07. The evil bubble doesn’t yet appear on stage; it’s in the library waiting to be used. We’re going to create lots of evil bubbles using ActionScript. Go to File > New, select ActionScript file, and save the resulting document as EB.as.

 

step08.jpg

 

08. Enter the following code into the EB.as file (you can copy and paste it from the file Step 8 on the cover CD). This code is similar to that for the MO class, but has a few differences we’ll look at in a moment: class EB extends MovieClip { var speed; function onLoad() { _x = 800; _y = Math.random()*490; _xscale = _yscale = Math.random()*80 + 20; _alpha = 60; speed = Math.random()*5 + 5; } function onEnterFrame() { _x -= speed; if(_x < -60) { this.removeMovieClip(); } } }

 

step09.jpg

 

09. The code we’ve just added sets up a variable called speed that represents how quickly the bubble moves across the screen. When the bubble is first created, we set it to appear off the right-hand side of the screen (at an X position of 800 pixels) and we randomly set the Y position somewhere between 0 and 490 pixels (the height of our movie). We create a random scale and speed for the bubble, then each time the onEnterFrame function runs we update the position of the bubble and if it’s moved out of sight (60 pixels to the left of the screen) we remove it.

 

Step10.jpg

10. The bubble is ready to go now, but we need something to make it appear. We’ll use the MO class to do this, as the character is always on screen. Edit the MO.as file, and add a new variable underneath the var movedelta = 10 code as follows: var bubbleCounter = 0; Next, after the code that checks for the arrow key presses (within the onEnterFrame function) enter the following additional code (or get it from the CD file Step 10): bubbleCounter += 1; if(bubbleCounter > 30) { bubbleCounter = 0; _root.attachMovie(“EB”, “EB”+_root.getNextHighestDepth(), _root. getNextHighestDepth()); } } }

 

step11.jpg

11. Test your movie: you should see an evil bubble appear on screen every second, travel across the screen and disappear off the left-hand edge of the screen. As it takes more than one second for the travel to happen, it’s possible to have many bubbles on screen at once. The code we’ve just added controls how often (in frames) a new bubble is created. If you want more, lower the “>30” bit of the code to, say, “>20”. If you want fewer, increase that number.

 

step12.jpg

 

12. We’re going to add some collision detection to the bubbles. When they hit Madame Octopus, we want to end the game (the aim being to avoid the bubbles for as long as possible). To do this, we need to first give MO an instance name so we can refer to her from the bubble class. Click on the Madam Octopus then enter an instance name of ‘octopus’ in the Properties panel.

 

step13.jpg

 

13. Create a new symbol (Insert > New Symbol), drag it onto the stage and give it an instance name of endGamePanel. Inside the endGamePanel, create a ‘Game Over’ screen to suit (or check out our version). Set the alpha property of your symbol to 0. Create a new layer in your main timeline. Name it actions, then add the following code, or copy and paste it from the cover CD file Step 13a: Var tmpscore = 0; var playing = true; function endGame() { playing = false; _root.endGamePanel._alpha = 100; } Edit EB.as and enter the code below inside the onEnterFrame function, or copy and paste it from file Step 13b on the cover CD. This uses the built-in hitTest function to check if a bubble is touching MO. If it is, the bubble is removed and the endGame() function is called: if(this.hitTest(_root.octopus)) { this.removeMovieClip(); _root.endGame(); }

 

step14.jpg

 

14. In the main timeline, add a text field set to Dynamic. Name the field ‘score’. In your EB.as file, immediately after if(_x < -60) {, enter the following code: _root.tmpscore+=10; _root.score.text = tmpscore; Finally, we can stop the score from growing when the game ends by adding a conditional statement around the score code and the bubbles code. Add the following code around your existing statements: If (_root.playing) { // existing code is in here } Check our sample files on the disc to make sure you’ve inserted this code correctly.

 

step15.jpg

 

15. Taking it to the next level from here isn’t hard; the basics are all in place. Why not add a ‘Play Again’ button to the endGamePanel? This would need to reset ‘playing’ to true, tmpscore to 0 and hide the endGamePanel again. You could also add characters that squirt ink, and arm your octopus with a weapon. The code we used for the bubbles will work for these.

 

 

Credits: Digital Art

Posted

Sorry if this is considered as spam but im very angry..

 

Ok you c/p a guide from a site ok but c/p 20 guides from a site that becomes annoying.

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    • LINEAGE II INTERLUDE • PvP x200 Custom Class Balance • Competitive PvP • Epic Bosses • Modernized Classic Client OFFICIAL WEBSITE   |   FULL SERVER FEATURES WELCOME TO MIGHTY PROJECT x200 Experience Lineage II Interlude with fast progression, reworked support classes, custom farming, scheduled competitive content and convenient modern client features. The server preserves the Interlude spirit while adding practical quality-of-life systems and carefully designed class improvements. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   01 • SERVER RATES & ECONOMY Chronicle: Interlude   |   Level Cap: 80   |   Server Time: GMT+3 EXP / SP: x200 Adena: x200 Drop / Spoil: x1 Seal Stones: N/A Boss EXP / SP: N/A Currencies: Adena, Coin of Luck, Gold Bar, Farm Mark, Event Medal, Glittering Medal and Premium Buff Coin. 02 • PREMIUM ACCOUNT BONUSES Premium account provides +20% EXP, +20% Adena, +20% regular monster drops and +20% Spoil. Raid boss item drops receive no Premium bonus. The 7-day and 30-day Premium plans provide the same rate multipliers. Premium also increases applicable equipment enchant success chances by 10% relative to their base chance (for example, 50% becomes 55%). 03 • LEVELING, CLASS TRANSFERS & NOBLESSE First, second and third class transfers are free. Subclass is free after reaching level 75. Skills are learned automatically. Permanent Noblesse is awarded through Flame of Splendor Barakiel for the player with the last hit and their online party members. Barakiel respawns 12–36 hours after defeat, and the information is shown on the Community Board. Global boss respawn announcements are enabled. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 • CUSTOM CLASSES — SKILL-BY-SKILL GUIDE 12 modified class lines: Listed changes follow the official x200 features. Other classes remain Interlude-based. Multi-rank skills can have different effects at earlier ranks. The complete per-rank tables are on the official page. Spectral Dancer Combined Melodies replace the corresponding songs/dances and do not stack with them. Also updated PvE, mobility and dual-dagger play. Daring Melody Lv.40 — P. Crit Rate +100%, P. Crit Damage +35%, 5 min. Knight Melody Lv.43 — P. Def +25%, M. Def +30%, 5 min. Drum Melody Lv.46 — Max HP +30%, Speed +20, 5 min. Warrior Melody Lv.49 — P. Atk +12%, M. Atk +20%, 5 min. Wizard Melody Lv.52 — Atk Speed +15%, Casting Speed +30%, casting interruption resistance -40%, 5 min. Refreshing Melody Lv.55 — Accuracy +4, Evasion +3, HP Regeneration +20%, 5 min. Sacredness Melody Lv.58 — Holy Attack +20, Dark Resistance +20, 5 min. Pipe Organ Melody Lv.62 — Fire/Water Resistance +30, 5 min. Harp Melody Lv.66 — Wind/Earth Resistance +30, 5 min. Divine Meditation Melody Lv.70 / Lv.77 — 2 ranks; decreases physical/magic skill MP cost and reuse, increases MP regeneration. Divine Lore Melody Lv.74 — Melee HP Drain +8%, reflected damage +20%. Divine Champion Melody Lv.78 — Physical skill/song/dance MP cost -20%, physical skill reuse -30%, magic critical rate +100%. Power Break Lv.40–74 — 15 ranks, physical P. Atk reduction. Hex Lv.40–74 — 15 ranks; 900-range P. Def debuff. Aggression Lv.40 — Triple normal hate power. Absolute Weakness Lv.40 / 48 / 56 — Up to +20% PvE normal, physical skill and magical damage. Demonic Blade Dance Lv.40–74 — 15 ranks, AoE damage and P./M. Atk debuff. Poison Blade Dance Lv.46–74 — 7 ranks, AoE damage and poison. Defense Motion Lv.46 / 52 / 60 — Up to P. Def +25%, M. Def +10%, Evasion +3. Melody of Shadows Lv.70 — For 5 minutes, masks party from monster aggression but reduces Speed by 50%. Inner Rhythm Lv.70 / 78 — Song/Dance MP cost reduction. Symbol of Noise Lv.80 — Cancels song/dance abilities in the affected field. Rush Lv.74 / 76 — Charges toward a target, up to 670 range. Sixth Sense Lv.76 — Evasion +15 below 30% HP. Dual Dagger Mastery Lv.56 — With dual daggers P. Atk +87.5, Blow Success +5%. Deadly Strike Lv.78 — 1894 Power physical strike, over-hit. Dance of Berserker Lv.80 — 30-second P. Atk, Atk Speed, M. Atk, Casting Speed and Speed buff. Sword Muse Combined Melodies, improved songs, mobility and dual daggers. Battle Whisper has a fixed 30-minute cooldown; Song of Purification arrives at level 80. Daring Melody Lv.40 — Critical bonuses. Knight Melody Lv.43 — Physical and magical defense bonuses. Drum Melody Lv.46 — Max HP and movement speed. Warrior Melody Lv.49 — Physical and magical attack. Wizard Melody Lv.52 — Attack and casting speed. Refreshing Melody Lv.55 — Accuracy, evasion, regeneration. Sacredness Melody Lv.58 — Holy attack and Dark resistance. Pipe Organ Melody Lv.62 — Fire/Water resistance. Harp Melody Lv.66 — Wind/Earth resistance. Divine Meditation Melody Lv.70+ — MP cost and reuse. Divine Lore Melody Lv.74 — Drain and damage reflection. Divine Champion Melody Lv.78 — MP cost, reuse and magic critical benefits. Battle Whisper Custom — Fixed 30-minute cooldown. Song of Purification Lv.80 — High-level support song. Dominator Clan and party support, crowd control and Chain Heal, with updated seals and Flames of Invincibility. Resurrection Lv.79 — Lv.2, range 600. Chain Heal Lv.80 — Heals target and 10 nearby injured allies, diminishing by target. Onslaught of Pa’agrio Lv.80 — 4312 Power physical attack and burn effect. Seal of Limit Lv.80 — Nearby enemy CP/HP/MP recovery -70% for 5 minutes. Flames of Invincibility Updated — High Five-style invincibility handling. Doomcryer Updated chants, healing and party control. Chant of Life Lv.20+ — 18 skill ranks of party HP regeneration. War Soul Updated — Combat support. Earth Soul Updated — Defensive support. Great Fury Updated — Combat support. Chain Heal Lv.80 — Party healing. Chant of Protection Updated — Does not stack with Counter Critical. Eva’s Saint Mana, healing and party protection. One eligible permanent Skill Transfer at level 76. Quick Recovery Lv.20 / 30 / 48 — Magic skill reuse reduction up to -20%. Boost Mana Lv.20–72 — 8 ranks, up to +200 Max MP. Celestial Party Protection Updated — Group invincibility protection. Mass Recharge Updated — Party mana support. Mass Cure Updated — Group cleansing. Enlightenment Lv.80 — M. Atk +40%, Casting Speed +50%, M. Crit +50%, Magic MP Cost -90%, 20 seconds. Chain Heal Lv.80 — Restores up to 30% max HP to target and 10 injured allies. Shillien Saint Healing, mana recovery and specialized debuffs. Up to four eligible Skill Transfers; Inquisitor removed. Quick Recovery Lv.20 / 30 / 48 — Magic skill reuse up to -20%. Boost Mana Lv.20–72 — Up to +200 Max MP. Resurrection Lv.20 / 30 / 74 — Up to 70% EXP restore. Mass Stigma of Shilien Updated — Area debuff. Thorn Root Updated — Control spell. Lord of Vampire Lv.80 — Melee normal-hit HP Drain +80% for 30 seconds. Chain Heal Lv.80 — Group smart heal. Hierophant Mass buffs and party support. Inquisitor is available from level 44; Sigil Mastery is removed. Quick Recovery Lv.20 / 30 / 48 — Magic skill reuse up to -20%. Boost Mana Lv.20–72 — Up to +200 Max MP. Resurrection Lv.20 / 30 — Up to 20% EXP restore. Divine Improvement Updated — High-level combination support. Counter Critical Lv.80 — P. Def versus Critical +30%, triggered melee critical-damage boost. Chain Heal Lv.80 — Group smart heal. Arcana Lord Cats last two hours; summons cost Spirit Ore and do not take owner EXP. Anti-Summoning Field Lv.80 — Removes servitors periodically in field; costs a Magic Symbol. Summon Feline King Lv.79 — 2-hour summon. Summon Smart Cubic Lv.55 / 70 / 79 — 3 ranks; cleanses debuffs and eventually attacks/heals. Servitor Barrier Lv.60 / 72 / 79 — Servitor invulnerability up to 30 seconds. Servitor Blessing Lv.60 — Removes selected movement and speed restrictions. Elemental Master Two-hour unicorns, water-attribute combat, Smart Cubic and Servitor Barrier. Anti-Summoning Field Lv.80 — Anti-servitor zone. Mass Surrender to Water Lv.58+ — Water Resistance -30 around the servitor. Summon Smart Cubic Lv.55 / 70 / 79 — Cleanse, attack and heal. Servitor Barrier Lv.60 / 72 / 79 — Servitor invulnerability. Spectral Master Two-hour servitors, Death Spike from level 44, updated protection. Anti-Summoning Field Lv.80 — Anti-servitor zone. Summon Lore Lv.78 — Defensive/casting bonuses and reduced MP costs. Summon Smart Cubic Lv.55 / 70 / 79 — Cleanses debuffs and later attacks/heals. Servitor Barrier Lv.60 / 72 / 79 — 10 / 15 / 30-second protection. Death Spike Lv.44+ — 13 ranks through level 74; Cursed Bone projectile. Maestro Improved golem toolkit and added fighter skills. Golem Armor Lv.79 / 80 — Golem transformation for 10/15 min; cannot be used in Olympiad. Strengthen Golem Lv.49 / 58 / 70 — Up to P. Atk +15%, Atk Speed +9%. Battle Cry Updated — Combat skill. Rush Updated — Gap closer. Expose Weak Point Lv.79 — On-hit proc P. Def -20% and critical hit vulnerability. Final Secret Lv.79 — PvP Normal Attack Damage +30%; Skill Power +30%. Rush Impact Lv.79 — 4224 Power, 9-second Shock. Fortune Seeker Level-79 spoil and melee updates. Spoil Bomb Lv.79 — AoE spoil with -15% speed and delayed explosion, usable in Olympiad. Expose Weak Point Lv.79 — 5% proc, P. Def -20%, critical vulnerability. Lucky Strike Lv.79 — 4312 Power, attacks/spoils nearby targets. Dual Dagger Mastery Lv.79 — P. Atk +87.5 and blow rate +5%. Lucky Blow Lv.79 — 11234 Power attack with spoil and lethal possibilities; dual dagger required. Official skill-by-skill reference: View the complete effects, icon gallery and EVERY rank table on the MightyProject website. The summaries above are editorial and do not replace the per-rank source tables. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   05 • NPC BUFFER & SUPPORT NPC Buffer with 69 buffs. Ordinary buffs are free and last 60 minutes. Up to four customizable buff profiles for character or summon. Maximum buff slots: 24 (20 base + 4 unlocked with Divine Inspiration Book). Premium Buff covers resistance buffs and is free for Premium accounts. Block Buff is available. Mana Potions are not sold in the shop; Town Mana Rechargers restore 50 MP every 3 seconds for eligible nearby characters. 06 • FARMING, CHAMPIONS & EQUIPMENT Safe farming: Orc Barracks. Solo farming: Beast Farm. Party farming: Pagan's Temple. Blue and Red Champion monsters appear in Beast Farm and Orc Barracks, providing extra Adena and Premium Buff Coins. D/B grade farming focuses on Adena, A grade on Gold Bars, and S grade on Gold Bars plus Farm Marks. Bozkurt NPC offers convenient access to shop, buffs, services and teleportation. Weight penalties are disabled, although inventory slot limits still apply. 07 • ENCHANTING & AUGMENTING Enchant rates: Weapon +4/+5 50%, +6 33%, +7 25%, +8 20%, +9 14%, +10 8%. Armor and jewelry +5 50%, +6 50%, +7 33%, +8 25%, +9 20%, +10 14%. Auto Enchant: Lets players target a desired enchant level and automate attempts under standard rules. Auto Augment: Search for a desired augmentation skill and define an attempt limit. Olf's T-shirt: Obtainable with Event Medals, enchantable up to +10 with extra stats and higher-level special effects. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 • PVP EVENTS & COMPETITIVE CONTENT Daily PvP event timetable (GMT+3): Team vs Team: 11:00 / 12:00 / 13:00 — command: .tvtjoin Capture the Flag: 14:00 / 15:00 / 16:00 — command: .ctfjoin Deathmatch: 17:00 / 18:00 / 19:00 — command: .dmjoin Event Medals can be obtained through Capture the Flag and Deathmatch. 09 • OLYMPIAD 1v1 cross-class combat. Daily from 18:00 to 00:00 GMT+3. Matches can start with only two registered players. Choose Olympiad buffs before fighting. Start with 18 points and receive 3 weekly bonus points. Earn 40 Noblesse Gate Passes per win. Hero competition remains class-based and requires at least 9 matches and 1 victory. 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Standard epic-jewelry drop rates are listed as 50% for Baium, Valakas, Scarlet van Halisha, Antharas, Queen Ant, Core, Orfen and Zaken. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 • CLANS, ALLIANCES & CASTLE SIEGES Alliances support up to three clans. 24-hour penalty after leaving or being removed from a clan. Clan wars require level 3 and at least 15 clan members. Castle siege registration requires clan level 5. Castle sieges last two hours and occur every two weeks. Aden Castle: Saturday, 22:00 GMT+3. Giran Castle: Sunday, 22:00 GMT+3. Other castles are distributed through weekly Friday Clan vs Clan events at 22:00 GMT+3. Clan Hall auctions require level 2; bidding and upkeep use Adena. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 12 • CUSTOM COMMUNITY BOARD & CLIENT Community Board with live map, radio, raid boss timers and status for EU, BR and Asia. MightyProject Launcher for updates and file checks. Customized Classic client with updated skill icons/interface and DirectX 11 / DirectX 12 selection. Graphics presets (High, Average and Low) and configurable video, sound and UI preferences. Saved accounts for faster login. Searchable inventory, broker filters and private-shop sales history. Chat moving/resizing, copy/paste, emoticons and enhanced party highlighting. Automatic potion/elixir settings, Party Ping / readiness checks and Command Channel coordination. Cosmetic Fitting Room and La Vie En Rose beauty shop. 13 • IMPORTANT FIRST EVENTS 03 November 2026: First Scarlet van Halisha and Orfen schedule begins. 06 November 2026, 22:00: First Clan vs Clan castle event. 07 November 2026, 22:00: First Aden siege. 08 November 2026, 22:00: First Giran siege. 13 November 2026, 18:00: First Olympiad period. 30 November 2026, 20:00: Clan Hall auctions begin. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ READY TO JOIN MIGHTY PROJECT x200? VISIT THE OFFICIAL WEBSITE READ ALL SERVER FEATURES & CLASS SKILL DETAILS MightyProject • Lineage II Interlude PvP x200            
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